I think they might as well bring back the full effects of High Alert. What they could is make the sensor light different colors based on the direction the enemy is looking at you from (maybe like yellow from behind, orange from the sides and red in front). That way, there's still an indicator of where the enemy is in relation to you and at the same time keeping the spirit of how the L/R detector works (even if it's not 100% accurate lol).
Different colors are not intuitive. I'd better allow it to show the direction, or maybe show on the minimap the exact position of an enemy who is looking at you using laser sights or thermal optics
I think we just need different colors depending on the distance of the person aiming at you. Green for far away, orange for medium range and red when the enemy is directly on top of you
I agree 100%. The gear slot is by far the most competitive, so I see no problem in just making it high alert since that will intice some people to mix it up so that not everyone is running the exact same thing
It’s because people in SnD complained in MW19 that high alert was a crutch perk because you can react to it faster than without it and so they made it situational and not directional
L/R rework idea: Lazer/Radiation Sensitive Goggles (L/R SG) Lenses that reveal all enemy and friendly Lazer types, even the ones that cannot be detected by the naked eye, as well as a colored blur (similar to the sniper scope flare) when enemies are using thermals, NV or Range finders.
@@bobdarrick2628 thanks for nothing. My keyboard sometimes autocorrects laser to lazer because of Portuguese spelling. I hope that small mistake doesn't distract you from the message.
@@loboguara5761 lol. firstly I don’t have MWIII - I just watch some of these videos out of interest (even though getting the game doesn’t seem like smth I’m particularly appealed to do), so I don’t actually use this perk. Secondly, it being more like high alert might be good since high alert is like the modern games’ sixth sense/acoustic sensor. As for what you suggested, it’s to spot all types of lasers right? I don’t see how that would make for a good perk. I’m not even sure which lasers can’t be spotted. So I’m not sure man - your idea fits the name of the perk but I’m not sure if the perk was a good idea having that name in the first place.
The reason why i loved this perk so much was because it acted as somewhat of a counter to Snipers in Groundwar. Now groundwar is bordeline unplayable due to the insane amount of 1 shot snipers camping on buildings and in spawn.
@@ub3r979 Do i think i should be 1 shotted in the foot from the KATT sniper, by a kid sitting in his spawn, all the way across the other side of the huge groundwar map? Absolutely not. That’s incredibly overpowered. The only time i’ve ever seen or gotten a hitmarker using that sniper is when the bullet goes through an object. It’s a 1 shot no matter the range or hit location almost 95% of the time
Snipers have been ruining ground war since 2019. Snipers in cod are unbalanced in big open maps because they were designed with (relative) cqc in mind, not 300m engagements.
I see your point on map awareness, but in SND if you’re solo, it acts like a call out. Comes in clutch since a lot of people in SND don’t give call outs or ping. I haven’t used it for MW3 though
also some of these maps are just ridiculous with the amount of angles they have, like on favala at any point in time there could be someone looking at you from literally anywhere, above, below, in a random window, through a random crack in a building, in a dark alleyway, on a staircase, it would make sense not to have it in a ranked playlist with maps more suited for it but some of these maps can be ridiculous
I think the core concept of the perk is cool (triggered by lasers and radioactive-material using sights) and it’s cool that they made it work. The issue is that it takes up a gear slot. For a full slot, it should probably work like old High Alert. Alternatively, it should be in a less competitive category.
Yes bro incredibly OP people with 0 awareness could turn and kill you before you even get a chance to shoot or before you even realize you're looking at them
it's weird to me that people loathe high alert and have such painful memories of it but somehow the loud footsteps don't bother them, or they hate dead silence, etc. it's the same damn information just being transmitted to you in a different medium lol hell, the footsteps are BETTER
Yeah, it made it impossible to sneak up behind people and execute or melee them if they had high alert. Even if that was countered by cold blooded, it wasn't generally worth wasting a perk slot on cold blooded for.
Hey Ace, what triggers me the most is that we need people like you (cheers for you doing the dirty work) for us to know what the fu#k all this things do in-game
I'd be down to see it implemented as your first suggestion, activated any time you're in sightline regardless where you're looking, without directional indicators. It's the directional stuff that bugs me. It's too much free info that normally requires a UAV or the like to acquire (same reason loud footsteps can be a problem.) Especially true in HC, where I prefer to play.
I feel like a big portion of the perks in this game function like the terrible "High Alert" perk in this game. Most are extremely niche and the ones that aren't are pretty much the crutch perks/only viable perks such as: Covert Sneakers, Ghost, Tac Mask, EOD and Cold Blooded. I spent all of last night making Tier lists with there being *3 categories* of perks across all the gear, shoes, gloves and vest slots. *Tier 1 (Best/Viable):* Ghost, EOD, Tac Mask, Cold Blooded, Covert Sneakers, Ordinance Gloves/Strong Arm, and Scavenger *Tier 2 (Viable/Niche):* Hardline, Fast Hands/Sleight of Hand, Bone Conductor/Awareness, Tracker, Marksman, Assault Gloves, Running Sneakers and Lightweight Boots. *Tier 3 (Niche/Useless):* High Alert, Threat Identification, Data Jacker, Signal Jammer, Quick-Grip Gloves, Commando Gloves, Climbing Boots, Tactical Pads and Stalker Boots. *That's 8 great perks, with 9 semi useful and 9 completely useless. If more than half of the perks are terrible then the system needs a rework as there is no variety.* With the best perks I've got listed, more often than not you'll see players running these 8 perks exclusively, which is frustrating. At least in 2019 and 2022 there were a variety of top tier perks that were shared across all 3 Perk Categories. *Hell even MW2 alleviated some of the crutches by allowing 4 perks, with players being able to grab 2 from a category full of useful perks. SMH*
@@YahwehSaves they're usefulness is entirely dependent on the benefit and from Ace's testing and my own, the benefit is really minimal when compared to more versatile gloves that provide more utility. I never use those gloves anymore after finding out like 2/3 shots are less deviated.
