owner_101 Posted February 26, 2012 Posted February 26, 2012 What perks do you think will be returning for CoD9? Obviously Juggernog will come back aswell as Quick Revive, Speed Cola might return but will the other ones? After all Double Tap was cut on Ascension and no one really uses Deadshot (do they?). Also what would you like to see added? Candolier (a cut perk) It would increase the amount of ammo you can carry by 25% (maybe 50%) It would cost 2500 (25%) 4000 (50%) Prk Bru (Irn Bru) Would increase/improve the effect of other perks that you have (e.g. Juggernog 8 hits, Speed Cola Reload even faster, Stamin-Up run faster and longer etc.) Costs 3000. Also they should increase the perk cap (maybe to 5?) Pro Perks anyone? Maybe doubles the cost of the perk to buy the pro version.
ZombieOfTheDead Posted February 26, 2012 Posted February 26, 2012 I don't think candolier would actually work, that's why they removed it. You see, how would drinking something give you ammo? Would you just randomly puke it out? It might work if they gave non perk a cola perks, turn it into bandolier. Prk Bru sounds OP dude. I honestly hope all perks stay, though. A slight cap increase would be great, though.
Tankeo Dempsaki Posted February 26, 2012 Posted February 26, 2012 All perks Perk limit 5 And Knife-aid! -Triples (or doubles) knife damage -Increased knife lunge range -don't flinch when hit
owner_101 Posted February 26, 2012 Author Posted February 26, 2012 I don't think candolier would actually work, that's why they removed it. You see, how would drinking something give you ammo? Would you just randomly puke it out? It might work if they gave non perk a cola perks, turn it into bandolier. Prk Bru sounds OP dude. I honestly hope all perks stay, though. A slight cap increase would be great, though. How would drinking something give you more health, faster speed and an explosion when you dive to prone? It wouldn't, I'm not going to say it's magical (because I'm not 3 years old) but there are forces beyond our knowledge or control - Aether. Candolier would work if it increased the amount of ammo by 10% (2000) or make it take up 2 slots or have to re-buy it every 5 rounds or it goes. Prk Bru I suppose it is OP but maybe it would cost 5000. Then you have a dilemma - PaP to get a good gun or buy the perk to get great perks. And Knife-aid! -Triples (or doubles) knife damage -Increased knife lunge range -don't flinch when hit Bowie knife with ballistic knife PaP'ed...130 points a kill until round 35. That could work... I think instead of increasing the range of the knife lunge it should get rid of it and increase the slash instead - you stab and get trapped in your train of zombies.
Tankeo Dempsaki Posted February 26, 2012 Posted February 26, 2012 But that would mean a longer knife, not increasing natural capabilities.
ZombieOfTheDead Posted February 26, 2012 Posted February 26, 2012 I don't think candolier would actually work, that's why they removed it. You see, how would drinking something give you ammo? Would you just randomly puke it out? It might work if they gave non perk a cola perks, turn it into bandolier. Prk Bru sounds OP dude. I honestly hope all perks stay, though. A slight cap increase would be great, though. How would drinking something give you more health, faster speed and an explosion when you dive to prone? It wouldn't, I'm not going to say it's magical (because I'm not 3 years old) but there are forces beyond our knowledge or control - Aether. It's described as increasing your abilities, can't do that realistically, but at least it's explanatory. Growing ammo doesn't make sense. Oh, and Aether is a place with nothing at all in it, it's what we use to teleport. Candolier would work if it increased the amount of ammo by 10% (2000) or make it take up 2 slots or have to re-buy it every 5 rounds or it goes. Prk Bru I suppose it is OP but maybe it would cost 5000. Then you have a dilemma - PaP to get a good gun or buy the perk to get great perks. And Knife-aid! -Triples (or doubles) knife damage -Increased knife lunge range -don't flinch when hit Bowie knife with ballistic knife PaP'ed...130 points a kill until round 35. That could work... I think instead of increasing the range of the knife lunge it should get rid of it and increase the slash instead - you stab and get trapped in your train of zombies.
Nathan169 Posted February 26, 2012 Posted February 26, 2012 What about perk cap up to 6 not 5? no more than 6.
ZombieChaos23 Posted February 27, 2012 Posted February 27, 2012 I am in favor of increasing the perk cap. There has to be some catch to it though. Maybe mule kick could give you three guns and the extra perk, or you could hack the last perk that you want to get it.
ASmoothCriminal Posted February 27, 2012 Posted February 27, 2012 All perks Perk limit 5 And Knife-aid! -Triples (or doubles) knife damage -Increased knife lunge range -don't flinch when hit Surgeon's Serum? -maybe a better name idk I like this idea for a perk, but perhaps it doesn't need to be it's own perk. Maybe it could be combined with an existing perk or paired with other abilities for a new perk. On a side note, what does it matter whether or not the perk ability is realistic? It is a game after all. If people are worried about the practicability of the perks then treyarch could come up with a bogus reason for each new perk's effects. PhD is a prime example of a perk that couldn't exist in RL by any stretch of the imagination, but who cares?
owner_101 Posted February 27, 2012 Author Posted February 27, 2012 But that would mean a longer knife, not increasing natural capabilities. Yeah but for a bigger lunge wouldn't you need a longer arm?
deathb4di2h0nor Posted March 1, 2012 Posted March 1, 2012 I like the thought of a mixer actually, waffles. I imagine a big machine similar to a paint mixer. The perks go back to their roots,i.e. :tuffbrew, candolier, etc.. When you buy a perk it doesnt kick in right away, instead you get the perk bottle at the bottom of your screen. You must have two different bottles to make one perk. They could prolly get away with keeping the perks the way they are, and allowing you to mix them. The actual mixer could be free to use. This would eliminate the need for five slots being as you could have 8 perks in four slots. Before the complaints about OP OP wah OP, I would like to emphasize the fact that they dont kick in right away. You must buy the perks, mix them, then consume.
