News - Warzone: The New Perk Meta. Change Your Loadouts

The new perk meta in warzone mw3

The new perk meta in warzone mw3

Ladies and gentlemen. War Zone is essentially a whole overhaul. To the perk system now, it is sort of an extension and a continuation of the War Zone 2 base perk system, where we now have four base perks that we can use overall, but we had several perks updated or changed, and we also got the introduction of a bunch of new perks, and so today I wanted to give you guys a more in-depth and detailed version of the overall.

All perk slot 1 & 2 perks explained in-depth

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But obviously when you go into your overall class setup and customization, you're going to have your perk package and there are some default perk packages Commander Deputy so on and so forth I wouldn't recommend using these because you're never going to get the most out of a full-on Loadout if you're using perks that they've designed for a specific play style obviously, you've got your own wants your own needs you want to have certain things that cater to your play style so you can go through and make your own custom perk package and that's exactly what I've done to start the year I've been running a mix of double time slide of hand tempered and bird's eye which I all find to be super useful and I'll talk a bit more why as we get to them but this gives me a nice mix for my preferred play style obviously, if you are exclusively.

But for the most part, this is more of a mid-tier perk because it's very specific as to what it's doing and it's not giving you multiple benefits. For certain trade-offs, it's just about fall damage, and if you're in a specific spot where you can take significant fall damage, you should have the option to parachute too, so that does kind of negate that to a certain extent.

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Next up is mechanics, and I won't lie, this is one of those ones that I don't find to be that useful whatsoever, unless you're going for, like, specific challenges. Let's say plunder. This gives you reduced vehicle repair time, faster fueling speed, and reduced fuel consumption when you're not flying cars or flying cars.

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It's been a long morning of flying vehicles. So this one, to me, doesn't really give you any significant advantage in standard Battle Royale or Resurgence competitive gameplay. Like I said unless you're going for like a specific car challenge or you're playing plunder and using cars to drive around the map like crazy there's no real reason to ever run this from a competitive standpoint, you can find so many other cars and jump to so many other places to navigate things that it just doesn't really serve a huge purpose trapnel, is decently useful for certain play Styles explosive damage delays enemy health regen it slows enemy movement and briefly disables tack Sprints when enemies are hit on the legs so it can be very useful in certain fights obviously if you're doing a lot of explosive damage so you're using certain guns that might have explosive damage Tethered to them or if you're constantly using your nades and maybe tethering this with restock that we'll get to here in a bit that could be a good combination.

modern warfare 3 perks

I do think there are more valuable perks in this tier, so again, it's just kind of like a mid-tier perk scavenger that I find to be relatively useless outside of the bonuses for AR armor and cash, but in War Zone 3 right now, or MW3 War Zone specifically. I feel like there's a ton of armor because you stow it in your backpack so easily, and there's also a ton of cash as well, so this is, to me, like just the ground loot situation, pretty useless right now.

Battle Hardened is honestly one that does stand out a lot more. There is a lot of stun spam and a lot of gas grenade spam; it makes you immune to snapshots, so there's a lot of benefit from Battle Harden. This is definitely one of the main standouts alongside EOD as well as a lot of NAD spam. Everyone gets a frag, a seex, or a thermal barrack, so these can be pretty clutch in keeping you alive in those situations.

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Battle Harden and EOD are two from this category that stand out a ton. Strong Arm I don't find to be all that useful. Yeah, it's cool; you can see how far you're throwing a nade, but it's not really a huge deal in most cases; we've got spotter, which highlights enemy equipment. Obviously with movement this here tack Sprint is clutch that is a huge benefit to have we also have a brand new one just behind the face cam here with a radiated allows you to move faster and take less damage in the gas, super Niche you have to be in the gas for this to be relevant whatsoever, so that to me does knock it down some it's not a perk that's always going to be giving you benefits so it is useful where it is used it's just not used that frequently until like late game this could be one that you could have a separate class set up for that second load out potentially, then lastly Focus gives you better Flinch when aiming down site it's decent but definitely not one that's going to stand out more than say double time EOD slide of hand so on and so forth so perk one/.

Perk 2's got a lot of options here; there definitely are some standouts, but for the most part, it's a lot of mid-tier perks.

All perk slot 3 perks explained in depth

All perk slot 3 perks explained in depth

We then focus on the Perk 3 slot, which is technically like Perk 2. I don't know how you want to differentiate them, but perk slot 3 here gives you a lot of decent options as well. For starters, Escapist is just increased movement if you're down-prone or crouched. That's not really that useful in a lot of cases; the down movement's cool, but that versus some of these other benefits is one that I don't think really stands out whatsoever.

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Quick fix, definitely a solid one. When you get that kill on a player, you get that knock and full finish, or if you start plating, you get that health regen. That's so clutch in this; getting that regen off as fast as possible because it is pretty slow by default is huge, so that's one I'm going to cycle in and out of my loadouts all year long tracker is pretty niche because you have to be close range for it to be useful whatsoever.

mw3 best perks

And that kind of deters me from using it, just because if I'm not in close-range fights, it doesn't even feel like I have a perk equipped, so that's not a huge deal for me. Survivor is nice for its faster revive speed. You know, reducing cash lost on death is all right, but again, like I said, there's so much cash on this map that regaining it is not all that difficult, so this is one that is useful for some situations, but also not standing out more than you know quick fix already or tempered here, which I find to be incredibly valuable.

It's two armor plates instead of three. To get to that Max Health, you only have to play it up two times. Obviously, that's a huge time saver, and it gives you more HP per plate, essentially, so that is huge in helping you out health enemies in gunfights. Definitely a standout one, resupply, and pretty self-explanatory.

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