Call of Duty: Black Ops II - Multiplayer

Call of Duty: Black Ops II - Multiplayer

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Attachment and Perk Analysis
By Feelin' Salty?
Hello everyone! I am Jokerlaw and this is my first ever made guide for Call of Duty: Black Ops II. This article will contain useful information about all weapons' attachments and all available perks.
   
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1 - Introduction
Welcome to my in-depth guide. In this article I am going to cover every single attachment and perk available in Black Ops II multiplayer mode. I am going to write down the advantages and the drawbacks of every attachment and perk, as long as when, where and how you should use them to merge victorious after any combat. I will not cover the Wildcards because it's a very simple matter to figure out what each one does (just read each Wildcard's review) and I will not cover any Scorestrike because there are too many of them and I don't have the needed time or mood to do that.

I will not include ratings on this guide because there is no need to do that (every player depending on his / her playstyle and experience uses different attachments and perks) and I think that rating the attachments and perks would be a huge fault (rating weapons is a totally different matter and trust me it's much easier). Also of note, I will try to keep this article free from technical data, statistics and numbers because I don't want to be boring. However, I will mention some numbers and pieces of technical information that present interest.

DISCLAIMER: Your comments and observations (either positive or negative) are acceptable as long as they are legit. Stupid comments like ''You are wrong'' or ''Bad'' will not be answered unless you mention where and why I am wrong or bad. Also, only comments written in English, French or Greek will be answered as these are the only 3 languages that I can speak with. Comments written in Russian or Polish will no longer be acceptable (I don't have anything with people from Russia or Poland, I just can't speak their language).

Let's break it down!
2 - Attachments
Attachments are various utilities that can be equipped to your weapons and improve their overall efficiency. Weapons, depending on the class they belong to, can be equipped with different attachments. However there are weapons within the same class that can be equipped with different attachments (i.e. the Ballista). The only weapons that have no attachments available are the Launchers, the Ballistic Knife and the Assault Shield. The attachments in Black Ops II can be separated in the following 4 categories:
a. Optic Sights
b. Under Barrel
c. Mod
d. Other
3 - Optic Sights
The ''Optic Sights'' class contains more attachments than any other category. The majority of them are used to improve player's ADS accuracy, while they are also giving a small range bonus. Some of these attachments may be familiar to you from Black Ops (i.e. Reflex, ACOG, etc.).

1. Reflex (Sight)

The first attachment we have a look at is the quite popular Reflex Sight, which seems to be a hybrid of Red Dot and Reflex from Black Ops. This useful attachment increases your accuracy when ADSing (mainly at close ranges) and it has a very clear peripherical vision. It's the best optic attachment to be used at close range engagements because it provides the clearest peripherical vision among all and the additions to long range playstyles are rather poor (low zoom, low range increase). Like in Black Ops, you have the ability to customize your red dot through a variety of reticles. It can be equipped to all weapons, excluding sniper rifles.


2. ACOG (Scope)

The ACOG Scope, after Black Ops, appears also in Black Ops II. This sight is actually a Reflex for long ranges: it gives the same additions with a Reflex Sight (range & ADS accuracy increase) but it provides an enhanced zoom, favoring long-range engagements. However this gives less peripherical vision than the Reflex Sight, which may be a drawback at close ranges. The ACOG is incompatible with submachine guns (SMGs), shotguns and pistols.


3. EOTech (Sight)

The EOTech is a new (and very interesting) holographic sight. Its additions favors engagements of all ranges. It doesn't decrease recoil as much as a Reflex Sight but it compensates due to the higher range addition and the clearer view of the target. However, the attachment provides less peripherical vision than Reflex (it's on the same level with ACOG) to balance the provided clear view. However, this brand new optic sight, as stated before, it can help the user at close, medium and long ranges: it's better than Reflex at longe distances and than ACOG Scope at close-range battles. Shotguns, sniper rifles, pistols and the Crossbow cannot be equipped with the EOTech.


