Post by [X4A]US_Wannabe on Dec 23, 2010 14:37:26 GMT -5
There seems to be a few that are not clear on what perk does what... a quick search on the internet found this list in multiple locations, therefore I cannot credit the original author. Hope this helps:
Perk 1
3 x Secondary Grenade: 3 x Tabun Gas or Signal Flares.
2 x Satchel Charges: 2 x Satchels
2 x M9A1 Bazooka: 2 x long range explosives.
Bomb Squad: When you get close enough to a Bouncing Betty or Satchel an Icon appears on top of the explosive, this makes it easier to detect or/and avoid potential traps.
2 x Bouncing Betty: 2 x Mines that you can plant.
Bandolier: You start with maximum ammunition.
2 x Primary Grenade: 2 x Frag Grenades, N° 71 ST Grenades or Molotov Cocktails.
M2 Flamethrower: Allows you to pull forth a flamethrower as a third weapon.
Perk 2
Stopping Power: Increase Damage. Stopping Power cancels out Juggernaut.
Fireworks: Increase Explosives Power.
Flak Jacket: Reduces damage taken by Explosives
Gas Mask: Prevent Tabun Gas Effect.
Juggernaut: Increases Health. Juggernaut cancels out Stopping Power.
Camouflage: You won't show up on the radar unless you fire a gun without a Suppressor or Flash Hider.
Sleight of Hand: Faster reloads
Shades: Prevent Signal Flare effect
Double Tap: Increases rate of fire.
Overkill: Allows you to carry two primary weapons from the start
Perk 3
Deep Impact: 2 x damage remaining through wall.
Extreme Conditioning: 2 x Sprint Distance.
Steady Aim: Increases accuracy when shooting without looking down the sites (shooting from the hip)
Fireproof: Reduces damage taken from Flamethrower
Dead Silence: Your movement sound is drastically decreased.
Iron Lungs: Lets you hold your breath when scoped in with a sniper for another 5 seconds.
Reconnaissance: Shows Artillery strikes, Dogs and Tanks on your radar when you get close enough.
Vehicle Perks
Water Cooler: Reduce Machine gun overheat on a Tank.
Greased Bearings: Increase Turret movement speed.
Ordinance Training: Increase Turret fire-time.
Lead Foot: Increase Tank movement speed
Perk 1
3 x Secondary Grenade: 3 x Tabun Gas or Signal Flares.
2 x Satchel Charges: 2 x Satchels
2 x M9A1 Bazooka: 2 x long range explosives.
Bomb Squad: When you get close enough to a Bouncing Betty or Satchel an Icon appears on top of the explosive, this makes it easier to detect or/and avoid potential traps.
2 x Bouncing Betty: 2 x Mines that you can plant.
Bandolier: You start with maximum ammunition.
2 x Primary Grenade: 2 x Frag Grenades, N° 71 ST Grenades or Molotov Cocktails.
M2 Flamethrower: Allows you to pull forth a flamethrower as a third weapon.
Perk 2
Stopping Power: Increase Damage. Stopping Power cancels out Juggernaut.
Fireworks: Increase Explosives Power.
Flak Jacket: Reduces damage taken by Explosives
Gas Mask: Prevent Tabun Gas Effect.
Juggernaut: Increases Health. Juggernaut cancels out Stopping Power.
Camouflage: You won't show up on the radar unless you fire a gun without a Suppressor or Flash Hider.
Sleight of Hand: Faster reloads
Shades: Prevent Signal Flare effect
Double Tap: Increases rate of fire.
Overkill: Allows you to carry two primary weapons from the start
Perk 3
Deep Impact: 2 x damage remaining through wall.
Extreme Conditioning: 2 x Sprint Distance.
Steady Aim: Increases accuracy when shooting without looking down the sites (shooting from the hip)
Fireproof: Reduces damage taken from Flamethrower
Dead Silence: Your movement sound is drastically decreased.
Iron Lungs: Lets you hold your breath when scoped in with a sniper for another 5 seconds.
Reconnaissance: Shows Artillery strikes, Dogs and Tanks on your radar when you get close enough.
Vehicle Perks
Water Cooler: Reduce Machine gun overheat on a Tank.
Greased Bearings: Increase Turret movement speed.
Ordinance Training: Increase Turret fire-time.
Lead Foot: Increase Tank movement speed