The Prepper upgrade path has a variety of perks that increase your carrying capacity of ammo, throwables, and weapon slots. These are very useful early on for players who want to fight with specific types of weapons. Everything in this upgrade path directly affects your longevity during combat and your versatility to overcome any situation. However, each of these perks, besides the first, is very expensive.
Close-Combat Gear Bag
|
Perk Point Cost |
1 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more handgun ammo and melee weapons. |
The Close-Combat Gear Bag increases the maximum capacity of your pistol ammo by 40 and your melee weapons by 6. This is the cheapest of the Prepper perks; take it as soon as possible to ensure you always have a backup weapon with lots of ammo or uses.
Journey Pack
|
Perk Point Cost |
7 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more items in your inventory, including up to five medkits. |
The Journey Pack increases the maximum capacity of each homeopathic by two. With the added bonus of carrying more medkits, this perk is a great pick for those who gain an edge in combat through medicinal means. Since this perk is expensive, don’t prioritize it early in the campaign unless you are constantly burning through your medkits and still falling short.
Tactical Ammo Bag
|
Perk Point Cost |
8 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more SMG and shotgun ammo. |
The Tactical Ammo Bag increases the maximum capacity of your SMG ammo by 120 and your shotgun ammo by 28. This is an expensive perk, so take it only if you intend on using either of these weapon types frequently or have a surplus of Perk Points to spend.
Quiver
|
Perk Point Cost |
8 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more normal, incendiary, and explosive arrows. |
The Quiver increases the maximum capacity of your arrows by 12 and your explosive and incendiary arrows by 3 each. Explosive and incendiary arrows are a great way to take out heavy targets and vehicles. Since this is a very expensive perk, take it only if you intend on using either bow almost exclusively or you have a surplus of Perk Points to spend.
Rifle Ammo Bag
|
Perk Point Cost |
9 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more rifle and .50-cal ammo. |
The Rifle Ammo Bag increases the maximum capacity of your rifle ammo by 150 and your .50-cal ammo by 15. This is an expensive perk but well worth the cost, considering the power of the .50-cal weapons and the sheer availability of rifles throughout the campaign. If you’ve already grabbed some
essential exploration perks and you’re frequently running low on rifle and .50-cal ammo, you should grab this perk.
Throwables Bag
|
Perk Point Cost |
9 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more explosives, throwing knives, and bait. |
The Throwables Bag increases the maximum capacity of Molotovs, remote and proximity explosives, throwing knives, smoke grenades, bait, grenades, dynamite, and pipe bombs by three. This perk, coupled with Master Blaster is a great way to lay waste to even the largest heavy-weapons convoys the
cultists can throw at you. As an added bonus, it grants additional bait usage for luring predators to enemies. The damage potential this perk offers outweighs its high cost. However, no need to pick it up until you’ve increased the Resistance level in areas and tougher enemies start hunting you.
Special Ammo Bag
|
Perk Point Cost |
9 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more armor-piercing and incendiary ammo. |
The Special Ammo Bag increases the maximum capacity of armor-piercing ammo for pistols by 16, SMGs by 48, rifles by 60, .50-cal by 10, LMGs by 160, shotguns by 14, and RPGs by 2. It also increases the maximum capacity of incendiary ammo for shotguns by 14, grenade launchers by 28, and RPGs by
2. Increased armor-piercing and incendiary ammo is an excellent way to take out cultists using heavy weapons. However, to gain any use from this skill, you must first unlock Black Market in the Renegade upgrade path. The Special Ammo Bag is one of the most expensive perks available, especially considering that its prerequisite costs an additional 5 Perk Points. Grab this Perk only if you’re having a difficult time with armored and elite enemies or have a surplus of Perk Points to spend.
Heavy Ammo Bag
|
Perk Point Cost |
9 |
|
Prerequisite |
None |
|
Available in Arcade |
Yes |
|
Details |
Carry more LMG, flamethrower, rocket launcher, and grenade launcher ammo. |
The Heavy Ammo Bag increases the maximum capacity of your ammo for LMGs by 240, flamethrowers by 300, rocket launchers by 4, and grenade launchers by 8. This is a very expensive perk, for good reason—these weapons are some of the most destructive you’ll find in the campaign. Don’t get this perk until you have rounded out your character with perks from the Survivalist, Renegade, and Assassin upgrade paths.
Additional Holster
|
Perk Point Cost |
8 |
|
Prerequisite |
None |
|
Available in Arcade |
Map maker’s choice |
|
Details |
Carry a third weapon of any type in your Weapon Wheel. |
Additional Holster allows you to carry an additional weapon. The more weapons you carry of different ammo types, the more dangerous you become. After getting your initial exploration perks, seriously consider saving up for this perk; it is one of the biggest upgrades your character can receive in damage potential.
Weapons Collector
|
Perk Point Cost |
9 |
|
Prerequisite |
Requires the Additional Holster perk and one Seed family member to be defeated. |
|
Available in Arcade |
Map maker’s choice |
|
Details |
Carry a fourth weapon of any type in your Weapon Wheel. |
Weapons Collector is an upgrade to Additional Holster and grants you a fourth slot for any weapon. This perk is amazing like its predecessor, because versatility is the key to survival in Hope County. Unfortunately, you must also defeat at least one member of the Seed family as an additional requirement before you can access this perk. The good news is, you probably won’t need that fourth slot until that happens anyhow.