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The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Infinite Warfare The subject of this article appears in Call of Duty: Black Ops 4 The subject of this article appears in Call of Duty Online
For the similar system in past games, see Create-A-Class.
For the similar system in Ghosts, see Create-A-Soldier.

The Pick Ten system (Pick Thirteen in Call of Duty: Advanced Warfare) is a class-building feature in Call of Duty: Black Ops II, Call of Duty Online, Call of Duty: Black Ops III, Call of Duty: Infinite Warfare and Call of Duty: Black Ops 4 that allows more freedom for the player to customize their loadout.

Call of Duty: Black Ops II[]

Allocation Points[]

Pick Ten Screen

As its name implies, the Pick Ten system gives the player the ability to choose ten elements to make up their loadout. In custom games, the amount can be customized from 3 points to 17. Each element costs one Allocation Point, which can be anything from a primary weapon, secondary weapon, weapon attachments, grenades, gadgets, and perks.

Using this system, the player can choose to have more emphasis on particular elements, like spending points on more attachments and foregoing grenades entirely if the player does not use grenades.

Camouflages, clan tags and emblems attached to weapons do not take up an Allocation Point.

Wildcards[]

Aside from the ten points given for building a class, the player is also given three Wildcards, which allow further tinkering of the elements the player has previously selected, although the Wildcards cannot count towards the elements themselves (no more than ten allocation points). A Wildcard itself takes one Allocation Point.

Normally, a primary weapon can only have two attachments, but by using the Primary Gunfighter wildcard it can add another, the secondary gunfighter allows two attachments on a secondary weapon. The same can be done for things like carrying another lethal grenade, installing another perk, or holding a second primary.

Stipulations[]

  • A weapon can only have up to three attachments, costing five allocation points; one point for the weapon itself, two for the first two attachments, one for the Wildcard, and one for the the additional attachment.
  • Up to two Lethal grenades can be carried, costing three allocation points; one for the first grenade, one Wildcard, and one for the second grenade.
  • Up to two pairs of Tactical grenades can be carried, costing five allocation points; two for the first two pieces of equipment, one point for the Wildcard, and lastly two more points for the last two Tactical grenades.  If done so, no lethal grenades can be equipped.
  • Two Perks can be installed from each tier costing three allocation points; one point for the first perk, a second point for the Wildcard, and one more for the second perk.

Call of Duty: Black Ops III[]

Pick Ten screen BO3

The Pick Ten system returns in Call of Duty: Black Ops III. Compared to the previous version of the system, Pick Ten only includes weapons, perks and equipment; the Specialists feature and scorestreaks are chosen in the beginning of the match and do not count in the ten slots.

In addition, optics are given their own slot in the weapon customization section. This allows for 3 attachments in total, 4 with the primary gunfighter wildcard, 5 with the primary gunfighter II wildcard or 6 with the primary gunfighter III wildcard. (Next gen and PC only, last gen consoles cannot have more than 1 wildcard of each type equipped; 5 and 6 attachments are not avalible becuase of this.)

Call of Duty: Infinite Warfare[]

Overview[]

The Pick Ten system returns in Call of Duty: Infinite Warfare. Compared to the Create-a-Soldier Perk Points system in Call of Duty: Ghosts, Infinity Ward stated that using the Pick Ten system would help the game be more competitive and balanced. Like in Black Ops III, Pick Ten only includes weapons, perks and equipment; the Combat Rigs feature and scorestreaks are chosen in the beginning of the match and do not count in the ten slots. Decorations like camouflages and charms don't take up any point of a class.

Also, optics are given their own slot in the weapon customization section. This allows for 3 attachments in total or 6 with the Primary Expert Loadout Option.

Loadout Options[]

Loadout Options are identical to Wildcards, but simpler. Aside from the ten points given for building a class, players are also given the ability to use Loadout Options, which allow further tinkering of the elements the player has previously selected.

Normally, a primary weapon can only have 3 attachments (one of them is an optic), but by using the Primary Expert Loadout Option it can add another, Secondary Expert allows players equip one more attachment on their secondary weapon. The same can be done for things like carrying another lethal grenade, installing another perk, or holding a second primary.

In previous games, if players want to add one more attachment on a weapon, they have to select a wildcard first then choose the additional attachment. This takes two points, one for the wildcard and one for the extra attachment. In Infinite Warfare, players just have to equip the extra attachment and it costs two points. All Loadout Options act in this way except Overkill.

Unlike in previous games, carrying a second tactical equipment is thought as using a Loadout Option.

Call of Duty: Black Ops 4[]

The Pick Ten system returns in Black Ops 4, it is based on the Black Ops III version and is heavily modified with many new features.

Tactical Rifles[]

A new type of weapons in Black Ops games, tactical rifles are basically the marksman rifles from Ghosts. Some of these rifles are not equipped with a custom scope by default.

Attachments[]

In Black Ops 4, handguns and shotguns (shotguns are sidearms in this game) can be equipped with up to six attachments, identical to primary weapons.

For balancing purposes, not all weapons in a certain weapon class have the same attachments. For example, an assault rifle with high damage may not be able to have the Rapid Fire or Long Barrel while others can, because that weapon can be too powerful if it has these attachments.

Many attachments have enhanced versions, with the base version being named "I (one)" and the upgraded version "II (two)". These attachments are only available after their respective base versions are equipped, and using them together will greatly increase the weapon's performance, although this takes up two points.

Rocket launchers and the Ballistic Knife now have their own attachments.

Operator Mods[]

Operator Mods are special attachments that require a wildcard to be equipped, and affect a weapon's behavior to a greater degree than regular attachments. However, players have to spend three points to equip them, one for the wildcard and two for the Mod.

When an Operator Mod is equipped, a weapon can have up to five attachments: one optic, three normal attachments, and one Operator Mod.

It should be noted that not every weapon has an Operator Mod.

Gear[]

Gears can be considered as the 4th perk of a class, they cost one point, and each class can only have one gear.

Equipment[]

Lethal and tactical equipments are put together now, but players can only choose one of them. They cost one point, and each class can only have one equipment.

A new addition to the system is Special Issue Equipment. These equipments depend on which Specialist they are using. As a trade off, special issue equipments don't cost any points. Also, because players can change their Specialist before respawn, they can change the special equipment without choosing another loadout.

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