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



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Although Call of Duty's popular multiplayer and Zombie modes are back in Black Ops 4, it's the new battle mode, Blackout, that is making waves. Blackout essentially uses the same basic formula as other Royal Battle games, such as Battlegrounds and Fortnite from PlayerUnknown, but Black Ops 4 implements unique mechanisms to differentiate itself from the competition.

One of the most notable additions is the inclusion of benefits. The benefits have a long history in Call of Duty, but the mechanism has never been seen in the other great games of the Royal Battle. In Blackout, you can keep the benefits you find and use them whenever you want, much like the weapons and items you collect throughout the match. However, just as long-range weapons have more value at the start of a royal battle and short-range weapons at the end, each advantage of Blackout is best suited to different stages of the game.

In this guide, we divide all the benefits of Blackout into three categories: start of game, middle of game and end of game. If you are new to Call of Duty or have trouble understanding when a specific benefit should be used, this guide should help you.

Call of Duty: Black Ops 4 is available for Xbox One, PS4 and PC. In our review, Kallie Plagge, GameSpot's editor-in-chief of critics, awarded 8/10 to the game, describing Blackout as a "multiplayer and Zombies mesh for an interpretation of the royal battle genre."

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Beginning of the game

At the beginning of any royal battle, there is not much risk. You may meet an armed opponent before finding yourself a weapon, but dying so soon is not so bad. You can just immediately queue up again in another match. So, if you come across a valuable benefit, keep it and do not waste it. Instead, look for and use the benefits that will allow you to overcome the initial difficulty of weapons, armor, and health.

Pillard: Reveals loot and hides nearby, which is great for arming yourself if you have not found a weapon.

Engineer: Reveals all nearby vehicles and enemy equipment, which helps you find a means of transportation to reach high level loot areas before other players.

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

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Midfielder

The middle of the game is the slowest part of any royal battle game. You will encounter small pockets of other players, but your biggest concern is to stay ahead of the danger zone. At this point, you and all other people still alive should already have at least one weapon. You must be careful when entering buildings. When you try to survive until the last two circles, you will have to rely on advantages that will allow you to defeat both the danger zone and the enemy players.

Outlander: Take less damage and move faster out of the safe zone, which is helpful if you find yourself in the danger zone and have trouble getting back to safety.

Team link: Teammates become visible through the walls, allowing you to easily find your friends if they suddenly fall into an ambush while you loot.

Paranoia: Creates an audio signal for when you are targeted by an enemy, which is more valuable now than in the final game. You will be competing with more snipers in the middle of the game.

Consciousness: Increases the noise of the enemy's steps, which is useful for identifying threats if you are stuck in a building while waiting for the end of the match.

A death silence: Silences your movements as you run and open caches, which, like Awareness, is great for you to look through a house without fear of an ambush.

skulker: Moving on your stomach, which you will do especially in the middle of the game to avoid snipers, is made faster.

Iron lungs: Allows you to aim with regularity and breathe under water for longer periods. The first makes you better sniper – which is great for the middle of the game – and the last help if you escape an enemy player or a danger zone while swimming underwater.

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End of Game

The remaining five benefits are better saved for the last two circles in Blackout. At this point, there should not be more than 20 players and everyone will be very close. It's almost constant combat, and you'll have to endure more than a few strokes if you have not found the perfect position to push yourself.

With this in mind, you will want to focus almost exclusively on the attack at this point. Running blindly will not help, but it is essential to bridge the gap between your enemy and inflict quick and powerful damage. Grenades come into play a lot more at the end of the game. Even if you're not the target, you'll have to deal with lightning attacks and extra damage. You always want to be able to see your enemy so you know when to heal and when to defend yourself.

Consumer: Health and consumable items activate 50% faster, allowing you to heal teammates and yourself faster.

Medical: Health articles and the team revitalize more health and activate faster, allowing you to use your healing objects more effectively and not lose them after suffering significant damage .

Mobility: You move and change weapons faster, while being able to shoot, use items and reload during the sprint. You do not take fall damage either. Being able to run, shoot down an enemy and reload quickly is invaluable towards the end of Blackout.

reinforced: Reduces blast and fire damage, as well as the effects of razor wire, flasbangs and concussion grenades, which is useful both for the treatment of grenades. enemy and for all the bad throws on you or the part of your teammates.

Stimulating: Increases the health threshold by 100, increasing your chances of surviving with more powerful weapons and grenades nearby.

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