4. Target Finder

The Target Finder is a very cool sight. The Target Finder's main advantage is that it identifies enemies and notifies when an enemy is in the crosshair. However this can also be seen as a drawback, since campers equip a light machine gun with FMJ and Target Finder and they camp somewhere where they have a very good vision or near to an objective (i.e. a flag in Domination). Also the Target Finder provides the player with the least peripherical vision, which is an issue at close and medium ranges. Enemies with the Cold Blooded perk have immune to the Target Finder. Available to SMGs, LMGs and assault rifles.

5. Hybrid Optic

The Hybrid Optic sight is an interesting novelty in Black Ops II. This optical attachment is an ACOG with reflex optic on top. The Hybrid Optic is actually the counterpart of the HAMR Scope from Call of Duty: Modern Warfare 3, but unlike this one, the player can quickly switch back and forth between either of the two optics by tapping the sprint button while aiming down sights. However, there is no way of switching between the optics while unsighted, nor is there a way of telling which one is active without aiming to check. The Reflex Sight is useful for close-range combats, while you can change to the ACOG scope to engage hostiles at longer distances. The reticles can be customized, using the same ones as the Reflex Sight and the ACOG Scope. The Hybrid Optic cannot be used in conjunction with the Grenade Launcher or the Select Fire attachment. Available on assault rifles and light machine guns at level 14. The Hybrid Optic, like most optic sights, increases slightly the range and the ADS accuracy.

5. Dual Band (Scope)

The Dual Band optical attachment is a nightvision scope with interlaced thermal overlay. It acts similarly to the Infraded Scope from Black Ops, albeit highlighting enemies in yellow rather than the usual bright white from previous games. Players with the Cold-Blooded perk will not glow yellow when looked at through the Dual Band Scope. The Dual Band Scope is available for light machine guns, sniper rifles, and the Crossbow. It reduces centerspeed by 10%. It can be combined with the Variable Zoom Scope and Ballistics CPU. The main point in which the Dual Band Scope is favored much more than Infraded SCope in previous installments is because of its night vision feature. It does not obscure the view as much as its thermal counterpart which blinds environmental structures even at small distances. For that reason, the Dual Band Scope is treated as an alternative to the Target Finder, especially on light machine guns. The Dual Band Scope gives the ability to see enemies through smoke, although with small view obstruction and reduced versatility when compared to the Target Finder.

6. Variable Zoom

The Variable Zoom returns in Call of Duty: Black Ops II. It is an attachment for the sniper rifles, light machine guns, and the Crossbow. It now has only two levels of magnification unlike the previous ones. The attachment can be combined with the Dual Band Scope to create a hybrid optic. The attachment decreases centerspeed by 10% for LMGs; therefore it is best suited for low recoil LMGs such as the Mk 48, but a poor choice for the QBB LSW which has high recoil and poor long range damage.

7. Millimeter Scanner

After the Target Finder and the Hybrid Optic, the Millimeter Scanner (MMS for short) is another novelty featured in Black Ops II. The MMS is the best tool to ''unearth'' campers. It may increase visual recoil but in exchange it pulsates every two-three seconds when a player aims down the MMS, revealing enemies behind cover or concealed by smoke within 25 meters provided they are stationary or are moving at speeds similar to aiming down sights with an LMG while crouched. Aiming with the MMS zooms in even less than plain Iron Sights, allowing for better peripheral vision with the cost of less long-range effectiveness. As such, the MMS is recommended for close quarters-type weapons. Players cannot equip both the Millimeter Scanner and FMJ simultaneously, most likely for balancing purposes. Although the MMS cannot be paired with FMJ, it can be equipped on the SWAT-556 and SMR assault rifles which have the same level of penetration as Light Machine Guns. Another viable weapon for the MMS is the KSG shotgun which has very high penetration, including the ability to one shot kill through walls. Even without aiming, the MMS will continue to scan the area and spot enemies, but only within a small area, inside the scope. As the Millimeter Scanner is placed some how higher, the amount of visual muzzle flash is decreased, but not as much as EOtech sight. It is also near as clear as the reflex sight but (still) it should be used for submachine guns. Enemy players with Cold-Blooded as one of their perks will not have their character outlined through the pulse, canceling the effects of the MMS. This attachment is rarely seen in multiplayer, most likely because it is the last weapon attachment to be unlocked at which point many players prestige their weapon, or move on to leveling up another. The Millimeter Scanner can be equipped only to SMGs, assault rifles and shotguns.