Only situation I could see this being helpful is when I’m running smokes and I can tell if the other team is running thermals but idk if it’s worth using a perk slot for that
Almost no one is using smokes especially after the nerf from MWII and even less people are using thermals though. It's situational to the point that it might be slightly useful at best in maybe every 30th match.
Nothing is worse than "Signal jammer" . Which literally does nothing at all. It's the same with the engineer vest. Which is supposed to have the exact same benefit.
So. I would buff this in two ways. First, make it a neutered version of High Alert. Same basic function as before, just without the threat location indicator. Then, to make it much more useful, make it such that player controlled streaks (not AI controlled) flash a threat indicator at the top of your screen instead of the bottom. In this way, there's more utility and if you see red at the top, there's eyes in the sky on you and you might want to move. Then just rename the fucker Threat Indicator and call it a day. Still, there are too many pieces of gear, weak gloves and nigh on useless boots. Could stand for a massive rework.
Lmao yea. They should add that perk to specific laser sights that are highly visible. Give them a little more use than just added ADS since Sledgehammer has eased up on the attachment penalties compared to IW
@@ProjectImperix The perk is not good and certainly not the way you described, I'm actually using it quite a lot only because it fits the theme of my Recon loadouts though. The ping is not even a direct ping from what I've noticed but just an area ping, meaning it will not stay on the enemy but will just mark the area he's in at the moment of the ping, it's just useless. What would make this perk an actual decent choice is if it marked the enemy like a Recon Drone or Camera, with a huge red diamond and live tracking for some seconds.
As a knifer, I'm okay with this perk being useless. But if they did want to change it to make it better without hurting melee players, I think they can just make it trigger anytime someone aims at you with ADS or Tactical Stance aiming. Hipfire/melee shouldn't trigger in my opinion (unless maybe you're using what triggers it now [laser/thermal/range finder]). I think this would be a better middle ground. High alert in MW2 made it veeeeeery difficult to sneak up and knife people.
Here's the simplest rework to L/R detector Functions like high alert against sniper scopes, range finders, thermals and lasers Directional flash for anything within 60 meters Beeping and red light if you're being spotted with no direction If none of these apply then your vision will flash when an enemy spots you with your back turned Essentially like cod mobile
I didn't realize it was this useless. Lasers and scope glint are so visible in this game I don't need a perk to tell me someone is looking at me (if they are running those attachments) Did people really feel that the old High Alert was OP? I don't remember any complaints.
I wish mw3 had high alert.. High alert helps people like myself who are deaf... I can't rely on sound at all.. If you want a taste of my experience, take off your headset, turn off all chat, and turn the volume all the way down.... Directional sounds don't exist.. That suppressed weapons fire going on to your right, is not there for you because you can't hear....
I feel like a lot of perks are either underwhelming or just plain Terrible. Leaving only a few that are actually worth using. It makes the perk system feel awful
I don't know if I would agree that it's useless because of the new conditions. For MW 19/22 I simply permanently equipped cold-blooded to screw anyone running high alert. I typically equip a low-vis laser for aim stability though, so this is the first MW title where anyone is getting an alert from me.
I literally hate this. High alert was amazing even when i wasn't using it. I "used it" to fish people who were using it out. I would scan the map over and over again and sure enough, shots started coming my way and they gave up their position.
As someone that's never touched high alert (Coldblooded crutch user since they moved Ghost and Coldblooded to different categories eons ago.) I can't speak for the kind of player that uses this or how often I'd get turned on. That said, having it only triggered by certain attachments (And particularly whether they're active or not.) with no basic directional indicator, Really does make it bottom tier. Removing the attachment requirement would alert you to being spotted, but at that point I think it'd need to be an ADS requirement for triggering. It wouldn't be the most useful but still a note that you crossed a sight line. With the max range at which it currently works (100 meters ranges not being that uncommon in MW2 maps) it would lead to a lot of false positives. Meaning that the trigger range would have to be significantly dropped. The same goes for making it classic high alert. You'd get directional pings endlessly. Hyperbolic to a point, but still. Pinged/directionally pinged while not actually being a tracked target. Especially directionally at long range it would actually be more powerful in some situations as well, giving you an even higher level of awareness of where a team might be generally moving from. Attachment specific removal, IFF highjack counter and a range nerf would be the bare minimum of changes needed for a balance of usefulness without getting overpowered.
The light should also strobe with the high alert directional indication - unless you have cold blooded or a camera, then it is just the light. Cus now when the light flashes - it might be a camera, it might be someone with cold blooded. It's a good balance while not being an entirely hard counter. It would make it a double edged sword while also giving some use to veteran players because it would be ANY visual and you know you have been made. And if you look at someone with this new High Alert, then you get an icon like you damaged someone with EOD or Battle Hardened. In short, any visual will make the light strobe but only non-coldblooded enemies will give the directional notification. Then there is also thermal googles that reveal lasers and highlight players. Like a reverse high-alert, and giving the blinking light when a IR source tags them. Naturally, cold blood would counter that too, but a laser would partially counter cold blooded.
Loving this perk series! I’d love to see a series like this dedicated to killstreaks, because I feel like some of them are being overlooked and need some touch-ups, like the AC-130 for example
I think getting rid of the sound would be more useful, high alert in mw2 felt good with using only the color indicators, the sounds are pretty distracting especially if you’re trying to listen to other enemy sounds
Could see it being semi useful in an NVG mode since everyone would have lasers. The canted aiming means if someone is aiming at you with a laser, they may miss a few bullets due to bloom, so you have at least SOME time to react if your L/R detector goes off when someone out of your FOV aims at you. Still, very niche usage
If they don't change how it works, they can at least adjust it by having the standard high alert yellow highlighter when it beeps to indicate that players are looking at you and it beeps red if they're using thermal optics or lasers two separate color palates And if they don't want to add the highlight indicaters I wouldn't mind it because that's something that you have to be aware of cause the perk already lets you know that someone's looking at you now it's up to the player time to react and use your map knowledge to find the threat.
