Perks provide passive benefits; you can take a lot more perks on a build, up to 6. Two to five perks depending on your build. Perks define your build, and you should take care to choose a perk setup that combines well with your Rig choice and game mode.
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Below we have all the perks list we the tips that toy should keep in mind while playing. There are 3 different categories, from which you can pick perks, 2 from each. Second perk costs two points instead of one.
Category 1:
Recon
- Minimap shows a larger area. Gain a single radar sweep when a standard enemy UAV appears and another when it dies.
This allows you to spot enemies at a greater range than you normally can. Recon gives you better situational awareness by extending the range your minimap covers. Recon is very helpful on mid-range or longer builds, you can use extra minimap distance to spot and intercept distant targets. Ability to make use of enemy UAVs turns the other team’s support streaks against them, giving you the ability to make partial use of their UAV network.
Blind Eye
- Undetectable by AI targeting systems, including air support and sentries.
Blind Eye is a defensive perk, primarily useful for shutting down powerful enemy scorestreaks. Keep a custom class that has Blind Eye, Smoke Grenades, an FMJ or Ram Servo-equipped LMG, and possibly a secondary launcher, as well. If the enemy team manages to call in a dangerous streak, you can switch to this class and destroy their streaks. In most cases you want perks that are always helping you in combat, and Blind Eye doesn’t pass that basic test.
Blast shield
- Increase resistance to explosive damage.
A very strong defensive perk, especially in objective modes when you plan on playing the objective aggressively. Blast Shield can save your life from anything short of a direct impact. Blast Shield is a good general defensive perk simply because it can keep you alive through situations you would not have survived without it.
Dexterity
- Reload and switch weapons faster.
Dexterity is useful for LMG and sniper as a secondary weapon. It is also useful for carrying two primary weapons in your class loadout. Fast reloading is very nice. Instantly reloading after every kill is not a good idea. Dexterity can help chain kills together, but be aware of what reloading can cost you if you reload immediately after a kill. Even without Extended Mags on your weapon, you can kill 2 enemies on a mag.
Overclock
- Payload charges faster
A straightforward and useful utility perk, Overclock cuts down the time it takes to charge your Rig’s payload super.
Ghost
- Invisible to UAV and radar pings
A powerful stealth perk, Ghost hides you from both UAV sweeps and the Ping Rig trait’s radar pings. Ghost is for any aggressive build where you plan to spend a lot of time in close proximity to enemy positions and spawn points.
Category 2:
Momentum
- Sprint faster over time.
A mobility perk, and very helpful with any advanced Rig movement causes the speed bonus to reset. Momentum is most useful for traveling. In enemy territory, you need to jump, slid and wall run, so Momentum won’t give you as much benefit in those situations.
Hardline
- Scorestreak points for assists are doubled.
Hardline gives extra points for assists. If you pair with Ping Rig trait, you can get bonus points any time you tag an enemy and a teammate kills it. Very useful when running low to mid streaks, letting you earn more of them in a match more reliably.
Tac Resist
- Increase resistance to flash and stun effects.
Tac Resist is a specific defensive perk. If you have an objective focused class running Blast Shield, Trophy Systems, Smoke, etc., Tac Resist fits well, giving you protection against being blinded and stunned.
Tracker
- See recent enemy trails, even when they are cloaked. Hear enemies that are using Dead Silence.
Tracker highlights enemy movement on your HUD. While using Tracker; it is easy to get focused on following the digital “footsteps” that you walk into an ambush yourself. Use Tracker as an early warning system. Tracker is the only way to counter enemy Dead Silence users. By taking this perk, you can nullify their sound suppression, allowing you to detect them again.
Cold Blooded
- Invisible to thermal detection systems. Enemies cannot see your nameplate.
Cold Blooded is a defensive perk, protecting against Thermal scopes and the FTL Rig’s Perception trait and hide your red name from enemy. Cold Blooded’s protection from Thermal sights and Perception Rig trait are nice bonuses. At a distance, hiding your name makes you a more dangerous mid- to long-range foe.
Scavenger
- Resupply ammo from dead players.
A straightforward and helpful perk, Scavenger lets you pick up ammo packs from downed enemy players. So you won’t be low at ammo. Best with high rate of fire weaponry, it can also come in handy if you are using a weapon with a lot of attachments.
Category 3:
Gung-ho
- Shoot, use equipment and scorestreaks while sprinting.
It is good for aggressive play style with shotguns, shoot from the hip while sprinting, or toss grenades. You can use scorestreaks while sprinting and can use UAVs while in enemy territory. The grenade usage while you’re on the move is also useful in some objective modes.
Pin Point
- Outline enemies when dealing or taking weapon damage.
You can see enemies that are tagged through walls and highlight their bodies with outline. You are hit or you hit some bullets to the enemy, you can use Pin Point both to accurately track enemies who duck behind cover. Hit from flank or rear and manage to get in cover, Pin Point can occasionally help you identify the location of the shooter.
Hardwired
- Immune to EMP effects, blocks equipment or abilities that outline you for enemies.
A useful defensive perk that protects against Eye Spy Rig trait, Pin Point perk and removes tag when targeted with a Trojan Scope or Tracking Chip Sniper Rifle. Also it prevents your minimap from being fuzzed out by the Jammer Grenade. Useful for both aggressive and at medium or longer range combat.
Marksman
- Acquire enemy names from a greater distance. Reduced flinch that primarily affects sniper rifles but gives a very minor benefit to other weapons.
Marksman helps pick out players at a distance, so it is most useful on a long-ranged setup. At shorter distances, the benefit is wasted, and without a sniper, the flinch reduction is minimal. Flinch reduction for snipers can help to win firefights at long range, and it can occasionally help you at shorter ranges.
Engineer
- Detect enemy equipment and scorestreaks through walls and delay activation of enemy mines.
Engineer is helpful both to clear the area around objectives of enemy equipment and as a tool to locate enemies equipment. Because you can spot equipment through walls, it is possible to figure out where an enemy is when equipment deployed.
Use Engineer alongside a weapon with FMJ rounds to destroy equipment through cover. With Blind Eye, Smoke or Jammer Grenades, LMG and a launcher around.
Dead Silence
- Footsteps and jump packs are silenced.
Perk for aggressive play, silence your own footsteps to enemy players and quiet your own movement to you so you can hear nearby enemies. Dead Silence is best with a good audio setup and against players with similarly good setups.
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