Post by eLantern on Feb 17, 2011 1:54:02 GMT -5
COD: ___?
FIRST: important game notes
WILDCARDS: Only three slots are available
Gunfighter – Doubles the amount of attachment slots available for use (Primary: from 2 to 4; Secondary: from 1 to 2), plus causes the user's weapon to immediately disappear after they die, ensuring nobody else can make use of the heavily customized weapon. (1 class point)
Overkill – Removes the weapon slot classification, so that a second Primary weapon can be chosen in the Secondary weapon slot or a second Secondary weapon can be chosen in the Primary weapon slot (1 class point)
Danger Close – Provides the ability for the selected Lethal Throwing Item to be doubled-up by doubling the amount of available slots, from 1 to 2, but it can only be filled by adding the same Lethal Throwing Item (1 class point)
Tactician – Replaces the Lethal Throwing Item selection slot(s) with an additional Tactical Throwing Item slot(s). There will only be an additional two slots if this Wildcard (Tactician) is paired with the Danger Close Wildcard. This Wildcard will only allow for two different types of Tactical Throwing Items to be paired together (1 class point)
Greed (Perk) – Provides an additional pair of perk slots per perk color group, in other words it'll grant 2 pairs of perk slots per color group when using only the Greed Wildcard verses the default 1pairing or 4 individual perk slots per color group when paired with the Diversity Wildcard (1 class point)
Diversity (Perk) – Alters the perk slot pairing into individual slots, meaning that instead of perk slot 1 and 2 requiring a relationship to the same perk title (part 1 or 2 of said chosen perk), any perk from the same color group can be chosen for the individual color perk slot (1 class point)
Weapons Master – Doubles the amount of available Proficiency slots, from 2 to 4 (1 class point)
Extra – At the cost of using a Wildcard slot it grants an extra point (2 points) (1 class point)
Frontline – Reduces the death requirement for the Deathstreaks by 1 (1 class point)
PERKS: By default only two slots which are paired together are available per color group. The pairing of the slots means that by default the second slot can only be used for the additional benefit in relation to the benefit chosen in the first slot (benefits 1 or 2 of a given perk title). The perk Wildcards alter the default slot system for perks.
Blue Perks:
Cloak 1 - 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. This effectively neutralizes or cancels the first part of the Marksman 1 perk's ability to identify opponents at distances greater than normal (1 class point)
Cloak 2 - Cut the length of time you are actively tracked in half, providing a semi-counter to the Tracker Rounds (8 seconds becomes 4), Sensor Grenade (12 seconds becomes 6), Recon Drone (16 seconds becomes 8), and Blue Force Tracker (48 seconds becomes 24 seconds) (1 class point)
Blind Eye 1 - Remain unidentified by lethal AI-Controlled Scorestreak Support Awards (1 class point)
Blind Eye 2 - Grants stealth capabilities to all of the user's airborne aerial Scorestreak awards (1 class point)
Cold-Blooded 1 - Remain unidentified by the user-controlled lethal targeting system (1 class point)
Cold-Blooded 2 - Undetectable by Thermal devices and Millimeter Scanners (1 class point)
Ghost 1 - Remain unidentified by UAV surveillance systems (UAVs and Advance UAVs) when mobile (1 class point)
Ghost 2 - Undetectable by Portable Radars and Heartbeat Sensors (1 class point)
Marksman 1 - Identify enemy targets at longer ranges, this effectively counters (or cancels) the Camouflage 1 perk benefit of no red cross-hair, no name, and no aim assist at medium-ish or normal ranges (1 class point)
Marksman 2 - Extra bullet damage is provided to the user versus enemy Scorestreak awards, plus a slightly quicker lock-on for lock-on Launchers (1 class point)
Red Perks:
Tactical Mask 1 - Provides a level of resistance (x0.50) to the effects of the Flashbang, Concussion, and Shock Grenades (1 class point)
Tactical Mask 2 - Full immunity to the Gas Grenade (1 class point)
Blast Shield 1 - Provides explosive damage resistance (x0.50) (1 class point)
Blast Shield 2 - Greatly lessens the shellshock effect caused by explosions (1 class point)
Hard-Wired 1 - Grants immunity from mini-map scrambling awards (EWAs) and devices (the Local Jammer Equipment), plus immunity to EMPs and mini-EMP Grenades (1 class point)
Hard-Wired 2 - Reduces the flinch effect when shot (1 class point)
Scavenger 1 - Resupply weapon ballistics and Hatchets from any dead body (1 class point)
Scavenger 2 - Scavenge any un-used explosives or Tactical Throwing Items from dead players if those players were making use of the same items as the user of the Scavenger perk (1 class point)
Hardline 1 - Earn extra points toward Scorestreak Point Awards (1 class point)
Hardline 2 - Allows the user to recover their health quicker (1.5x faster) after being injured (1 class point)
Green Perks:
Dead Silence 1 - The range in which a player's movement sounds can be heard will be greatly reduced (x0.25) and the volume at which it can be heard at will be cut in half. This more than neutralizes the sound-enhancing ability of the basic Awarness 1 perk (1 class point)
Dead Silence 2 - All other sounds, other than footsteps, that a player can make (reloading, weapon switching, climbing, knifing, falling, health recovery breath, ext.) are reduced in auditory range and volume by half. This effectively neutralizes the sound-enhancing ability of the Awarness 2 perk (1 class point)
Awarness 1 - Doubles the range and volume of enemy footsteps, neutralizing to a degree the sound reduction of Dead Silence 1, plus it counters the stealth capabilities of opponent aerial Scorestreak awards (1 class point)
Awareness 2 - All other enemy sounds other than footsteps are doubled in range and volume (this includes weapon switching, reloading, climbing, knifing, etc.) This effectively neutralizes the sound reduction of Dead Silence 2 (1 class point)
Engineer 1 - Detect enemy place-able Equipment and place-able Scorestreak awards, re-roll the chance on Care Packages, plus quickens the ability to hack enemy equipment and awards with the Black HAT PDA (1 class point)
Engineer 2 - Delays enemy detection-based explosives which would also make them easier to be hack with the Black HAT PDA equipment. This would allow the IMS to become hacked too (1 class point)
Lightweight 1 - Move about on foot quicker than normal (1.1x speed boost) (1 class point)
Lightweight 2 - Climb obstacles faster and receive no fall damage (1 class point)
Extreme Conditioning 1 - Sprint for longer periods of time with a faster recover time in-between sprints allowing the player to begin a new full sprint a little quicker than normal (1 class point)
Extreme Conditioning 2 - Increases the speed of using place-able equipment, throwing items, and Scorestreak awards (this includes the action of calling a reward in) (1 class point)
PROFICIENCIES: Only two slots are available unless the Weapons Master Wildcard is used
Kick – Reduces a weapon's recoil (1 class point)
Steady – Increases the hip-fire accuracy of weapons (1 class point)
Load – Reduces the reloading time for weapons (1 class point)
Swap – Reduces the raise and lower times for weapons (swapping speed) (1 class point)
Quick – Weapons are ready for use quicker then normal after ending a sprint (1 class point)
Draw – Weapons can be aimed-down-sight (ADS) faster (1 class point)
Agile – Move faster while aiming down the sights of a weapon (1 class point)
Stable – Reduces the progressive "idle" ADS sway of weapons and provides a slight reduction to the built-in ADS sway for "held-breath" scopes, plus doubles the length of time a player can hold their breath when using a "held-breath" scope without doubling the cool-down after releasing the breath (1 class point)
EQUIPMENT: Only one slot is available
Camera Spike – Live camera feed which you can toggle on and off between your radar map (this camera will uplink live video footage to all of your teammates if they so choose to make use of it, this works by providing your teammates a second piece of equipment icon which they can select in order to toggle into the camera feed over their radar map. If multiple team Camera Spikes have been placed in-game the camera feeds will have to be cycled through before returning back to the mini-map) (1 class point)
Tactical Insertion – Pick your next re-spawn point. The player is able to deny their re-spawn on the Tac Insert if they so choose (similar to Black Ops). Disabled in FFA games (1 class point)
Portable Jammer – Jams any local opponent’s placeable Equipment, placeable Support Awards, their electronic weapon attachments, and their mini-maps. The Jammer will hide players from being detection by opponent Lethal Aerial Scorestreak Awards. Also, any opponent who wonders into a jammed area will find they're not able to vocally communicate with his or her teammates or electronically call in a Scorestreak Award (1 class point)
Portable Radar – A placeable local radar device which shows up on a player's and their teammate's mini-maps, but it will NOT create an auditory sound when detecting enemy movement like in MW3 (1 class point)
Heart Beat Sensor – A mobile directional heart beat sensing device which is carried with you as a separate piece of equipment. Upon sensing an unknown heartbeat within its scanned range it will produce an auditory sound, but in order to view the device’s screen to gain information on the possible whereabouts of the enemy a player will have to lower their weapon so that they can bring the screen into view, this action will create a period of vulnerability. Also, the speed at which the scan occurs should be closer to the one in MW3 rather than MW2 (1 class point)
Millimeter Scanner – Activating it sends one pulse scan of the nearby area to identify enemy positions by silhouetting them for a set amount of time (only for the user). Also, after sending out a pulse it requires time to recharge before being able to send out another pulse (1 class point)
Smoke Screen – Acts as a Throwing Item and produces a large smokescreen to inhibit sight. This thick cloud is not harmful to health (1 class point)