Honestly, I don't like high alert, or any type of "free" information. But I do personally feel that dead silence needs a counter and a usable high alter could be an annoying but workable counter of sorts.
They can nerf it subtlety by taking away the direction they are being looked at from. So that way you still have to think about the map you're playing on and ask the question. Where can people see me from in this current position. Instead of oh they're to my right. That way its there to help you, not be a crutch for newer players. Because once you get shot from the same angle in that same place, watch the killcam. You'll eventually know the lines of sight.
In the theme of perks being pieces of gear I like the twist on it being a L/R detector (only working on lasers and radiation attachments) however it should indicate the direction like previous games.
I would agree to your point about map awareness, if the new cods were like the old cods... All of these new cod have terrible spawns, terrible maps, and terrible map flow, causing enemies to be in almost completely random spots of the map. It takes almost all of the skill of predicting enemy spawns. The good old days of call of duty multiplayer are far behind us.
With dead silence as a perk again you need a counter for it. Mines are useless in this game, so you can't rely on them... And bone conduction doesn't help at all... So high alert is the only option.
On one hand it sucks that it's so terrible, but on the other hand I absolutely fuckin hated high alert in MW22. Nothing quite like scanning a sightline and not noticing anything but then getting fried because there was somebody that you saw the slightest sliver of and they got a giant orange alert on their screen and then they fly around a corner and shoot you to death. Was really cool thing that I enjoyed
I think things like high alert and this detector shouldn't have just a maximum range for all weapons. It should be different for each type of weapon. What's the point of high alerting me that a guy 75 meters away with a pistol looked at me? I think it would make better game play if each type of weapon determines when it is triggered. Like melee would be 10 meters, shotgun 25, pistol 30, submachine gun 50, AR 75, lmg 100 and sniper 200. This would nerf but also enhance it. It would be less effective overall but more effective against long-range. You could even balance this against cold-blooded by making cold-blooded reduce the effectiveness of high alert while not removing it completely. So if you're cold-blooded it would reduce the trigger range of high alert by 45%. This method would be, i think, a little more balanced. High alert could even have different intensity of the alert for close/ mid/ far with it being more range restricted, or it could just be close/ far intensity.
I run it while sniping and it lets me know to just start dodging since while sniping other snipers are a huge threat and a lot of them use lasers or thermals it’s helped me out a lot in that niche situation
Bring back high alert, these games have such awful visual fiedelity I would prefer high alert to actually work so I know I just ran past someone in the corner because the visuals were awful.
I jumped on any video to hopefully get this question asked. I'm able to play mw2 due to a free weekend and I noticed on most all locked attachments that it gives you 2 options to unlock an item; either getting the weapon to a certain or, something about armory unlock. Does this mean if you don't want to go through the armory and challenges that you can now just level of your weapon to unlock all attachments? This has been a deciding factor for me buying the game. Now that I've played it, I like it. But not if I have to do challenges to unlock stuff
The traditional high alert is too OP. But I agree that the current state of the perk is a waste of space. But I would be opposed to changing it to the traditional high alert perk
Not to mention there is only so much map awareness you can have. If someone is using the assassin vest with a silencer you won't know where someone died exactly or where from without them calling it out. This game is very campy and it can be fun when it works right, but if I don't have a full party I just get stuck with teammates that play like they've never touched the game or they're trolling by taking the bomb and running away with it or going into a glitch with it. Or just straight up leaving the game. So high alert would come in handy to counter the massive amount of campers on this game.
You can thank mw19 and IW for that. They have conditioned the playerbase to camp and soundwhore since that game released because every game inbetween had no option to be silent or close to it. 4 years of punishing players for moving is the exact reason people prefer to camp over any other playstyle
@d8l835 definitely agree. I thought mw 2019 was the worst cod to date. I didn't buy mw2 so can't say anything about it. Only bought this one to play with the boys because we stayed on vanguard.
@@stephenchampagne1534 it's a shame they pretend they don't know why this game didnt sell well. We have been telling them for 5 years they just won't listen
@@d8l835 they honestly need to remove sbmm from pubs and stop disbanding lobbies. They spend so much time trying to coddle people that suck. Like they're not gonna get better this way.
I already get alerted when an enemy is looking at me, no matter what attachments they're using. It's called screen jelly. If they're looking at me, they're also shooting me and getting hits. ... yes I'm an easy target
At least we still have classic high alert in wz. Cuz that would of sucked. Additionally, I know u don't cover warzone related stuff. But the new perks in there are pretty interesting. Especially the "resolute" bonus perk which gives u boosted speed when under fire. I'm also curious about the perk that gives you added jumpshot ability and the one that increases prone & crouch speed. I ran the resolute perk in place of high alert one time and I did get a noticeable movement boost whenever hit by a enemy bullet.
I'll tell you why they made it like this. They thought everybody would be using the new After market optics Where there's a laser attached to it, they were so sure that that would be the number one optic, the new thing that they made it this way and they were wrong.
Ace, can you tell me what the name of your video is that you go into detail about how you use a setting in your modem to make the game prioritize servers in your area? I dont remember what video it is and I really need to watch it again to remember the details you showed. maybe link it for me? i remember specifically you talk about how the game says they prioritize ping but you prove otehrwise. I need to watch it again. Get the name of the modem or setting in your modem that makes the game choose servers closest to you.
They should restore it to how high alert has worked in recent games. At least that way we'll have a soft counter to the current covert sneakers + ghost meta.
