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n1gh7
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 Re: Modern Warfare 3 Perks
« Reply #30 on Feb 10, 2011, 3:53am »

MW3 should be the best parts of MW2 and COD4 combined.
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 Re: Modern Warfare 3 Perks
« Reply #31 on Feb 10, 2011, 4:05am »

MW3 should be something completely different and broken.
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 Re: Modern Warfare 3 Perks
« Reply #32 on Feb 10, 2011, 12:58pm »

Modern Warfare 3 perks should be 1 tier.

Scavenger-replenish ammo, tactical and lethal nades
Sleight of Hand-faster reloading, faster ADS
Ninja- Silent footsteps, silent reloading, nade throwing etc. (All sounds silent)
Hacker- See enemy equipment highlighted in red, hack equipment
Steady Aim- tighter hip fire, faster recovery from sprint
Warlord- two attachments on both guns, one extra equipment (motion sensors not applicable)
Tactical Mask- immunity from tactical grenades
Marathon- unlimited sprint, (no fall damage or faster climbing?)
Overkill- replaces secondary with a primary, extra tactical and lethal grenade

You get 1 perk per class.

And gun RPMs and damage return to MW2 levels. (Although without stopping power, Snipers should probably be Blops style (at least the power ones... I'd like a MW2 M21 and WAZOOO), and LMGs might need a little more power.)

Anyway, anyone predict side effects of this system?
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 Re: Modern Warfare 3 Perks
« Reply #33 on Feb 10, 2011, 1:46pm »

9 is probably too many. I think overkill should go, and just make it so you have the much maligned shotgun, machine pistol and rocket launcher secondaries of MW2. Marathon would also need a little extra spice to make it worth it.
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 Re: Modern Warfare 3 Perks
« Reply #34 on Feb 10, 2011, 2:48pm »

no fall damage AND faster climbing? I don't know, I just figured it would have an objective gametype niche.

And if I were going to remove any perk it would be sleight of hand. Why do you think 9 perks is too many?
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 Re: Modern Warfare 3 Perks
« Reply #35 on Feb 10, 2011, 6:31pm »

What good parts of MW2 give me 1 thing out of that game that was good and i will go over to china and open a reservation to save pandas
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 Re: Modern Warfare 3 Perks
« Reply #36 on Feb 10, 2011, 7:59pm »

sniper rifles worked...
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 Re: Modern Warfare 3 Perks
« Reply #37 on Feb 10, 2011, 8:04pm »

matchmaking, maps, guns, perks, pace... now go save me some pandas
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themccannman
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 Re: Modern Warfare 3 Perks
« Reply #38 on Feb 10, 2011, 10:25pm »

IMO the only things wrong with MW2 were commando, Skill Cannons, and sometimes OP killstreaks, otherwise a good game
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 Re: Modern Warfare 3 Perks
« Reply #39 on Feb 10, 2011, 11:39pm »


Feb 10, 2011, 6:31pm, i8 wrote:
What good parts of MW2 give me 1 thing out of that game that was good and i will go over to china and open a reservation to save pandas


Excellent weapon balance compared to other titles.
UMP was not an MP40. (Except in
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 Re: Modern Warfare 3 Perks
« Reply #40 on Feb 11, 2011, 12:06am »

Tier 1
Horder: 2 attachments on primary AND secondary
+weapon dropped upon death will not have attachments
Akimbo: carry 2 primary weapons
+able to akimbo all SMG's, assuming not all are akimbo capable
Bandolier: Carry max ammo
+1 extra special, lethal nade, and 1 extra launcher shell/rocket
Sleight of Hand: Reload and faster drop/raise time
+climb faster

Tier 2
Stopping power: 1.4 multiplier for head,neck, chest
+direct impact damage tripled
Juggernaught: resistant against explosives(65%reduce) and direct impact damage(65%reduce)
+reduced stun and flash affect
Spy: invisible from air support
+no red name
Lightweight: 7% speed increase
+time to ADS reduced 25% and reduced sprint-ready time

