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Black Ops 4 Blackout Perks Guide: When to use them and why



Although Call of Duty's popular multiplayer and zombie modes return to Black Ops 4, it's the new Battle Royale Blackout mode that beats the waves. At its core, Blackout uses the same basic formula as other Battle Royale games like PlayerUnknowns Battlegrounds and Fortnite, but Black Ops 4 implements some unique mechanisms to stand out from the competition.

One of the most notable additions is the inclusion of perks. Perks have a long history in Call of Duty, but the mechanic has never been seen in any of the other major Royale games. In Blackout, you can keep the benefits you find and use them whenever you want, much like weapons and items you collect during the game. As long-range weapons at the beginning of a Battle Royal and short-range weapons end up having more value, each blackout bonus is best suited to different stages of the game.

In this guide, we break all the blackout benefits into three categories: early, middle, and final. If you're new to Call of Duty or just want to know when to use a certain benefit, this guide should help.

Call of Duty: Black Ops 4 is available for Xbox One, PS4 and PC. In our review, GameSpot reviewer Kallie Plagge gave the game an 8/1

0 rating and described Blackout as a web of "multiplayer and zombies" for an interpretation of the Battle Royale genre that stands alone.

Other Call of Duty: Black Ops 4 guides

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Early-Game

At the beginning of every battle royale there is not much risk. You could meet an armed enemy before you found a weapon yourself, but dying so fast is not that bad. You can just put yourself back in another game right away. So, if you find a valuable advantage, save it and do not waste it. Instead, find and use perks that will take you beyond the initial battle for weapons, armor, and health.

Looter: Reveals nearby loot and hiding places, which is great if you arm yourself. A weapon was found.

Engineer: Shows all nearby vehicles and enemy equipment that will give you transportation to reach high-level loot areas ahead of other players.

Brawler: Increases melee damage and gains 50 health for each landed melee attack, which is only ideal if you are unlucky enough not to find a single weapon.

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Mid-Game

The mid-game is the slowest part of a Battle Royale game. You will be advised in small pockets by other players, but your biggest concern is to stay ahead of the encroaching danger zone. At this point, you and everyone else who is still alive should already have at least one weapon, so be careful when entering buildings. If you try to survive down to the last two circles, you should rely on perks that can outmaneuver both the danger zone and the opposing players. Outlander: Take less damage and move faster when you're outside the safe zone, which helps when you get caught in the danger zone and struggling to get to safety.

Squad Link: Team members are visible through walls, so you can easily find your friends when they're in the field. Suddenly lured into an ambush while you plunder all.

Paranoia: Produces an audible signal when attacked by an opponent, which is now more valuable than in the final. In the middle of the game you will fight with more snipers.

Notoriety: Increases the number of enemy footsteps, which is useful for detecting threats when entrenched in a building while waiting for the final

Dead Silence: Mute your movements while walking and opening hiding, which, like awareness, is ideal to ensure that you can look through a house without fear of ambush. [19659002] Skulker: The movement in the Stooped and Lying, which you especially do in the middle game to avoid snipers, is made faster.

Iron Lungs: Gives you a purposeful target and allows you to breathe longer under water. The former makes you a better sniper – which is ideal for the middle game – and the latter helps if you escape a hostile player or an approaching danger zone by swimming underwater.

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End Game

The remaining five perks are best stored in blackout for the last two circles. There should not be more than 20 players at this time and everyone will be very close together. It is an almost constant firefight and you will have to take more than a few hits if you have not found an ideal position.

In this sense, you will want to focus almost exclusively on offensive this point. Running around blindly will not help, but closing the gap to your opponent and dealing quick, powerful damage is the key. Grenades are much more involved in the final. So if you are not the target, you have to fight with blow-bangs and splash damage. You always want to see your enemy, so you know when to heal and when to fight back.

Consumers: Health and Consumables Activate 50% Faster to Heal You and You Teammates Faster

Paramedics: Health items and team recovery regenerate more health and activate faster, which allows you to use your healing elements more efficiently and not waste them after suffering severe damage

Mobility: You move and swap weapons faster, but you can also fire, use items, and reload sprints. They also take no fall damage. The ability to run, knock down an opponent, and reload quickly is invaluable at the end of blackout.

Reinforced: Reduces explosion and fire damage as well as the effects of barbed wire, flasbangs, and shells that are helpful to you or your fellow players when dealing with enemy grenades or bad throws. [19759002] Stimulant: Increases the health barrier by 100, which increases your chances of surviving powerful weapons and nearby grenades.


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