Understanding Allocation Points
Call of Duty: Black Ops II features a brand new Create-A-Class system that eschews the tried and true model of old, but it also offers more freedom and customization than ever before. With a total of 10 Allocation Points available per loadout, you'll be able to configure your dream set of weapons, attachments and perks to your heart's content.
Each item in your loadout takes up 1 of your 10 Allocation Points. Pick a primary gun, dock a point. Pick a secondary, dock another. Each perk takes one up, and so do attachments. You've got a budget to spend and knowing how to spend it best is how you do well.
There are also the new Wildcards which allow you to bend the rules a little bit on how you build your loadouts, but at the cost of 1 Allocation Point each. Perk Greed lets you take a second perk from a given teir, but at an effective cost of two points while the Gunfighter wildcards allow you to add an extra attachment to your primary or secondary weapon but that option costs an extra Allocation Point as well. They're a little bit of a gamble, but if it's necessary for pulling off the combo you want, they can be well worth the investment.
The coolest thing about this new system is that there are no hard-and-fast rules on how you build your loadout. Don't want a primary weapon, don't take one! Who needs perks when you can load up on extra grenades? If you want to travel light, offload your tactical gear for an extra attachment; the choice is yours.