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ZaTaisho
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 ⌈Call of Duty⌋ Ideal Perk System 3.0
« Thread Started on Mar 19, 2012, 3:17pm »

Knowing the System:

  • Each perk has 2 Pro abilities, instead of 1.

    • "Pro 2" is disabled at start unless players are to enter Prestige mode at least once!
    • Each Pro ability has their own separate challenges to unlock.
    • Players can only choose 1 of these 2 abilities.
    • Players cannot obtain both Pro abilities, unless using the Specialist Package.

  • The first 2 perks in each Tier are available at Level 4 with Create-A-Class.
  • Proficiencies are not affiliated with the Perks in this System.
  • The Item Package is another version of the Care Package, granting items such as Body Armor, Ammo, Death Machine, Grim Reaper, and Perks (not sure).
  • The Specialist Package:

    • You can only obtain Pro abilities when unlocked and selected.
    • You can only obtain all Pro abilities when unlocked.

      • 2 points = 1 additional perk
      • 4 points = 2 additional perks
      • 6 points = 3 additional perks
      • 8 points = 4 additional perks + all Pro abilities

========================================================================================================
This is my new set-up, removing some perks that were really not needed from the previous Perk System Chart. Let me know what could be fixed, added, or removed.

= Ideal Perk System 3.0 =
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« Last Edit: Apr 30, 2012, 10:47pm by ZaTaisho »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #1 on Mar 19, 2012, 3:50pm »

A perk that regenerates health faster, would be insanely overpowered. As for ideas a perk that gives a double pointstreak for objective moves (planting, capturing, defusing, etc.)
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Posted using the ProBoards Mobile AppPerk Ideas for Black Ops 2
« Reply #2 on Mar 19, 2012, 4:08pm via the ProBoards Mobile App »

Seriously, a perk that freaking shows blind eye while in my osprey gunner. It's hard enough getting one with a M16, let alone killing anything with the osprey.
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 Re: Perk Ideas for Black Ops 2
« Reply #3 on Mar 19, 2012, 4:19pm »

I was thinking of system like Crysis 2 (or more generically, Halo) where health begins to regenerate after a certain period of time and then takes time to regenerate.

For reference, Call of Duty presently regenerates all your health instantaneously after 5 seconds. Here's a example scheme using the principle mentioned above: health regeneration begins after 4 seconds and 50 health is regenerated per second. That is, if you have 50 health or more, you will regenerate at or less than the same time as in vanilla CoD and vice versa. (It would take at maximum ~6 seconds to heal.)

Why do I mention this? A perk that modifies health regen time could also modify health rate for its pro variant.

Example:
Juggernaut: Health regeneration begins at 2.5 seconds.
Pro: Health is regenerated at 80 points per second.

Etc. Tweak the numbers to your tastes.

Is this a good idea? Would it fit within our expectations of CoD? I don't know. But it's a thought.

robospy, a perk that reduced the delay for health regen could be balanced...remember, Assassin is in this game.
« Last Edit: Mar 19, 2012, 4:20pm by Megaqwerty »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #4 on Mar 19, 2012, 4:45pm »

It wouldn't help surviving actual firefights so It should be all right. It seems to fit into the style of the rushing population so I'm guessing there won't be many complaints as it just makes people sit in cover for less time to regenerate. I'm guessing it will just make the game faster paced.
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 Re: Perk Ideas for Black Ops 2
« Reply #5 on Mar 19, 2012, 5:17pm »

I've thought of an idea for the Pro Variant:

Default: Faster Health Regeneration (probably about 1.5x or 2x seconds faster)
PRO: Ability to see enemy artillery, dogs and airstrikes

This makes it more of a survival perk than an overpowered ability to abuse if another effect was added.
I think this ability is best for this perk.

The Pro ability is actually taken from World at War perk, Reconnaissance, where you were able to see enemy's artillery and dogs
« Last Edit: Mar 19, 2012, 5:20pm by ZaTaisho »Link to Post - Back to Top  IP: Logged
Megaqwerty
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 Re: Perk Ideas for Black Ops 2
« Reply #6 on Mar 19, 2012, 5:29pm »

As much as I would love for Reconnaissance to make a return, it does not complement the base effect of faster health regen in any capacity.

Reconnaissance, if integrated into MW3, would probably be best suited for Blind Eye or Sit Rep, where it would cause killstreaks to glow red a la Sit Rep equipment. (There were suggestions for Scout Pro to gain this effect as well in Black Ops, largely because it was such an underwhelming perk otherwise.)
« Last Edit: Mar 19, 2012, 5:30pm by Megaqwerty »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #7 on Mar 19, 2012, 5:38pm »


Mar 19, 2012, 5:29pm, Megaqwerty wrote:
As much as I would love for Reconnaissance to make a return, it does not complement the base effect of faster health regen in any capacity.