Tier 3
steady aim: reduced horizontal recoil
+slightly less idle sway (hopefully it will be back)
ninja: silent footsteps
+no fall damage
hacker: detect enemy equipment and killstreaks
+turn them into friendly, avoid detection by enemy equipment
Berserker: 10% faster sprint (using lightweight will NOT compound with this) and less flinch when shot
+recover health in half time

Tier 4
Safety: killstreaks carry extra flare
+ killstreaks without flares will have 1
Hardline:killstreaks 1 lesskill
+reroll teamate care packages with higher sucess rate- enemy carepackages turn into ammo
danger close: unaffected by own killstreaks
+teamates in Touch Football unaffected
hang time: UAV last 25%longer
+all other types of kill streaks last 15%longer


Sniper rifles with stopping power will simply act the way they did in previous COD with torso/chest blah blah multipliers
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i8
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 Re: Modern Warfare 3 Perks
« Reply #41 on Feb 11, 2011, 1:35am »

MW2 snipers were OP, Weapon balance was god aweful, the maps sucked with way 2 much verticality. No sir the pandas die
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 Re: Modern Warfare 3 Perks
« Reply #42 on Feb 11, 2011, 2:00am »


Feb 10, 2011, 11:39pm, niteshadex wrote:

Feb 10, 2011, 6:31pm, i8 wrote:
What good parts of MW2 give me 1 thing out of that game that was good and i will go over to china and open a reservation to save pandas



UMP was not an MP40. (Except in


Yeah, I never like it when people combined it with
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whoknows10
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 Re: Modern Warfare 3 Perks
« Reply #43 on Feb 11, 2011, 3:29am »

Medic: Health Regen takes 3.5 seconds instead of 5
+ Take less damage from special grenades

Overkill: Allow Shotguns and Machine pistols as secondaries,
+ Replace special grenades with lethal grenades, or add 1 extra tactical grenade

Killstreak perks:
- 20% firepower(kill in 1 less hit)
- 1 extra flare
- 5 seconds longer duration
- Killstreaks "reset" after obtaining the last killstreak


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 Re: Modern Warfare 3 Perks
« Reply #44 on Feb 11, 2011, 7:32pm »

I'm gonna keep reading, but... become semi-transparent when in a crouched or prone position for more than 3 seconds without moving???? Seriously?
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 Re: Modern Warfare 3 Perks
« Reply #45 on Feb 11, 2011, 8:00pm »

^ gay
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 Re: Modern Warfare 3 Perks
« Reply #46 on Feb 15, 2011, 5:17pm »

only death streak that should be allowed is copy cat, and can be used anytime you die

stopping power pro seems OP...
i like the melee idea, but you should be able to get back up by yourself if you don't die, like final stand, but with a pistol

i would really like a more advanced body multiplier system- possibly with limb shots being weak, chest shots doing substantial damage, and headshots always being 1hko in HC (alteast give some kind of semi auto AR that ability. like m14/FAL)

also, FUNCTIONAL ADS DELAY NEEDS TO GO AWAY
hip firing should be less accurate - i've been killed more times by steady aim AK74 people than famas users...which is alot


mw2 weapon balance was a flawed beautiful- every gun was unique and had it's own quirks. COD4 too
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 Re: Modern Warfare 3 Perks
« Reply #47 on Feb 15, 2011, 8:17pm »

yeah it would be nice to have MW3 be a combination of weapon balance from CoD4 & mw2, customization of B.O. and perk balance of MW2 (nerf danger close and add flak jacket)
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 Re: Modern Warfare 3 Perks
« Reply #48 on Feb 16, 2011, 4:32pm »


Feb 15, 2011, 8:17pm, H8ters2 wrote:
yeah it would be nice to have MW3 be a combination of weapon balance from CoD4 & mw2, customization of B.O. and perk balance of MW2 (nerf danger close and add flak jacket)


while that makes perfect sense to you, me and everyone else here... it'll never happen
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 Re: Modern Warfare 3 Perks
« Reply #49 on Feb 16, 2011, 9:56pm »


Feb 7, 2011, 1:12pm, exxtrooper wrote:
Tier 1

Lightwieght - Faster movement speed.
Pro - No fall damage.


