[2023] Squad Assault Player Perks Tier List
Foreword
This guide assumes a singleplayer online experience. This is information about the best (and worst) perks for the Squad Assault gamemode (one of the few remaining playable gamemodes) in Call of Duty: Ghosts. This is technically subjective, but after playing the game for a short while, this is my opinion. Please note that though other perks I did not list (or other perks that I listed below others) may appear more valuable than they actually are. I initially crafted loadouts in pure theory, but brute force has brought me to what I believe to be are realizations. I think this game is fantastic, and I think there's a lot of lost potential. I think multiplayer achievements should be unlockable through squads, that would make this game even more addictive. Yes, I'm being genuine, and yes, there is something wrong with me lol. Keep in mind that with specific enemy builds, with your own bots' customization, and with friends, things can be very different.
Tier 1: Hardline
Perk
Description
Hardline
Massively increases experience points gained through increase in killstreak acquisition. Increase in killstreak acquisition alone is invaluable, and not using this perk is shortsighted in most cases.
Tier 2: Combat Benefit
Perk
Description
Quickdraw
Reloading happens a lot. This puts you back in the fight sooner after you reload, jump, sprint but also doubles as an OSIFU benefit. The value of this perk cannot be overstated.
Amplify
Passive 24/7 UAV, it is useless for enemies to use dead silence. Play with headphones or good speakers, and satcoms will become merely a form of experience gain (& team benefit? Not sure if friendly bots use satcoms).
Focus
Flinch is brutal in this game. An invaluable edge against enemies that cannot be understated Passively a QOL improvement for snipers no matter which scope you use.
ICU
Value cannot be overstated. This serves you doubly. Not only are you back in the fight from cover much faster, but Ghosts has some of the most atypically designed maps. Cover can be sparse, so not if- WHEN and BECAUSE an enemy is encroaching on you in subpar cover, this is invaluable.
Tier 3: Situational Benefit
Perk
Deadeye
Deadeye
Unless you have perfect aim and can consistently hit headshots, this perk activates with extreme frequency to clean up kills you didn't deserve. It activates far more than you would expect, and it DOES save your life.
Tier 4: Passive Benefit
Perk
Description
Scavenger
Most guns in this game will suffice as tools for midrange combat, but if you would like to keep your custom MTAR or Remington R5 (best guns in the game) fully loaded, this is better than fully loaded. More details below in this list.
Tac Resist
In some matches, enemies may not even have tac resist, and you can get away with not having this perk. This perk is like an insurance plan. Generally advisable. A single tac grenade will effortlessly ruin a good K.E.M. strike run.
Blast Shield
Hard explosives are honestly a bit more avoidable than tac grenades, but taking that extra damage from NOT having this perk WILL ruin K.E.M. strike runs.
Tier 5: Niche Benefit
Perk
Description
Dead Silence
A fantastic QOL perk, primarly used for making it easier to focus on enemy footsteps by silencing your own. Put this perk on your own bots too to ONLY hear enemy footsteps!
Fully Loaded
For extreme camping, to be used in place of scavenger.
Extra Attachment
Great for pistol builds, but suboptimal due to limited perk slots.
Tier 6: OSIFU Benefit
Perk
Description
Sleight of Hand
Subpar QOL improvement. Generally, you should be running extended mags. You really should not have to reaload suddenly.
Resilience
Subpar QOL improvement. Really fun, actually.
Tier 7: Inadvisable
Perk
Description
All Others
This list may be updated to include why the other perks are bad.
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