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Perk Slot 2

Mon Aug 10, 2009 5:24 pm

These are the perks you have available (assuming rank of 55) for use in your 2nd slot.

Stopping Power - Increases weapons damage to 140%. Does not add any penetration.
Eliminates effects of Juggernaut- when SP and Juggernaut throw down, the game registers it
as a perkless fight. Good for high accurate low power guns. The prevailing perk in many Regular gametypes.

Juggernaut - Increases your health, taking 75% of the damage from bullets and explosives that is to be originally dealt. If a soldier with Juggernaut is fired upon from a player using Stopping Power, the game calculates it as a perkless fight. Also if a person with Sonic Boom throws a grenade next to someone with Juggernaut, the person with Juggernaut will take regular explosive damage, instead of the increased explosive damage from the Sonic Boom user. This perk is great to use when you like to lay down some cover fire for your teammates. You can keep firing and take a few shots while your teammates
get to where they need to go. How to tell if someone has Juggernaut - When you fire at someone and
you see a red cross, it means they are using the juggernaut perk. Juggernaut is available by default.

Sleight of Hand - Allows reloads at 50% of the original reload time. This perk is great for machine gun users, since it takes a very long time to reload guns like the M60 or the M249 Saw. It is also great for anyone that likes to stay in the heat of battle and reload quickly without having to duck for cover, just to reload.

For pistols it looks like the clip just falls out of the gun and another is crammed in. Probably only a good choice for LMG’s and shotguns, as everything else can benefit more from a different perk 2 usually. Its main use is hardcore, when bullets are 1 or 2 hit kills perk 2 can be kind of useless, so why NOT reload faster? It’s a pretty good deal.

Double Tap - Increases your rate of fire to 135%. Put more rounds down range quicker with increased rate of fire on any weapon you have, including your pistol. This perk is ideal for indoor fighting as you do not have to compensate for recoil as much, and can just spray doorways and rooms extremely fast. Warning, although you do fire faster, you waste more ammo and are less accurate if you fire too fast, so you will have to watch the recoil even more with this perk.

Let’s say your gun fires 5 bullets a second, it will now fire 2 more a second (well really 1.75 more a second, but it rounds up to 2, if you want hardcore numbers it's 135% of the normal firing speed). Your clip is emptied faster, but will definitely take down enemies in short order. The epic battle between double tap and stopping power. Here’s how I see it: If you like to get more metal out there and your guns fire rate is bad, go double tap. If you want to make shots count and your fire rate is already decent, go stopping power.

Overkill - Overkill allows the player to carry two primary weapons of their choice in the same loadout. The second primary weapon substitutes the pistol. Obviously this perk is great, twice the ammo, and two different guns to choose from. Pick one long range, and one short-medium range weapon and nobody will be able to stop you.

Overrated, I don’t recommend it. The best ways to use it are with a single shot assault rifle (G3 or M14) or with a sniper rifle. For single shot assault rifles, use them to camp, but also overkill them with a great gun for close quarters (skorpion is godly for this) and you’re covered all around. You can also assault with the single shot gun, then run up to close quarters to engage the rest with your other weapon. Snipers tend to like to use this perk with something like the G36C with red dot, something that’s got decent range and good power, and others like to use a purely close range weapon such as an SMG. I personally feel stopping power is a bigger asset to snipers, though, so they can get one hit kills.

UAV Jammer - Allows you not to be seen on the enemies UAV sweep after they get a 3 kill streak. You will still be able to be seen if you fire a weapon unsilenced, however. Great for stealth and hardcore, mainly. Most guns benefit the most from double tap or stopping power to kill faster, but some people think their gun kills fast enough, but they are always getting slayed on UAV. With hardcore and such fast kills, UAV jammer is great. You’re killing people fast enough, so why do you need a killing perk? If you wanna stay off their scans and catch them off-guard as they’re heading to the red dot on their radar this perk is wonderful. Also, to be super stealthy, this will keep you safe.

Sonic Boom - Increases the damage dealt by explosives to 125%. Applies to Grenades and C4 as well as the Grenade Launcher.

While it greatly increases explosive range, the maximum explosives you have is two, unless you use overkill with two grenade launcher weapons, but then you can’t use perk 2 and therefore can’t use this perk. Anyhow, so with two explosives, yes while it’s a much bigger explosion and you will have a greater chance to kill people, this will take away a perfectly good perk 2, and after your explosives are gone, you have to fight with your guns raw power. Of course it also applies to grenades too, but you don’t want to have to rely on them. Great perk for completing some of the explosive kill challenges, like killing two people with one RPG, etc. Applies for ALL explosives (except for things like car explosions.)
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Re: Perk Slot 2

Tue Aug 11, 2009 2:30 am

It looks like someone's been reading up on CoD4 central. :P


Unless you're the one who wrote their perk guides, Red. Which would make you exactly twice as awesome as I thought you were before.
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Re: Perk Slot 2

Tue Aug 11, 2009 9:54 am

I wrote the posts on Slot 1 and 3, but there is little to personally add on perk 2 -it is all
statistics as oppposed to opinion. So this post is a copy of the one at CoD 4 central.
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Re: Perk Slot 2

Tue Aug 11, 2009 8:40 pm

Unless I am playing Hardcore, all my classes use Stopping Power. I find that is the most useful Perk 2, not matter what gun you are using when playing any other gametype. Taking down people faster is what is most important to me.

I will occasionally use UAV jammer depending on the way the game is going though.

Good write-up Red
 
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Re: Perk Slot 2

Tue Aug 11, 2009 9:07 pm

UAV Jammer ftw!

Stopping power is against my personal CoC.
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Re: Perk Slot 2

Fri Aug 14, 2009 7:48 pm

I got nothing against Stopping Power. I just don't use it with many of my classes. I would recommend you use it with the G3, though; Stopping Power + G3 = 2 hit kill, if you get 2 hits in quick succession. Otherwise you're stuck with, what, a 5-hit kill?
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Re: Perk Slot 2

Mon Aug 24, 2009 9:30 am

I think a lot of people think that Stopping Power is a lot better than it actually is, because they never take it off, best thing to do to REALLY find out if Stopping power is worth it, by not having it on for about a week, and but on juggernaut, you may get flamed by 8 year old snipers, but screw em, you will find a lot of moments where you just get away on panting red screen and just think "Thank you juggernaut!"
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Re: Perk Slot 2

Fri Aug 28, 2009 5:02 am

I'd be more likely to say "Thank you UAV Jammer and Silenced Skorpion; because of you that Sniper never saw me coming."

I only use Stopping Power with one class, and that's my MP44 class, and that's just because Stopping Power turns the MP44 into a 2- or 3- hit... well, it's pretty much a blender.
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