Would be boring and overlooked just as it is in Black Ops.


Quote:
Juggernaut - Reduced explosive damage.
Pro - No damage from enemy melee attacks.


Way too extreme a secondary perk. I'd rather see panic knifing removed from the game altogether and make knifing a 2HK from the front.


Quote:
ColdBlooded - (Can only be used with sniper rifles) Undetectable on enemy radar.
Pro - Invisible on thermal.


Only available to sniper rifles? It's an interesting idea, but it'd just cause plenty of idiots to swap their snipers for assault rifles on the ground ASAP. Removing undetectability from Air Support without providing a viable alternative would set killstreak counters out of whack as well.


Quote:
Bandoiler - Start with extra magazines.
Pro - Get full ammo on guns that you pick up on the ground.


Useless.


Quote:
Scavenger - Replenish grenades and magazines from dead bodies.
Pro - Start with extra tactical and lethal grenades.


Why did you break this perk up into two perks again?


Quote:
Grenadier - Grenade launcher mounted to your assault rifle.
Pro - Swith to your launcher faster.


Okay, so a perk only for assault rifles? Where are the perks for SMG's, you expect them to all take lightweight or a gimped version of Scavenger?

Grenade Launchers don't need any more of a witch-hunt than they've already had. Them not being resupplied by Scavenger is enough, don't attach them to a perk as well.


Quote:
Tier 2

Full metal jacket - Greater bullet penetration.
Pro - 5 extra rounds in your magazines (except P90)


5 Extra rounds would be relatively useless on a P90 anyways, why exclude it from the list? You've just taken two attachments from Mw2 and made them into a perk. Not a fan.


Quote:
Steady Aim - Greater hip fire accuracy.
Pro - Faster recovery after sprinting.


Cool. But it's copy-pasted.


Quote:
Quarterbacker - Throw lethal and tactical grenades further.
Pro - throw lethal and tactical grenades faster.


Good god, no, please. Have you played CoD4? Grenades do not need more range, from a perk or otherwise. I do like the pro version quite a lot though.


Quote:
Bling - Two attachments on your primary weapon.
Pro - Two attachemtns on your secondary weapon.


Copy-paste.


Quote:
Handyman - Extra Secondary weapon slot.
Pro - Swith and pick up weapons faster.


Interesting, so we'd get to have a pistol and a launcher? It'd be annoying with reload canceling though, having to press Y three times. Name could use some work.


Quote:
Gas Mask - See through smoke screen.
Pro - No effect from stuns and flashes.


Smoke grenades do not need a nerf. Moving on.


Quote:
Tier 3

Dead silence - Silenced footsteps.
Pro - No sound from footsteps.


Copy-Paste.


Quote:
Claymore - Anti-personnel mine.
Pro - Extra anti-personnel mine.


What's the point of this? We down-grading to CoD4 now?


Quote:
Monkey man - No fall damage.
Pro - Climb faster.


Incredibly stupid, since your "version" of Lightweight already has no fall damage attached to it. Climbing faster should be replaced onto Lightweight and this perk should be deleted.


Quote:
Technician - Detect enemy explosives.
Pro - Detect enemy killstreaks, and enemy killstreaks show up on radar.


Alright, not bad, although it's basically just SitRep and Reconnaissance's bastard child.


Quote:
CoPilot - Extra flares on helicopters and gunships.
Pro - Players using anti-tank weapons will be outlined with the color yellow instead of red.


No.


Quote:
Bomb squad - Defuse bombs faster.
Pro - Plant bombs faster


A perk only usable in certain game types? Interesting, but stupid.


Quote:
Extreme condition - Doubled sprint duration.
Pro - Dolphin dive faster and recover from it faster


Really?



Quote:
Thoughts?