Sledgehammer honestly needs to stop placing every single useful perk all into one category. You shouldn't have to choose between Flak Jacket, Tac Mask or Cold Blooded. This is the exact same thing they did for Call of Duty Vanguard, nobody liked it and it took them near the end of Vanguard's life cycle to finally redistribute some of the Tier 1 perks into Tier 2 and Tier 3. Which didn't even matter at that point.
I know this perk gets so much hate but I think it’s the best way to implement something like this. Most players are running some kind of laser in this game, so it’s not entirely useless but you can still counter it without having to use a perk slot on cold blooded. I’ve always hated how high alert changed how the game played so I’m happy they made this compromised
It will be nice in S&D because silent 🔇 footsteps and a knife’s 🔪 are killing that game mode for me they are too overpowered especially combined with 150 hp… this well help Edit: if fixed
I never thought of high alert as a "noob" perk. It seems to me that it is really popular with streamers and the like. I've never really liked it because the yellow pulse just feels obstructive.
Would just bring it back in its classic format. I don't use it and wouldn't use it - but it would be balanced out simply by the fact that there are other extremely competitive options to use instead. My go-tos are Ghost (No Assassin vest as I like my Field Upgrade), Bone Conduction or Mission Control, Covert Sneakers and Assault Gloves. There's nothing they could do to L/R Detector for it to find its way into my class. I'd rather Tac Mask or Flak Jacket before it.
I personally don’t think high alert has a place in cod. Nor do I think the perk which shows foot prints has a place. But if they are going to nerf it this hard, then they should’ve just left it out of the game entirely.
I mean, they could bring the directional indicators of high alert back, but keep it so that it only works if the enemy has one of the aforementioned attachments. It wouldn't be too bad in that case I think.
I found a player with it yesterday who placed a trophy system in warzone. He was in my building and I could pinpoint him by following the ping sound. Still a pretty uncommon use case tho, nothing the footstep perk or high alert couldn't do
I think high alert would be good to have in the game. The number of times I'm killed by a person who spawned behind me just after I spawn in is aggravating. This happens to me multiple times per game when playing hardpoint.
I almost cemented yesterday on the red glow I kept getting. I finally figured it out, hence no comment..it has saved me a few times but not as effective as high alert
This game is going off real world military equipment for perks, that's why it does do the High Alert magic like before. I think they were shooting for authenticity.
I have noticed that SBMM is barely noticeable after selcting 1 mode in quick play and staying in the lobby after the game ends since the games dont disband anymore
High Alert and Tracker perks really help people who can't hear properly or can't handle game sound due to migraine. Cod is just limiting its player base.
How can someone report a bug to you? This week, I had to double up on the weekly challenge. Provide 5 Ammo Resupplies using Munitions Box. It was actually 10 for me. I tried different classes, I couldn't see a difference.
Ace, do you think there should be a tier of perks? Like ghost in the high tier and battle hardened in a lower tier? And you could get at least one from each.
Not gonna lie, if you hadn't made this video, I wouldn't even know what it does. I've been so confused on the purpose of this perk since day one that I've just avoided using it.
About as useful as this week's weekly unlockable sight 😂
Waste an attachment slot to get worse iron sights, what a deal!
If it was allowed on sniper rifles it would be amazing
@@Number2VaderfanOnly the longbow as far as I’m aware
The xzr jumbo assault recon. Random names.
It's not that bad, that sight's kinda better than most iron sights in this game. Some folks like to put Iron Sights on their MR's and Snipers.
I think they might as well bring back the full effects of High Alert. What they could is make the sensor light different colors based on the direction the enemy is looking at you from (maybe like yellow from behind, orange from the sides and red in front). That way, there's still an indicator of where the enemy is in relation to you and at the same time keeping the spirit of how the L/R detector works (even if it's not 100% accurate lol).
Different colors are not intuitive.
I'd better allow it to show the direction, or maybe show on the minimap the exact position of an enemy who is looking at you using laser sights or thermal optics
I think we just need different colors depending on the distance of the person aiming at you. Green for far away, orange for medium range and red when the enemy is directly on top of you
I am NOT gonna remember all those colors.
High alert was really useful while using specialist streaks in MW2019, especially in Ground War against people you can't see
I agree 100%. The gear slot is by far the most competitive, so I see no problem in just making it high alert since that will intice some people to mix it up so that not everyone is running the exact same thing
Not sure why they reworked it to be this useless. I wonder what goes on in the minds of the devs when making stuff like this
I think what legitimately is going on is them "listening to the community." They basically designed a best in slot clutch perk for every slot
"Let's innovate on a well established field to make our names in this franchise"
It’s because people in SnD complained in MW19 that high alert was a crutch perk because you can react to it faster than without it and so they made it situational and not directional
Gotta be infinityward
You’re not smart enough to understand design logic
L/R rework idea: Lazer/Radiation Sensitive Goggles (L/R SG)
Lenses that reveal all enemy and friendly Lazer types, even the ones that cannot be detected by the naked eye, as well as a colored blur (similar to the sniper scope flare) when enemies are using thermals, NV or Range finders.
and maybe it can beep when you are the blast zone of any explosive, that includes streaks
Dude, you misspelled laser
@@bobdarrick2628 thanks for nothing. My keyboard sometimes autocorrects laser to lazer because of Portuguese spelling. I hope that small mistake doesn't distract you from the message.
@@loboguara5761 lol. firstly I don’t have MWIII - I just watch some of these videos out of interest (even though getting the game doesn’t seem like smth I’m particularly appealed to do), so I don’t actually use this perk. Secondly, it being more like high alert might be good since high alert is like the modern games’ sixth sense/acoustic sensor.
As for what you suggested, it’s to spot all types of lasers right? I don’t see how that would make for a good perk. I’m not even sure which lasers can’t be spotted. So I’m not sure man - your idea fits the name of the perk but I’m not sure if the perk was a good idea having that name in the first place.