Tear Gas – A placeable device that has a release trigger. When activated it will release a sizable gas cloud that causes extreme irritation to the eyes producing a blurring effect and being caught within it causes a progressive amount of damage to any player (friend or foe). It basically provides a temporary area of high risk for anyone to enter. The gas will restrict movement some too, but it will not be constant like the Concussion Grenade. Instead this movement restriction cycles on and off with the cumulative damage caused by the gas, similar to the effects from the Gas Grenade in Black Ops. This damage can and will kill players who are caught within it for a prolonged amount of time or to those who were wounded before entering it. The gas cloud itself will be semi-transparent and blur the background allowing someone outside of it to see through it, but not clearly (1 class point)
Claymore – A destructive proximity explosive which has a directional (pie shaped) outward blast radius. It’s very sensitive to enemy motion and has nearly no delay before exploding when tripped, similar to the Claymore in Black Ops (1 class point)
Bouncing Betty – A less destructive proximity explosive, in comparison to the Claymore, but it has a blast radius that covers 360 degrees in one plane, yet is limited in others. It has a noticeable click sound when triggered and has an apparent delay caused by it's lifting up into the air before exploding which will allow someone to possibly avoid it by dropping to the floor. The Betties can be approached or gotten past without triggering by crawling (1 class point)
Trophy System – Will deflect nearby explosives, but has limited capacity for doing so (only two discharges) (1 class point)
Black HAT PDA – Allows user to hack enemy equipment turning them friendly. Approach enemy Claymores and Sentry Turrets from their backside when hacking them. Bouncing Betties can be hacked as well, but they must be approached by a crawl (1 class point)
Bandolier – You will never run out of reserve ballistic ammunition for your (#1) Primary Weapon as it provides a limitless (infinite) supply (1 class point)
Duffel Bag – Works very similarly to the MW2 OMA perk. The main difference between this equipment and MW2’s OMA perk is that it will restrict the continuous replenishing of Lethal and Tactical Throwing Items, plus because it’s an equipment option it cannot be used with any type of Launcher, which is also equipment, and modular weaponry attachments that would fall under the Warlord equipment. Not-to-mention, when class switching occurs by this equipment the original class's Support Awards will remain as does the current amount of Support points. Just to clarify... if the original custom class with the Duffel Bag equipment was to have the Assassin Support Point Package and some of the selected perks were the same as the default perks of the custom class that was being switched to then there would be a duplication of that perk, but this duplication would not provide any doubled or special ability (1 class point)
Combat Mask – Will reduce a player’s head multiplier. Its benefit comes at the cost of having no available mini-map and a bit of tunnel vision. The mask is capable of being toggled on and off, giving it a similar trait to the MW2 Blast Shield (1 class point)
Launcher – A Launcher may have one of two firing modes or even both, a free firing mode and a lock-on mode. When selecting this equipment you will be directed to purchase before you can choose your Launcher from a list (1 class point)
Milkor MGL - a repeating 6-shot grenade launcher with no reserve rounds. These rounds will introduce a curved trajectory and the explosive radius of these grenades are the same as the rounds found on the XM25
RPG-7V2 x2 - a free firing only launcher, character movement restriction is affected by the launchers weight, rockets show some movement when traveling
SMAW II x2 - another free firing only launcher, slightly heavier than the RPGs which slows a character's movement, but it fires rockets straighter then the RPG
AT4 x1 - a free firing and anti-aerial lock-on launcher. Also, can lock-on to mobile enemy ground devices such as the Assault Drone and RC/XD. Has a similar weight to the RPG
FGM-148 Javelin x1 - a ground location lock-on and anti-aerial lock-on launcher. It can also lock-on to mobile enemy ground devices (Assault Drone & RC/XD) and when fired the trajectory of the rocket will travel directly at the device, where as the normal trajectory will cause the rocket to shoot skywards before dropping down on it's target. Has similar weight as SMAW
FIM-92 Stinger x2 - an anti-aerial lock-on launcher only, similar weight as the SMAW & Javelin.[/ul]
Warlord – This becomes a default equipment choice whenever a modular weaponry attachment is chosen such as the Grenade Launcher, Masterkey or Bayonet. The point here is too remove Equipment as a resource option when equipping basically a third weapon by means of a modular weaponry attachment to your primary weapon
THROWING ITEMS:
Lethal: Only one slot is available, unless the Danger Close Wildcard is used (Danger Close does not allow for two different types of Lethal throwing items, only doubling-up)
Fragmentation Grenade x1 – A timed fuse grenade which can be cooked and is designed to disperse shrapnel upon exploding. It allows for good throwing range and it has a slightly bigger blast radius and damage amount then the Semtex (1 class point)
Semtex Grenade x1 – A set timer sticky grenade that cannot be cooked, though the timer which does begin once it's released from the hand is shorter than the Frag's fuse. It has a shorter throwing range and slightly smaller blast radius size than the Frag grenade (1 class point)
Incendiary Grenade x1 – A contact detonation grenade which produces intense heat by means of a chemical reaction. Similar throwing range as the Semtex, but it has the smallest blast radius size, yet it will cause a very high amount of damage within that radius (1 class point)
C4 x1 – A remote detonation explosive which can be tossed by the player. The throwing range is by far the smallest of all the Lethal Throwing Items, but its explosive radius is the biggest. Quick detonation can occur by tapping the reload button twice really fast (1 class point)
Hatchet x1 – Similar to Black Ops’s Tomahawk. One hit kill capability and can be picked back up (1 class point)
Tactical: Only two slots are available, unless the Tactician Wildcard is used which simply turns the Lethal throwing item slot(s) into additional Tactical slots
Concussion Grenade x1 – Detonates on contact. The detonation will create a minor amount of visual discomfort on top of a ton of auditory discomfort which helps immobilize opponents, restricting their movement speeds. The blast will actually have a smaller radius in which it can cause a minor amount of damage to nearby enemies, and a greater radius in which it inflicts it's sensory and movement effects onto opponents. The effect radius will be lesser than the effect radius caused by the Flashbang Grenade, however, the prep time for throwing this grenade is ever so slightly quicker than that of the Flashbang Grenade and it can be thrown further because it detonates on impact (1 class point)
Flashbang x1 – A fuse time will detonate the grenade after a period of time once it is released from a player's hand. Detonation creates a flash of bright light which makes vision impossible or near impossible for a period of time depending on where a person is from the blast point. The blast, has a very small radius in which it can cause a tiny amount of damage to nearby enemy, but the visual and audio effect it causes will expand to a radius that is larger then all other Tactical Grenades. The prep time for the Flashbang should be on pair with what was used in MW3 (1 class point)
Mini-EMP Grenade x1 – Detonates after a period of time once released from a player's hand. Detonation sends a burst of electromagnetic energy into the local atmosphere which will destroy placeable enemy equipment, placeable enemy Support Awards, and if lucky even some low flying/hovering air borne Support Awards. Though, the burst will only temporarily disable other enemy electronics such as electronic weapon attachments, voice communications, and the ability to use or call forth earned Support Awards. The grenade's blast radius is the smallest of all the Tactical Grenades, but it will cause a slight amount of damage if caught to close to the blast. The prep time is faster than the Concussion Grenade, but in all honestly all the Tactical Grenades aren't that much different from one another in prep time (1 class point)
Shock Grenade x1 – Will stick to most surfaces. Releases an electric charge when it detonates which temporarily leaving enemies caught in its proximity unable to move or fire at all. The length of time the shock effect holds an opponent is less then the slowing down effect of the Concussion Grenade and causes almost no visual effect (1 class point)
Sensor Grenade x1 – Detonates on impact. Opponents caught within the grenade's blast radius will be tagged for active tracking for up to 12 seconds, similar to how the Recon perk provided active tracking on opponents in MW3 (1 class point)
DEATHSTREAKS: They can all work in succession but they're benefits won't compile, however, each must be purchased (unlocked) and selected in order to have them all work together (1 class point)
Juiced – Gives a 25% speed boost to the player when re-spawned, lasts for 5 seconds (3 deaths)
Revenge – Provides a delayed indicator above the head of the enemy that killed the player after they re-spawn. It can been seen through walls and everything, but it will disappear after the player earns a kill or after 10 seconds (4 deaths)
Martyrdom – Drop a live Frag grenade upon death (5 deaths)
Hollow Points – On re-spawn a player is provided an increase to their ballistic damage (1.4x), but the boost will end after a kill is earned (6 deaths)
Protection – Provides the user a Ballistic Vest on re-spawn (7 deaths)
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Das Boot – An automatic Deathstreak that ALL players have (don't need to use a point toward Deathstreaks) and it's only enabled for team based games. It will basically boot the player from the game back to their own lobby. A couple reasons why this automatic boot Deathstreak is reasonable... (1) It can be viewed as another method of preventing player boosting, and (2) removing an extremely bad player from a game can make the difference between a team losing and a team winning (12 deaths)[/i]
SCORESTREAKS: The listed Scorestreaks below are just ideas, actual Scorestreaks should match in ideal fashion to the theme of the CoD game.