8. Iron Sights

The Iron Sight is only available for the Ballista as the tenth and final attachment in multiplayer. This makes the weapon operate without its default scope, allowing for faster aiming time and better peripheral vision, but at the cost of a lower zoom level.


4 - Under Barrel
This class contains attachments that are equipped to every weapon under its barrel (what more simple than that). More specifically, here you will find the reviews of the Fore Grip, the underbarrel M320 Grenade Launcher, the Tactical Knife and the Dual Wield without being able to explain you how or why the last one is considered an ''Under Barrel'' attachment (just Treyarch gave it like that so I had no other choice than following).

1. Fore Grip

The Grip attachment, now known as the Fore Grip, returns in Call of Duty: Black Ops II. Unlike previous games, this attachment is available on all assault rifles, light machine guns, and submachine guns. The Grip's function in Black Ops II has been altered from past titles. It now adds +2% to all weapons' view kick centerspeed apart from the SMG category, to which it adds only +1.5%. The effect is significantly smaller than previous versions of the attachment, likely to balance it with the other available attachments. The Grip's recoil reduction stacks with the ACOG Scope (+2%) and the EOTech Sight (+1%). The Fore Grip makes a perfect match with MP7, Skorpion EVO, SCAR-H and Type 25.



2. M320 Grenade Launcher

The M320 appears as the most used underbarrel launcher this time around, being used on most of the assault rifles. It is functionally identical to the GP-25, the only differences being switch times and reload speed. The M320 is available for the Assault Rifles, barring the AN-94, upon reaching weapon level 16, along with the other assault rifles. Like other grenade launchers, Scavenger does not normally resupply grenades, however, running over a dropped weapon that has the M320 equipped will give the player 1 grenade.



3. Tactical Knife

After Modern Warfare 3, the Tactical Knife attachment returns in Call of Duty: Black Ops II. The tactical knife is unlocked at weapon level 9 for the pistols. It performs similarly to Combat Knife (in fact, the knife held is the Combat Knife) as it has a little lunge and can be used more rapidly than the standard knife.



4. Dual Wield

Dual Wield returns in Call of Duty: Black Ops II, but this time it is only available in multiplayer and Zombies mode, not in campaign. It is compatible only with handguns. Using the wildcard Secondary Gunfighter will not work with this attachment, as other attachments will be unusable when Dual Wield is selected. When using Dual Wield, maximum (except the KAP-40 and the Executioner, which receives a decrease) and minimum damage and range is increased for all guns, as well as increased hipfire spread.
5 - Mod
This category contains a variety of attachments which affect or improve your weapons' main statistics like damage, style of shooting, ammo count, etc. They aren't a neccessity under most cases, but they are definitely useful.


1. Fast Mag

The Fast Mag is the classic attachment for speeding up your reload. It replaces the Sleight of Hand perk from Black Ops by decreasing the time you need to reload your weapons. It acts in a similar manner to the Dual Mags attachment from Black Ops except that every reload is fast instead of every other reload and does not give extra reserve ammo. The Fast Mag attachment doesn't work the same way in all weapons: For most weapons, it utilizes the same method as Dual Mags, taping two magazines together. However, the even reloads are also sped up. For weapons that do not have magazines that can be taped, the reload is simply faster, and in some cases may play a slightly different animation. For an example, a PDW-57 or M1216 magazine will be allowed to drop free via gravity instead of being removed by hand. For pump-action shotguns, it doubles the original reload speed by reloading two shells at a time instead of one. For the Executioner, it reloads all five shells at the same time through a Speed Reloader. The Fast Mag attachment is available for every weapon (excluding LMGs and the Crossbow though) and it cannot be equipped at the same time with the Extended Clip attachment.


