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Call of Duty: Ghosts perk system explained, new perks listed

Each of the 35 available Perks is weighted with a point value of 1 through 5. Your loadouts naturally have a pool of 8 points to spend on Perks, up to a total of 12 depending on your loadout choices.



In addition to the initial 8 points, a single Perk point is tied to the Primary Weapon slot, Secondary Weapon slot, Lethal and Tactical. Take away any one of these items for an additional Perk point, allowing a maximum of 12 points to spend. If you’re a Perk fanatic, you’re welcome to forego all weapons and equipment, starting each spawn with only a knife in hand and 12 points worth of Perks. It’s your choice.

Perk Categories:

Speed
Outrun and outmaneuver enemy players. Speed Perks are all about getting the lead and staying ahead. Examples include:


Sleight of Hand: Faster reloading.
Stalker: Move faster while aiming.


Handling
Dexterity and control drives the Handling Perks, improving actions and accuracy. Examples include:


On the Go: Reload while sprinting.
Steady Aim: Increased hip fire accuracy.


Stealth
Stealth Perks aid you in staying out of sight, maintaining a low profile and engaging on your terms. Examples include:


Takedown: Kill enemies without revealing their death locations.
Incog: Resistant to targeting systems including: Recon, Thermal Scope, Tracker Sight and Motion Sensor. No name or red crosshairs when targeted.


Awareness
Keep in tune with your surroundings. Awareness Perks help you survey the environment and detect enemy players. Examples include:


SitRep: Detect enemy explosives and tactical equipment.
Wiretap: Utilize all active enemy and friendly SAT COMs on the field.


Resistance
A hardened endurance reduces the effects of fatigue. Resistance Perks keep you going through tough engagements. Examples include:


Focus: Reduced weapon sway when aiming down sights and reduced flinch when hit.
Blast Shield: Increased resistance to explosive damage.


Equipment
Tacticians swear by their gear, and Equipment Perks ensure you have the best tools on hand.

Elite
Elite Perks offer special abilities that affect your loadouts in a variety of ways. Examples include:


Gambler: Spawn with a random Perk.
Ping: Activate a sonar ping upon killing an enemy, revealing nearby hostiles.

SOURCE: http://community.callofduty.com/com.../call-of-duty-ghosts-intel-perks#.UnDw9Hm9LCT

Perk unlock levels:

uI4QL2r.jpg


Lvl. 1 = Ready Up
Lvl. 2 = Strong Arm
Lvl. 3 = Takedown
Lvl. 4 = Recon
Lvl. 5 = Resilience
Lvl. 6 = Extra Tactical
Lvl. 7 = Gambler
Lvl. 8 = Sleight of Hand
Lvl. 10 = On The Go
Lvl. 12 = Blind Eye
Lvl. 14 = Scavenger
Lvl. 16 = ICU
Lvl. 18 = Extra Lethal
Lvl. 20 = Hardline
Lvl. 22 = Agility
Lvl. 24 = Reflex
Lvl. 26 = Dead Silence
Lvl. 28 = Amplify
Lvl. 30 = Focus
Lvl. 32 = Fully Loaded
Lvl. 34 = Ping
Lvl. 36 = Marathon
Lvl. 38 = Steady Aim
Lvl. 40 = Incog
Lvl. 42 = SitRep
Lvl. 44 = Tac Resist
Lvl. 46 = Extra Attachment
Lvl. 48 = Overkill
Lvl. 50 = Stalker
Lvl. 52 = Quickdraw
Lvl. 54 = Off The Grid
Lvl. 56 = Wiretap
Lvl. 58 = Blast Shield
Lvl. 59 = Danger Close
Lvl. 60 = Deadeye
 

Portugeezer

Gold Member
The no-killcam perk ?

damn, they removed Ghost/Assassin perk.

No, enemy team mates just won't see the little skull on the screen which appears when someone in the team dies, i.e. they won't know where their teammate has died.

Ghosts/Assassin perks is still there (called something else), thankfully.
 
I liked the Black Ops II perk system, though the game itself I have mixed feelings about. I played a ton of MP Kill Confirmed, but man that gave had some serious issues online. I'll mix/match the perks in Ghosts and see what happens.
 

Gaz_RB

Member
Seems to be just an extension of the point system from Black Ops 2... I'm sure it'll be good, I always really liked this system in COD. This combined with actual character customization will be awesome. I no doubt see them bringing the microtransactions for skins and stuff like they did for BO2 though.
 

