From Altitude Game: Wiki
Green Perks are hull modifiers, designed to change the health, endurance, or maneuverability of one's plane.
If Altitude involved riding around on bikes and shooting other people with bike-mounted weapons, the rubberized hull perk would be your metaphorical training wheels. The first green perk obtained through leveling, rubber hull virtually cancels out wall collision damage, making it impossible to crash. This perk is designed for those who are apt to graze into walls or who want to worry less about their plane's speed when getting shot with explosive rounds. Since using this perk in a bouncy wall server would be redundant, one of its main uses is as a crutch for new players in normal wall servers that are learning how to fly. Even then, it is better to learn to fly without rubber hull to experience the full brutality of walls. Another use would be as a soft counter Explodets, as their weapons' effectiveness rely on making you crash into walls, but that's countered by the increased damage that you take. Rubberized Hull has found its niche in the fledgling co-op game mode, where some maps require its use, but for the most part, you'd be better off using one of the perks below.
Unlocked at: Level 2
- Reduces wall collision damage to 10%.
- Increases wall collision elasticity (bounce back) to 44% (from 12%) for normal walls, remains unmodified at 44% for bouncy walls.
- Increases afterburner efficiency during a stall, making it easier to recover- effect is applied from 0% (stall) to 60% of max speed.
- Increases damage dealt by Explodets by 10%.
- Reduces energy loss and turning debuff from EMP (from wall powerup or Loopy) by 20%.
Heavy Armor supposedly reduces damage taken from all sources, but in actuality, it gives the user a percentage of extra health. This allows players using heavy armor to fight longer and take more damage, which frequently makes the difference between victory and death. This perk is most popular among Loopies and Mirandas, the two planes with the lowest base healths. Not using heavy armor also makes those two planes susceptible to instant death by Miranda's shot+warp combo.
Unlocked at: Level 13
- Loopy - Effective HP +25%.
- Bomber - Effective HP +20%.
- Explodet - Effective HP +22%.
- Biplane - Effective HP +20%.
- Miranda - Effective HP +31%.
This perk gives a damaged plane small increments of health (25 HP per second ) over time while the user is not afterburning. It is the third of four Green Perks that is unlocked through leveling, unlocked at Level 30. This perk is designed for those who want to quickly return to battle after taking non-fatal damage to their plane. Without this perk a user must either fly over a health pack from a destroyed plane or fly over a health pack power-up spawn in order to gain health back. As is the hazard with any dog fight, the winner often has taken some damage to attain the victory. This perk offers players a continual source of health in order to stay on the front lines of battle and not have to either retreat to regain health or enter a new dog fight with the handicap of reduced health. It is well suited for those who enjoy playing an offensive game strategy as health can be hard to come by when you are deep within enemy territory. Using the Miranda's Reverse or Time Anchor reduces activation rate by 50% for 1.35 seconds.
Unlocked at: Level 30
- Repairs your plane by a small percentage over time after not being hit for a period of time.
- Using any special abilities with a Miranda, such as warping, reversing, or using Time Anchor, will cancel the effect until the Miranda stops these 3 things.
This perk gives an increased turning ability even when traveling at high speeds. It is the fourth, and final, of four Green Perks that is unlocked through leveling, unlocked at Level 50. This perk is designed for those who want to be able to out maneuver enemy planes in a dog fight. The ability to turn on an enemy and unleash your firepower before they are able to do the same can often mean the difference between living and dying. This perk is a departure from the other three Green Perks as it does not offer any aid to the plane's health. This perk relies heavily on a players flying abilities to determine its usefulness. This perk is best used once a player feels comfortable flying. User's who choose this perk should be very comfortable with not only their plane's strengths and weaknesses but also have keen sense of knowing when to fight and when to turn and regroup their efforts. Flexible Wings increases turning speed by 20%, and makes planes lose less speed during hard turns.
Unlocked at: Level 50
- Increases turning speed by 20%.
- Speed that is lost during hard turns is reduced.