2. Extended Clip

Extended Mags returns in Call of Duty: Black Ops II as Extended Clip; it increases the magazine's capacity like before. However, unlike the previous games, the capacity is increased by lower than 50%. Fortunately, the attachment still gives extra ammo, for both singleplayer and multiplayer modes, as well as zombies. Now, the attachment increases magazine capacity by around 33-35% for most weapons, but has a downside of increased reload times by 10%. Available for all non-crossbow weapons.


3. Quickdraw (Handle)

The Quickdraw Handle is another great novelty featured in Black Ops II. This handle of ergonomic design allows the player to aim the weapon faster, similar to the perk Quickdraw. The Quickdraw Handle is available for assault rifles, submachine guns, light machine guns and shotguns. It decreases the time taken to aim down the sights by 50% on submachine guns, 40% on assault rifles and shotguns, and 25% on light machine guns.

4. FMJ

The Full Metal Jacket (FMJ for short) is a tricky attachment. The FMJ doesn't literally increase your weapons' damage; this damage increase you see on your screen is iconic. The FMJ attachment increases bullets' penetration through objects and materials. In addition to greater penetration, damage is increased by 95% against scorestreaks except the Guardian and Sentry Gun. The FMJ cannot be used in conjunction with the Millimeter Scanner, but it's a great addition to the Suppressor or any non-MMS optic attachment. The FMJ is compatible to SMGs, assault rifles, LMGs, sniper rifles and pistols.


5. Adjustable Stock

The Adjustable Stock, expect from a campaign perk, it's also an attachment for multiplayer. This addition does actually two things: it increases your ADS accuracy (this addition is from low to negligible) and more importantly, it allows you to move faster when aiming down the sights. It increases to 100% your ADS movement speed on SMGs, 88% on assault rifles and shotguns and 72% on LMGs.

6. Select Fire

The Select Fire is available for assault rifles and submachine guns. It adds a more controllable burst mode to fully automatic weapons, and a full-auto option to burst and semi-auto weapons. Keep in mind that adding and using full auto mode on a single or burst weapon will reduce accuracy and increase recoil. Likewise, using burst fire on a fully automatic weapon reduces recoil and thus increases accuracy. This is a result of the attachment altering the centerspeed (the time it takes the sights to reset to their previous position after firing a round) of a weapon its attached to, and varies between weapons. Using this on the FAL OSW, SMR, SWAT-556, and M8A1 will lower their centerspeeds, thus increasing recoil. On the other hand, using Select Fire on any fully automatic assault rifle will increase their centerspeeds, making them more accurate. The Select Fire on SMGs behaves in the same way as on assault rifles, though recoil changes vary between some weapons in the class. The MP7 gains no recoil decrease when used in burst fire mode as its centerspeed remains the same. Interestingly, using Select Fire on the Chicom CQB and firing in full auto does not come with a centerspeed decrease (and thus recoil increase); this is because its normal rate of fire is a maximum of 1250 RPM, and when in full auto this drops to only 937 RPM. Maximum fire rates of the semi-automatic rifles, the FAL OSW and SMR are lowered from 625 RPM and 535 RPM to 468 RPM and 416 RPM respectively for balancing reasons, similar to how the CZ75 had its maximum rate of fire reduced from 625 RPM to 535 RPM when equipped with the Full-Auto attachment in Call of Duty: Black Ops. The SWAT-556 also suffers from extreme loss in range, being able to kill in three hits on fully automatic in only point-blank. The Select Fire attachment cannot be used in conjunction with the Grenade Launcher or Hybrid Optic in any way.