You have some interesting and refreshing ideas here, bro. But sorry, most of them are redundant or are just plain terrible.
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 Re: Modern Warfare 3 Perks
« Reply #50 on Feb 16, 2011, 11:21pm »

I'm annoyed at how many of you are suggesting Stopping Power, Juggernaut, and even Danger Close to return. All of these perks have destroyed balance in the past, and Black Ops has finally moved into the right direction by removing them.

Any true bro knows this.
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 Re: Modern Warfare 3 Perks
« Reply #51 on Feb 16, 2011, 11:32pm »


Feb 16, 2011, 11:21pm, Aphoristic wrote:
I'm annoyed at how many of you are suggesting Stopping Power, Juggernaut, and even Danger Close to return. All of these perks have destroyed balance in the past, and Black Ops has finally moved into the right direction by removing them.

Any true bro knows this.
Really? IMO, SP kept the weapons fairly balanced. If SP were in Blops, there would actually be a reason to use weapons other than the FAMAUG. IMO SP worked really well in CoD4.

Juggernaut never really bothered me in CoD4 or WaW, so I couldn't care less about it. DC was a problem though.
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 Re: Modern Warfare 3 Perks
« Reply #52 on Feb 16, 2011, 11:53pm »

Stopping Power cut the time to kill of all 40 damage weapons <b>in half</b>. While it is true we are talking about milliseconds, it really means a lot in the fast pace of CoD. There is a reason the perk is always used, except on the few weapons that cannot use it.

Plus there was the problem of "you don't know what the enemy is using until you shoot them". Snipers in particular were screwed by Juggernaut. It forced them to use Stopping Power or face a perk that made sniping require two hits always.
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 Re: Modern Warfare 3 Perks
« Reply #53 on Feb 17, 2011, 12:02am »


Feb 16, 2011, 11:53pm, Aphoristic wrote:
Stopping Power cut the time to kill of all 40 damage weapons <b>in half</b>. While it is true we are talking about milliseconds, it really means a lot in the fast pace of CoD. There is a reason the perk is always used, except on the few weapons that cannot use it.

Plus there was the problem of "you don't know what the enemy is using until you shoot them". Snipers in particular were screwed by Juggernaut. It forced them to use Stopping Power or face a perk that made sniping require two hits always.
Actually, I do agree that Jug was really annoying with snipers. Still, I don't agree that SP was a problem. I think it allowed for more diverse weapons. Then again, I suppose you're right about the 40 damage thing. I guess it worked so well in CoD4 was because there weren't many 40 damage weapons, and (on the consoles at least) the ones that were had significant drawbacks (except the M16).
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i8
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 Re: Modern Warfare 3 Perks
« Reply #54 on Feb 17, 2011, 12:35am »

Ur retarded not that many 40 damage weapons hello, M16, Ak-47, MP5, MP44, G3, Ak-74u, RPD, M9, USP, Colt .45, W1200 (irellivant but still 40 damage). 30 damage weapons, P90, Mini-Uzi, SAW, M4, G36C, and M1014 thats it. The ratio is 11/6 bub thats almost double. Ur other weapons were 70 damage snipers and 4 50 damage guns. How can u say SP is not a problem its the only perk that is ever used. And if it wasin black ops it would hurt way more than help yes AUG and FAMAS would be rained in but all 30 damage SMGs would be futher outclassed than they already are along with the semi autos and Enfield. A simplier solution to fix the AUG and FAMAS is to make their damage 30-20 gees its so simple
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swoopwithnon4m3
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 Re: Modern Warfare 3 Perks
« Reply #55 on Feb 17, 2011, 1:16am »

Perks are perks, the only negative they should provide is that you miss another perk in it's color group. Same with attachments. If a perk or attachment bars you from doing something, then it probably shouldn't exist in the first place.

Personally, I'd like the removal of Pro perks. Why? Someone with SoH+ has a sizable advantage over someone with base SoH, Ghost is nice, but it's a to get Ghost Pro if you're enemy has half a brain and can place a Sentry Gun (Assuming they even use Sentry Guns) and the Pro version is what really drives the perk, also it eliminates the "You do the SAME thing but a little better!" of BO's Marathon and MW2's OMA.
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mw0swedeking
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 Re: Modern Warfare 3 Perks
« Reply #56 on Feb 17, 2011, 1:21am »

Stopping Power may be what MADE the pace of previous CoDs.

