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Currently Being ModeratedRe: Perks, min. number requirement?This is how I see it:
Juggernaut should NEVER re-appear....its for newbs that cant get out of the way of bullets to get their shot off in time.
2nd Chance/Last Stand: Another newb invention....if you cant shoot me before I shoot you, then just die (plus its lame when I shoot you the whole way down, emptying a clip, only for you to survive it because of an animation, and in turn shoot me since Im reloading).
Martyrdom: Yet another newb tactic for people that cant get a kill when they are alive. (I put this one last b/c it isnt as much of a nuissance as the others.)
The main thing though: PLEASE dont give them incentive to camp (i.e.: Heartbeat Sensors, 25 killstreak reward)....The only thing worse than a camper, is a n00b t00br...grenade launchers have seriously taken a lot of the fun out of the CoD series. Who needs bullets when you have a near endless supply of exploding projectiles.
I do like how Treyarch fixes the glitches ASAP, and I also like the use of severed limbs and a delay on the use of rifle grenades (definitely keep that if you keep the noob toobs in, otherwise S&D is just a damn crapshoot for making it out of your spawn).
Either way, I know I will be WAAYY more satisfied (again) with TREYARCh behind the wheel as opposed to those morons at IW that could care less about whether we have to deal with glitcheres exploiting the game and making it a waste of time.
Currently Being ModeratedRe: Perks, min. number requirement?I read a post that had a good suggestion- make stopping power do more damage at range, or atleast cancel bullet drop damage. And juggernaut to refill health quicker.
If I remembered who it was, I'd cite him.
Currently Being ModeratedRe: Perks, min. number requirement?
An Oreo wrote:
I read a post that had a good suggestion- make stopping power do more damage at range, or atleast cancel bullet drop damage. And juggernaut to refill health quicker.
If I remembered who it was, I'd cite him.
You can cite me then! :wink:
Currently Being ModeratedRe: Perks, min. number requirement?commando needs to go
marathon needs to be changed to extream conditioning
pro perks should have more than one level like bling pro 1 is 2 attachments and then bling pro 2 is 3 attachments
OMA should only give you one n00b tube
vehicle perks should be flares for choppers and rockets for choppers
juggernaut makes you more venerable to head shots
make a perk that swaps weapons faster
make melee a perk
make rifle grenades a perk like w@w
make a perk that gives you another perk slot(lolz)
make a perk that captures/plants objectives faster
Currently Being ModeratedRe: Perks, min. number requirement?Absolutley NO marty,
no primary gren x2
- with these 2 perks plus artillery etc, the smaller maps become unplayable, atm it is explosion spam, spawn, die, spawn, die. not a fun way to play
keep sitrep, or bombsquad,
No last stand,
Keep camo/cold blood, BUT make sure non-camo players do NOT spawn near camo players.
Tubes as a perk,
Currently Being ModeratedRe: Perks, min. number requirement?perk 1
grip/grenade launcher/masterkey (attachments that take perk slot 1)
edit: sleight of hand
edit: double tap
edit: iron lungs
launchers should be used to kill killstreaks OR if used against players, dont have increased damage or larger radius
edit: i just realized that sleight of hand/bandolier is a broken combo. in that case, make sleight of had a perk 1. i know that many of you would prefer SoH to be perk 2 but i dont see it balanced out with certain perks so perhaps making it 1st like MW2 will give a better balance issue.
edit: i also just realized that for perk 2, the one that will be seeing the most usage will be uav jammer/camo, so i dont know whether i want it to be there without another perk that will be on equal grounds of being picked. I dont want uav jammer to be the only 2nd perk we see in game. perhaps include hardline as a 2nd perk so that players will chose between faster killstreaks or not be seen by them. i think this perk system is balanced out
I think vahn should take a look at this setup. so far, i cant any combination of perks that will broken. it fits every possible gaming category
stealth sniper: SoH, Uav Jammer, Dead Silence
running sniper: SoH/Bling, Iron Lung, Extreme Cond.
running SMG: bandolier, shades, steady aim
LMG: grip, overkill, sitrep
Assault: can use any combination
Shotguner: SoH, hardline, steady aim
I think my combination of perks will provide the most variety that we will see. If you can think of a combo that would be OP please list it.
edit: i just thought of something broken about overkill. players could use 2 assault rifles and mount 2 grenade launchers on them. in that case, overkill should make it so that only one attachment that takes up perk 1 can be used at a time. so players can only run with one AR w/ a noobtoob.
my friend made a good point. if there is no stopping power, what will be the basic perk 2 that is unlocked immediately and can be used? perhaps because of this is why it is essential for stopping power to return as the next immediate basic perk will be uav jammer which will be very annoying. I know that many will be skeptical in saying that having stopping power with no juggernaut is broken. that is why i propose the alternative to stopping power to be double tap as to they will probably kill in nearly the same time. I also made the mistake in that iron lungs should be perk 3 not 2.
edit: i dont like stopping power, instead the basic perk 2 should be double tap. it allows for faster kills, but at the cost of controlling recoil. It may seem unfair to semi auto weapons, so i propose that it takes off the firecap on them