7. Rapid Fire

The Rapid Fire returns on an upgraded form in Black Ops II. This attachment increases on SMGs and LMGs the firerate. In exchange, though, it increases the visual recoil, but most natably, it decreases the maximum range by a lot. I would advise against using this attachment on weapons which already boast low accuracy (Skorpion EVO, MP7, QBB LWS) as the visual recoil will be very high. On the other hand, the Rapid Fire matches perfectly to weapons witl high accuracy, large clips and long range like the PDW-57, the Mk48 or the Peacekeeper. Also it does a great combination with the Laser Sight for close-range engagements, with the Long Barrel to increase range or with attachments that boast up accuracy (mostly with the Fore Grip).

8. Tri Bolt

The Tri Bolt is an attachment exclusive to the Crossbow. It's the last available attachment and it allows you to shoot three bolts instead of one.




6 - Others
Here there are all the remaining attachments which are not included in neither of the three previous categories. Generally these attachments aren't very popular among the players and they are rarely used.

1. Suppressor

The Suppressor (sometimes called Silencer) is definitely one of the most popular attachments to the multiplayer community. This useful attachment may reduce damage and range (by 1 and 2 points respectively) but in exchange it keeps the player hidden from hostile radars each time he/she fires. The Suppressor can be greatly combined with optic sights or the FMJ. It also matches to perks like Ghost, Blind Eye, Cold Blooded or Hard Wired. It can be equipped to all weapons, excluding the Crossbow. To serve its purpose, the Suppressor is incompatible with the Long Barrel.


2. Long Barrel

The Long Barrel is an attachment that initially boasts every weapon's range. The Long Barrel increases in every compatible weapon (SMGs, shotguns and pistols) the range by 3 points (about by 16% of the original value), while it gives a mere one-point addition to damage. For this purpose the Long Barrel attachment is a must-have for CQC (close quarters combat) weapons (shotguns and the Executioner), while it helps you engage enemies at longer ranges with some low-range SMGs like the MP7 and Skorpion EVO. Unfortunately it's incompatible with the Suppressor attachment, but it's compatible with the Rapid Fire, helping you to balance the range loss from the equipped Rapid Fire. It also makes a good fit to optic sights.

3. Ballistics CPU

This Ballistics CPU is what every sniper rifle user will love. This new-introduced attachment is exclusive to sniper rifles and it reduces the idle sway on the sniper scope by 30% of the original value. It cannot be paired with the ACOG Scope, although Variable Zoom and Dual Band Scope are acceptable. It is unlocked at level 3.


4. Laser Sight

The Laser Sight increases the hip fire accuracy of the player's weapon, essentially replacing the Steady Aim perk from previous Call of Duty games. When attached to a weapon, it emits a beam of light pointing where the weapon is facing, tightening the hip fire crosshairs and thus increasing the weapons hip fire accuracy by reducing the bullet spread. Contrary to widespread belief, the rounds do not land exactly where the laser points. The laser, which emits from the gun, can only be seen by the player using it and not the enemies, and the beam of light becomes completely invisible when the player aims down the sights of the weapon. It affects each weapon class differently. Submachine Guns benefit the least from this attachment, whereas the Shotguns benefit the most, with Sniper Rifles, Light Machine Guns, and Pistols in between. It grants roughly a 50-70% accuracy increase over all weapon classes. There is little disadvantage to this attachment; unlike some which increases recoil, this attachment is only beneficial to the weapon, unless the player wants a larger hip fire area in order to hit more often when not directly looking at the enemy.

7 - Perks
Black Ops 2 multiplayer perks give you a variety of different enhancements, thus enabling you to customize your classes even further. Unlike in previous Call of Duty games, you can choose a total of 6 perks, but this limits the amount of customization you can do for your class. You can also opt-out and choose no perks from the Black Ops 2 perks list, and instead focus more on equipment and weapon attachments.