Here's how it works. What do CoD players complain most about? tactical loitering, right? Skill Cannons are a close second.

What was the solution? The UAV killstreak. You can't really complain about a camper if there is an easy to obtain killstreak that tells you where players are.

On the other hand, players should be able to flank, and so the UAV Jammer perk is there to keep you off the radar, making flanking easier and more effective. However, if too many players are using this perk, it causes a lot of problems for the flow of the game. And so you have to give something up to get it... Stopping Power or Juggernaut.

Now, I'm glad juggernaut is gone, it caused problems for snipers as well as guns like the Deagle or M14, etc. guns that shouldn't need stopping power, but did because of people using jugg.. But without stopping power, the game seems to have become a real mess. In Blops you have to literally check every corner, slowing down movement through the map. Thank goodness for Blackbird, though.

Also, I maybe would have liked adding recoil OR removing stopping power (I say maybe, because I'm not sure I like guns with recoil... I thought I would but I don't really), but both? I definitely don't like. And the super fast fire rates basically have the same effect as stopping power anyway.

Man, that turned into a Blops rant too fast.

I see people's problems with people dying too fast, but the best I can come up with is to basically build-in Juggernaut, and then have stopping power as a perk (And I would like to go off MW2s perks and guns too, mostly cause I hate Blops [I really need to stop talking about it]).

In MW2, each tier comes down to about three perks for me. Tier 1 is Scavenger, Sleight of Hand, and Marathon. Tier 2 is Stopping Power, Cold Blooded, and Lightweight. And Tier 3 is Ninja (Pro), Steady Aim, and Sitrep (Pro). Every one of these perks is competitive with the other two I listed from it's tier.

In Blops, Tier 1 is Ghost, Flak Jacket, and Lightweight- but mostly flak jacket. Ghost is just anti air, and lightweight's objective (and even there I have a second objective class with Flak Jacket that probably gets more use). Tier 2 is Sleight of Hand (I use Hardened and occasionally steady aim, but if I'm really trying, it's SoH). Tier 3 is Ninja or Hacker (Tac Mask Pro or Marathon for objectives, but even then... I tend to just stick with ninja or hacker).

My point being that removing stopping power did not lead to a better balanced tier.

Sorry for all the text, I guess I should...

/Rant
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n1gh7
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 Re: Modern Warfare 3 Perks
« Reply #57 on Feb 17, 2011, 1:21am »

I agree with removing the Pro Perk part of the perks. I think it would be fine to just have 2 abilities per perk and require no extra challenges to be completed to get the full functionality. I mean, having to wait to rank up is stupid enough, why add more restrictions to getting your perks.
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 Re: Modern Warfare 3 Perks
« Reply #58 on Feb 17, 2011, 1:35am »

I didn't mind in MW2... in Blops, where a lot of the Pro perk abilities are better than the vanilla Perks, yeah I'm not a fan.
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 Re: Modern Warfare 3 Perks
« Reply #59 on Feb 17, 2011, 2:28am »

Stopping Power is bad because it makes it difficult to balance guns with and without it. Some guns wind up useless without it, some guns are too powerful with it and people who choose other perks feel limited in their gun choice when looking statistics, and it throws weapon balance off even further in touch football. It also creates a go-to perk, it'll wind up like BO's assault rifles, unless you have a very specific purpose, you choose SP cause it's so gosh darn golly gee whiz flexible and if we're trying to promote variance, SP will kill it.

Juggernaut is bad because it mandates Stopping Power to counter it and straight up bones certain types of weapons, and if you make it so these weapons aren't screwed over then they become unpredictibly powerful with Stopping Power. (Rifles that do enough damage to kill you by hitting you in the big toe through walls)

Bring weapon penetration back (it blows in BO) and that'll do a lot to keep the pace up even with MW2 rates of fire.
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