Call of Duty games stand out in an array of ways, one of which is the ability to equip “perks,” which gives players certain advantages and boosts. Players get to customize their “perks” in their classes to mold it to certain play styles they would like to engage in.
The following are perks that can be used in the first perk slot. Also, players can use two perks in the first perk slot if they use the “Perk 1 Greed” wildcard, which definitely comes in handy.
Lightweight – Run Like The Wind
Description: Move faster. Take no damage when falling.
Lightweight is a long time perk in previous Call of Duty games. Moving faster is great offensively and defensively, as most players will not anticipate you having a higher movement speed. I highly suggest utilizing the strafe maneuver with Lightweight, as it will allow you to come out on top of many close-to-medium range firefights (With practice, of course).
Also keep in mind that there is no fall damage with Lightweight, which will allow you to jump from higher altitudes and flank enemy players without taking preliminary damage, which can make you falter in a firefighter.
Hardline – Achieve Your Goals Faster
Description: Earn Scorestreaks faster.
Hardline is a perk that is good for players that get extra close to getting their scorestreaks, but just cannot make it. I suggest also using an anti-air to get additional points to help reach those scorestreaks that sometimes just are out of reach from time to time.
Blind Eye – Under the Radar
Description: Undetectable by AI controlled air support.
This is the least used perk I’ve seen in perk slot 1, although it does serve a purpose. Most players don’t get high enough scorestreaks (or they don’t use them), so this isn’t useful. Aside from that, many players carry anti-air weaponry, so they are taken down relatively quick (Example: Stealth Chopper). Use this if you know the other team is going to get a few other high-end air enemy scorestreaks.
Flak Jacket – Explosively Defensive
Description: Take less explosive damage.
Flak Jacket is a great perk to use, especially in objective game modes where there’s obvious hot spots. I play Domination frequently, so players such as myself need this to capture points, especially point B, the middle point. This perk makes it very hard for explosives such as grenades to kill you. The grenade has to practically land on you or stick to you, or you have to had taken prior damage in order for a grenade to kill you.
Ghost – Invisibility Is Key
Description: Cannot be detected by enemy UAVs while moving, planting or defusing bombs, or while controlling Scorestreaks.
Ghost is probably the most used perk from perk slot 1. The bad part, however, is that you must be level 55 to unlock it, but you can use your permanent unlock prestige token after you first prestige to keep it forever, and it is totally worth it. UAV was (And still pretty much still is) an issue, since it’s the easiest Scorestreak to obtain, so many use it; Ghost counters it, so you remain invisible on the radar (Unless you shoot an unsuppressed weapon, of course).
Honorable Combination Mention – Domination Combo
Running Flak Jacket and Ghost gives you a ton of protection, or at least the necessary amount of protection needed for the game mode. Many players don’t get high-end Scorestreaks, so Blind Eye isn’t really necessary (Except for Hunter Killer Drones, but those can be avoided by staying in buildings and keeping an eye [and ear] out for them). The only air support in the air from the enemy team, at least in my experience, are UAVs, which Ghost takes care of. A lot of people don’t run Ghost still, so the enemy team won’t be as vigilant as they should be when they see an array of other enemy dots around. This’ll bring their guard down, so you can strike with a bit more ease.
Flak Jacket is great for what I mentioned above – capturing Domination points, which is the main goal of Domination (Although in some games you’d question that, but I digress). I’ve survived many, many explosives thanks to Flak Jacket. If someone else is with you and they die, the enemy players will usually run up thinking it’s is clear, netting you an easy kill or two i you play your cards right.