Assault Package Awards: Stack-able
Personal Spy Predator – Deploys a medium altitude RQ-1 Predator surveillance UAV to sweep scan the battlefield to reveal enemy locations, but only to the user's mini-map. It does not carry any flares for missile defense (300 Points)
RCC – A remote controlled mobile ground unit rigged with a video camera and C4 that's ready to be detonated manually. It cannot drive up stairs (350 Points)
Hunter Killer – Airborne drone that seeks out and destroys a nearby target (400 Points)
Guardian – Projects microwave field which stuns and impairs enemies. Arrives via a dropped package (450 Points)
Care Package – A CH-47 Chinook cargo helicopter air drops a care package which contains a random Assault or Assist Support Award within it, excludes the Escort Airdrop (500 Points)
Intelligent Munitions Systems (IMS) – An anti-personal explosive device that works similarly to a Bouncing Betty except that it cannot be placed on walls and it provides a true 360 degree explosive blast radius. It arrives via a dropped package (550 Points)
Hellfire Missile – Fires one user controlled AGM-114 Hellfire missile from a MQ-9 Reaper UAV that can be scattered into a cluster bomb when falling (600 Points)
Artillery Strikes – It strikes three different areas on the map, each selected before the strike is called in (650 Points)
Eagle Strike – Direction control a strategic F-15E Strike Eagle airstrike. A bombing run of three F-15E Strike Eagles which lay waste to an area of the map (700 Points)
Sentry Turret – An automated Minigun Turret which can also be remotely controlled. Arrives via a dropped package (750 Points)
Death Machine – Your own personal handheld mini-gun (800 Points)
Dragonfire – A user controlled aerial hover drone equipped with a 150-round Submachine gun and rigged to explode manually (self destruct capability). User will operate remotely viewing through a mounted camera (850 Points)
Assault Drone – A user controlled ground drone equipped with a 150-round MK46 LMG and a single shot rocket launcher. User will operate remotely viewing through a mounted camera (900 Points)
Viper Attack Calls in a AH-1Z Viper attack helicopter for ground support, has lethality closer to that from Call of Duty 4’s helicopter. It carries a flare for defense (950 Points)
AGR – Air drop an autonomous ground robot that searches for and destroys enemies and can be remote controlled (1000 Points)
Spirit Bomber – Direction control a B2 Spirit large carpet bombing, which should extend across the entire map. Also, the B2 bomber is a stealth bomber so it will not show up on enemy mini-maps (1050 Points)
Stealth Chopper – Deploys heavily mounted stealth helicopter equipped with one flare for defense against guided missiles (1100 Points)
Reaper – Call in a MQ-9 Reaper UAV that's equipped with two flares for defense against guided missiles. This award allows the user to manually spot targets from the air and launch Predator Missiles at them. However, these AGMs will be laser-guided from the Reaper’s camera, instead of an on-board missile camera and it will have a payload of 14 total Predator Missiles (1150 Points)
Juggernaut – Provides the user an enhanced body armor suit along with an M60E4 LMG and a handgun. Arrives via a dropped package (1200 Points)
Spooky Gunship – Rotate between manning all three cannons on an AC-130U "Spooky", a single 25mm GAU-12 Equalizer, a Bofors 40mm auto-cannon, and one 105mm M102 cannon, with two flares for defense against guided missiles. You will also have the ability to control the speed in which the Aircraft circles the battlefield (1250 Points)
VTOL Warship – Full control of an VTOL warship (1300 Points)
Canine Unit – Unleashes an amount of Attack Dogs equal to the number of enemies on the other team onto the battlefield for a set time period, with the total number of dogs including those in reserve equaling 12. Example: 4 enemies = 4 dogs on the battlefield with 9 in reserve, 6 enemies = 6 dogs on the battlefield with 6 in reserve, or 9 enemies = 9 dogs on the battlefield with 3 in reserve. These Attack Dogs are "one-hit-kill" like in Black Ops (1400 Points)
Swarm – Calls in a swarm of lethal Hunter Killer drones that search and destroy enemies (1500 Points)
Assist Package Awards: Non-stack-able
Team Spy Predator – Deploys a medium altitude RQ-1 Predator surveillance UAV to sweep scan the battlefield to reveal enemy locations. It does not carry any flares for missile defense (400 Points)
EWA – Deploys an EC-130J Commando Solo, an Electronic Warfare Aircraft (EWA), which jams all enemy radars (mini-maps) for its flight duration. It does not carry any flares for missile defense (600 Points)
Airdrop Trap – A dummy Care Package that will explode upon opening (600 Points)
Ballistic Vests – A package that contains Ballistic Vests to teammates. The vests will provide a defensive buff (800 Points)
SAM Turret – A Surface-to-Air Turret which shoots down most enemy airborne Scorestreak Awards (800 Points)
Care Package – A CH-47 Chinook cargo helicopter air drops a care package which contains a random Assault or Assist Scorestreak award within it, excludes the Escort Airdrop (1000 Points)
Spy Hawk – Deploys a high-altitude RQ-4 Global Hawk surveillance UAV which will sweep scan the battlefield revealing enemy locations and their movement direction to the whole team. This UAV does not carry any flares for missile defense (1000 Points)
Advanced EWA – Deploys a high-altitude Electronic Warfare Aircraft (EWA), which jams all enemy radars (mini-maps) for its flight duration. This aircraft can be shot down, but it carries a flare for missile defense (1200 Points)
Recon Drone – A small user controlled helicopter UAV that can fly around the map and “Tag” enemy players for real-time tracking, minus a directional indicator. The active-tracking will last for 16 seconds (1200 Points)
Dragon Lady – Deploys a U2 "Dragon Lady" reconnaissance aircraft which will sweep scan the battlefield revealing enemy locations and their movement direction to the whole team. It carries 2 flares for missile defense (1400 Points)
Juggernaut Recon – An enhanced Juggernaut armor suit equipped with a Riot Shield and a USP .45 handgun. Arrives via a dropped package (1600 Points)
Escort Airdrop – Deploys a V-22 Osprey which drops four random care packages and goes on for a temporary period of time to provide cover fire from above (1800 Points)
Orbital BFT (Blue Force Tracker) – Deploys a global position satellite uplink for real-time tracking, including directional indications, of enemy positions. It can NOT be shot down (similar to SR71), however an EMP can destroy the uplink and an EWA or local radar Jammer (equipment) will provide different measures of intel interference. The active-tracking will last for 48 seconds (2000 Points)
Dirty Bomb – Launch an dirty bomb which emits an Electro-Magnetic Pulse (EMP) that destroys and prevents enemy Support Awards and it disables the enemies' HUD, radar and any other device that uses electronics, lasts for 54 seconds (2000 Points)
Special Award:
M.O.A.B. – The Mother of all Bombs is a special award because it becomes available to anyone who can earn 25 kills themselves without dying regardless to the type of package they are using. The M.O.A.B. will instantly become available after achieving the 25 kills and after a brief countdown it will wipe-out the opposing team and any active Scorestreaks they have in play. It does not act as an end-game award. (25 Kills with Primary and Secondary weapons without dying)
WEAPONS: (in general terms)
Primaries:
Submachine guns & Personal Defense Weapons - movement speeds based off of the firearm's weight (provides the best primary movement speeds, not quite as good as the secondaries though), has pretty good hip-fire accuracy, very low amount of ADS sway, can do low to medium-high damage up close depending on the bullet caliber, but at a pretty short distance the damage tones down to a very small damage amount, very high rates of fire, fast reload times, variable clip sizes and low bullet penetration (full auto)
Shotguns - movement speeds based off of the firearm's weight (will likely provide better than average movement speeds), so-so hip-fire accuracy but shot spread creates efficient accuracy numbers, medium-low-ish ADS sway, can do massive damage up close and tails off at around medium-close distance till their is no more damage at all, reload times may vary, various clip sizes, and low shot penetration (pump action, semi-auto, full auto, & lever action)
*To note: Sight attachments for Shotguns increase the weapon's minimum damage range slightly when ADSing, but has no effect on their max damage range
Assault Rifles & Carbines - movement speeds based off of the firearm's weight (will likely provide average movement speeds), somewhat decent hip-fire accuracy, medium to low-ish ADS sway, can do medium damage up close, has better range than submachine guns, good rates of fire, decent reload times, average clip sizes and medium bullet penetration (full auto)
Battle Rifles & Designated Marksman Rifles - movement speeds based off of the firearm's weight (will likely provide slightly less than average movement speeds), not-so-good hip-fire accuracy, medium ADS sway, can do huge damage up close, some may have increased body multipliers, has very good range, medium rates of fire, decent reload times, most clip sizes should be less than those found with Assault Rifles, and large bullet penetration (semi-auto burst & single shot weapons)
Light & Heavy Machine Guns - movement speeds based off of the firearm's weight (will likely provide medium-slow to slow movement speeds), poor hip-fire accuracy, medium-heavy ADS sway (all HMGs come default with the bi-pod attachment which heavily reduce ADS sway when prone), can do medium to big damages at most ranges, some may receive a body multiplier increase, varying rates of fire, very slow to medium-slow reload times, largish to very large magazine clip sizes, medium to large bullet penetration (full auto)
Sniper & Anti-Material Rifles - movement speeds based off of the firearm's weight (will likely allow for less than average movement speeds), very poor hip-fire accuracy, medium heavy ADS sway (some come default with bi-pod attachments which heavily reduce ADS sway when prone and others will have it as a possible attachment), can do devastating amounts of damage at all ranges, big body multipliers, medium to medium-slow reload times, magazine clip sizes vary but tend to be on the smaller side except a few, large to extreme bullet penetration (bolt action and semi-auto)
Riot Shield and/or Assault Shield? - need to see more from the Assault Shield to determine if it's a good replacement for the Riot Shield or if they both should be offered as options
Secondaries:
Handguns (Pistols & Revolvers) - movement speeds based off of the firearm's weight (will likely have the best movement speeds by far), has pretty good hip-fire accuracy, very little ADS sway, damage up close varies by caliber but so does the recoil and distance, typical semi-auto firing rates, various reload times, small-ish clip sizes and various bullet penetration with the majority being low however the bigger caliber bullets will see an increase in penetration (semi-auto)
Machine Pistols - movement speeds based off of the firearm's weight (will likely provide some of the best movement speeds, rivaling the Pistols and Revolvers), has pretty good hip-fire accuracy, very little ADS sway, damage up close varies by caliber but so does the recoil and distance, typical semi-auto firing rates, various reload times, small-ish clip sizes and various bullet penetration with the majority being low. These should be less effective in almost every manner in comparison to Submachine guns (full auto and 3-round burst)
Crossbow - one hit kill weapon, movement speeds based off of the weight, less than ideal hip-fire accuracy, low-ish ADS sway, medium reload time, but a round must be loaded after every shot, variable penetration level based on distance
No Weapon Selected:
Combat Knife - It's in-hand, and at the ready, so it has nearly 0 delay when used, plus it has a quicker cool-down period (animation), a slightly better lunge range and can use the fire button (trigger)
FIRST: important game notes
- The melee button (the default Reflex Blade) should more accurately mimic the length of time it would take to use it. It should be longer if it requires the lowering of a fire arm before drawing out a sheathed knife then if you simply had an equipped combat knife like in BO2 or if you already were holding the melee button down which in essence would equip the player with the reflect blade for quick use. This is important because it requires a player to premeditate the use of the reflex blade more than in past games. The lunging range should remain similar to BO2. The knives should maintain One-Hit-Kill capabilities to ensure the pace of the game remains similarly fast as previous CoD titles.