I think it should work with all sights. Would give you an advantage for running iron sights.
With all red dot sights you mean? Yeah this would actually be good, would even make the new JAK iron sight more useful.
That's what I assumed it did.
The reason why i loved this perk so much was because it acted as somewhat of a counter to Snipers in Groundwar. Now groundwar is bordeline unplayable due to the insane amount of 1 shot snipers camping on buildings and in spawn.
u don’t think snipers should one shot?
They need to be tuned down a bit. It is easy mode.
@@ub3r979 Do i think i should be 1 shotted in the foot from the KATT sniper, by a kid sitting in his spawn, all the way across the other side of the huge groundwar map? Absolutely not. That’s incredibly overpowered. The only time i’ve ever seen or gotten a hitmarker using that sniper is when the bullet goes through an object. It’s a 1 shot no matter the range or hit location almost 95% of the time
And also high alert sometimes saves y from campers in corners
Snipers have been ruining ground war since 2019. Snipers in cod are unbalanced in big open maps because they were designed with (relative) cqc in mind, not 300m engagements.
I see your point on map awareness, but in SND if you’re solo, it acts like a call out. Comes in clutch since a lot of people in SND don’t give call outs or ping. I haven’t used it for MW3 though
Pinging in mw3 is disabled for snd 🙃
@@MrMetra101 they brought it back! I played SND last night 😁
also some of these maps are just ridiculous with the amount of angles they have, like on favala at any point in time there could be someone looking at you from literally anywhere, above, below, in a random window, through a random crack in a building, in a dark alleyway, on a staircase, it would make sense not to have it in a ranked playlist with maps more suited for it but some of these maps can be ridiculous
Ace is one of the pillars of the COD community
The*** 😂
Honestly this might be slightly useful in hardcore. To deal with thermals, but most likely it just might be a "you are already dead" alarm.
Favstar also covered this perk. It's one of those cases where "if it ain't broke don't fix it." Yet they changed it still
Bud thinks he's High Alert.
Meanwhile High Alert in Warzone: Are you questioning my power?
When you buy it off Wish ol
In Warzone this perk spot’s snipers even 100+ meters away, they really destroyed it
"look what they have to do to mimic a fraction of our power" - Warzone 1 and 2 high alert
@@NateTheGreat368 Perfect
I think the core concept of the perk is cool (triggered by lasers and radioactive-material using sights) and it’s cool that they made it work. The issue is that it takes up a gear slot. For a full slot, it should probably work like old High Alert. Alternatively, it should be in a less competitive category.
Was high alert even considered overpowered in the first place? I don't get it.
Yes bro incredibly OP people with 0 awareness could turn and kill you before you even get a chance to shoot or before you even realize you're looking at them
it's weird to me that people loathe high alert and have such painful memories of it but somehow the loud footsteps don't bother them, or they hate dead silence, etc. it's the same damn information just being transmitted to you in a different medium lol hell, the footsteps are BETTER
Yeah, it made it impossible to sneak up behind people and execute or melee them if they had high alert. Even if that was countered by cold blooded, it wasn't generally worth wasting a perk slot on cold blooded for.
Hey Ace, what triggers me the most is that we need people like you (cheers for you doing the dirty work) for us to know what the fu#k all this things do in-game
I'd be down to see it implemented as your first suggestion, activated any time you're in sightline regardless where you're looking, without directional indicators. It's the directional stuff that bugs me. It's too much free info that normally requires a UAV or the like to acquire (same reason loud footsteps can be a problem.) Especially true in HC, where I prefer to play.
I feel like a big portion of the perks in this game function like the terrible "High Alert" perk in this game. Most are extremely niche and the ones that aren't are pretty much the crutch perks/only viable perks such as: Covert Sneakers, Ghost, Tac Mask, EOD and Cold Blooded.
I spent all of last night making Tier lists with there being *3 categories* of perks across all the gear, shoes, gloves and vest slots.
*Tier 1 (Best/Viable):* Ghost, EOD, Tac Mask, Cold Blooded, Covert Sneakers, Ordinance Gloves/Strong Arm, and Scavenger
*Tier 2 (Viable/Niche):* Hardline, Fast Hands/Sleight of Hand, Bone Conductor/Awareness, Tracker, Marksman, Assault Gloves, Running Sneakers and Lightweight Boots.
*Tier 3 (Niche/Useless):* High Alert, Threat Identification, Data Jacker, Signal Jammer, Quick-Grip Gloves, Commando Gloves, Climbing Boots, Tactical Pads and Stalker Boots.
*That's 8 great perks, with 9 semi useful and 9 completely useless. If more than half of the perks are terrible then the system needs a rework as there is no variety.* With the best perks I've got listed, more often than not you'll see players running these 8 perks exclusively, which is frustrating. At least in 2019 and 2022 there were a variety of top tier perks that were shared across all 3 Perk Categories. *Hell even MW2 alleviated some of the crutches by allowing 4 perks, with players being able to grab 2 from a category full of useful perks. SMH*
How are assault gloves only viable/niche? They’re insanely good for jumpshotting.
@@YahwehSaves they're usefulness is entirely dependent on the benefit and from Ace's testing and my own, the benefit is really minimal when compared to more versatile gloves that provide more utility. I never use those gloves anymore after finding out like 2/3 shots are less deviated.
I wouldn't mind if it just made all lasers visible, regardless of if they should be or not.
Only situation I could see this being helpful is when I’m running smokes and I can tell if the other team is running thermals but idk if it’s worth using a perk slot for that
Almost no one is using smokes especially after the nerf from MWII and even less people are using thermals though. It's situational to the point that it might be slightly useful at best in maybe every 30th match.
Nothing is worse than "Signal jammer" . Which literally does nothing at all. It's the same with the engineer vest. Which is supposed to have the exact same benefit.
Signal jammer is a visual alarm saying I'm near you, to the opposition.