Bishop89

Member
Kinda useless system if u go with the specialist "killstreak" mode or whatever its called (sorry, havnt played mw3 in ages)
 

realcool

Member
Stealth
Stealth Perks aid you in staying out of sight, maintaining a low profile and engaging on your terms. Examples include:


Takedown: Kill enemies without revealing their death locations.
Incog: Resistant to targeting systems including: Recon, Thermal Scope, Tracker Sight and Motion Sensor. No name or red crosshairs when targeted.
Tracker Sight

i2F2C56.gif
 

bluehat9

Member
So is there a full perk list anywhere yet?

And OP, you missed the "elite" perks and examples of "gambler" (get random perk) and "ping" (get a sonar ping after killing someone that reveals nearby enemies).
 
This sounds awesome! Liking the changes they're bringing to this one.

The obligatory "meh" and "boring" comments... not so much. If you're going to just disregard everything in the OP as "more of the same" (which it isn't) and post what essentially amounts to drive-by CoD-shaming (lol), why'd you enter the thread? What is it about these games that makes people who have no interest in them whatsoever talk about them constantly?
 

Hip Hop

Member
You're kidding right? If anything, this offers even more customization options than Black Ops 2.

You can mix and match perks from any category, which wasn't possible before.

Yup, this sounds much superior than Treyarch's work.

I really don't use frags, or secondary grenades. Don't use secondary weapons either so this will give me more perks to carry. Kind of like the Black Ops 2 system but deeper. Going to add the Specialist Killstreak into the mix as well. The more, the better.
 
The gambler perk would be more interesting if there were a bunch of hidden perks in the pool.

I agree with this. If there were possibly some pretty OP perks in the pool (like 2x movement speed, increased knife lunge, dual-weild your primary weapon) that would drastically change the way you would play for that life, with a low chance of receiving that perk, it'd be pretty damn cool, IMO. That, and I'd like it if there were some goofy ones in there as well, like spawn as an alien or some shit.

Probably not going to happen though.
 

Vlade

Member
You're kidding right? If anything, this offers even more customization options than Black Ops 2.

You can mix and match perks from any category, which wasn't possible before.

Yup, this sounds much superior than Treyarch's work.

I really don't use frags, or secondary grenades. Don't use secondary weapons either so this will give me more perks to carry. Kind of like the Black Ops 2 system but deeper. Going to add the Specialist Killstreak into the mix as well. The more, the better.

The perks weren't divided into categories by feel like this in Blops 2, I think you are confusing wild cards with perks and assuming they all make you carry more stuff, and I get the impression you guys skipped Blops 2.
 

FYC

Banned
So is there a full perk list anywhere yet?

And OP, you missed the "elite" perks and examples of "gambler" (get random perk) and "ping" (get a sonar ping after killing someone that reveals nearby enemies).

Wazzit of Something Awful made these images.

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DP27h2m.jpg

i0DBAcd.jpg
 

Sub_Level

wants to fuck an Asian grill.

Everyone has been joking about the strawberry jam thing since Modern Warfare 2 but it was literally strawberry jam the entire time. Megaton. This changes the CoD canon in ways I thought not possible.

Call of Duty just shot up from dudebro territory to having the deepest lore.
 
35 perks? Just goes to show the terrible design philosophy at IW. More is obviously better right? We'll worry about balance later never.
 

H3xum

Member
Ping sounds too good not to use. I'll be running it on all my classes.

I like the the reloading while sprinting and the pinging other enemies after a kill -- those seem cool.

I don't think this will be nearly as beneficial as you guys think. It's duty, it's faced paced and people run the action constantly anyway. You get 1 ping and all you'll know at best is someones coming, which you can assume anyway. If it gave you multiple pings so you could kind of see the path they were coming from, that would be one thing. I think it'd be a better perk if the ping originated from you so you could see where enemies are coming from. Definitely a pass.
 
I don't think this will be nearly as beneficial as you guys think. It's duty, it's faced paced and people run the action constantly anyway. You get 1 ping and all you'll know at best is someones coming, which you can assume anyway. If it gave you multiple pings so you could kind of see the path they were coming from, that would be one thing. I think it'd be a better perk if the ping originated from you so you could see where enemies are coming from. Definitely a pass.

Kinda my thoughts. I usually just assume that once I've fired a shot, people will swarm to me since I appear on their radar.
 

E92 M3

Member
I don't think this will be nearly as beneficial as you guys think. It's duty, it's faced paced and people run the action constantly anyway. You get 1 ping and all you'll know at best is someones coming, which you can assume anyway. If it gave you multiple pings so you could kind of see the path they were coming from, that would be one thing. I think it'd be a better perk if the ping originated from you so you could see where enemies are coming from. Definitely a pass.

I think it will be similar to one blip from a UAV and personally that's very helpful because I tend to play more stealthily.
 