By default you can choose 3 perks for your class, one from each slot - with Wildcards you can choose one extra perk per slot for a total of 6 perks. Doing so, however, uses all your Wildcards and also takes 3 + 3 + 3 allocation points, which leaves you with only one weapon without attachments and no equipment.

Perks in BO2 don't affect your weapons stats; instead you'll have to use attachments to achieve, for example, better accuracy or deeper bullet penetration. This occurs because previous-games perks that used to affect your weapons stats have turned into attachments in Black Ops II (i.e. the Steady Aim perk turned into the Laser Sight attachment, the Hardened perk became the FMJ attachment, etc.)

There are no Pro Perks in Black Ops II multiplayer.
8 - Perk Slot 1
The Perk Slot 1 has four of five Black Ops multiplayer perks. Lightweight, Ghost, Hardline and Flak Jacket appears once again, while the Scavenger (which has been transfered to Perk Slot 2) has been replaced by a new perk, the Blind Eye.

1. Lightweight

The Lightweight perk works in Black Ops II like the Lighweight Pro version that we have met in previous Call of Duty games. As so, this perk does two things: primarily it increases the run speed, allowing the player to move faster than normal, while secondly the user will take no fall damage. It makes a very good fit to pretty much anything and it's very useful at medium and large sized maps.



2. Hardline

Hardline is my favorite perk in Perk Slot 1. Hardline increases score earned towards Scorestreak by 20% (not counting UAV, Counter-UAV, Orbital VSAT, or EMP assists). This equates to Scorestreaks requiring 16.7% less score to earn, equivalent to approximately 1-2 less kills to earn a Scorestreak, and even 3 less kills to earn a Swarm.



3. Blind Eye

Blind Eye is the first new multiplayer perk we have a look at and generally it was a HUGE failure as it's hardly used. The users equipped with Blind Eye remain undetectable by AI controlled air support. However, Blind Eye only protects from AI-controlled scorestreaks. Player-controlled scorestreaks are still able to target the player without ramifications. The following scorestreaks do not detect Blind Eye users:
  • Hunter Killer Drone
  • Stealth Chopper
  • Escort Drone
  • Swarm

Ghost + Blind Eye + Cold Blooded = Ghost Pro from Black Ops



4. Flak Jacket

Flak Jacket couldn't be absent from Black Ops II. The effects of Flak Jacket are identical to its Black Ops counterpart, which makes explosives do less damage to the player. All explosives do 60% of their original damage to people with the Flak Jacket perk (30% in Hardcore), though it does not help against the user's own explosives, including cars triggered to explode. It is unlocked at level 33.



5. Ghost

Ghost returns in Call of Duty: Black Ops II, but it has been altered slightly; the player cannot be detected by UAVs while moving at a decent speed, planting or defusing the bomb in Search and Destroy or Demolition, or while using controllable Scorestreaks except for the Lightning Strike. It should be noted that the player has to be moving at a certain speed to be protected from a UAV; simply moving in a small circle or back and forth in the same spot at walking speed will not work. Ghost does not protect the player from an Orbital VSAT. The yellow arrow on the mini-map will slightly fade when Ghost is active. The exact minimum speed that a player must be moving in order for Ghost to remain active is half of normal maximum walking speed with Submachine Guns, Shotguns or Pistols. This means that when moving while aiming down sights with some weapons, the player may not be able to maintain the needed speed for Ghost. The weapons affected by this issue are Assault Rifles, Light Machine Guns, Sniper Rifles, Launchers, the Crossbow, the Death Machine and the War Machine. However, putting an Adjustable Stock on an assault rifle or light machine gun speeds up its movement speed while aiming down the sights enough for Ghost to work again.

