How The Black Ops 2 Pick 10 Create A Class System Works
We take a closer look at Black Ops 2’s new class system, and what it means for Call Of Duty.
Published on Aug 14, 2012
Activision has revealed the latest Black Ops 2 details, and the new class system is perhaps the most innovative feature to get announced. But what exactly does it all mean?
Take a look at the photo below, the image released by Treyarch to highlight how its new create a class system works.
CLICK IMAGE TO SEE LARGER VERSION
Pick 10 is the name of this ‘board game’, a term used by Treyarch to describe its new Create A Class system; the idea being, as the name suggests, to pick ten elements for your class.
Every element of your loadout – whether that’s a primary weapon, its attachment, a perk or even a grenade – takes up one of your ten available slots.
So the choices you need to make become about how to tailor your preferences within these ten slots. You may decide not to equip a grenade at all, in favour of an additional attachment for your primary weapon. Or, alternatively, you might not even want a primary weapon.
The choice is yours.
Wildcards are a new addition, too, which let you ‘break the rules’ of this system. You’ll have three Wildcards available and can be added to any section within the class. Wildcards don’t count towards the 10 allotted class elements, however.
A wildcard enables you to increase your limits. So: primary weapons can only have two attachments (which would cost 3 of your 10 loadout slots), but this can be increased with wildcards.
The same is true of lethal grenades, secondary weapon attachments and even perks. If you want more than the initial limit, then one of your wildcards can be used to add one more to it.
Your limit of 3 perks can be increased to 6 by using up all of your wildcards, for example.
There are some stipulations, however, which the photo above highlights. Here’s some of the points you need to be aware of:
1. You’re still limited to have just one primary weapon, with two weapon attachments costing you a total of 3 loadout points. You can use up to two wildcards to add up to two more attachments.
2. Secondary weapons can instead be used as primary weapons, though you will need to use a wildcard to utilise this. As with primary weapons, you’re limited to two attachments but an additional two can be added with two wildcards.
3. You can use a loadout slot to carry more than one grenade, but you can only carry more of the same type of grenade. You can’t mix between grenade types. Lethal grenades are limited to two, costing two loadout slots. A third can be unlocked with an extra wildcard.
4. Unlike Lethal grenades, Tactical grenades are limited to three at most but don’t require a wildcard. Using all three slots will cost three loadout slots but, as with Lethal grenades, you can only equip one type of Tactical grenade.
5. You can equip up to three perks from each of the categories, with each costing a single loadout slot. You can add an additional perk from each category when using a wildcard, costing another loadout slot.
6. You can equip a maximum of six perks in total – with a maximum of two in each category – providing you use all three of your wildcards.