- Modify the "Join Active Session" system. When being forced to automatically join a game where the team you joined is already losing then you won't get credited for the loss under your game stats. However, if your team managed to take the lead sometime after you joined but still managed to go on to lose, then in those situations you would get credited with the lose. For those who join a game in which the team they joined was winning and went on to win, the difference will be the length of time you were on the team. If the game ended within a specific amount of time (lets say "X" amount of time), then you had to be playing with that team for at least 1/3, or maybe 1/4, of that "X" amount of time in order to have that win count toward your lifetime statistics. In any case, all of the other game stats will still count toward your statistics; like kills, deaths, xp, etc. A 3-strike penalty system should also be implemented in that for those who choose to quit a game or dashboard from a game, whether intentional or not, will be given a penalty strike and after accumulating 3 strikes those strikes will be turned into 3 losses. An accumulated strike should be cleared with 20 or maybe 25 clean games, meaning games with no quitting. Also, no strike is issued to a player who earns a game boot through the automatic 12 death Deathstreak. (this is discussed later on)
- Modification on the unlocking system; unlocking is to be for personal customization options only.
ALL Weapons, Attachments, Proficiencies, Equipment, Throwing Items, Perks, Deathstreaks and Awards are immediately available for use from Rank 1. A player can begin modifying 5 custom classes immediately with additional classes becoming available through prestiging in a similar fashion to MW3. Gaining player experience, which is directly influenced by in-game scores, will also accumulate player credits or points toward unlocking personal customization options. After a customization choice is unlocked the rest of the customization choices will have there costs inflated so that unlocking all of the customization options is a bit of a chore. Prestiging is important in this regard because it effectively increases per a percentage the amount of credits or points a player earns per their in-game scores.
The personal customization unlocking system should cover all these things:; Call-sign Backgrounds, Call-sign Emblems, Weapon Tags, Reticules, Weapon Camouflages, Faces, Face Paints, Outfit Camouflages and optional Outfits. Additional points and credits can be earned through the usage milestones of Weapons, Attachments, Equipment, Throwing Items, Perks, Proficiencies, Scorestreak Awards, Deathstreaks, Wildcards as well as Lifetime Milestones.
To go into a bit of the customization details... under one custom class you should be able to select as many Face Paints, Outfits, and Camouflage options as there are different character scenarios which are created by the different maps and the team factions you could potentially play on. Basically, you will be able to pre-select all the multiple different Face Paints, Outfits & Camouflages for all the various characters and environments. Example: Any one custom class could have a snow colored Face Paint, A Sniper Suit, and Weapon Camouflage colors for a specific snow covered map while also having preset jungle colors and a Jungle Gillie Suit for a specific jungle map. These also can be altered depending on the team faction, whether it was the United States, Russia, Middle Eastern Terrorist, etc. - This game's custom class system incorporates some of the positive directions seen in BO2, MW3 and BO, but blends them in a way to really provide a player with the ultimate level of custom class customization. The BO2 "Pick 10" point system is a great foundation, but instead of limiting the number of picks to 10 I think the ideal number is 17. Wildcards, or the penalty system for "bending" the so-called traditional custom class rules, is also present in this custom class system, but with some very important tweaks. Perks are still grouped per three color groups, but now instead of a default benefit for a perk and a pro benefit of that perk there's simply two parts of a perk and a player can choose to make use of one or the other or both without the need of a Wildcard, but with the Wildcard a player will have even more options under the color group. Proficiencies return, but the role they play is redefined from their role in MW3. Instead of being directly related to the weapon and its experience, they instead simply act as a fourth "Perk-like" group that's designed specifically for addressing some core weapon handling enhancements. This prevents an issue where all weapon modification benefits are handed over to the group of weapon attachments. Equipment makes a return in a similar way to BO1 and W@W in that its separated from Throwing Items. Deathstreaks return but they're implemented differently from the past MW games and they require a custom class point or pick to make use of, so players can choose not to use them if they so wish. The Deathstreaks won't significantly influence the outcome or flow of close games because their effective impact per requirement and limited benefits have been mitigated. The biggest change is that all of the individual streaks will work together for a player.
- A Scorestreak award system that's somewhat of a blend between the Pointstreak system seen in MW3 and BO2's new Scorestreak system. There will be two different award packages to choose from and they're classified as Assault and Assist and they're custom class assigned, meaning you can modify the Scorestreak per class. The Assault package requires that the Scorestreak points earned towards the selected awards be accumulated within each life, meaning that once a player loses his life the accumalated points earned will reset back to zero, however these awards can stack, meaning any kills achieved by the award itself can help earn another the player an additional award. The Assist package on the other hand does not reset with the loss of a life, meaning that a player can continue earning additional Scorestreak points right where they left off after they lost a life. Both of these packages will automatically reset back to zero when reaching the last of the selected awards in order to allow the player to cycle through again. Also, the Special Award, the M.O.A.B., from MW3 should return.
- Weapon ADS sway should be duplicated from MW3 in that it builds over time while aiming down the sight for a prolonged amount of time. Also, the idle sway should be greater for weapon's that have greater weight and are less compact, yet the greater the weight the likelihood of the weapon having less recoil too, however, there are other dynamics which will also affect a weapon's recoil other than just the firearm's weight such as the bullet's weight, the powder charge, and the design of the firearm. The firearm's design may make use of hydraulic or pneumatic shock absorbers; systems of springs, cams and levers to modify, dampen, or dissipate the rearward impulse generated as the projectile is fired down the bore of the firearm. Other design factors are a muzzle brake, a muzzle compensator, or a ported barrel to redirect propellant gases with the effect of countering both the recoil of the gun and the unwanted rising of the barrel during rapid fire. All things being equal, a heavier gun should have softer recoil, a lighter bullet/shot should have softer recoil, and a faster bullet should have heavier recoil. These are some things to keep in mind when developing the game's weapons.
- By default all Primary weapons (including Primaries made as Secondaries when using the Overkill Wildcard) are given two attachment slots and Secondary weapon's are given one, however the Gunfighter Wildcard doubles the amount of available slots. Attachments that interfere in any way with one another will not be capable of being paired together (for example: no two under-barrel attachments, no two sights, no two toggle-able attachments).
