Create-a-Class System
Welcome, operative, to the heart of personalization in Black Ops II's multiplayer: the Create-a-Class system. This isn't just about picking weapons; it's about crafting a combat identity tailored to your playstyle. Unlike previous Call of Duty titles, Black Ops II introduces the "Pick 10" system, offering unprecedented flexibility. Every item you equip, from your primary weapon to your tactical grenade, consumes a "point." You have 10 points to distribute, allowing for highly specialized or incredibly versatile loadouts.
Understanding the Pick 10 System
The "Pick 10" system is the core mechanic. Each slot in your class, whether it's a weapon, attachment, perk, or equipment, costs one point. This means you can choose to forgo a secondary weapon for extra perks, or stack multiple attachments on your primary. Experimentation is key to finding what works best for you.
- Primary Weapon: 1 Point
- Primary Weapon Attachments: 1 Point each (up to 3 with Wildcard)
- Secondary Weapon: 1 Point
- Secondary Weapon Attachments: 1 Point each (up to 2 with Wildcard)
- Lethal Grenade: 1 Point
- Tactical Grenade: 1 Point
- Perk 1: 1 Point
- Perk 2: 1 Point
- Perk 3: 1 Point
- Wildcards: 1 Point each
Crafting Your Loadout: Step-by-Step
To access the Create-a-Class menu, navigate to the Multiplayer lobby and select "Create-a-Class." You'll have several default classes, but the real power lies in customizing your own.
- Select a Slot: Choose one of the available custom class slots (e.g., Custom Class 1).
- Primary Weapon:
- Assault Rifles: Versatile and effective at medium range. Examples include the AN-94, M8A1, and SCAR-H.
- SMGs: Excellent for close-quarters combat and fast-paced engagements. Consider the MSMC, PDW-57, or MP7.
- LMGs: High capacity and sustained fire, ideal for suppressing enemies. The LSAT and MK 48 are strong choices.
- Shotguns: Devastating at extremely close range. The Remington 870 MCS and KSG are popular.
- Sniper Rifles: Precision weapons for long-range eliminations. The DSR 50 and Ballista are top-tier.
- Primary Weapon Attachments (Optional):
After selecting your primary, you can add attachments. Each attachment costs one point. Without a Wildcard, you're limited to two. Consider:
- Fast Mag: Quicker reloads.
- Quickdraw Handle: Faster aiming down sights.
- Stock: Increased movement speed while aiming.
- Suppressor: Keeps you off the mini-map when firing.
- Red Dot Sight/EOTech Sight: Improved sight picture.
- Secondary Weapon (Optional):
If you have a point to spare, a secondary weapon can cover your weaknesses. Options include:
- Pistols: Reliable sidearms like the B23R or Five-seven.
- Launchers: For taking down enemy scorestreaks or clearing objectives. The SMAW and FHJ-18 AA are excellent.
- Special: Unique weapons like the Combat Knife for melee specialists.
- Secondary Weapon Attachments (Optional): Similar to primaries, these cost one point each.
- Lethal Grenade (Optional):
Essential for flushing out enemies or securing kills. Choose one:
- Frag Grenade: Classic timed explosive.
- Semtex: Sticky grenade for precise placement.
- Combat Axe: Throwable one-hit kill weapon.
- Tactical Grenade (Optional):
Provides utility and crowd control. Examples include:
- Concussion Grenade: Disorients enemies.
- Flashbang: Blinds and deafens opponents.
- Smoke Grenade: Provides cover for advances or retreats.
- Sensor Grenade: Reveals enemy positions in an area.
- Perks:
Perks offer passive abilities that significantly impact gameplay. You can equip one from each of the three tiers, or use Wildcards to equip multiple from the same tier or more than three total.
Perk 1 (Blue)
- Flak Jacket: Reduces explosive damage.
- Blind Eye: Undetectable by enemy air support and sentry guns.
- Hardline: Earn scorestreaks faster.
- Lightweight: Move faster.
- Ghost: Undetectable by UAVs while moving.
Perk 2 (Green)
- Toughness: Reduced flinch when shot.
- Cold Blooded: Undetectable by target finders and sensor grenades.
- Fast Hands: Swap weapons and use equipment faster.
- Scavenger: Resupply ammo from fallen enemies.
- Hard Wired: Immune to Counter-UAVs and EMPs.
Perk 3 (Red)
- Engineer: See enemy equipment and reroll care packages.
- Dead Silence: Move silently.
- Extreme Conditioning: Sprint for longer.
- Tactical Mask: Reduces the effect of tactical grenades.
- Awareness: Hear enemy footsteps more clearly.
- Wildcards (Optional):
These are game-changers, costing one point each but allowing you to break the standard rules. Use them strategically:
- Primary Gunfighter: Allows a third attachment on your primary weapon.
- Secondary Gunfighter: Allows a second attachment on your secondary weapon.
- Overkill: Allows you to carry two primary weapons.
- Danger Close: Carry two lethal grenades.
- Tactician: Carry two tactical grenades.
- Perk 1 Greed: Equip a second Perk 1.
- Perk 2 Greed: Equip a second Perk 2.
- Perk 3 Greed: Equip a second Perk 3.
Strategic Class Examples
Here are a few examples of effective classes to get you started, demonstrating the flexibility of the Pick 10 system:
Aggressive Rusher
- Primary: MSMC (Fast Mag, Laser Sight) - 3 points
- Secondary: None
- Lethal: Semtex - 1 point
- Tactical: Concussion Grenade - 1 point
- Perk 1: Lightweight - 1 point
- Perk 2: Toughness - 1 point
- Perk 3: Extreme Conditioning - 1 point
- Wildcard: Perk 1 Greed (for Ghost) - 1 point
- Total: 10 points
- Strategy: This class prioritizes speed and close-quarters dominance. Lightweight and Extreme Conditioning allow for rapid map traversal, while Ghost keeps you off the enemy UAVs. The MSMC with Fast Mag and Laser Sight is deadly up close.
Support/Objective Player
- Primary: M8A1 (Quickdraw Handle, Stock) - 3 points
- Secondary: FHJ-18 AA - 1 point
- Lethal: Frag Grenade - 1 point
- Tactical: Sensor Grenade - 1 point
- Perk 1: Flak Jacket - 1 point
- Perk 2: Cold Blooded - 1 point
- Perk 3: Engineer - 1 point
- Total: 9 points (1 point spare for another attachment or a Wildcard if desired)
- Strategy: Designed for holding objectives and supporting teammates. The M8A1 is a versatile primary, while the FHJ-18 AA takes down enemy air support. Flak Jacket and Cold Blooded increase survivability, and Engineer provides crucial intel on enemy equipment.
Sniper Specialist
- Primary: DSR 50 (Ballistic CPU, Fast Mag) - 3 points
- Secondary: B23R - 1 point
- Lethal: Combat Axe - 1 point
- Tactical: Smoke Grenade - 1 point
- Perk 1: Blind Eye - 1 point
- Perk 2: Toughness - 1 point
- Perk 3: Dead Silence - 1 point
- Wildcard: Primary Gunfighter (for Variable Zoom) - 1 point
- Total: 10 points
- Strategy: Focuses on long-range precision. The DSR 50 with Ballistic CPU and Variable Zoom ensures accuracy. Blind Eye protects against air support, and Dead Silence allows for stealthy repositioning. The B23R is a reliable backup for close encounters.
Remember, the "Pick 10" system encourages creativity. Don't be afraid to experiment with different combinations to find the perfect class for any situation or game mode. Good luck, operative!