Reconnaissance, if integrated into MW3, would probably be best suited for Blind Eye or Sit Rep, where it would cause killstreaks to glow red a la Sit Rep equipment. (There were suggestions for Scout Pro to gain this effect as well in Black Ops, largely because it was such an underwhelming perk otherwise.)


You have a good point...hmm....any ideas?
Maybe make it a medic perk where you can regenerate teammates' health faster when very close-by?

I don't know. What about the ability to become immune to CUAV and EMPs? Where can I put that in?


Actually, I still think adding the Reconnaissance ability to Lifeline is still a good fit, even if it doesn't exactly compliment the base ability. The perk is called "Lifeline" and I thought of it as a survival perk, so if you think of it this way I have these 2 perks:

1) Lifeline: Faster health regeneration
Lifeline PRO: Ability to see enemy artillery, dogs and airstrikes

2) Deadeye: Undetectable by aircraft and sentries
Deadeye PRO: Immune to the Counter Spy Plane and Jammer + Launchers lock-on faster
(The extra damage to Aircraft and Sentries were moved to the Hardened perk)

The reason why I like this is because it helps one another, for example:
For Lifeline PRO, this helps the player evade enemy incoming airstrikes, artillery, and dogs, especially dogs. This promotes to the survival part.

For Deadeye PRO, I've added the ability to become immune to the Counter Spy Plane and Jammer + Launchers lock-on faster, because by default, players are already able to see aircraft support and sentries, but can't see that if their mini-map is blocked, so this allows them to keep seeing the enemy's streaks.

Do you get what I'm saying?
« Last Edit: Mar 19, 2012, 5:48pm by ZaTaisho »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #8 on Mar 19, 2012, 5:50pm »

You could make it so that Lifeline Pro confers its pro benefit to nearby friendlies. That is, you would not have to manually communicate to a teammate that enemy killstreaks are nearby, something that would be helpful in pubs.
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 Re: Perk Ideas for Black Ops 2
« Reply #9 on Mar 19, 2012, 6:25pm »


Mar 19, 2012, 5:50pm, Megaqwerty wrote:
You could make it so that Lifeline Pro confers its pro benefit to nearby friendlies. That is, you would not have to manually communicate to a teammate that enemy killstreaks are nearby, something that would be helpful in pubs.


I have 2 more ideas for Lifeline PRO:

1) Drop down to the floor upon death (like Second Chance), however you carry no weapon, and teammates are able to revive you ONCE! That is IF they get to revive you.

OR

2) Bring back the Juggernaut perk.
If you think about it, Last Stand / Second Chance was a type of Juggernaut perk that you were able to fight back with one more shot until death, except it was annoying as hell. If you think about it, it won't be so much of a problem if they brought it back, I mean it's not going to break the game if they do.
This ability can be swapped from being the PRO to being the Base instead.

What do you think?
I like the Juggernaut idea... ;D
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 Re: Perk Ideas for Black Ops 2
« Reply #10 on Mar 19, 2012, 7:07pm »


Mar 19, 2012, 6:25pm, ZaTaisho wrote:
Drop down to the floor upon death (like Second Chance), however you carry no weapon, and teammates are able to revive you ONCE!

Yes, if, and only if, while on the ground, left and right triggers perform jazz hands with the respective hand.

Also, Juggernaut would not work in MW3 without significant weapon rebalancing. I would recommend against incorporating it into future CoDs because of how much more difficult it makes establishing sound weapon balance.
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 Re: Perk Ideas for Black Ops 2
« Reply #11 on Mar 19, 2012, 7:26pm »

^ I thought stopping power and juggs made it easier to balance in some regards.

Did you get the jazz hands from the main menu on BO. I remember trying not to break out of the chair and watch the hands move. (I think I just came to the realization that I have no life.)
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 Re: Perk Ideas for Black Ops 2
« Reply #12 on Mar 19, 2012, 7:27pm »


Mar 19, 2012, 7:07pm, Megaqwerty wrote:

Mar 19, 2012, 6:25pm, ZaTaisho wrote:
Drop down to the floor upon death (like Second Chance), however you carry no weapon, and teammates are able to revive you ONCE!

Yes, if, and only if, while on the ground, left and right triggers perform jazz hands with the respective hand.

Also, Juggernaut would not work in MW3 without significant weapon rebalancing. I would recommend against incorporating it into future CoDs because of how much more difficult it makes establishing sound weapon balance.


