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Pro Perks [ExoZombies Idea]


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Pro-Perks

"ExoZombies perk-a-cola idea"

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Introduction:

ProPerks is an idea I have for ExoZombies that allows players to upgrade their perks to make their ability stronger or add extra abilities based on which perk. To upgrade your perk you must first buy the original perk and then buy it again for double the price. When you upgrade your perk, it will make your perk emblem have blood on it and give you the extra abilities.

 

Quick Revive:

The cost for regular quick revive is 1500 points and the upgraded version costs 3000 points. When in multiplayer mode and you have the upgraded quick revive, the revive speed is x2 as fast as the original revive soda and has a 25% chance of giving one of their perks previous to when they have gone down back to them. However in solo mode, the regular quick revive costs 500 points and the upgraded costs 1000. In solo mode whenever you go down and get back up a nuke will spawn killing all zombies and buying you some time to get your perks back.

 

Juggernog:

The cost for regular juggernog is 2500 points and the upgraded version costs 5000 points. When you have the upgraded perk, it now takes zombies 1 extra hit to kill you and also heals your player twice as fast.

 

Double Tap II:

​The cost for regular double tap II is 2000 points and the upgraded version costs 4000 points. When you have the upgraded perk, your weapon now gets a x2 firerate bonus and it now does the damage of three bullets per shot fired.

 

Speed Cola:

The cost for regular speed cola is 3000 points and the upgraded version is 6000 points. When you have the upgraded perk, you now reload almost twice as fast as the original speed cola and it also doubles the magazine ammo (not the total ammo) it gives you an extended mag pretty much.

 

PHD Flopper:

The cost for regular PHD Flopper is 2000 points and the upgraded version is 4000 points. When you have the upgraded perk, all explosives such as grenades and rocket launchers's damage is doubled. Monkey bombs last twice as long and your dolphin dive explosion is twice as effective.

 

Stamina Up:

The cost for regular stamina up is 2000 points and the upgraded version is 4000 points. When you have the upgraded perk, you sprint 25% faster and your sprint duration lasts twice as long.

 

Deadshot Daiquiri:

The cost for regular deadshot is 1500 points and the upgraded version is 3000 points. When you have the upgraded perk, headshots are twice as effective and you get a laser sight and an acog scope on every gun (except wonder weapons)

 

Mule Kick:

The cost for regular mule kick is 4000 points and the upgraded version is 8000 points. When you have the upgraded perk, you obtain a fourth weapon slot and cycle through your weapons faster, and you also get an extra perk slot.

 

Electric Cherry:

The cost for regular electric cherry is 2000 points and the upgraded version is 4000 points. When you have the upgraded perk, your electric shock is twice more effective, you don't have to reload to trigger the shock because it goes off every 15 seconds.

 

Vulture Aid:

The cost for regular vulture aid is 3500 points and the upgraded version is 7000 points. When you have the upgraded perk, you get all the previous vulture aid features and a personal mini map of the whole entire map. The minimal has perk machines, PaP, exact weapon locations, players, doors, zombies, the box, and boss zombies. Not to mention all the zombie point and ammo drops are twice as effective.

 

Tombstone:

The cost for regular tombstone is 2000 points and the upgraded version is 4000 points. When you have the upgraded perk, if you ever go down you will not lose your pro perks if you have the pro tombstone. Incase you didn't know, if you go down and spectate you will lose your pro perks but keep the regular perks but if you have pro tombstone you will keep all your pro perks and guns. However, all versions of tombstone will be lost.

 

 

 

 

 

 

 

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I like it, but only if exo zombies is hard. In regular Black Ops 2 zombies, it'd be wayyy over powered, especially since it's easy enough to get to round 60 already. Maybe if the pro perks took up an extra perk slot? For example, if you could have up to 4 perks like in the original, Vulture Aid and Vulture Aid Pro would each take up their own slot leaving only two slots left instead of three? Or maybe make them more expensive? It sounds sort of like a better version of the persistent upgrades :)

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I've always been on the fence about pro perks, just as a concept. I'm just not sure if it could work without being OP. But these ideas are all pretty cool and most of them seem balanced. The only ones I don't really like are the 4 weapon slots, and the double duration monkeys with upgraded PhD. Apart from that they are pretty awesome as ideas, though just in general I'm still not positive how I feel on the pro perks thing.

Also what's in a name? It really doesn't matter which game it's for. The concepts themselves are what matter.

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Except for Jugg, I could see it happening. But just to point in out, doubling explosives damage is incredibly OP. Claymores are already horde killers for the first 28-30 rounds. Double their power, and we have round 40 claymores.

Final problem (for me) is the DT2 upgrade. A DSR for example, is a OSK weapon into the 50's, with a third shot, it might be a legitimate WW level weapon.

I really like your idea for Cherry though. Never thought of it that way.

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I've seen ideas similar to this before and I'm all for it. However, I think the prices should all be considerably higher so you don't have access to these pretty early on. 

 

For example Jug would go from 2500 to 10,000. And so forth.

 

Something to spend all those points on once you basically have everything you need anyways. Plus it adds a bit more risk in the mix when you get to those higher rounds. There's just gotta be a bit of a gamble to go with it ya know?

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But the perks are all called the same thing as they are in regular zombies....

basically, from the sound of it...treyarch has given them permission to use the zombies layout

We don't know if anything like that happened

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Great thread, friendo! If I have anything to say, it's that the boost to health recovery rate is just badass. I'd think it would make the surviving aspect a bit too easy as we've all come to love having a red screen and feeling that moment of despair. But still, getting trapped will mean nothing even with Jugg Pro. :D

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I think they jsut had permission to base the mode off of it, not copy all features. Anyways maybe you should update the post with exo health and stuff instead of juggernog

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Love the idea, play with little siblings ALL the time on split screen. They die so fast so this might be good.

 

(Vulture's aid would now be >Stamin up)

 

 

Only thing is, for electric cherry: why every 15 seconds? You'd have to time it perfectly to be effective. Also, the console would be so laggy.....1 FPS maybe......

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Love the idea, play with little siblings ALL the time on split screen. They die so fast so this might be good.

 

(Vulture's aid would now be >Stamin up)

 

 

Only thing is, for electric cherry: why every 15 seconds? You'd have to time it perfectly to be effective. Also, the console would be so laggy.....1 FPS maybe......

 

Maybe its 15 seconds because it is like 115?

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I couldn't find a regular zombies perk idea thread but I'm sure there is one. So anyways here is my idea. A perk where once you have it you get max ammo every X amount of kills. I hate having the ideal gun set up and then having to hit the box or buy something off the wall cause I am not getting the right drops or there is just too many zombies.

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