H3xum

Member
I think it will be similar to one blip from a UAV and personally that's very helpful because I tend to play more stealthily.

Stealthy or not, one blip doesn't tell what direction they're coming from or heading and isn't it sort of assumed that people are going to be running around anyway? Maybe if the ping shows the arrow which way they are headed it'd be ok, but yeah i don't get it.
 
Stealthy or not, one blip doesn't tell what direction they're coming from or heading and isn't it sort of assumed that people are going to be running around anyway? Maybe if the ping shows the arrow which way they are headed it'd be ok, but yeah i don't get it.
If you kill someone in front of you and no dots appear ahead but do behind what would your next action be? To turn 180, right?

That's the benefit. It helps to a certain degree. It would be over powered if every time you killed someone you had a directional UAV of anyone nearby.
 

Sub_Level

wants to fuck an Asian grill.
Solid Snake
solid-snake-20080612050425559.jpg


This build inserts the player with just a simple pistol. Remember, just like in the MGS games weapons and equipment are OSP (on-site-procuration) so you can pick up any weapons.

No Primary - 0
Silenced Pistol - 1
No Lethal - 0
No Tactical - 0
SubTotal: 1

Takedown - 1
Blind Eye - 2
Dead Silence - 2
Incog - 3
Off The Grid - 3
SubTotal: 11

Total: 12

Ocelot
32494_407534824207_67111_a.jpg


This build focuses on gunslinging with the greatest handgun ever made: the revolver. You may not pick up any other weapon on the field.

No Primary - 0
Revolver Handgun, akimbo if possible. Certainly Speed Loader if offered. - 1
Semtex - 1 (That's right, noone has to die needlessly.) C4 would also fit since he used that in the original to trap Baker.
No Tactical - 0
SubTotal:2

Scavenger - 2
Quickdraw - 3
Deadeye - 5 (This is imperative for making this build work.)
SubTotal:10

Total: 12

Wouldn't Ocelot use Sleight of Hand? Well, no. He loves the excitement of reloading during a battle. Sleight of hand removes too much of that tension to fit the character.

Grey Fox
199609_1011948142129_9277_a.jpg


Freakin' knife only ninja. 'Nuff said.

No Primary - 0
No Secondary - 0
No Lethal - 0
No Tactical - 0
SubTotal:0

Agility - 2
Marathon - 2
Takedown - 1 (necessary)
Dead Silence - 2
Resilience - 1 (he's a freakin ninja)
Painkiller - 2 (Snake...m-my medicine)
Ping - 2 (makes this build a bit more viable)
SubTotal:12

Total:12

Quiet
metal-gear-solid-v-the-phantom-pain-xbox-one-1370990427-010-100x100.jpg


Sniper build that actually focuses on being away from the battlefield instead of 420 quickscoping. A couple perks benefit towards actually being "quiet".

Sniper Rifle Primary. With attachment or two. - 1
Standard handgun with attachment or two. - 1
Claymore to cover your ass - 1
No Tactical - 0
SubTotal:3

Blind Eye - 2
Incog - 3
Extra Lethal - 2 >:)
Hardline - 2
SubTotal:9

Total:12

The Boss
130px-0%2C517%2C10%2C467-The_Boss3.jpg


No Primary - 0
No Secondary - 0
No Lethal - 0
No Tactical - 0
SubTotal: 0

No Perks - 0
SubTotal: 0

Total: 0
 

Raptor

Member
Deadeye will be broken for people that can kill several people without dying, like me ;)

As long as I can have 3 attachments on my AR I will be happy, Steady Aim is a must so is Hardline.
 

E92 M3

Member
Stealthy or not, one blip doesn't tell what direction they're coming from or heading and isn't it sort of assumed that people are going to be running around anyway? Maybe if the ping shows the arrow which way they are headed it'd be ok, but yeah i don't get it.

I think it's ultimate usefulness will come down to map design.
 

kuYuri

Member
35 perks? Just goes to show the terrible design philosophy at IW. More is obviously better right? We'll worry about balance later never.

There are only a few new perks, alot of the current perks are ones that they've had in the past, but are now their own separate perk rather than being a pro perk only ability. Or in the case of Black Ops 2, some perks were made into weapon attachments. Well, IW instead made them perks again.
 

Sojgat

Member
Really liked the system in Black Ops 2, but there looks to be some interesting combinations here as well. As long as the vanilla maps aren't as shitty as MW3, this could be really cool (maybe).
 
This actually looks interesting. I lost my interest in COD awhile ago, but so far this game looks decent to me. I'm curious though, if everything is unlocked from the start what is the incentive/reward for leveling up?
 
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