Yet, another great point.
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 Re: Perk Ideas for Black Ops 2
« Reply #13 on Mar 19, 2012, 8:12pm »

What you're all actually gonna get in BLOPS 2.........
Tier 1:
Ghost Pro Pro: Toggles god mode + invisible to everthing

Shades: Resist the effect of flares, no pro effect, no flares in game anyways

Eavesdrop pro: Unbuffed, ppl can still mute you to block the perk.

Throwback: Reset timer on nades, grenades will be weak anyways, pro effect: give up you're 2nd perk.

Overkil pro: Same as MW3
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 Re: Perk Ideas for Black Ops 2
« Reply #14 on Mar 19, 2012, 10:20pm »

Warlord - Two attachments
Pro Variant - Two Primary Weapons+ability to pick up a third weapon

In regards to this one...it would make sense in game to have a perk that allowed the carrying of 3 weapons... I have no idea how they could implement it in menu class selection though... Given the popularity of the zombie perk "mule kick" it seems like it could show up.

I also thought of some sort of perk that "steals" enemy killstreaks when you get a "buzzkill" in exchange for not being able to use any of your own.

A cool system I would love to see would be only few perks in each tier with two pro variants each (you can select one pro version per class).
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 Re: Perk Ideas for Black Ops 2
« Reply #15 on Mar 20, 2012, 8:16am »


Mar 19, 2012, 10:20pm, Dumien wrote:
Warlord - Two attachments
Pro Variant - Two Primary Weapons+ability to pick up a third weapon

In regards to this one...it would make sense in game to have a perk that allowed the carrying of 3 weapons... I have no idea how they could implement it in menu class selection though... Given the popularity of the zombie perk "mule kick" it seems like it could show up.

I also thought of some sort of perk that "steals" enemy killstreaks when you get a "buzzkill" in exchange for not being able to use any of your own.

A cool system I would love to see would be only few perks in each tier with two pro variants each (you can select one pro version per class).

I like the idea because Black Ops added the perk in the Moon mission, however, this would then become a somewhat complicated perk for multiplayer.
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 Re: Perk Ideas for Black Ops 2
« Reply #16 on Mar 20, 2012, 8:54am »

Don't know about perks, but in blops 2 snipers and lmgs should have double ammo when equipped with extended mags. Not x1.5 also, lmgs should get two attachments by default, and a third one from a proficiency/perk
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 Re: Perk Ideas for Black Ops 2
« Reply #17 on Mar 20, 2012, 9:52am »

PERKS:

Blue Perks:

Recon - Receive and share active tracking intel without directional indications on opponents for up to 8 seconds when they become injured by the user. Plus, this perk grants immunity from mini-map scrambling awards (EWAs) and devices (the Local Jammer Equipment)
Recon Pro - The active tracking ability is upgraded to provide directional indications and the user will be provided information on what resides in an opponent's Care Package, as if the Care Package was a team Care Package. This means the user can make out what type of award an enemy has received without trying to hijack it, although AirDrop Traps could still fool the player because only the Hacker Perk will identify a rigged package

Slight of Hand - Cuts reloading times in half
Slight of Hand Pro - Swap weapons quicker

Blind Eye - Undetectable by Lethal Air Support, Sentries, and Thermal
Blind Eye Pro - Grants a partial stealth ability to the user's own Air Support, keeping them off the enemies mini-maps, although the user's Air Support, that can be locked onto, will still be vulnerable of being locked-onto, but this benefit should make them much more difficult to be located and targeted by enemy fire

Extreme Conditioning - Sprint for longer periods of time, climb obstacles faster and receive no fall damage
Extreme Conditioning Pro - Faster recover time in-between sprints allowing the player to begin a new full sprint a little quicker than normal

Scavenger - Resupply weapon ballistics, Flamethrower fuel canisters, Throwing Knifes, and Tomahawks from any dead body. Scavenge any un-used explosives (does not include Tactical 'nades) from dead players if those players were making use of the same explosives as the user of the Scavenger perk
Scavenger Pro - Provides an extra Tactical Throwing Item

Red Perks:

Quick Draw - Faster aiming-down-sight (ADS) speed and lock-on Launchers will do so quicker
Quick Draw Pro - Increases the speed of using place-able equipment, throwing items and Strike Package items (including the action of calling a reward in)

Blast Shield - Provides explosive damage resistance (x0.55), cuts the shellshock effect caused by explosions in half, and resets Frag Grenades for tossing back.
Blast Shield Pro - Provides a level of resistance (x0.50) to the effects of the Flashbang, Concussion, and Gas Grenade. Also, grants partial immunity from opponent mini-EMP Grenades and EMP Support Awards. It's a partial immunity in that the user will still not be able to call-in his or her own Support Awards during an EMP award's period of effect and any of their active Support Awards and placeable Equipment will still get destroyed by either the EMP Support Award or the mini-EMP Grenade, but neither will temporarily knock out the user's mini-map or electronic weapon attachments, plus the visual and movement effects that are caused by them will get a level of resistance (x0.50) too. Not-to-mention, the Recon Drone's visual blinding effect of the "tagging" action is also reduced at that same amount (x0.50).