I’m glad you’re making this, I’ve tested it thru updates hoping it would change to actual high alert but nooooooo
So. I would buff this in two ways. First, make it a neutered version of High Alert. Same basic function as before, just without the threat location indicator. Then, to make it much more useful, make it such that player controlled streaks (not AI controlled) flash a threat indicator at the top of your screen instead of the bottom. In this way, there's more utility and if you see red at the top, there's eyes in the sky on you and you might want to move. Then just rename the fucker Threat Indicator and call it a day.
Still, there are too many pieces of gear, weak gloves and nigh on useless boots. Could stand for a massive rework.
The most useless perk is the one that pings the enemy after looking at them for two seconds…
Yeah, idk why they made a perk that does something I can do manually by pressing a button. At the very least it should buff your pings to last longer
@@epicgamerzfail4575 Because almost no one does it.
Lmao yea. They should add that perk to specific laser sights that are highly visible. Give them a little more use than just added ADS since Sledgehammer has eased up on the attachment penalties compared to IW
@@ProjectImperix in testing the range is very small, if it can ping someone you probably wouldve seen them anyways
@@ProjectImperix The perk is not good and certainly not the way you described, I'm actually using it quite a lot only because it fits the theme of my Recon loadouts though. The ping is not even a direct ping from what I've noticed but just an area ping, meaning it will not stay on the enemy but will just mark the area he's in at the moment of the ping, it's just useless. What would make this perk an actual decent choice is if it marked the enemy like a Recon Drone or Camera, with a huge red diamond and live tracking for some seconds.
As a knifer, I'm okay with this perk being useless. But if they did want to change it to make it better without hurting melee players, I think they can just make it trigger anytime someone aims at you with ADS or Tactical Stance aiming. Hipfire/melee shouldn't trigger in my opinion (unless maybe you're using what triggers it now [laser/thermal/range finder]). I think this would be a better middle ground. High alert in MW2 made it veeeeeery difficult to sneak up and knife people.
On this game map awareness does not exist. There’s absolutely no way to predict the random chaotic spawns in this game.
Here's the simplest rework to L/R detector
Functions like high alert against sniper scopes, range finders, thermals and lasers
Directional flash for anything within 60 meters
Beeping and red light if you're being spotted with no direction
If none of these apply then your vision will flash when an enemy spots you with your back turned
Essentially like cod mobile
6:48 holy smokes Ace did you want any sides with that absolute FEED?
I didn't realize it was this useless.
Lasers and scope glint are so visible in this game I don't need a perk to tell me someone is looking at me (if they are running those attachments)
Did people really feel that the old High Alert was OP? I don't remember any complaints.
I wish mw3 had high alert.. High alert helps people like myself who are deaf... I can't rely on sound at all.. If you want a taste of my experience, take off your headset, turn off all chat, and turn the volume all the way down.... Directional sounds don't exist.. That suppressed weapons fire going on to your right, is not there for you because you can't hear....
I feel like a lot of perks are either underwhelming or just plain Terrible. Leaving only a few that are actually worth using. It makes the perk system feel awful
I don't know if I would agree that it's useless because of the new conditions. For MW 19/22 I simply permanently equipped cold-blooded to screw anyone running high alert. I typically equip a low-vis laser for aim stability though, so this is the first MW title where anyone is getting an alert from me.
I literally hate this. High alert was amazing even when i wasn't using it. I "used it" to fish people who were using it out. I would scan the map over and over again and sure enough, shots started coming my way and they gave up their position.
Ace forgot about the Shades perk from WaW lol
As someone that's never touched high alert (Coldblooded crutch user since they moved Ghost and Coldblooded to different categories eons ago.) I can't speak for the kind of player that uses this or how often I'd get turned on. That said, having it only triggered by certain attachments (And particularly whether they're active or not.) with no basic directional indicator, Really does make it bottom tier. Removing the attachment requirement would alert you to being spotted, but at that point I think it'd need to be an ADS requirement for triggering. It wouldn't be the most useful but still a note that you crossed a sight line. With the max range at which it currently works (100 meters ranges not being that uncommon in MW2 maps) it would lead to a lot of false positives. Meaning that the trigger range would have to be significantly dropped. The same goes for making it classic high alert. You'd get directional pings endlessly. Hyperbolic to a point, but still. Pinged/directionally pinged while not actually being a tracked target. Especially directionally at long range it would actually be more powerful in some situations as well, giving you an even higher level of awareness of where a team might be generally moving from. Attachment specific removal, IFF highjack counter and a range nerf would be the bare minimum of changes needed for a balance of usefulness without getting overpowered.
The light should also strobe with the high alert directional indication - unless you have cold blooded or a camera, then it is just the light. Cus now when the light flashes - it might be a camera, it might be someone with cold blooded. It's a good balance while not being an entirely hard counter. It would make it a double edged sword while also giving some use to veteran players because it would be ANY visual and you know you have been made. And if you look at someone with this new High Alert, then you get an icon like you damaged someone with EOD or Battle Hardened. In short, any visual will make the light strobe but only non-coldblooded enemies will give the directional notification. Then there is also thermal googles that reveal lasers and highlight players. Like a reverse high-alert, and giving the blinking light when a IR source tags them. Naturally, cold blood would counter that too, but a laser would partially counter cold blooded.
Loving this perk series! I’d love to see a series like this dedicated to killstreaks, because I feel like some of them are being overlooked and need some touch-ups, like the AC-130 for example
I think getting rid of the sound would be more useful, high alert in mw2 felt good with using only the color indicators, the sounds are pretty distracting especially if you’re trying to listen to other enemy sounds
Could see it being semi useful in an NVG mode since everyone would have lasers. The canted aiming means if someone is aiming at you with a laser, they may miss a few bullets due to bloom, so you have at least SOME time to react if your L/R detector goes off when someone out of your FOV aims at you. Still, very niche usage
If they don't change how it works, they can at least adjust it by having the standard high alert yellow highlighter when it beeps to indicate that players are looking at you and it beeps red if they're using thermal optics or lasers two separate color palates And if they don't want to add the highlight indicaters I wouldn't mind it because that's something that you have to be aware of cause the perk already lets you know that someone's looking at you now it's up to the player time to react and use your map knowledge to find the threat.
