Call of Duty: Ghosts Perk System Is About Flexibility
The perk systems in Call of Duty games change a bit from year to year, giving fans new ways to customize loadouts. It’s similar to Black Ops II’s Pick Ten system, except that different perks are weighted on a scale of 1 to 5 points.
You start off with eight free points, but unequipping a primary weapon, secondary firearm, lethal explosive, and tactical item will free up another point each. Perks are automatically unlocked at their associated level (no more spending unlock points) or you can pay earned Squad Points to gain access early.
All of the perks can be mixed and matched from the available categories. This include speed (slight of hand, stalker), handling (on the go, steady aim), stealth (takedown, incog), awareness (sitrep, wiretap), resistance (focus, blast shield), equipment (extra tactical, extra attachment), and a more specialized elite group that offers abilities like spawning with a random perk and a sonar ping that emits when you kill an enemy (and reveals his/her teammates).
Call of Duty: Ghosts is out on November 5 for Wii U, PlayStation 3, Xbox 360, and PC. Next-gen versions will be out alongside the launch of the PlayStation 4 on November 15 and the Xbox One on November 22. For more on Call of Duty: Ghosts, check out our coverage hub from the October 2013 issue.
[Source: Call of Duty]
I’ve always enjoyed unlocking perks and playing around with different ways to play (read: being an easy target for online foes). I like that Infinity Ward is including a way to unlock perks that isn’t directly tied to level. That kind of flexibility will make it easier for players to experiment and build a loadout that isn’t tied to a linear progression.