Hardline - Pointstreaks require 100 less points per reward and the user will recover their health (1.5x) quicker than normal after being wounded
Hardline Pro - Modifies the amount of points a player earns from assists. The normal 20 points earned per assist becomes 50 points per assist, thus changing the amount of assists needed to earn a Pointstreak award. Also, allows the user to re-roll the chance on Care Packages (including team Care Packages)

Ghost - Undetectable by UAV and Portable Radars. Also, it will cut the length of time you are actively tracked in half, providing a semi-counter to the Recon Perk (8 seconds becomes 4), Recon Drone (16 seconds becomes 8), and Blue Force Tracker (48 seconds becomes 24 seconds)
Ghost Pro - The user of this perk will not provide opponents a red cross-hair or name when being targeted at medium-ish (normal) or longer distances, plus the aim assist at those ranges will be removed too. Also, this will effectively neutralize the Marksman perk's ability to identify opponents at distances greater than normal

Overkill - The secondary weapon is replaced by a second primary weapon and a character's overall movement speed will no longer be restricted by the heaviest weapon being carried, instead whatever the movement rate is for the specific weapon in hand is what completely affects the player's current movement speed
Overkill Pro - Allows for an additional Weapon Proficiency to be selected with the user's first Primary weapon

Green Perks:

Marksman - Identify enemy targets at longer ranges. Also, it effectively counters the Ghost Pro ability of no red cross-hair, no name, and no aim assist at medium-ish (normal) ranges. Increases the length of time the user can hold their breath with a "held-breath" scope and reduces the recovery time after releasing the breath
Marksman Pro - Extra bullet damage is provided to the user versus Air Support and Sentries (slightly less of a damage boost than that offered by MW3's Blind Eye Pro)

Stalker - Move faster while aiming down the sights
Stalker Pro - Weapon is ready faster after sprinting

Keen Ear - Identify silenced weapons as if they were not silenced within a certain range and enemy footsteps are much louder, effectively neutralizing the sound reduction of Dead Silence. Plus, it will prevent an opponent from having stealthy Support Awards, basically countering Blind Eye Pro as well as making the Stealth Bomber visible on the mini-map too
Keen Ear Pro - All enemy sounds are increased, including weapon switching, reloading, climbing, knifing, etc. effectively neutralizing the sound reduction of Dead Silence Pro. Also, enemy awards such as Attack Dogs, RC/XD, and Artillery Strikes will be identified on the user's mini-map

Hacker - Detect enemy place-able Equipment and place-able Strike Package awards, which can now be hacked into to turn them friendly. Obviously approach enemy Claymores and some turrets from their backside when hacking them (the Blind Eye Perk will allow you to approach Sentry Turrets from any direction). Bouncing Betties can be hacked as well, but it has to be approached by a crawl. You can only have one hacked piece of equipment in the game for each type of equipment
Hacker Pro - Delays enemy detection-based explosives making them easier to be hack. This would also allow the IMS to become hacked too.

Dead Silence - Movement sound when walking is nearly zero and movement sound when sprinting is greatly reduced. It basically neutralizes the sound-enhancing ability of Keen Ear to hear enemy footsteps. Also, the user of Dead Silence will be undetectable by Heartbeat Sensors
Dead Silence Pro - All other sounds a player makes (reloading, weapon switching, climbing, knifing, falling, health recovery breath, ext.) are all greatly reduced, this will also effectively neutralize the sound-enhancing ability of Keen Ear Pro. Plus, for the Dead Silence user the already limited range in which a Keen Ear user can hear a silenced weapon will be reduced


Weapon Proficiencies:

Steady - Increased hip-fire accuracy (All Primary Weapons)

Bling – Allows for an additional weapon attachment as long as it doesn’t interfere with another (All Primary Weapons)

Focus – Reduces the flinch effect when shot. (All Primary Weapons)

Stability – Greatly reduces a weapon's progressive "idle" ADS sway and provides a somewhat noticeable reduction to the built-in ADS sway for "held-breath" Scopes (All Primary Weapons)

Range – Increases the range a weapon can inflict its max damage (All Primary Weapons - weapon’s that have one damage value for all ranges will see a bump in their damage at very close range)

Speed – Increases the movement speed when handling the weapon (All Primary Weapons)

Melee – Quickens the draw time and recovery time of the melee knife. It helps to bring the melee action back closer to the speed of the "panic button" we've seen in all previous CoD titles (All Primary Weapons)
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Den
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 Re: Perk Ideas for Black Ops 2
« Reply #18 on Mar 20, 2012, 11:16am »

Players choose between one of two Pro Perks for each perk.