New and returning attachments should include; Rifle Bayonet (under-barrel), Grenade Launcher (under-barrel), Bi-Pod (under-barrel), Masterkey Shotgun (under-barrel), Foregrip (under-barrel), Laser Pointer, Reflex Sight (same magnification and ADS speed as Iron Sights for most weapons, increases magnification on Submachine Guns & Shotguns), Holographic Sight (more magnification than Reflex, but same ADS speed), SUSAT Scope (more magnification than Holo, but slower ADS speed then Holo sight), ACOG Scope (more magnification than SUSAT, but same ADS speed as SUSAT), Hybrid Optic (Toggle-able sight that provides two different magnifications, variable ADS speed dependent on the chosen zoom), Thermal Scope (more magnification than ACOG/SUSAT, held-breath scope, slower ADS speed then ACOG/SUSAT), Sniper Scope (more magnification than Thermal, held-breath scope, slower ADS speed then Thermal), Variable Magnification Scope (multi-magnification, held-breath scope, same ADS speed as Sniper), Extended Magazine, Barrel Upgrade, Extended Chamber, Choke Tube, Dual Magazines, Select Fire, Rapid Fire, Suppressor, Specialty Ammo, Full Metal Jacket (FMJ) Rounds, Tracker Rounds, Akimbo (Pistols, Machine Pistols, and specific Shotguns), Tactical Knife (Pistols Only), and Speed Reloader (Revolver Specific).- NEW! Laser Pointer Sight - A side mounted attachment which aesthetically projects a red light laser beam outward from the front of the weapon. The laser provides a center aiming point which makes it easy to aim the weapon when it's at a player's hip. You'll be able to toggle the laser light on and off which means it cannot be paired with other attachment that include a toggle feature. The downside to having the Laser on all the time is that it's very noticeable and it causes the player to have very little conceal ability with the weapon. When aiming down sight (ADS) on a weapon with the Laser Pointer attachment and just Iron Sights the weapon model will move down on the screen a bit in order to get it out of the way and a floating red dot will appear above the weapon's Iron Sights. Think of it as a floating Red Dot Sight attachment without the sight's frame blocking the surrounding scene. If you equipped a sight attachment with the Laser Pointer this ADS effect will be negated and you will ADS as normal with the equipped sight attachment.
- NEW! Choke Tube – For Shotguns, it will tighten the shot spread.
- NEW! Extended Chamber – For some Shotguns and Rifles which draw extra loaded ammo from a chamber. This attachment it will increase the amount it can hold.
- NEW! Specialty Ammo – For Shotguns only, it will reduce their range (certainly more so than the Silencer), but it increases the amount of shots per shell. This will increase the weapon's lethality, but at the cost of having a much shorter effective range
- NEW! Select Fire – This attachment provides a firing option (toggled) for semi-auto firing and burst firing Rifles by providing a full auto feature for the weapon which will be capped at a competitive ROF. The ROF must not be to fast as to make the weapon overpowered.
- NEW! Barrel Upgrade – Available for only specific weapons. Increases the max damage range.
- NEW! Tracker Rounds – Provides an effect like MW3's Recon Pro perk. Enemies who are damaged by the ballistic round will be actively tracked on the opponents mini-map for up to 8 seconds.
- REVISED! Full Metal Jacket (FMJ) Rounds – They will continue to play the role that they've played before, providing for greater penetration and maintaining a better percentage of the bullets damage through the material it's penetrating, but now they also play an additional role. These rounds will ignore the benefits of a Ballistic Vest, meaning that opponents who have a Ballistic Vest equipped will be treated as if they didn't.
- REVISED! Foregrip – The Foregrip is an attachment option that's specific to pump-action Shotguns only and provides them with a slightly quicker rechambering animation. Since the rechambering animation isn't affected by the Load Proficiency this attachment is quiet useful with these weapons. Side note: several weapon's will have Foregrips already attached as part of their cosmetic design for the game similarly to how some Sniper Rifles will already have Sniper Scopes already attached too, but the Foregrips won't produce some kind of measurable altercation or improvement to the weapon's statistics that may go away if a different attachment is placed on the weapon that takes away the cosmetic Foregrip.
- NEW! Laser Pointer Sight - A side mounted attachment which aesthetically projects a red light laser beam outward from the front of the weapon. The laser provides a center aiming point which makes it easy to aim the weapon when it's at a player's hip. You'll be able to toggle the laser light on and off which means it cannot be paired with other attachment that include a toggle feature. The downside to having the Laser on all the time is that it's very noticeable and it causes the player to have very little conceal ability with the weapon. When aiming down sight (ADS) on a weapon with the Laser Pointer attachment and just Iron Sights the weapon model will move down on the screen a bit in order to get it out of the way and a floating red dot will appear above the weapon's Iron Sights. Think of it as a floating Red Dot Sight attachment without the sight's frame blocking the surrounding scene. If you equipped a sight attachment with the Laser Pointer this ADS effect will be negated and you will ADS as normal with the equipped sight attachment.
- Game Integrity Protections: The Tactical Insert equipment won't work in FFA games and a tracking system should be introduced to look for patterns that suggest boosting. This tracking system will further analyze the play around the players who are matching the boosting patterns and if the play is suspicious the system will red flag these players. Once red flagged the player(s) will have his/her actual gameplay tracked to see if they require a warning for cheating. If the warning is issued and the player continues to cheat, the player will receive a temporary ban and if the cheating actions continue yet after the temporary ban, then they risk a permanent account ban. Also, the report a player option should still exists and if a player is reported often enough they too will have their actual gameplay analyzed by the system... if found to be cheating they will suffer the same banning procedure.
- Explosives, on the whole, should have their lethality level maintained near MW3's levels. Bring back the level of gibbing from World at War (WaW), a gib is a piece of a soldier that's blown off with explosives or by a powerful weapon, as well as the body physics from MW2, where the body would get thrown about when killed by explosives. This higher level of gore, should be controllable by a menu setting, so that parents who don't want their children to deal with the increased level of gore (including swearing too) can remove that aspect of the game. Have larger and more diverse maps mixed with areas that force CQC and plenty of medium engagement. I personally favored the generally more open and larger map designs and principles found in WaW. Also, favor some of the map interaction that can be found in BO. Keep the BO’s "dolphin dive". Improve on the overall Call-Sign customization capability from BO. Provide a more detailed after game report / scoreboard, expand on the one in BO, perhaps BO2. Expand on the Combat Record from Black Ops as a method to research player statistics in game.
- There are several objects in BO where when you climbed up you automatically would go right over them instead of being able to stand on top of them, it seemed like to me that in the MW games most things you could climb up and it wouldn't force you to go right over. If you want to achieve a similar result in BO you have to side angle a jump onto that object, if you could jump high enough. I think they should bring back a similar climbing ability from the MW games, but with an eye toward's the fluidity of the climbing and pull-up system used in the game Crysis 2.
- Improve Combat Training and add objective game modes. You should be able to customize individual AI Bots, like choosing if a bot is more aggressive or passive, plus whether they are focused more on completing Objectives or Slaying. This should allow for better simulation of real players. Not-to-mention, Combat Training should work as a multiplayer option even if you're unable to get online.
- Gametypes: TDM, KC, Defender, FFA, Mercenary, Dom, HQ, Demo, SnD, Sabo, CTF, KotH (Hardpoint), and Air Drop. Playlists Types: Ground War (9v9), Traditional (6v6), Team Tactical (4v4), Doubles (2v2), Multi-team (3v3v3v3), Face off (1v1). Setting Types: Standard-core, Hard-core, and League (skill based matchmaking)
WILDCARDS: Only three slots are available
Gunfighter – Doubles the amount of attachment slots available for use (Primary: from 2 to 4; Secondary: from 1 to 2), plus causes the user's weapon to immediately disappear after they die, ensuring nobody else can make use of the heavily customized weapon. (1 class point)
Overkill – Removes the weapon slot classification, so that a second Primary weapon can be chosen in the Secondary weapon slot or a second Secondary weapon can be chosen in the Primary weapon slot (1 class point)
Danger Close – Provides the ability for the selected Lethal Throwing Item to be doubled-up by doubling the amount of available slots, from 1 to 2, but it can only be filled by adding the same Lethal Throwing Item (1 class point)
Tactician – Replaces the Lethal Throwing Item selection slot(s) with an additional Tactical Throwing Item slot(s). There will only be an additional two slots if this Wildcard (Tactician) is paired with the Danger Close Wildcard. This Wildcard will only allow for two different types of Tactical Throwing Items to be paired together (1 class point)
Greed (Perk) – Provides an additional pair of perk slots per perk color group, in other words it'll grant 2 pairs of perk slots per color group when using only the Greed Wildcard verses the default 1pairing or 4 individual perk slots per color group when paired with the Diversity Wildcard (1 class point)
Diversity (Perk) – Alters the perk slot pairing into individual slots, meaning that instead of perk slot 1 and 2 requiring a relationship to the same perk title (part 1 or 2 of said chosen perk), any perk from the same color group can be chosen for the individual color perk slot (1 class point)
Weapons Master – Doubles the amount of available Proficiency slots, from 2 to 4 (1 class point)
Extra – At the cost of using a Wildcard slot it grants an extra point (2 points) (1 class point)
Frontline – Reduces the death requirement for the Deathstreaks by 1 (1 class point)
PERKS: By default only two slots which are paired together are available per color group. The pairing of the slots means that by default the second slot can only be used for the additional benefit in relation to the benefit chosen in the first slot (benefits 1 or 2 of a given perk title). The perk Wildcards alter the default slot system for perks.
