Perks are a huge aspect of the Call of Duty series - every and any gamer that has ventured into the multiplayer portion of the Call of Duty world knows that. However, perks can (and have) broken Call of Duty games before, so gamers are undoubtedly skeptical. But after some careful review of the upcoming perks, and how they'll be implemented, balance seems to have been a key issue - no perks seem ridiculously overpowered (yet), nor do any combination of perks seem overpowered, either (I'm looking at you, players who used Marathon / Lightweight / Commando in Call of Duty: Modern Warfare 2!)
The way in which the perks are being implemented in the new game is different. Yes, a player gets to choose three perks from each subcategory; "Specialists" get to choose 6, but they lose the ability to use "killstreaks," which are now also known as "pointstreaks" (but that's a whole other topic).
You'll see many of the same recycled perks, while others are new and others are just recycled and renamed perks that may been slightly altered. And, as before. there are Pro versions of the perks that can be unlocked after certain requirements have been met.
Please note: The following information has been found at themodernwarfare3.com.
Perk Slot 1
Recon - "Explosive damage marks target on radar." I am under the assumption that this means that when you damage an enemy with an explosive, no matter which explosive it may be (Examples: grenades, claymores, etc), that the enemy stays on your radar for a certain duration of time.
Pro Version: Same thing as the regular perk, but it also includes bullet damage, too.
Sleight of Hand - This is a recycled perk from the previous installments. This perk allows players to reload their weapons at a faster rate, which comes in extremely handy in sporadic firefights.
Pro Version: Players swap their weapons faster.
Blind Eye - Makes you undetectable by enemy air support and sentry guns. They, basically, decided to split up what Cold Blooded (Pro) used to be and create a perk out of it. Depending on how strong the air support is in MW3 (Remember how devious the Harriers were in Modern Warfare 2?), this can be a great perk.
Pro Version: Allows players to lock onto enemy aircrafts with a launcher at an expedited rate and allows players to do extra damage to enemy air support with their bullets.
Extreme Conditioning - Allows players to run for an extended period of time. This perk was originally in Call of Duty: World at War. Afterwards, in Modern Warfare 2, came Marathon (Pro), which caused a lot of balance problems, as it allowed players to run an infinite amount.
Pro Version: Players can climb obstacles at a faster rate.
Scavenger - Allows players to pick up ammo when they walk/run over downed enemy players. This is another recycled perk that caused some problems in MW2, as it allowed players to pick up explosives such as launcher ammo and grenades, too. It doesn't specify if it'll allow you to do so this time around, but I am leaning towards no.
Pro Version: Players start with extra magazines of ammunition.
Perk Slot 2
Quickdraw - This perk allows players to aim down the sights of their gun(s) faster. This was essentially the Pro version of Sleight of Hand in the previous installment, Call of Duty: Black Ops. This perk will be great for unexpected firefights and to get an edge when players come face-to-face with an enemy at medium range.
Pro Version: Allows players to use their grenades and equipment at a faster rate. Personally, I don't find this to be incredibly useful - most grenades and equipment expend at a fast enough rate, but it's a nice touch to the perk in itself.
Blast Shield - Previously in Call of Duty: Modern Ware 2 as equipment, this perk cuts down the damage players endure from enemy explosives.
Pro Version: Makes players unfazed by enemy flashbangs and stun grenades. This, in itself, is a great touch, especially for objective games where there are obvious hot spots.
Hardline - Another recycled perk; this perk allows players to attain their killstreaks with one less kill.
Pro Version: Deathstreaks take one less death to acquire; two assists equate to a kill, adding to your kill count towards your killstreak. The assist idea is perfect; I can't even count the amount of times I've gotten assist after assist and have got nothing for it.
Assassin - This perk makes you undetectable by enemy UAV, Heartbeat Sensors, Portable Radar and thermal. Basically, this is Cold Blooded from Call of Duty: Modern Warfare 2.
Pro Version: Enemy Count UAVs and EMPs will not affect players using this perk. Also, your name and red crosshairs will not appear when an enemy takes aim at you.
Overkill - Allows players to carry two primary weapons. This was seen in Call of Duty: World at War.
Pro Version: Your secondary can have two attachments.
Perk Slot 3
Marksman - Allows you to identify enemies from farther away with your crosshairs.
Pro Version: Players can now hold their breath longer when aiming down a scope.
Stalker - Players will move faster while aiming down the sight of their weapon(s).
Pro Version: Delays enemy claymores that you detonate.
Sitrep - Allows players to identify enemy explosives and Tactical Insertions by highlighting them (also known as the "Anti-Camper Perk").
Pro Version: Makes enemy footsteps louder. This'll be great for all you players using Turtle Beach headsets.
Steady Aim - Increases the accuracy of bullets when fired from the hip. This is great for close combat, especially shotguns.
Pro Version: This version allows players to aim down the sight of their weapon longer after sprinting.
Dead Silence - Makes players silent (think of the Ninja perk from Call of Duty: Modern Warfare 2).
Pro Version: Players with the pro version will take no damage when falling (think of the pro version of Commando from Call of Duty: Modern Warfare 2).
Conclusion
Those are all of the perks at this point in time. Like I said before, nothing seems overly powered by themselves. There's no more Marathon with infinite run, there's no One Man Army to replenish ammo and sit one spot with a grenade launcher, there's no Danger Close to increase explosive damage (which was a terrible idea - they should've known that it'd be abused), and there's no Commando for 30-foot knife lunges (Youtube them if you want to see some ridiculous knife kills from MW2).
I foresee a relatively balanced game right now. Many of the perks are recycled, so they've been tested and players know what they are getting into and how other players will use them to their advantage. Players should also take note that the ever-so-popular Stopping Power is not in this Modern Warfare game, either.
