Wednesday, February 22, 2012

MW3: Breaking Down the Red Perks


Quickdraw: This perk is a great perk for rushers as it allows you to aim down sight faster, as well as throw you lethal and tactical equipment faster. I use this perk on assault rifles, snipers, and LMG’s. I find that Quickdraw it the best perk in the game for anyone who wants to play the objective and needs to win crucial gunfights. This perk is one of the many perks in this game that I find to be very balanced.

Blast Shield: This perk is awful; I wouldn’t recommend it to anyone who wants to play well. It only prevents death from about half of the explosions your player encounters. The pro version is next to useless; it doesn’t allow you to be completely immune to flashes and stuns, just partially immune. To make this perk balanced it needs to be exactly like Flak Jacket and Tactical Mask Pro from Black Ops.

Hardline: This perk is overrated in my opinion, rarely do you benefit from assists counting as kills, and if you’re usually the type of person that falls short of your point streaks, you should probably set them lower, not equip a perk that makes you obtain them slightly faster. Although I find this perk to be overrated, it is balanced because if you added any more benefits to this perk, it would make Quickdraw less used. If there aren’t as many people using Quickdraw, there will be less rushing and more frustrating game play.

Assassin: This perk is the best perk in the game currently; it allows you to have the element of surprise in nearly every gunfight. This perk covers you from all forms of detection, excluding lethal point streaks. I believe that this perk is overpowered and needs to be taken down a notch, they should remove all immunities except for the UAV, Advanced UAV, and Portable Radar.

Overkill: Other than the awesome name, this perk doesn’t have much to offer. It allows you to carry two primary weapons, giving you the ability to adjust your play style without switching your class. In theory this perk is great, imagine having a Type 95 and a Striker. But this doesn’t work as well as you would think. Even though you have a weapon with an advantage for every situation, you don’t have the perks to compliment it. Such as the Type 95 example, for the Type 95 you would want Marksman and possible Quickdraw. For the Striker, optimally you could equip Sleight of Hand and Steady Aim. As you can see the perks don’t match up for very different weapons.

Overall the Red Perks determine your playstyle pretty well, and usually people will build their class around their red perk of choice without noticing it.

If you enjoyed this post, or benefited from it, please subscribe on the right via E-mail, Google, or Yahoo.

No comments:

Post a Comment