Blue Perks:
Cloak 1 - 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. This effectively neutralizes or cancels the first part of the Marksman 1 perk's ability to identify opponents at distances greater than normal (1 class point)
Cloak 2 - Cut the length of time you are actively tracked in half, providing a semi-counter to the Tracker Rounds (8 seconds becomes 4), Sensor Grenade (12 seconds becomes 6), Recon Drone (16 seconds becomes 8), and Blue Force Tracker (48 seconds becomes 24 seconds) (1 class point)
Blind Eye 1 - Remain unidentified by lethal AI-Controlled Scorestreak Support Awards (1 class point)
Blind Eye 2 - Grants stealth capabilities to all of the user's airborne aerial Scorestreak awards (1 class point)
Cold-Blooded 1 - Remain unidentified by the user-controlled lethal targeting system (1 class point)
Cold-Blooded 2 - Undetectable by Thermal devices and Millimeter Scanners (1 class point)
Ghost 1 - Remain unidentified by UAV surveillance systems (UAVs and Advance UAVs) when mobile (1 class point)
Ghost 2 - Undetectable by Portable Radars and Heartbeat Sensors (1 class point)
Marksman 1 - Identify enemy targets at longer ranges, this effectively counters (or cancels) the Camouflage 1 perk benefit of no red cross-hair, no name, and no aim assist at medium-ish or normal ranges (1 class point)
Marksman 2 - Extra bullet damage is provided to the user versus enemy Scorestreak awards, plus a slightly quicker lock-on for lock-on Launchers (1 class point)
Red Perks:
Tactical Mask 1 - Provides a level of resistance (x0.50) to the effects of the Flashbang, Concussion, and Shock Grenades (1 class point)
Tactical Mask 2 - Full immunity to the Gas Grenade (1 class point)
Blast Shield 1 - Provides explosive damage resistance (x0.50) (1 class point)
Blast Shield 2 - Greatly lessens the shellshock effect caused by explosions (1 class point)
Hard-Wired 1 - Grants immunity from mini-map scrambling awards (EWAs) and devices (the Local Jammer Equipment), plus immunity to EMPs and mini-EMP Grenades (1 class point)
Hard-Wired 2 - Reduces the flinch effect when shot (1 class point)
Scavenger 1 - Resupply weapon ballistics and Hatchets from any dead body (1 class point)
Scavenger 2 - Scavenge any un-used explosives or Tactical Throwing Items from dead players if those players were making use of the same items as the user of the Scavenger perk (1 class point)
Hardline 1 - Earn extra points toward Scorestreak Point Awards (1 class point)
Hardline 2 - Allows the user to recover their health quicker (1.5x faster) after being injured (1 class point)
Green Perks:
Dead Silence 1 - The range in which a player's movement sounds can be heard will be greatly reduced (x0.25) and the volume at which it can be heard at will be cut in half. This more than neutralizes the sound-enhancing ability of the basic Awarness 1 perk (1 class point)
Dead Silence 2 - All other sounds, other than footsteps, that a player can make (reloading, weapon switching, climbing, knifing, falling, health recovery breath, ext.) are reduced in auditory range and volume by half. This effectively neutralizes the sound-enhancing ability of the Awarness 2 perk (1 class point)
Awarness 1 - Doubles the range and volume of enemy footsteps, neutralizing to a degree the sound reduction of Dead Silence 1, plus it counters the stealth capabilities of opponent aerial Scorestreak awards (1 class point)
Awareness 2 - All other enemy sounds other than footsteps are doubled in range and volume (this includes weapon switching, reloading, climbing, knifing, etc.) This effectively neutralizes the sound reduction of Dead Silence 2 (1 class point)
Engineer 1 - Detect enemy place-able Equipment and place-able Scorestreak awards, re-roll the chance on Care Packages, plus quickens the ability to hack enemy equipment and awards with the Black HAT PDA (1 class point)
Engineer 2 - Delays enemy detection-based explosives which would also make them easier to be hack with the Black HAT PDA equipment. This would allow the IMS to become hacked too (1 class point)
Lightweight 1 - Move about on foot quicker than normal (1.1x speed boost) (1 class point)
Lightweight 2 - Climb obstacles faster and receive no fall damage (1 class point)
Extreme Conditioning 1 - Sprint for longer periods of time with a faster recover time in-between sprints allowing the player to begin a new full sprint a little quicker than normal (1 class point)
Extreme Conditioning 2 - Increases the speed of using place-able equipment, throwing items, and Scorestreak awards (this includes the action of calling a reward in) (1 class point)
PROFICIENCIES: Only two slots are available unless the Weapons Master Wildcard is used
Kick – Reduces a weapon's recoil (1 class point)
Steady – Increases the hip-fire accuracy of weapons (1 class point)
Load – Reduces the reloading time for weapons (1 class point)
Swap – Reduces the raise and lower times for weapons (swapping speed) (1 class point)
Quick – Weapons are ready for use quicker then normal after ending a sprint (1 class point)
Draw – Weapons can be aimed-down-sight (ADS) faster (1 class point)
Agile – Move faster while aiming down the sights of a weapon (1 class point)
Stable – Reduces the progressive "idle" ADS sway of weapons and provides a slight reduction to the built-in ADS sway for "held-breath" scopes, plus doubles the length of time a player can hold their breath when using a "held-breath" scope without doubling the cool-down after releasing the breath (1 class point)
EQUIPMENT: Only one slot is available
Camera Spike – Live camera feed which you can toggle on and off between your radar map (this camera will uplink live video footage to all of your teammates if they so choose to make use of it, this works by providing your teammates a second piece of equipment icon which they can select in order to toggle into the camera feed over their radar map. If multiple team Camera Spikes have been placed in-game the camera feeds will have to be cycled through before returning back to the mini-map) (1 class point)
Tactical Insertion – Pick your next re-spawn point. The player is able to deny their re-spawn on the Tac Insert if they so choose (similar to Black Ops). Disabled in FFA games (1 class point)
Portable Jammer – Jams any local opponent’s placeable Equipment, placeable Support Awards, their electronic weapon attachments, and their mini-maps. The Jammer will hide players from being detection by opponent Lethal Aerial Scorestreak Awards. Also, any opponent who wonders into a jammed area will find they're not able to vocally communicate with his or her teammates or electronically call in a Scorestreak Award (1 class point)
Portable Radar – A placeable local radar device which shows up on a player's and their teammate's mini-maps, but it will NOT create an auditory sound when detecting enemy movement like in MW3 (1 class point)
Heart Beat Sensor – A mobile directional heart beat sensing device which is carried with you as a separate piece of equipment. Upon sensing an unknown heartbeat within its scanned range it will produce an auditory sound, but in order to view the device’s screen to gain information on the possible whereabouts of the enemy a player will have to lower their weapon so that they can bring the screen into view, this action will create a period of vulnerability. Also, the speed at which the scan occurs should be closer to the one in MW3 rather than MW2 (1 class point)
Millimeter Scanner – Activating it sends one pulse scan of the nearby area to identify enemy positions by silhouetting them for a set amount of time (only for the user). Also, after sending out a pulse it requires time to recharge before being able to send out another pulse (1 class point)
Smoke Screen – Acts as a Throwing Item and produces a large smokescreen to inhibit sight. This thick cloud is not harmful to health (1 class point)
Tear Gas – A placeable device that has a release trigger. When activated it will release a sizable gas cloud that causes extreme irritation to the eyes producing a blurring effect and being caught within it causes a progressive amount of damage to any player (friend or foe). It basically provides a temporary area of high risk for anyone to enter. The gas will restrict movement some too, but it will not be constant like the Concussion Grenade. Instead this movement restriction cycles on and off with the cumulative damage caused by the gas, similar to the effects from the Gas Grenade in Black Ops. This damage can and will kill players who are caught within it for a prolonged amount of time or to those who were wounded before entering it. The gas cloud itself will be semi-transparent and blur the background allowing someone outside of it to see through it, but not clearly (1 class point)
Claymore – A destructive proximity explosive which has a directional (pie shaped) outward blast radius. It’s very sensitive to enemy motion and has nearly no delay before exploding when tripped, similar to the Claymore in Black Ops (1 class point)
Bouncing Betty – A less destructive proximity explosive, in comparison to the Claymore, but it has a blast radius that covers 360 degrees in one plane, yet is limited in others. It has a noticeable click sound when triggered and has an apparent delay caused by it's lifting up into the air before exploding which will allow someone to possibly avoid it by dropping to the floor. The Betties can be approached or gotten past without triggering by crawling (1 class point)