Ghost + Blind Eye + Cold Blooded = Ghost Pro from Black Ops
9 - Perk Slot 2
The Perk Slot 2 contains four new multiplayer perks: Toughness, Cold Blooded, Fast Hands and Hard Wired. It also contains Scavenger, which has been transfered for the first time from Perk Slot 1 to Perk Slot 2. These perks have a green background at their icon.

1. Toughness

Toughness is a Tier 2 perk featured in Call of Duty: Black Ops II. The perk will reduce the player's flinch when being shot by 75%, and will also decrease the redness of the screen when injured, making the player more accurate when under fire. This is comparable to the Hardened Pro perk from Call of Duty: Black Ops. Toughness is highly recommended if the player participates in firefights often, more so if using a weapon that relies on accuracy, such as an assault rifle, as the reduced flinch might easily allow the player to kill the enemy player. In close range combat, it is not as much of use, as the flinch it helps prevent is not usually a factor up close.

Toughness = Hardened Pro - Hardened



2. Cold Blooded

Like Ghost and Blind Eye, the Cold Blooded perk gets some of the Ghost Pro perk effects. Cold Blooded makes the user invisible to enemy targeting systems, which include equipment such as the Dual Band, Target Finder, Sensor Grenade, and MMS. Enemy player-controlled air support Scorestreak rewards also can't target the player normally. It also prevents the red name and crosshairs from appearing on an enemy's screen when they are targeting the user. It isn't used quite often as most players prefer Scavenger or Toughness.



3. Fast Hands

Fast Hands, working similarly to Scout Pro from Black Ops, lets the player swap or use weapons, grenades and equipment faster and safely throw back grenades. Specifically, Fast Hands reduces weapon swap times by half (also includes the time when switching weapon fire mode via Select Fire), and decreases equipment use time by 40%. This applies to picking up weapons off the ground as well. Fast Hands allows players to pick up enemy frag grenades from further away, and resets the timer until they will explode to 2.5 seconds. One of its main uses is for tactical grenades, such as Flashbangs or Concussion Grenades, allowing them to be quickly used without leaving the player vulnerable for a particularly long time.

Fast Hands = Scout Pro - Scout



4. Hard Wired

This perk makes you immune to enemy Counter UAV's and EMPs, which is pretty much the same as the Assassin Pro perk from Modern Warfare 3. While the EMP doesn't affect you, you still can't call in Scorestreak rewards. Hard Wired is rarely seen due to its limited effects and the importance of other perks.



5. Scavenger

I could not imagine a Call of Duty multiplayer game without Scavenger. Though its icon is altered and it has been removed from Perk Slot 1 (both happened for the first time), the Scavenger perk has the same, very useful effects: it allows you to replenish ammo, equipment and grenades from killed enemies (enemies that were killed with explosives don't count). Killed enemies leave Scavenger's user bags that can be picked up. Scavenger is very useful to players who take plart in firefights often. I think the most popular perk in multiplayer.

10 - Perk Slot 3
Perk Slot 3 is the only perk slot with six (instead of 5) perks. One new perk is included here (Dexterity), while the five remaining perks are actually renamed and slightly changed versions of perks from previous multiplayer games, mostly from Black Ops. Perks in Perk Slot 3 has an orange background (instead of the usual green).


1. Dexterity

Dexterity has three different abilities. Its first (and main) ability is to allow the player to recover faster after sprinting. It secondly makes the player to climb ladders and mantle over obstacles (such as gates) 50% faster than normal, while the third and last ability a Dexterity user gains is to recover quicker after melee attacks.



2. Extreme Conditioning

Extreme Conditioning is actually Marathon from Black Ops. This perk allows you to sprint 2x longer than normal, which gains you a significant field advantage. Notice that Extreme Conditioning has no effect on your run speed or mobility; it only affects your sprint duration, literally doubling it. It matches to all weapons, maps' sizes and gamestyles. It gives a decent moving boost to LMGs while it can help shotguns get closer to their target.