SLOT 1

Scavenger: Resupply Primary and Secondary weapons from Bags
Scavenger α: Regenerate bullet ammunition for yourself and nearby allies
Scavenger β: Resupply Hand Grenades and Equipment from Bags

Scout: Enemies damaged by you appear on the radar
Scout α: Motion Sensor on your person detects nearby enemies
Scout β: Enemies in your field of view will appear on the radar

Warlord: Spawn with Any Two weapons (either Primary or Secondary)
Warlord α: Spawn with ANY THREE weapons
Warlord β: Doubled maximum Capacity for weapons and grenades

Quicksilver: Doubled Sprint Recovery Rate
Quicksilver α: Halved Aim Down Sight Time
Quicksilver β: Halved Reload Time

SLOT 2

Body Armor: Take a maximum of 85 damage from any lethal explosion
Body Armor α: Take only 85 damage from Melee attacks
Body Armor β: 0.25x shock effect from taking damage, flash and stun grenades

Cold-Blooded: Invisible to low level UAV, Thermal Scopes and Sentry Guns
Cold-Blooded α: Invisible to all things that would paint you on the radar (including Scout, shooting without silencers and Advanced UAV)
Cold-Blooded β: No Red Name/Crosshair, Invisible to all Killstreaks (except Advanced UAV)

Automaniac: Rate of fire increased by 1.33x
Automaniac α: Recoil Center Speed +200
Automaniac β: Improved Penetration

Hardline: Pointstreaks require one less Point
Hardline α: Kill and Objective assists count towards Pointstreaks
Hardline β: Four Point Streak slots

SLOT 3

Second Chance: Become incapacitated, can be revived by any allies in the next 12 seconds
Second Chance α: Can crawl while incapacitated, can suffer 100 points of damage instead of just 1
Second Chance β: Bleed out timer increased to 24 seconds
NOTE: No pistols or grenade use like previous games with this version; a player who revives you earns a Point Streak to promote teamwork. Headshots and Shotguns deny Second Chance.

Steady Aim: Hip Spread 0.65x
Steady Aim α: Halved Idle for scoped weapons
Steady Aim β: Halved time to ready weapon after sprinting

Trickster: Halved time switching between weapons
Trickster α: Halved time to throw grenades and return to weapon
Trickster β: Doubled mantle and climbing speed

Tactician: Deployed enemy equipment highlighted through walls
Tactician α: Immune to radar jamming, cancel out Ninja β
Tactician β: Highlight enemy equipment on radar to nearby allies

Ninja: No Footstep noise when walking, low noise when sprinting
Ninja α: No Fall Damage, delay Claymore detonation
Ninja β: Sound caused from most other actions reduced
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 Re: Perk Ideas for Black Ops 2
« Reply #19 on Mar 20, 2012, 11:45am »

Den,
I see that your Perk ideas appear to be somewhat influenced by Ghost Recon: Future Soldier and I think some of them are indeed intriguing, but I can't believe you think that bringing back Second Chance is a good idea. I 100% disagree.
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 Re: Perk Ideas for Black Ops 2
« Reply #20 on Mar 20, 2012, 12:55pm »

Woo Den agrees with two of my ideas.

I really feel like this might be the next evolution of the perk system. Adds variety and personalization without increasing the core number of perks. It also adds a new dimension to watching killcams and the player model (if this system is the same as BLOPS1...as you only know 1 effect of the perk (the base effect) and must use guesswork on the pro effect.
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 Re: Perk Ideas for Black Ops 2
« Reply #21 on Mar 20, 2012, 1:21pm »


Mar 20, 2012, 11:45am, eLantern wrote:
Den
I see that your Perk ideas appear to be somewhat influenced by Ghost Recon: Future Soldier
Da­mn straight. Ghost Recon Online had a lot of great little touches that contributed well towards teamwork between strangers without the need to say a word or for the player to actively communicate outside of using his abilities which clearly telegraphed what one is about to do / is doing.
Quote:
but I can't believe you think that bringing back Second Chance is a good idea. I 100% disagree.
It is only Second Chance in name. All negativity towards Last Stand is the invincibility period while being able to attack. Removing that - the ability to attack at all - Second Chance is like that of many other games using a revive mechanic, where the player is down and allies are able to help him up. And for the sake of Pointstreaks, being downed earns the enemy a Pointstreak, instead of waiting for him to die.