Honestly, I don't like high alert, or any type of "free" information.
But I do personally feel that dead silence needs a counter and a usable high alter could be an annoying but workable counter of sorts.
Wow I can light up like a Christmas tree before I die, OP.
High Alert is really useful in Battle Royal. You'll notice right away when some snipercampers look at you through a scope.
They can nerf it subtlety by taking away the direction they are being looked at from. So that way you still have to think about the map you're playing on and ask the question. Where can people see me from in this current position. Instead of oh they're to my right. That way its there to help you, not be a crutch for newer players. Because once you get shot from the same angle in that same place, watch the killcam. You'll eventually know the lines of sight.
In the theme of perks being pieces of gear I like the twist on it being a L/R detector (only working on lasers and radiation attachments) however it should indicate the direction like previous games.
I would agree to your point about map awareness, if the new cods were like the old cods... All of these new cod have terrible spawns, terrible maps, and terrible map flow, causing enemies to be in almost completely random spots of the map. It takes almost all of the skill of predicting enemy spawns. The good old days of call of duty multiplayer are far behind us.
It litterally says in the name "L/R" Laser / Radition so yeah they won't change it to make it work without lasers/radiation.
With dead silence as a perk again you need a counter for it. Mines are useless in this game, so you can't rely on them... And bone conduction doesn't help at all... So high alert is the only option.
On one hand it sucks that it's so terrible, but on the other hand I absolutely fuckin hated high alert in MW22. Nothing quite like scanning a sightline and not noticing anything but then getting fried because there was somebody that you saw the slightest sliver of and they got a giant orange alert on their screen and then they fly around a corner and shoot you to death. Was really cool thing that I enjoyed
High alert in MP is kinda stupid. But for warzone.. it doesn’t matter how much awareness you have. It kinda feels necessary
I think things like high alert and this detector shouldn't have just a maximum range for all weapons. It should be different for each type of weapon. What's the point of high alerting me that a guy 75 meters away with a pistol looked at me? I think it would make better game play if each type of weapon determines when it is triggered.
Like melee would be 10 meters, shotgun 25, pistol 30, submachine gun 50, AR 75, lmg 100 and sniper 200.
This would nerf but also enhance it. It would be less effective overall but more effective against long-range. You could even balance this against cold-blooded by making cold-blooded reduce the effectiveness of high alert while not removing it completely. So if you're cold-blooded it would reduce the trigger range of high alert by 45%. This method would be, i think, a little more balanced. High alert could even have different intensity of the alert for close/ mid/ far with it being more range restricted, or it could just be close/ far intensity.
I run it while sniping and it lets me know to just start dodging since while sniping other snipers are a huge threat and a lot of them use lasers or thermals it’s helped me out a lot in that niche situation
*Calm down there, Ace. It's not Eavesdrop from CoD4.*
Robert bowling sends his regards
Bring back high alert, these games have such awful visual fiedelity I would prefer high alert to actually work so I know I just ran past someone in the corner because the visuals were awful.
Maybe they'll bring the regular high alert perk as part of a future Vest
High alert is like sixth sense for BO3/BO4 Acoustic Sensor. I think that was in WW2 as well.
High Alert has been my go to perk since MW2019...I am lost without it.
It’s because High Alert is Op, thats why they changed it. Remember juggernaut perk? Wonder why it never came back?
I jumped on any video to hopefully get this question asked. I'm able to play mw2 due to a free weekend and I noticed on most all locked attachments that it gives you 2 options to unlock an item; either getting the weapon to a certain or, something about armory unlock. Does this mean if you don't want to go through the armory and challenges that you can now just level of your weapon to unlock all attachments? This has been a deciding factor for me buying the game. Now that I've played it, I like it. But not if I have to do challenges to unlock stuff
If a player on the other team is using in-game chat and says, "OMG, I just swallowed my own fart!" this also triggers the L/R detector.
The traditional high alert is too OP. But I agree that the current state of the perk is a waste of space. But I would be opposed to changing it to the traditional high alert perk
I agree. High Alert ruined search and destroy like gamemodes on the other games.
@@VoidBoompje legit. I started running ranked MP only because of the ruleset, unless I was doing the camo grind
Not to mention there is only so much map awareness you can have. If someone is using the assassin vest with a silencer you won't know where someone died exactly or where from without them calling it out. This game is very campy and it can be fun when it works right, but if I don't have a full party I just get stuck with teammates that play like they've never touched the game or they're trolling by taking the bomb and running away with it or going into a glitch with it. Or just straight up leaving the game. So high alert would come in handy to counter the massive amount of campers on this game.
You can thank mw19 and IW for that. They have conditioned the playerbase to camp and soundwhore since that game released because every game inbetween had no option to be silent or close to it. 4 years of punishing players for moving is the exact reason people prefer to camp over any other playstyle
@d8l835 definitely agree. I thought mw 2019 was the worst cod to date. I didn't buy mw2 so can't say anything about it. Only bought this one to play with the boys because we stayed on vanguard.
@@stephenchampagne1534 it's a shame they pretend they don't know why this game didnt sell well. We have been telling them for 5 years they just won't listen
@@d8l835 they honestly need to remove sbmm from pubs and stop disbanding lobbies. They spend so much time trying to coddle people that suck. Like they're not gonna get better this way.
I already get alerted when an enemy is looking at me, no matter what attachments they're using. It's called screen jelly. If they're looking at me, they're also shooting me and getting hits.