Trophy System – Will deflect nearby explosives, but has limited capacity for doing so (only two discharges) (1 class point)
Black HAT PDA – Allows user to hack enemy equipment turning them friendly. Approach enemy Claymores and Sentry Turrets from their backside when hacking them. Bouncing Betties can be hacked as well, but they must be approached by a crawl (1 class point)
Bandolier – You will never run out of reserve ballistic ammunition for your (#1) Primary Weapon as it provides a limitless (infinite) supply (1 class point)
Duffel Bag – Works very similarly to the MW2 OMA perk. The main difference between this equipment and MW2’s OMA perk is that it will restrict the continuous replenishing of Lethal and Tactical Throwing Items, plus because it’s an equipment option it cannot be used with any type of Launcher, which is also equipment, and modular weaponry attachments that would fall under the Warlord equipment. Not-to-mention, when class switching occurs by this equipment the original class's Support Awards will remain as does the current amount of Support points. Just to clarify... if the original custom class with the Duffel Bag equipment was to have the Assassin Support Point Package and some of the selected perks were the same as the default perks of the custom class that was being switched to then there would be a duplication of that perk, but this duplication would not provide any doubled or special ability (1 class point)
Combat Mask – Will reduce a player’s head multiplier. Its benefit comes at the cost of having no available mini-map and a bit of tunnel vision. The mask is capable of being toggled on and off, giving it a similar trait to the MW2 Blast Shield (1 class point)
Launcher – A Launcher may have one of two firing modes or even both, a free firing mode and a lock-on mode. When selecting this equipment you will be directed to purchase before you can choose your Launcher from a list (1 class point)
Milkor MGL - a repeating 6-shot grenade launcher with no reserve rounds. These rounds will introduce a curved trajectory and the explosive radius of these grenades are the same as the rounds found on the XM25
RPG-7V2 x2 - a free firing only launcher, character movement restriction is affected by the launchers weight, rockets show some movement when traveling
SMAW II x2 - another free firing only launcher, slightly heavier than the RPGs which slows a character's movement, but it fires rockets straighter then the RPG
AT4 x1 - a free firing and anti-aerial lock-on launcher. Also, can lock-on to mobile enemy ground devices such as the Assault Drone and RC/XD. Has a similar weight to the RPG
FGM-148 Javelin x1 - a ground location lock-on and anti-aerial lock-on launcher. It can also lock-on to mobile enemy ground devices (Assault Drone & RC/XD) and when fired the trajectory of the rocket will travel directly at the device, where as the normal trajectory will cause the rocket to shoot skywards before dropping down on it's target. Has similar weight as SMAW
FIM-92 Stinger x2 - an anti-aerial lock-on launcher only, similar weight as the SMAW & Javelin.[/ul]
Warlord – This becomes a default equipment choice whenever a modular weaponry attachment is chosen such as the Grenade Launcher, Masterkey or Bayonet. The point here is too remove Equipment as a resource option when equipping basically a third weapon by means of a modular weaponry attachment to your primary weapon
THROWING ITEMS:
Lethal: Only one slot is available, unless the Danger Close Wildcard is used (Danger Close does not allow for two different types of Lethal throwing items, only doubling-up)
Fragmentation Grenade x1 – A timed fuse grenade which can be cooked and is designed to disperse shrapnel upon exploding. It allows for good throwing range and it has a slightly bigger blast radius and damage amount then the Semtex (1 class point)
Semtex Grenade x1 – A set timer sticky grenade that cannot be cooked, though the timer which does begin once it's released from the hand is shorter than the Frag's fuse. It has a shorter throwing range and slightly smaller blast radius size than the Frag grenade (1 class point)
Incendiary Grenade x1 – A contact detonation grenade which produces intense heat by means of a chemical reaction. Similar throwing range as the Semtex, but it has the smallest blast radius size, yet it will cause a very high amount of damage within that radius (1 class point)
C4 x1 – A remote detonation explosive which can be tossed by the player. The throwing range is by far the smallest of all the Lethal Throwing Items, but its explosive radius is the biggest. Quick detonation can occur by tapping the reload button twice really fast (1 class point)
Hatchet x1 – Similar to Black Ops’s Tomahawk. One hit kill capability and can be picked back up (1 class point)
Tactical: Only two slots are available, unless the Tactician Wildcard is used which simply turns the Lethal throwing item slot(s) into additional Tactical slots
Concussion Grenade x1 – Detonates on contact. The detonation will create a minor amount of visual discomfort on top of a ton of auditory discomfort which helps immobilize opponents, restricting their movement speeds. The blast will actually have a smaller radius in which it can cause a minor amount of damage to nearby enemies, and a greater radius in which it inflicts it's sensory and movement effects onto opponents. The effect radius will be lesser than the effect radius caused by the Flashbang Grenade, however, the prep time for throwing this grenade is ever so slightly quicker than that of the Flashbang Grenade and it can be thrown further because it detonates on impact (1 class point)
Flashbang x1 – A fuse time will detonate the grenade after a period of time once it is released from a player's hand. Detonation creates a flash of bright light which makes vision impossible or near impossible for a period of time depending on where a person is from the blast point. The blast, has a very small radius in which it can cause a tiny amount of damage to nearby enemy, but the visual and audio effect it causes will expand to a radius that is larger then all other Tactical Grenades. The prep time for the Flashbang should be on pair with what was used in MW3 (1 class point)
Mini-EMP Grenade x1 – Detonates after a period of time once released from a player's hand. Detonation sends a burst of electromagnetic energy into the local atmosphere which will destroy placeable enemy equipment, placeable enemy Support Awards, and if lucky even some low flying/hovering air borne Support Awards. Though, the burst will only temporarily disable other enemy electronics such as electronic weapon attachments, voice communications, and the ability to use or call forth earned Support Awards. The grenade's blast radius is the smallest of all the Tactical Grenades, but it will cause a slight amount of damage if caught to close to the blast. The prep time is faster than the Concussion Grenade, but in all honestly all the Tactical Grenades aren't that much different from one another in prep time (1 class point)
Shock Grenade x1 – Will stick to most surfaces. Releases an electric charge when it detonates which temporarily leaving enemies caught in its proximity unable to move or fire at all. The length of time the shock effect holds an opponent is less then the slowing down effect of the Concussion Grenade and causes almost no visual effect (1 class point)
Sensor Grenade x1 – Detonates on impact. Opponents caught within the grenade's blast radius will be tagged for active tracking for up to 12 seconds, similar to how the Recon perk provided active tracking on opponents in MW3 (1 class point)
DEATHSTREAKS: They can all work in succession but they're benefits won't compile, however, each must be purchased (unlocked) and selected in order to have them all work together (1 class point)
Juiced – Gives a 25% speed boost to the player when re-spawned, lasts for 5 seconds (3 deaths)
Revenge – Provides a delayed indicator above the head of the enemy that killed the player after they re-spawn. It can been seen through walls and everything, but it will disappear after the player earns a kill or after 10 seconds (4 deaths)
Martyrdom – Drop a live Frag grenade upon death (5 deaths)
Hollow Points – On re-spawn a player is provided an increase to their ballistic damage (1.4x), but the boost will end after a kill is earned (6 deaths)
Protection – Provides the user a Ballistic Vest on re-spawn (7 deaths)
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Das Boot – An automatic Deathstreak that ALL players have (don't need to use a point toward Deathstreaks) and it's only enabled for team based games. It will basically boot the player from the game back to their own lobby. A couple reasons why this automatic boot Deathstreak is reasonable... (1) It can be viewed as another method of preventing player boosting, and (2) removing an extremely bad player from a game can make the difference between a team losing and a team winning (12 deaths)[/i]
SCORESTREAKS: The listed Scorestreaks below are just ideas, actual Scorestreaks should match in ideal fashion to the theme of the CoD game.
