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  • lildude2 Calculating status... 11 posts since
    Nov 9, 2008
    Currently Being Moderated
    495. Aug 15, 2010 12:27 AM (in response to vahn)
    Re: Perks, min. number requirement?

    Backspasm56 wrote:

     

    I really really dont want stopping power OR juggernaut. I want to use other perks then stopping power. It is overused so much! in mw2 u had to use stopping power or u would get butt raped. Please dont have sp or juggernaut.


    It sucks to keep shooting on an enemy, wasting ammo (and you dont have much of in in the last COD-games) without SP and in the end somebody else will get the kill anyway 'cause you took ages. Its great to have a perk which gives you fast and guaranteed kills if you have skill.
    SP, Steady aim and Sleight of Hand are a must for fast and skilled gameplay.
  • UMPire45 Novice 227 posts since
    Aug 15, 2010
    Currently Being Moderated
    496. Aug 15, 2010 5:48 PM (in response to vahn)
    Re: Perks, min. number requirement?
    I think there should be

    Perk 1 slot :
    Claymore x2 (Non-refillable)
    Rpg-7 x2 (non-refillable)
    Bandolier (So you can have smaller clip-sizes with guns and not run out of ammo)
    Sleight of Hand (To reload faster if you have an LMG)

    Perk 2 slot :
    Stopping Power (For snipers and for lower damaged guns)
    Cold Blooded (I love avoiding killstreaks lol)
    Flak Jacket (In case of that foolish explosive Noobtuber.)
    Overkill (So we can use Snipers and Assaults like good old times)

    Perk 3 slot :
    Dead Silence (I always loved being quiet)
    Deep Impact (No FMJ)
    Bling (yes, in slot 3)
    Extreme Conditioning (No unlimited running please)

    All can go to Pro levels.
  • Dephtheria Novice 115 posts since
    Aug 11, 2010
    Currently Being Moderated
    497. Aug 15, 2010 5:53 PM (in response to vahn)
    Re: Perks, min. number requirement?

    UMPire45 wrote:

     

    I think there should be

    Perk 1 slot :
    Claymore x2 (Non-refillable)
    Rpg-7 x2 (non-refillable)
    Bandolier (So you can have smaller clip-sizes with guns and not run out of ammo)
    Sleight of Hand (To reload faster if you have an LMG)

    Perk 2 slot :
    Stopping Power (For snipers and for lower damaged guns)
    Cold Blooded (I love avoiding killstreaks lol)
    Flak Jacket (In case of that foolish explosive Noobtuber.)
    Overkill (So we can use Snipers and Assaults like good old times)

    Perk 3 slot :
    Dead Silence (I always loved being quiet)
    Deep Impact (No FMJ)
    Bling (yes, in slot 3)
    Extreme Conditioning (No unlimited running please)

    All can go to Pro levels.




    If that happened, I can see everyone running around Sleight of Hand/Stopping Power/Bling haha.
    I personally thing that all three of those should be in one perk slot, never used in combination
  • bteck Apprentice 581 posts since
    May 26, 2010
    Currently Being Moderated
    498. Aug 15, 2010 6:08 PM (in response to vahn)
    Re: Perks, min. number requirement?
    get rid of stopping power and juggernaut. here is why

    because of stopping power and juggernaut, many people were forced to limiting class because of these perks. If you did not have either of them you were already at a large disadvantage, perks were supposed to add variety and equality.

    with those 2 perks that variety and equality went out the window. Everyone pretty much needed either to combat juggernoobs and stopping power users. all other perks except commando( but i already know its not coming again) were fine by my book.

    regarding the bayonet. i was cool with it because it had less range than commando, didnt grant crazy powers, could be predicted by the gun, and didnt go with marathon, tac knife, and pistol like commando did
  • bartimaeus1 Newbie 76 posts since
    Jun 30, 2008
    Currently Being Moderated
    499. Aug 15, 2010 6:31 PM (in response to vahn)
    Re: Perks, min. number requirement?
    While no one will read this post (probably) here I go.

    The biggest perk I want to see go is stopping power. Yes I know it was a shocker but please hear me out on this. 95% of peoples perks in the last three call of duty games (inside of core at least) included stopping power. Removing stopping power would open up new avenues of play and make the multiplayer greatly improved. So the real question is, why include stopping power in the first place? The answer quite simply is to counter juggernaut, in Modern Warfare 2 there was no juggernaut! Stopping power is a totally unrealistic perk that adds nothing to the experience. Thank you and bid well.
  • Big_Kid_Fun Apprentice 1,066 posts since
    Jul 2, 2010
    Currently Being Moderated
    500. Aug 15, 2010 6:37 PM (in response to vahn)
    Re: Perks, min. number requirement?

    bartimaeus1 wrote:

     

    Stopping power is a totally unrealistic perk that adds nothing to the experience



    Okay that was just silly :P
  • sne4k1000 Expert 2,075 posts since
    Sep 5, 2011
    Currently Being Moderated
    501. Aug 15, 2010 6:51 PM (in response to vahn)
    Re: Perks, min. number requirement?
    i think keep the similar amount, no need to unneccesarily remove perks just to lower the amount, no need to add pontless perks just to increase.

    But some new perks would be nice
  • Spec_Ops_bot Calculating status... 65 posts since
    Aug 13, 2010
    Currently Being Moderated
    502. Aug 15, 2010 6:53 PM (in response to vahn)
    Re: Perks, min. number requirement?
    I like the perks like bomb squad (Sit-rep) and all but I dislike juggernaut, cold blooded, stopping power, Commando, last stand, One man army, Danger close. I will break it down like this:

    Cold Blooded
        In call of duty four there was UAV Jammer and I liked it a lot. Cold blooded is the next level you get to dodge all of the air support too? No thank you!

    Stopping Power
        It gives an unfair advantage to guns and it gives you more damage? But then you have guns even though they me balanced that may well if given stopping power will get out of hand.

    Juggernaut
        Simply over-powered the health boost is too high I keep trying to kill a guy with pain killer or juggernaut and I end up dieing it's as simple as that.

    Commando
        Simple; I shoot at a person they "teleport" to me and knife me. No thanks!

    Last-Stand
        As I said before I may be shooting at a person I might not see the drop but they are on the ground and they get me. It's as simple as that common stuff that can just make a person rage-quit

    One man army
        Switching classes in the middle of a game.. In mw2 commonly used with danger close to reap havoc with the grenade launchers.

    Danger Close
        It powers up explosives and is similar to sonic boom. If you use sonic boom in cod4 you can get the same damage as a mw2 grenade launcher. But moving on with this perk commonly used with One man army again people reap havoc with grenade launchers.

    But onwards to the count It doesn't matter don't force yourself or an overpowered perk like one of the above or worst(if that's possible) may be produced!
  • The Real jcmoovee Expert 1,539 posts since
    Jul 20, 2010
    Currently Being Moderated
    503. Aug 15, 2010 6:54 PM (in response to vahn)
    Re: Perks, min. number requirement?
    go back to cod4 style but simpler classes and more focus on the actual gameplay. this is where mw2 went wrong.
  • Predator XXX7 Calculating status... 49 posts since
    Aug 14, 2008
    Currently Being Moderated
    504. Aug 15, 2010 7:35 PM (in response to vahn)
    Re: Perks, min. number requirement?
    Overkill, ninja pro, double tap, and bomb squad as a first perk would be appreciated.

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