... yes I'm an easy target
At least we still have classic high alert in wz. Cuz that would of sucked. Additionally, I know u don't cover warzone related stuff. But the new perks in there are pretty interesting. Especially the "resolute" bonus perk which gives u boosted speed when under fire. I'm also curious about the perk that gives you added jumpshot ability and the one that increases prone & crouch speed. I ran the resolute perk in place of high alert one time and I did get a noticeable movement boost whenever hit by a enemy bullet.
What was wrong with High Alert to begin with that it required such a rework?
I'll tell you why they made it like this. They thought everybody would be using the new After market optics Where there's a laser attached to it, they were so sure that that would be the number one optic, the new thing that they made it this way and they were wrong.
Would be so stupid if they really thought that. Carrying a permanent laser is basically a death sentence in COD
So true!
Ace, can you tell me what the name of your video is that you go into detail about how you use a setting in your modem to make the game prioritize servers in your area? I dont remember what video it is and I really need to watch it again to remember the details you showed. maybe link it for me? i remember specifically you talk about how the game says they prioritize ping but you prove otehrwise. I need to watch it again. Get the name of the modem or setting in your modem that makes the game choose servers closest to you.
you know what else tells us when we're being aimed at? fucking dying immediately
They should restore it to how high alert has worked in recent games. At least that way we'll have a soft counter to the current covert sneakers + ghost meta.
Sledgehammer honestly needs to stop placing every single useful perk all into one category.
You shouldn't have to choose between Flak Jacket, Tac Mask or Cold Blooded.
This is the exact same thing they did for Call of Duty Vanguard, nobody liked it and it took them near the end of Vanguard's life cycle to finally redistribute some of the Tier 1 perks into Tier 2 and Tier 3.
Which didn't even matter at that point.
I know this perk gets so much hate but I think it’s the best way to implement something like this. Most players are running some kind of laser in this game, so it’s not entirely useless but you can still counter it without having to use a perk slot on cold blooded.
I’ve always hated how high alert changed how the game played so I’m happy they made this compromised
you never mentioned if enemies can hear or see the red light or beeping. if they do does covert sneakers do anything, etc
It will be nice in S&D because silent 🔇 footsteps and a knife’s 🔪 are killing that game mode for me they are too overpowered especially combined with 150 hp… this well help
Edit: if fixed
I never thought of high alert as a "noob" perk. It seems to me that it is really popular with streamers and the like. I've never really liked it because the yellow pulse just feels obstructive.
Would just bring it back in its classic format. I don't use it and wouldn't use it - but it would be balanced out simply by the fact that there are other extremely competitive options to use instead. My go-tos are Ghost (No Assassin vest as I like my Field Upgrade), Bone Conduction or Mission Control, Covert Sneakers and Assault Gloves. There's nothing they could do to L/R Detector for it to find its way into my class. I'd rather Tac Mask or Flak Jacket before it.
"Nooo but Xclusive Ace it wouldn't be realistic!!!"
I used this perk in the beta and didn't see that red light a single time 😂
Always look forward to your videos, Ace.
I personally don’t think high alert has a place in cod. Nor do I think the perk which shows foot prints has a place. But if they are going to nerf it this hard, then they should’ve just left it out of the game entirely.
Here's a question, when you're not testing, do you play the game like for the fun aspect and if so, what is your favorite build.
when your using the jug kill streaks i think you also get this perk while in the jug suit oddly enough
This is the "you are about to die" alarm, not terribly helpful but it's nice to be able to make peace with your life before it ends I suppose
COD4 Eavesdrop: Finally, a worthy opponent!
I mean, they could bring the directional indicators of high alert back, but keep it so that it only works if the enemy has one of the aforementioned attachments. It wouldn't be too bad in that case I think.
I found a player with it yesterday who placed a trophy system in warzone. He was in my building and I could pinpoint him by following the ping sound. Still a pretty uncommon use case tho, nothing the footstep perk or high alert couldn't do
I think high alert would be good to have in the game. The number of times I'm killed by a person who spawned behind me just after I spawn in is aggravating. This happens to me multiple times per game when playing hardpoint.
That's an issue for the spawns to be readjusted. Not high alert.
I would love a counter to covert sneakers. Like old school amplify or something.
2nd solution would be a welcome semi counter to covert sneakers
I didnt know about the optic part, I guess zoom optics do have a very small of radiation but cmon isn't that smoke alarm level of radiation?
I almost cemented yesterday on the red glow I kept getting. I finally figured it out, hence no comment..it has saved me a few times but not as effective as high alert
The real most useless perk in the game is anything in the Boots category that's not Covert Sneakers
This game is going off real world military equipment for perks, that's why it does do the High Alert magic like before. I think they were shooting for authenticity.
I have noticed that SBMM is barely noticeable after selcting 1 mode in quick play and staying in the lobby after the game ends since the games dont disband anymore
It should sweep the minimap periodically like a UAV and ping anyone with a laser or ir scope.
Maybe a range of 50 - 70 meters
thank you for telling me i can grow out of high alert i needed that
High Alert and Tracker perks really help people who can't hear properly or can't handle game sound due to migraine. Cod is just limiting its player base.
How can someone report a bug to you?
This week, I had to double up on the weekly challenge.
Provide 5 Ammo Resupplies using Munitions Box.
It was actually 10 for me.
I tried different classes, I couldn't see a difference.
Ace, do you think there should be a tier of perks? Like ghost in the high tier and battle hardened in a lower tier? And you could get at least one from each.
Not gonna lie, if you hadn't made this video, I wouldn't even know what it does. I've been so confused on the purpose of this perk since day one that I've just avoided using it.
I bet a proper "high alert" vest comes in soon.
Also shades from WAW or Reconnaissance from cod 4 was worse
I think it would be interesting if L/R detector made all lasers visible as if they were an always-on laser.