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New Perks/Perk-A-Colas 2.0


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Posted

New perk ideas I thought would be nice. If you have any suggestions let me know and I'll put them up here.

Esurance: If downed you keep all your perks except for Esurance. Cost 4000 points.

EPerk: Allows you to have up to 5 perks. Cost 5000.

Amm-O-Matic: After each round you are rewarded a personal Max Ammo for all guns and equipment. Cost 6000.

Fire Starter: 10% extra damage when using fire weapons. Fire stays on the ground for about 15 seconds and hurts teammates and zombies. Cost 3000.

Now introducing the Pack-A-Perk system. Next to Pack-A-Punch machine except its in the form of a soda machine. Has all perks listed on it. Select one perk on the menu (that you have) to upgrade. Cost 3000 each.

Juggernog 2.0: 6 hits to be downed. Must have Juggernog first.

Stamin-up 2.0: 1.5 speed boost applied to every zombie killed. Unlimited sprint. Must have Stamin-up first.

Speed Cola 2.0: Extended mag, faster reload speed, and scavenger. Must have Speed Cola first.

Double Tap 2.0: Explosive rounds for all guns. Must have Double Tap first.

Quick Revive 2.0: While reviving a downed player, downed player has Mustang and Sally. 1.5 revival boost depending on how many revives you have in-game. Must have Quick Revive first.

PhD Flopper 2.0: Larger blast radius and each zombie exploded sets off miniature explosions. Must have PhD Flopper first.

Deadshot Daquiri 2.0: Gives extra 5% points for every headshot and each headshot sets off a mini explosion. Must have Deadshot Daquiri first.

Mule Kick 2.0: Allows you to carry 4 guns and enables dual wielding with submachine guns and pistols. Must have Mule Kick first.

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Posted

New perk ideas I thought would be nice. If you have any suggestions let me know and I'll put them up here.

Esurance: If downed you keep all your perks except for Esurance. Cost 4000 points.

EPerk: Allows you to have up to 5 perks. Cost 5000.

Amm-O-Matic: After each round you are rewarded a personal Max Ammo for all guns and equipment. Cost 6000.

Fire Starter: 10% extra damage when using fire weapons. Fire stays on the ground for about 15 seconds and hurts teammates and zombies. Cost 3000.

Now introducing the Pack-A-Perk system. Next to Pack-A-Punch machine except its in the form of a soda machine. Has all perks listed on it. Select one perk on the menu (that you have) to upgrade. Cost 3000 each.

Juggernog 2.0: 6 hits to be downed. Must have Juggernog first.

Stamin-up 2.0: 1.5 speed boost applied to every zombie killed. Unlimited sprint. Must have Stamin-up first.

Speed Cola 2.0: Extended mag, faster reload speed, and scavenger. Must have Speed Cola first.

Double Tap 2.0: Explosive rounds for all guns. Must have Double Tap first.

Quick Revive 2.0: While reviving a downed player, downed player has Mustang and Sally. 1.5 revival boost depending on how many revives you have in-game. Must have Quick Revive first.

PhD Flopper 2.0: Larger blast radius and each zombie exploded sets off miniature explosions. Must have PhD Flopper first.

Deadshot Daquiri 2.0: Gives extra 5% points for every headshot and each headshot sets off a mini explosion. Must have Deadshot Daquiri first.

Mule Kick 2.0: Allows you to carry 4 guns and enables dual wielding with submachine guns and pistols. Must have Mule Kick first.

Speed cola 2.0 to over powered for the player, I mean c'mon Scavenger?

Posted

Juggernog 2.0 - 6 hits to go down? I don't think so... Mediocre players would probably never go down. And good players... They'll never die.

Mule kick 2.0 - 4 weapons? You're setting the bar too high. It's annoying enough trying to cycle through your weapons to find your OH SH*T weapon

Posted

Juggernog 2.0 - 6 hits to go down? I don't think so... Mediocre players would probably never go down. And good players... They'll never die.

Mule kick 2.0 - 4 weapons? You're setting the bar too high. It's annoying enough trying to cycle through your weapons to find your OH SH*T weapon

Posted

Wow, nobodies mentioned the Ammo-matic yet? A Max Ammo every round? Now THAT would make it impossible to die.

I like your perk 2.0 idea, although it needs more work in terms of what each perk does.

-Jolteon

Posted

How is that extra perk perk supposed to work?

It is useless. You buy the perk using one perk slot and it increases it by one. It is basically canceling itself out.

Posted

New perk ideas I thought would be nice. If you have any suggestions let me know and I'll put them up here.

Esurance: If downed you keep all your perks except for Esurance. Cost 4000 points.

That's an Easter egg reward, not a perk.

EPerk: Allows you to have up to 5 perks. Cost 5000.

As earlier stated, cancells itself out.

Amm-O-Matic: After each round you are rewarded a personal Max Ammo for all guns and equipment. Cost 6000.

Overpowered

Fire Starter: 10% extra damage when using fire weapons. Fire stays on the ground for about 15 seconds and hurts teammates and zombies. Cost 3000.

This is not a perk, it's an attachment. When will people learn that perks increase natural capabilities!

Now introducing the Pack-A-Per- No.

Juggernog 2.0: 6 hits to be downed. Must have Juggernog first.

Overpowered.