Jloves2game Posted March 2, 2012 Posted March 2, 2012 The Candolier perk actually sounds like a good idea, i would love to see something like that in the next zombies game. In higher rounds ammo is pretty much useless but it would be cool to have it in the early rounds when you are trying to hold down an area with your friends.
HammerFace Posted March 2, 2012 Posted March 2, 2012 How about extra height while jumping? kind of like emulating the effect of no gravity as on moon. allows you to jump to places to reach certain easter eggs, and maybe offer a quick way out of a sticky situation, but as a down side it could land you in a worse situation. and even if you dont have jugg or phd you could take damage from landing, not enough to down you however.
Tankeo Dempsaki Posted March 2, 2012 Posted March 2, 2012 I don't think that would work. One zombie maybe, but if you're getting swarmed you probably wouldn't be able to jump. Plus, you couldn't jump over objects, as some kind of coding thing prevents you, even in low-grav on moon. Also, people would simply jump onto a spot where zombies couldn't reach them. Knife-aid FTW.
HammerFace Posted March 2, 2012 Posted March 2, 2012 I don't think that would work. One zombie maybe, but if you're getting swarmed you probably wouldn't be able to jump. Plus, you couldn't jump over objects, as some kind of coding thing prevents you, even in low-grav on moon. Also, people would simply jump onto a spot where zombies couldn't reach them. Knife-aid FTW. I mean like an open platform that is a part of the normal map layout, so like jump up and land there while zombies follow another path to get to you. and I meant more of like a jumper on the moon not zero gravity sorry. but there is a reload time for you to use it so you can't constantly get out of trouble.
Cy1999aek_maik Posted March 4, 2012 Posted March 4, 2012 How about extra height while jumping? kind of like emulating the effect of no gravity as on moon. allows you to jump to places to reach certain easter eggs, and maybe offer a quick way out of a sticky situation, but as a down side it could land you in a worse situation. and even if you dont have jugg or phd you could take damage from landing, not enough to down you however. no...sounds bad...
Thunderwaffe Posted March 6, 2012 Posted March 6, 2012 Pro perks would be too OP if they were bought. You should earn them through a challenge or two, because if you really want it, you would try for it. Here is a list of the perk, its challenge(s) and pro functions: Quick Revive: Regular: revive team mates faster (solo revive self, 3 uses) Challenge: revive 5 team mates (don't go down for 3 rounds) Pro: revive team mates in one tap of action button, they get their perks back (solo: keep perks when downed, pro perks downgrade) Juggernog Regular: 5 hits to down Challenge: take up to 3 hits at once 2 times No hits for 1 full round Pro: health regenerates faster, 2 meter motion sensor with mini-map (to see around corners) Speed Cola Regular: reload faster Challenge: kill 10 zombies, reloading between each kill Go 1 consecutive round without buying or using grenades or equipment Pro: switch weapons, prep grenades, and prep equipment faster Double Tap Root Beer Regular: bullets shoot 2x faster Challenge: avoid having less than 1 full mag left in your gun for one round Do not use grenades (lethal&tactical) for two consec rounds Pro: + 4 lethal + 1 tactical grenade, 2x reserved ammo (when pro is unlocked, it acts as a max ammo) Phd Flopper Regular: no fall, explosive, or splash damage, explosion upon dolphin dive impact Challenge: flop 50 zombies Hold a grenade and kill at least 1 zombie 5 times Run through one trap Pro: flop on flat surface, jump higher, immune to traps, danger close pro (MW2-explosives carry more damage) Stamin-Up Regular: Move faster, sprint longer Challenge: survive one round without sprinting kill 50 zombies crouched/proned sprint 1 mile Pro: become very thin ( to squeeze through tight spaces), eternal sprint, stand/crouch/prone faster Deadshot Daiquiri Regular: increased headshot accuracy while ADS, smaller crosshairs Challenge: headshot 50 zombies Hipfire kill 50 zombies kill 50 zombies while moving Pro: steady aim pro (BO)(recover from knife lunge quicker, bring weapon up faster after sprinting), hardened pro (BO)(bullets penetrate surfaces, no flinch when hit, reduced recoil), stalker (MW3)(move faster while ADS) Mule Kick Regular: wield three weapons Challenge: get 1 pro perk Pack-a-punch 3rd tier weapon Survive 1 round Pro: perk cap + 1, perks downgrade after downage (ex: flopper pro to flopper, juggernog to none) When Mule Kick is bought after respawn/revive, third gun is retrieved, upgraded, get back 5th perk (not pro) Pro names (in above order): Perk-o-later Circle Linebacker Sleight of Man Ammo Magazine Subscription Dr. Phlopper, MD Wait Watchers Steady shot stackery Back-a-Bunch Rhyming names (for fun): Richt's alive! Hug her frog Weed stola Bubble Snap Boot Rear She hates me, Cropper Flamin cup Head shot smackerie Stool Trick
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