It would lend well to the metagame. Using a downed ally as bait effectively since he becomes helpless.
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 Re: Perk Ideas for Black Ops 2
« Reply #22 on Mar 20, 2012, 1:22pm »


Mar 20, 2012, 11:16am, Den wrote:
Players choose between one of two Pro Perks for each perk.

SLOT 1

Scavenger: Resupply Primary and Secondary weapons from Bags
Scavenger α: Regenerate bullet ammunition for yourself and nearby allies
Scavenger β: Resupply Hand Grenades and Equipment from Bags

Scout: Enemies damaged by you appear on the radar
Scout α: Motion Sensor on your person detects nearby enemies
Scout β: Enemies in your field of view will appear on the radar

Warlord: Spawn with Any Two weapons (either Primary or Secondary)
Warlord α: Spawn with ANY THREE weapons
Warlord β: Doubled maximum Capacity for weapons and grenades

Quicksilver: Doubled Sprint Recovery Rate
Quicksilver α: Halved Aim Down Sight Time
Quicksilver β: Halved Reload Time

SLOT 2

Body Armor: Take a maximum of 85 damage from any lethal explosion
Body Armor α: Take only 85 damage from Melee attacks
Body Armor β: 0.25x shock effect from taking damage, flash and stun grenades

Cold-Blooded: Invisible to low level UAV, Thermal Scopes and Sentry Guns
Cold-Blooded α: Invisible to all things that would paint you on the radar (including Scout, shooting without silencers and Advanced UAV)
Cold-Blooded β: No Red Name/Crosshair, Invisible to all Killstreaks (except Advanced UAV)

Automaniac: Rate of fire increased by 1.33x
Automaniac α: Recoil Center Speed +200
Automaniac β: Improved Penetration

Hardline: Pointstreaks require one less Point
Hardline α: Kill and Objective assists count towards Pointstreaks
Hardline β: Four Point Streak slots

SLOT 3

Second Chance: Become incapacitated, can be revived by any allies in the next 12 seconds
Second Chance α: Can crawl while incapacitated, can suffer 100 points of damage instead of just 1
Second Chance β: Bleed out timer increased to 24 seconds
NOTE: No pistols or grenade use like previous games with this version; a player who revives you earns a Point Streak to promote teamwork. Headshots and Shotguns deny Second Chance.

Steady Aim: Hip Spread 0.65x
Steady Aim α: Halved Idle for scoped weapons
Steady Aim β: Halved time to ready weapon after sprinting

Trickster: Halved time switching between weapons
Trickster α: Halved time to throw grenades and return to weapon
Trickster β: Doubled mantle and climbing speed

Tactician: Deployed enemy equipment highlighted through walls
Tactician α: Immune to radar jamming, cancel out Ninja β
Tactician β: Highlight enemy equipment on radar to nearby allies

Ninja: No Footstep noise when walking, low noise when sprinting
Ninja α: No Fall Damage, delay Claymore detonation
Ninja β: Sound caused from most other actions reduced

Den,
Nice going with the Perk System idea. I remember talking about this "type" of system awhile back, but just forgot about it.

Another perk system I am also looking into is the "Homefront" Ability System.
If those who don't know what the Ability System is, it's practically a system where instead of granting players 1 perk for each tier, those Tiers actually come with a point cost on how many perks you can have all together, instead of having just the 3 in total.

For example: Let's say that each Tier costs a certain amount of points (Tier 1 costs 1, Tier 2 costs 2, and Tier 3 costs 3 points), well in the beginning, every player is started out with 3 "Perk Points" is what I like to call it. With those Perk Points, you are to choose any perk you desire, however, depending on the perk, it will cost a certain amount of Points to equip. Players are allowed as many perks as possible, regardless in which Tier they are in, but if you don't have the points to spend it on, then you are not able to equip a perk that exceeds the amount of points you have remaining.

I will post up a picture of the Perk System I have right now in a little bit, because I want to do some changes PLUS I would like to try out Den's idea about the PRO Selection System.
« Last Edit: Mar 20, 2012, 1:34pm by ZaTaisho »Link to Post - Back to Top  IP: Logged
Megaqwerty
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 Re: Perk Ideas for Black Ops 2
« Reply #23 on Mar 20, 2012, 3:03pm »

Aside from perk tier balance (ex. all mobility perks should be in different tiers), Den just won this topic.