3. Engineer

Engineer is a perk similar to Hacker from Black Ops. It highlights enemy equipment including Guardians and Sentry Guns, which appear as flashing red through walls, delays proximity explosives such as Bouncing Betties, and adds the ability to re-roll, booby trap and defuse care packages. To re-roll a Care Package, double tap the Action button before capturing it. When an enemy Care Package is captured, either manually or through the Black Hat, it becomes booby trapped and will detonate upon opening. Packages booby trapped by enemies will glow in red, and can be defused without triggering the explosion. Engineer goes well in conjunction with the Black Hat or EMP Grenade as it will assist detection of affectable technology, which include Sentry Guns, Guardians, player equipment, and most lethal equipment. The Black Hat can hack smaller equipment almost instantly through walls from a moderate range, making it perfect for players using this perk. It is additionally beneficial if a player has a Care Package selected as one of their scorestreaks and they call one in, as they can re-roll it for another scorestreak if desired.



4. Tactical Mask

Tactical Mask returns in Black Ops II and it's a very popular perk. It has the sames effect with Black Ops (makes you more immune to Flash and Concussion grenades), plus it gives you more immunity to Shock Charges. Contrary to widespread belief, this only reduces the effects and doesn't mitigate them completely.



5. Dead Silence

Dead Silence is the equivalent of Ninja from Black Ops. Dead Silence makes you more silent by reducing the sound made by your footsteps, jumps, and falls. It also stops player call outs such as when someone reloads. They may say "reloading". It's a very good perk if you want the Backstabber medal. Otherwise it isn't very popular.



6. Awareness

Awareness has the same effects with the pro version of the Ninja perk, Ninja Pro. Awareness makes enemies at least 4x louder than normal. This allows you to hear their footsteps easier when they get closer to you. It is highly advisable not to use this perk should the player play on low volume.Works best with high quality headsets on the Xbox 360 and PlayStation 3.

Awareness = Ninja Pro - Ninja

11 - Conclusion
Well, that's all folks! I hope you enjoyed my guide. Don't forget to rate up, favorite or make your complaints below, at the ''Comments'' section. Thanks a lot for reading, have a good luck and always remember: ENJOY THE GAME!
20 Comments
Baba Mare (Big profesionalo) Mar 14, 2017 @ 12:46pm 
like to turn on plus side on reflex
Baba Mare (Big profesionalo) Mar 14, 2017 @ 12:43pm 
can you tell me how tu turn on optick sides
Memes Nov 21, 2015 @ 5:36pm 
So the quickdraw has a slight accurcy increase?
HappySoul Aug 29, 2014 @ 2:05pm 
Thanks :D
mr. Purple Aug 16, 2014 @ 4:58am 
Thanks!
Feelin' Salty?  [author] Aug 13, 2014 @ 6:29am 
@ChaosTheSlayer
Thanks you for reading. The M203 Grenade Launcher is the grenade launcher attached to the Skullcrusher in zombies (upgraded Colt M16A1) and to all Black Ops assault rifles. In Black Ops II the M203 is replaced by the more modern M320 Grenade Launcher, which can be found, except mutilplayer, in campaign and zombies.


@Lyra<3
Don't get what do you mean, so could u be more specific? Thanks for reading.
Chaos Aug 12, 2014 @ 9:08pm 
isn't it written as the M203 Grenade Lancher, not M320? >.>
Krustenkäse Aug 11, 2014 @ 7:27am 
jokerlaw really search a hobby xD but n1 :D
yoko Aug 6, 2014 @ 7:53am 
No problem dude, still a cool guide for beginners :)
Feelin' Salty?  [author] Aug 6, 2014 @ 6:39am 
@ReborN? YoKo
Thanks for reading my guide. I know that but I own BO2 only 10 months (I bought it at the last days of September 2013) and I couldnt write it right away because I had to obtain some experience first and know the game better (which I hope I have done on these short period).