News - All Warzone 2i Vests, Perks, Streaks, More Revealed

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Yesterday I covered all of the weapons that will be there at launch as well as a few other details regarding the gunsmith specifically. Today we're going to be covering all of the class items, like perks and equipment, field upgrades, and score streaks.

Vests

Vests

And let's just dive right into this, starting it off with perks, or, I guess they call it gear in this game, and let's cover the vests. As you can see here, the best will affect your equipment slots, your gear slots, or your other perks.

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I guess they're called, and all of them also come with a unique sort of perk attached to them. Now in the beta we had access to the Infantry vest the engineer vest the Gunner vest and the demolition, vest and as far as I can tell here nothing has changed with those so I'm not going to cover those in great detail but obviously you can pause the article and check those out if you're interested in that instead we're going to focus on the vests that we haven't seen yet and the first one is the CCT, comms vest and with this it eliminates your ability to use tactical or lethal equipment but you can still use a field upgrade, and just like with the engineer vest you get gloves boots and two pieces of gear additionally it actually has a few perks attached to it the first one is it increases the duration that enemies will stay on the radar.

I'm curious to see if that follows them in real time, kind of like the UAV bug we've been seeing in Modern Warfare 2, or if it's just going to take longer for their stationary dot to fade away, but on top of that, it's going to zoom out your radar for you so you'll be able to see more on the mini map, and that also applies to any allies that are nearby.

And then finally any, that you kill will drop an Intel pack and then when you walk over and collect that Intel pack you will get a radar ping from that location and this also applies to nearby allies as well so this vest is looking really solid and I'm glad to see we have another vest outside of the engineer vest that gives you access to two pieces of gear instead of just one I actually see myself using this one a decent amount, as for the final vest we've got here this is the overkill vest and with this one it eliminates your ability to use a field upgrade, however you get all the standard gear slots so you just get gloves boots and one piece of gear and with this it increases your weapon swap speed as well as it opens up the ability to reload while sprinting.

Overall, this one seems quite weak, and I don't see much reason to use it. In either case, those are all the vests we'll have available at launch. I am hoping they'll consider adding more of these vests down the road, because I think we could see some more interesting combinations come into play here, but time will tell on that one. In the blog post, they mentioned that there will be more equipment coming down the road, and I think they were just referring to equipment as a vague general term, so that could potentially include things like vast or other gear as well.

Gloves

Gloves

In either case, let's move into the gloves category. We only had three gloves available in the beta; we had the Quick Grip gloves, the Scavenger gloves, and the Commando gloves, whereas in the full build we're also going to have ordinance gloves, which allow you to throw equipment farther and reset the fuse timer on a thrown-back grenade.

We also have the Marksman gloves, which will reduce sway and flinch while aiming down sight. I think this one is going to be a bit of a crutch, especially when you look at how weak many of the other gloves are. I don't see too much reason to use other gloves unless you're going for a more niche build aside from perhaps the final pair of gloves here, which is the assault gloves, and with this, while jumping, your accuracy and your time to aim down sight are improved, so it appears this will be reducing or potentially even eliminating that aim down sight delay that you get when you're trying to aim down site while jump shooting, so yeah, still a pretty weak category here.

I'm most likely going to stick to the Marksman gloves, the assault gloves, or maybe the scavenger gloves if I'm really trying to streak up.

Boots

After that, we have the boot category, and we actually had access to almost all of these in the beta build of the game; in fact, the only pair of boots we didn't have access to in the beta were the running sneakers.

Gear

Gear

But then finally for perks, this leaves us with the gear category, and we've got a lot of pieces of gear here; everything on the left side we had access to in the beta build of the game, whereas everything on the right side of the graphic here was not available in the beta. This is all going to be brand new to the full build of the game, so let's start off with data, Jacker.

And with this one, it's just like the effect you get from the CCT communications vest, or at least part of that effect, where when you kill an enemy, they will drop a smartphone, and when you collect that smartphone, it will generate a radar ping from that location. After that, we hijacked the strobe, which is basically just coldblooded and makes you undetectable by AI targeting systems and thermal optics.

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And also, it does not pilate into enemy tactical cameras or recon drones, so yeah, it's just cold-blooded. Then we have the threat identification system, and with this, when aiming down, it will automatically ping enemy locations in your crosshairs. And honestly, I don't really like the sounds of this perk, especially for multiplayer.

I could maybe see it being a bit more useful for War Zone or something, but in something like multiplayer, I think I'm probably going to get annoyed with teammates using that to some degree. At least next, we have the mag holster, which was kind of teased in the beta build of the game, but we weren't 100% sure what it would do now that we are using fast hands.

Essentially, it improves your reload speed, and this is excellent. It does make more sense in this gear category than in the gloves category because if it were in the glove category, it would be the obvious choice, so I'm really glad to see that that's something I would have loved to play with in the beta, and I do see myself using that fairly often, but after that, we have the black flashlight, which will show recent enemy footsteps, so effectively, this is a tracker.

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And then finally, we have a signal jammer, and with this, it emits a signal that disrupts placed enemy claymores and mines and warns of nearby enemy equipment. And with that, that's all of the perks that we're going to have access to at launch for Modern Warfare 3, and overall. I think it's looking pretty good, like I said, though I think there's room for some more vests to come into the equation.

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All of the Vests, Gloves, Boots, Gear, Equipment, Streaks, and Field Upgrades have been revealed for Modern Warfare III and there's a lot going on so today, I wanted to break this all down in an easier to digest format while sharing my thoughts on each element.
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