If you didn't see this in the Blacklight forum, here's a good read (for reference, HRV is a built-in wall hack you can use for about a half second every fifteen seconds or so in Blacklight):

Jan 30, 2012, 10:47pm, Den wrote:
The problem of games having poor teamwork mechanics mostly persists because developers still treat teamwork with "traditional" sensibilities.
The teamwork mechanics they create are made for organized players.
That simply doesn't work with complete strangers who are really only in it for themselves.

For example, the automated spotting in Bad Company 1 was spectacular in its utter simplicity because it is something that gets used.
Spotting in BC2 and BF3? Who uses those?
With the spotting system manually controlled, there is zero incentive for an individual to use it. A few points from spotting means nothing to someone wanting the kill.
By making the spotting system passive, it becomes an ever present benefit AND threat, players are made to use teamwork.

Blacklight's HRV plays out with a similar principle. The HRV is a powerful tool, players are greatly encouraged to use it. Required, even, to stand a chance.
Because everyone uses it, everyone can see where the fight will be, meaning most players will congregate to the fight.
Because of the downtime and inability to fire when active, players have a noticeable weakness that is very clear.
Both the positive and negative effects of the HRV promote players sticking together, lest they face overwhelming odds or don't get any of the action.

By making a few core teamwork-oriented game elements passive and or designed to be beneficial to both the player and his teammates, demanded of players to be used to assure a high score/ratio and the team's victory, is good teamwork that comes completely naturally among complete strangers possible.


Quote:
There's supposed to be a free to play Ghost Recon game as well on top of a AAA single player game but both of those are in release or developer limbo it seems.
Given Ubisoft's recent and constant insults towards PC players, I don't think many will be too receptive even of a free PC game.
Still, the early Ghost Recons were some of my favorite games and what little I've seen of Ghost Online is "neato".

...

In fact, the three classes of GR Online does the very thing I just typed above when it comes to teamwork.
The three classes have a passive ability that is on all the time.

The Assault will automatically give himself and nearby allies a defense boost in a radius around him.
The Recon passively highlights nearby and visible enemies.
The Support steadily resupplies his and his allies' ammunition.

They're as simple as can be in their implementation yet they create the greatest potential for teamwork among complete strangers.

Because of what looks like low ammo reserves (creating a demand and a negative), players can simply run to a Support and get ammo from him. They don't need to scream at him that they need ammo, and he doesn't need to take time to deploy an ammo box many times over; they simply get it from him wherever he is at a slow rate (creating a beneficial incentive and a necessity to stick together).

Because of the Assault's ability, Recon and Support players would want to stick with an Assault so they can take more damage. Sticking together creates a tangible benefit, not sticking together with an Assault creates a noticeable weakness.

Because information and knowing where enemies are is pretty important, a Recon used as a pointman or overwatch to scout out locations helps everybody, including himself.

I don't know how readily the CoD community would respond to these concepts being applied to Call of Duty, but I love the idea and principle of giving players auras which buff their teammates.
« Last Edit: Mar 20, 2012, 3:05pm by Megaqwerty »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #24 on Mar 20, 2012, 4:06pm »

Megaqwerty's response to Den's perk ideas and comments on integrating game mechanics which passively encourage teamwork...
Quote:
I don't know how readily the CoD community would respond to these concepts being applied to Call of Duty, but I love the idea and principle of giving players auras which buff their teammates.


I too appreciate the idea and principle of giving players so-called auras which encourage sticking together, but I don't think it's the best fit for Call of Duty. That idea should be realized within it's own game. Would it be nice to have a CoD clone which was built around this idea and principle... Yes, I'd love to play it as a change of pace from the other FPSs I play, however, I don't want the CoD game formula which I've come to enjoy altered to that extent. Call of Duty, is a game where one man can put a team on his back at times and single-handedly carry them to victory... I appreciate the CoD formula for what it is and how the gameplay is affected by the current design.

One idea I would like to add, to my previous Perk/Proficiency layout, would be to break-up all the character/weapon abilities that have been afforded by Perks, their Pro versions, and Proficiencies into one large grouping. Each specific ability could then stand as it's own, allowing players to select the specific combination of skills or abilities they really want in order to customize their character however they may choose. They could be given a total of "X" amount of abilities (whatever the Devs decided was proper) to put together for rounding out their character's complete capability.