Stamin-up 2.0: 1.5 speed boost applied to every zombie killed. Unlimited sprint. Must have Stamin-up first.

Overpowered.

Speed Cola 2.0: Extended mag, faster reload speed, and scavenger. Must have Speed Cola first.

Drinking soda can't increase magazine size. And scavenger is overpowered, even a one bullet per zombie, that's at least 100 bullets on round 9.

Double Tap 2.0: Explosive rounds for all guns. Must have Double Tap first.

I don't mean to be rude, burbtgat's just stupid.

Quick Revive 2.0: While reviving a downed player, downed player has Mustang and Sally. 1.5 revival boost depending on how many revives you have in-game. Must have Quick Revive first.

Overpowered plus very easy to "boost" with.

PhD Flopper 2.0: Larger blast radius and each zombie exploded sets off miniature explosions. Must have PhD Flopper first.

I'm soumding like a broken record here, but overpowered.

Deadshot Daquiri 2.0: Gives extra 5% points for every headshot and each headshot sets off a mini explosion. Must have DeUadshot Daquiri first.

What's with you and explosions? A perk cam't increase points or cause bullets to explode. It's COLA.

Mule Kick 2.0: Allows you to carry 4 guns and enables dual wielding with submachine guns and pistols. Must have Mule Kick first.

What's the point? 3 guns is too many anyway.9

Posted

Cut Scavenger from Speed Cola 2.0 and cut EPerk, because you can have all perks anyway. Ammo-O-Matic should only drop Max Ammo's every 10 rounds or should higher the luck rate of getting Max Ammo's during rounds.

Everything else is balanced and sounds really good.

Posted

If anyone would like a perk logo PM me I made some in the create your own perk thread check em out and let me know.

Can you make one that says Greenchico on it?? If that's not a problem :) si senor :D

THanks you :) and yes most of the perk ideas need tweaking not to mention that some are over powered. What's with the explosive? :mrgreen: Pyromaniac?

Posted

New perk ideas I thought would be nice. If you have any suggestions let me know and I'll put them up here.

Esurance: If downed you keep all your perks except for Esurance. Cost 4000 points.

That's an Easter egg reward, not a perk.

EPerk: Allows you to have up to 5 perks. Cost 5000.

As earlier stated, cancells itself out.

Amm-O-Matic: After each round you are rewarded a personal Max Ammo for all guns and equipment. Cost 6000.

Overpowered

Fire Starter: 10% extra damage when using fire weapons. Fire stays on the ground for about 15 seconds and hurts teammates and zombies. Cost 3000.

This is not a perk, it's an attachment. When will people learn that perks increase natural capabilities!

Now introducing the Pack-A-Per- No.

Juggernog 2.0: 6 hits to be downed. Must have Juggernog first.

Overpowered.

Stamin-up 2.0: 1.5 speed boost applied to every zombie killed. Unlimited sprint. Must have Stamin-up first.

Overpowered.

Speed Cola 2.0: Extended mag, faster reload speed, and scavenger. Must have Speed Cola first.

Drinking soda can't increase magazine size. And scavenger is overpowered, even a one bullet per zombie, that's at least 100 bullets on round 9.

Double Tap 2.0: Explosive rounds for all guns. Must have Double Tap first.

I don't mean to be rude, burbtgat's just stupid.

Quick Revive 2.0: While reviving a downed player, downed player has Mustang and Sally. 1.5 revival boost depending on how many revives you have in-game. Must have Quick Revive first.

Overpowered plus very easy to "boost" with.

PhD Flopper 2.0: Larger blast radius and each zombie exploded sets off miniature explosions. Must have PhD Flopper first.

I'm soumding like a broken record here, but overpowered.

Deadshot Daquiri 2.0: Gives extra 5% points for every headshot and each headshot sets off a mini explosion. Must have DeUadshot Daquiri first.

What's with you and explosions? A perk cam't increase points or cause bullets to explode. It's COLA.

Mule Kick 2.0: Allows you to carry 4 guns and enables dual wielding with submachine guns and pistols. Must have Mule Kick first.

What's the point? 3 guns is too many anyway.9

Lol Tankeo you're real hard on the ideas.

In any case though I agree, perks like that would break the game, especially double tap pro. Dude that would make every gun mustang and sally but with 9001x the ammo.

Posted

I agree with people saying these are overpowered or not possible.

I do have 2 ideas idea for

Mule Kick 2.0- Carry 1 (or 2) extra grenades and special grenades and equipment (if claymores etc).

reason: Since Mule Kick, makes you stronger to carry three guns, upgraded it makes your more stronger for more stuff,

Mule Kick 2.0- Extra perk slot

reason- makes you stronger and can take more

people say that is cancels it self out, but it doesnt really, since u already have 3 guns and then if u want another perk u can just upgrade this one.

Idea or feedback plz!?!?!?!

Posted

I think people misinterpret the reason for this topic. The idea was for people to share ideas about different perks and if they would/should integrate a perk 2.0 system. It wasn't necessarily just my ideas =/

I still appreciate all the feedback though I do understand now why most of you say these are all overpowered. Cause they are. I came up with the ideas while thinking of unlimited spawning of zombies and/or a hardcore mode. Probably should have stated that in the first post, but it didn't cross my mind.

Sorry for the confusion.

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