Assault Package Awards: Stack-able
Personal Spy Predator – Deploys a medium altitude RQ-1 Predator surveillance UAV to sweep scan the battlefield to reveal enemy locations, but only to the user's mini-map. It does not carry any flares for missile defense (300 Points)
RCC – A remote controlled mobile ground unit rigged with a video camera and C4 that's ready to be detonated manually. It cannot drive up stairs (350 Points)
Hunter Killer – Airborne drone that seeks out and destroys a nearby target (400 Points)
Guardian – Projects microwave field which stuns and impairs enemies. Arrives via a dropped package (450 Points)
Care Package – A CH-47 Chinook cargo helicopter air drops a care package which contains a random Assault or Assist Support Award within it, excludes the Escort Airdrop (500 Points)
Intelligent Munitions Systems (IMS) – An anti-personal explosive device that works similarly to a Bouncing Betty except that it cannot be placed on walls and it provides a true 360 degree explosive blast radius. It arrives via a dropped package (550 Points)
Hellfire Missile – Fires one user controlled AGM-114 Hellfire missile from a MQ-9 Reaper UAV that can be scattered into a cluster bomb when falling (600 Points)
Artillery Strikes – It strikes three different areas on the map, each selected before the strike is called in (650 Points)
Eagle Strike – Direction control a strategic F-15E Strike Eagle airstrike. A bombing run of three F-15E Strike Eagles which lay waste to an area of the map (700 Points)
Sentry Turret – An automated Minigun Turret which can also be remotely controlled. Arrives via a dropped package (750 Points)
Death Machine – Your own personal handheld mini-gun (800 Points)
Dragonfire – A user controlled aerial hover drone equipped with a 150-round Submachine gun and rigged to explode manually (self destruct capability). User will operate remotely viewing through a mounted camera (850 Points)
Assault Drone – A user controlled ground drone equipped with a 150-round MK46 LMG and a single shot rocket launcher. User will operate remotely viewing through a mounted camera (900 Points)
Viper Attack Calls in a AH-1Z Viper attack helicopter for ground support, has lethality closer to that from Call of Duty 4’s helicopter. It carries a flare for defense (950 Points)
AGR – Air drop an autonomous ground robot that searches for and destroys enemies and can be remote controlled (1000 Points)
Spirit Bomber – Direction control a B2 Spirit large carpet bombing, which should extend across the entire map. Also, the B2 bomber is a stealth bomber so it will not show up on enemy mini-maps (1050 Points)
Stealth Chopper – Deploys heavily mounted stealth helicopter equipped with one flare for defense against guided missiles (1100 Points)
Reaper – Call in a MQ-9 Reaper UAV that's equipped with two flares for defense against guided missiles. This award allows the user to manually spot targets from the air and launch Predator Missiles at them. However, these AGMs will be laser-guided from the Reaper’s camera, instead of an on-board missile camera and it will have a payload of 14 total Predator Missiles (1150 Points)
Juggernaut – Provides the user an enhanced body armor suit along with an M60E4 LMG and a handgun. Arrives via a dropped package (1200 Points)
Spooky Gunship – Rotate between manning all three cannons on an AC-130U "Spooky", a single 25mm GAU-12 Equalizer, a Bofors 40mm auto-cannon, and one 105mm M102 cannon, with two flares for defense against guided missiles. You will also have the ability to control the speed in which the Aircraft circles the battlefield (1250 Points)
VTOL Warship – Full control of an VTOL warship (1300 Points)
Canine Unit – Unleashes an amount of Attack Dogs equal to the number of enemies on the other team onto the battlefield for a set time period, with the total number of dogs including those in reserve equaling 12. Example: 4 enemies = 4 dogs on the battlefield with 9 in reserve, 6 enemies = 6 dogs on the battlefield with 6 in reserve, or 9 enemies = 9 dogs on the battlefield with 3 in reserve. These Attack Dogs are "one-hit-kill" like in Black Ops (1400 Points)
Swarm – Calls in a swarm of lethal Hunter Killer drones that search and destroy enemies (1500 Points)
Assist Package Awards: Non-stack-able
Team Spy Predator – Deploys a medium altitude RQ-1 Predator surveillance UAV to sweep scan the battlefield to reveal enemy locations. It does not carry any flares for missile defense (400 Points)
EWA – Deploys an EC-130J Commando Solo, an Electronic Warfare Aircraft (EWA), which jams all enemy radars (mini-maps) for its flight duration. It does not carry any flares for missile defense (600 Points)
Airdrop Trap – A dummy Care Package that will explode upon opening (600 Points)
Ballistic Vests – A package that contains Ballistic Vests to teammates. The vests will provide a defensive buff (800 Points)
SAM Turret – A Surface-to-Air Turret which shoots down most enemy airborne Scorestreak Awards (800 Points)
Care Package – A CH-47 Chinook cargo helicopter air drops a care package which contains a random Assault or Assist Scorestreak award within it, excludes the Escort Airdrop (1000 Points)
Spy Hawk – Deploys a high-altitude RQ-4 Global Hawk surveillance UAV which will sweep scan the battlefield revealing enemy locations and their movement direction to the whole team. This UAV does not carry any flares for missile defense (1000 Points)
Advanced EWA – Deploys a high-altitude Electronic Warfare Aircraft (EWA), which jams all enemy radars (mini-maps) for its flight duration. This aircraft can be shot down, but it carries a flare for missile defense (1200 Points)
Recon Drone – A small user controlled helicopter UAV that can fly around the map and “Tag” enemy players for real-time tracking, minus a directional indicator. The active-tracking will last for 16 seconds (1200 Points)
Dragon Lady – Deploys a U2 "Dragon Lady" reconnaissance aircraft which will sweep scan the battlefield revealing enemy locations and their movement direction to the whole team. It carries 2 flares for missile defense (1400 Points)
Juggernaut Recon – An enhanced Juggernaut armor suit equipped with a Riot Shield and a USP .45 handgun. Arrives via a dropped package (1600 Points)
Escort Airdrop – Deploys a V-22 Osprey which drops four random care packages and goes on for a temporary period of time to provide cover fire from above (1800 Points)
Orbital BFT (Blue Force Tracker) – Deploys a global position satellite uplink for real-time tracking, including directional indications, of enemy positions. It can NOT be shot down (similar to SR71), however an EMP can destroy the uplink and an EWA or local radar Jammer (equipment) will provide different measures of intel interference. The active-tracking will last for 48 seconds (2000 Points)
Dirty Bomb – Launch an dirty bomb which emits an Electro-Magnetic Pulse (EMP) that destroys and prevents enemy Support Awards and it disables the enemies' HUD, radar and any other device that uses electronics, lasts for 54 seconds (2000 Points)
Special Award:
M.O.A.B. – The Mother of all Bombs is a special award because it becomes available to anyone who can earn 25 kills themselves without dying regardless to the type of package they are using. The M.O.A.B. will instantly become available after achieving the 25 kills and after a brief countdown it will wipe-out the opposing team and any active Scorestreaks they have in play. It does not act as an end-game award. (25 Kills with Primary and Secondary weapons without dying)
WEAPONS: (in general terms)
Primaries:
Submachine guns & Personal Defense Weapons - movement speeds based off of the firearm's weight (provides the best primary movement speeds, not quite as good as the secondaries though), has pretty good hip-fire accuracy, very low amount of ADS sway, can do low to medium-high damage up close depending on the bullet caliber, but at a pretty short distance the damage tones down to a very small damage amount, very high rates of fire, fast reload times, variable clip sizes and low bullet penetration (full auto)
Shotguns - movement speeds based off of the firearm's weight (will likely provide better than average movement speeds), so-so hip-fire accuracy but shot spread creates efficient accuracy numbers, medium-low-ish ADS sway, can do massive damage up close and tails off at around medium-close distance till their is no more damage at all, reload times may vary, various clip sizes, and low shot penetration (pump action, semi-auto, full auto, & lever action)
*To note: Sight attachments for Shotguns increase the weapon's minimum damage range slightly when ADSing, but has no effect on their max damage range
Assault Rifles & Carbines - movement speeds based off of the firearm's weight (will likely provide average movement speeds), somewhat decent hip-fire accuracy, medium to low-ish ADS sway, can do medium damage up close, has better range than submachine guns, good rates of fire, decent reload times, average clip sizes and medium bullet penetration (full auto)
Battle Rifles & Designated Marksman Rifles - movement speeds based off of the firearm's weight (will likely provide slightly less than average movement speeds), not-so-good hip-fire accuracy, medium ADS sway, can do huge damage up close, some may have increased body multipliers, has very good range, medium rates of fire, decent reload times, most clip sizes should be less than those found with Assault Rifles, and large bullet penetration (semi-auto burst & single shot weapons)
Light & Heavy Machine Guns - movement speeds based off of the firearm's weight (will likely provide medium-slow to slow movement speeds), poor hip-fire accuracy, medium-heavy ADS sway (all HMGs come default with the bi-pod attachment which heavily reduce ADS sway when prone), can do medium to big damages at most ranges, some may receive a body multiplier increase, varying rates of fire, very slow to medium-slow reload times, largish to very large magazine clip sizes, medium to large bullet penetration (full auto)
Sniper & Anti-Material Rifles - movement speeds based off of the firearm's weight (will likely allow for less than average movement speeds), very poor hip-fire accuracy, medium heavy ADS sway (some come default with bi-pod attachments which heavily reduce ADS sway when prone and others will have it as a possible attachment), can do devastating amounts of damage at all ranges, big body multipliers, medium to medium-slow reload times, magazine clip sizes vary but tend to be on the smaller side except a few, large to extreme bullet penetration (bolt action and semi-auto)
Riot Shield and/or Assault Shield? - need to see more from the Assault Shield to determine if it's a good replacement for the Riot Shield or if they both should be offered as options
Secondaries:
Handguns (Pistols & Revolvers) - movement speeds based off of the firearm's weight (will likely have the best movement speeds by far), has pretty good hip-fire accuracy, very little ADS sway, damage up close varies by caliber but so does the recoil and distance, typical semi-auto firing rates, various reload times, small-ish clip sizes and various bullet penetration with the majority being low however the bigger caliber bullets will see an increase in penetration (semi-auto)
Machine Pistols - movement speeds based off of the firearm's weight (will likely provide some of the best movement speeds, rivaling the Pistols and Revolvers), has pretty good hip-fire accuracy, very little ADS sway, damage up close varies by caliber but so does the recoil and distance, typical semi-auto firing rates, various reload times, small-ish clip sizes and various bullet penetration with the majority being low. These should be less effective in almost every manner in comparison to Submachine guns (full auto and 3-round burst)
Crossbow - one hit kill weapon, movement speeds based off of the weight, less than ideal hip-fire accuracy, low-ish ADS sway, medium reload time, but a round must be loaded after every shot, variable penetration level based on distance
No Weapon Selected:
Combat Knife - It's in-hand, and at the ready, so it has nearly 0 delay when used, plus it has a quicker cool-down period (animation), a slightly better lunge range and can use the fire button (trigger)