A small sampling of abilities that could be selected:

01) Quicker reload time for (Specific Weapon)
02) Quieter reloading for (Specific Weapon)
03) Sprint for a longer period of time when holding (Specific Weapon)
04) Quicker recovery from sprint exhaustion
05) Quicker climbing
06) Quieter while climbing
07) Quieter footsteps
08) Take no fall damage
09) Better hip-fire accuracy for (Specific Weapon)
10) Quicker ADS speed for (Specific Weapon)
11) Quieter weapon switching
12) Quicker weapon switching
13) Undetectable by UAVs
14) Undetectable by Portable Radars
15) Undetectable by Advanced UAVs
16) Undetectable by Heartbeat Sensor
17) Undetectable by Recon Drone
18) Undetectable by Attack Helicopter
19) Undetectable by Reaper
20) Undetectable by AC130
21) Immunity from CUAVs
22) Immunity from EMP
23) (Specific Weapon) is ready faster after sprinting
24) Explosive resistance from Semtex
25) Explosive resistance from Fragmentation Grenades
26) Explosive resistance from C4
27) Explosive resistance from Claymores
28) Reduced damage from melee attack
29) Identify targets at greater distance with (Specific Weapon)
30) Detect Claymores
...and these could go on and on, but a player could only select a set number of them to make up his/her character's strengths.
« Last Edit: Mar 20, 2012, 4:36pm by eLantern »Link to Post - Back to Top  IP: Logged
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 Re: Perk Ideas for Black Ops 2
« Reply #25 on Mar 20, 2012, 4:24pm »

Some perks could have auras applied to them readily though. For example, Sit Rep could confer its ability to teammates immediately adjacent to you: how many times has a teammate been killed by a claymore or betty that you had seen with SR before you were able to tell him? Etc.
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 Re: Perk Ideas for Black Ops 2
« Reply #26 on Mar 20, 2012, 4:33pm »


Mar 20, 2012, 4:24pm, Megaqwerty wrote:
Some perks could have auras applied to them readily though. For example, Sit Rep could confer its ability to teammates immediately adjacent to you: how many times has a teammate been killed by a claymore or betty that you had seen with SR before you were able to tell him? Etc.


Yeah, I get that, but in a game such as Call of Duty where perk balance is such a hotly debated topic as is, don't you think that a perk which provided it's benefits to all teammates within a range and on the fly, would be considered overpowered compared to the others within it's Tier grouping?

Also, in the example you give about applying it towards SitRep, wouldn't that also go a long way towards making place-able Equipment, especially Bouncing Betties or Claymores nearly a pointless selection? I mean if all it took was one person on the other team traveling with teammates to give all of them the wherewithal to avoid your place-able Equipment, it certainly hurts the value of choosing that equipment over some other type of benefiting equipment. Know what I mean?
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 Re: Perk Ideas for Black Ops 2
« Reply #27 on Mar 20, 2012, 5:09pm »

automaniac O.O

but i love the idea for hardline's beta, den. really gives hardline the extra push to make it a good as choice as other 2nd tier perks.
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 Re: Perk Ideas for Black Ops 2
« Reply #28 on Mar 20, 2012, 8:42pm »


Mar 20, 2012, 4:33pm, eLantern wrote:
Also, in the example you give about applying it towards SitRep, wouldn't that also go a long way towards making place-able Equipment, especially Bouncing Betties or Claymores nearly a pointless selection?

They are already are made pointless by Stalker, but that's a different topic. The base effect of Sit Rep is exceedingly weak in MW versus in Blops due to what constitutes equipment and it extending its effect to teammates would make the base effect actually desirable (as is, the only competitive use of the perk is the pro effect).

This is devil's advocate here as I also agree that the aura effect should not be added to MW3, but remember that if you have Sit Rep, you should absolutely be using your mic to notify teammates of enemy emplacements, both to warn them of possible mines, but also of possible campers. This tweak would merely help facilitate that communication further.
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 Re: Perk Ideas for Black Ops 2
« Reply #29 on Mar 20, 2012, 10:13pm »

I'm still creating the Perk System(s) for it is taking me some time to balance, re-organize, and have perks that don't want players to rage quit with no reason. I will have to say that there is the one perk we were talking about earlier that will make people think it's bad, but honestly...it's a good thing.

I have also researched (and remembered) what David Vonderhaar tweeted awhile back of taking out perks that changed the way it improves your weapons. So I am yet creating another Perk System that I have no idea what I'm going to name it, but it should be good...hopefully XD

I decided that the idea wouldn't work too great without breaking the game's balance.
« Last Edit: Mar 21, 2012, 11:21am by ZaTaisho »Link to Post - Back to Top  IP: Logged
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