Happy gaming.
The way in which the perks are being implemented in the new game is different. Yes, a player gets to choose three perks from each subcategory; "Specialists" get to choose 6, but they lose the ability to use "killstreaks," which are now also known as "pointstreaks" (but that's a whole other topic).
You'll see many of the same recycled perks, while others are new and others are just recycled and renamed perks that may been slightly altered. And, as before. there are Pro versions of the perks that can be unlocked after certain requirements have been met.
Please note: The following information has been found at themodernwarfare3.com.
Perk Slot 1
Recon - "Explosive damage marks target on radar." I am under the assumption that this means that when you damage an enemy with an explosive, no matter which explosive it may be (Examples: grenades, claymores, etc), that the enemy stays on your radar for a certain duration of time.
Pro Version: Same thing as the regular perk, but it also includes bullet damage, too.
Sleight of Hand - This is a recycled perk from the previous installments. This perk allows players to reload their weapons at a faster rate, which comes in extremely handy in sporadic firefights.
Pro Version: Players swap their weapons faster.
Blind Eye - Makes you undetectable by enemy air support and sentry guns. They, basically, decided to split up what Cold Blooded (Pro) used to be and create a perk out of it. Depending on how strong the air support is in MW3 (Remember how devious the Harriers were in Modern Warfare 2?), this can be a great perk.
Pro Version: Allows players to lock onto enemy aircrafts with a launcher at an expedited rate and allows players to do extra damage to enemy air support with their bullets.
Extreme Conditioning - Allows players to run for an extended period of time. This perk was originally in Call of Duty: World at War. Afterwards, in Modern Warfare 2, came Marathon (Pro), which caused a lot of balance problems, as it allowed players to run an infinite amount.
Pro Version: Players can climb obstacles at a faster rate.
Scavenger - Allows players to pick up ammo when they walk/run over downed enemy players. This is another recycled perk that caused some problems in MW2, as it allowed players to pick up explosives such as launcher ammo and grenades, too. It doesn't specify if it'll allow you to do so this time around, but I am leaning towards no.
Pro Version: Players start with extra magazines of ammunition.
Perk Slot 2
Quickdraw - This perk allows players to aim down the sights of their gun(s) faster. This was essentially the Pro version of Sleight of Hand in the previous installment, Call of Duty: Black Ops. This perk will be great for unexpected firefights and to get an edge when players come face-to-face with an enemy at medium range.
Pro Version: Allows players to use their grenades and equipment at a faster rate. Personally, I don't find this to be incredibly useful - most grenades and equipment expend at a fast enough rate, but it's a nice touch to the perk in itself.
Blast Shield - Previously in Call of Duty: Modern Ware 2 as equipment, this perk cuts down the damage players endure from enemy explosives.
Pro Version: Makes players unfazed by enemy flashbangs and stun grenades. This, in itself, is a great touch, especially for objective games where there are obvious hot spots.
Hardline - Another recycled perk; this perk allows players to attain their killstreaks with one less kill.
Pro Version: Deathstreaks take one less death to acquire; two assists equate to a kill, adding to your kill count towards your killstreak. The assist idea is perfect; I can't even count the amount of times I've gotten assist after assist and have got nothing for it.
Assassin - This perk makes you undetectable by enemy UAV, Heartbeat Sensors, Portable Radar and thermal. Basically, this is Cold Blooded from Call of Duty: Modern Warfare 2.
Pro Version: Enemy Count UAVs and EMPs will not affect players using this perk. Also, your name and red crosshairs will not appear when an enemy takes aim at you.
Overkill - Allows players to carry two primary weapons. This was seen in Call of Duty: World at War.
Pro Version: Your secondary can have two attachments.
Perk Slot 3
Marksman - Allows you to identify enemies from farther away with your crosshairs.
Pro Version: Players can now hold their breath longer when aiming down a scope.
Stalker - Players will move faster while aiming down the sight of their weapon(s).
Pro Version: Delays enemy claymores that you detonate.
Sitrep - Allows players to identify enemy explosives and Tactical Insertions by highlighting them (also known as the "Anti-Camper Perk").
Pro Version: Makes enemy footsteps louder. This'll be great for all you players using Turtle Beach headsets.
Steady Aim - Increases the accuracy of bullets when fired from the hip. This is great for close combat, especially shotguns.
Pro Version: This version allows players to aim down the sight of their weapon longer after sprinting.
Dead Silence - Makes players silent (think of the Ninja perk from Call of Duty: Modern Warfare 2).
Pro Version: Players with the pro version will take no damage when falling (think of the pro version of Commando from Call of Duty: Modern Warfare 2).
Conclusion
Those are all of the perks at this point in time. Like I said before, nothing seems overly powered by themselves. There's no more Marathon with infinite run, there's no One Man Army to replenish ammo and sit one spot with a grenade launcher, there's no Danger Close to increase explosive damage (which was a terrible idea - they should've known that it'd be abused), and there's no Commando for 30-foot knife lunges (Youtube them if you want to see some ridiculous knife kills from MW2).
I foresee a relatively balanced game right now. Many of the perks are recycled, so they've been tested and players know what they are getting into and how other players will use them to their advantage. Players should also take note that the ever-so-popular Stopping Power is not in this Modern Warfare game, either.
Happy gaming.
Published by Andrew Berry - Featured Contributor in Technology
Andrew Berry has acquired his Fire Fighter 1 Certification from the Yaphank Fire Academy and is currently an active volunteer firefighter in a department residing in Suffolk County, NY. He has also earned hi... View profile
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