Jump to content

InfestLithium

Administrators
  • Posts

    4,877
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by InfestLithium

  1. I would say leave Nuketown Zombies as it is. People want modifications to pre-existing maps, thinking that it will make it better. While it may have been acceptable with Black Ops installing Mule Kick to every map (because it didn't necessarily improve your playing skills), trying to add extras other than that similar concept downgrades the survival aspect of the map. The point is to survive with what you're given.
  2. Staying on the left side will save you about 98% of the time.
  3. I agree with bagel. The NavCard is situated with the towers, and those towers only. Notice how you'll only find the card tables directly underneath the towers, and even hooked up to them. Besides, I can't quite fathom putting a card into a machine that will open new ways throughout the map or remove/add particular concepts like the fog or creatures.
  4. How does getting a team full of trolls killed via elevator sound? They honestly deserved it; spamming the Mystery Box as early as Round 1, holding onto the Trample Steam pieces but purposefully not placing them down, shooting only one bullet (ONE) during the boss rounds, and even spraying the Sliquifier everywhere to make all of us slide off the edges. Simple solution ended this charade: get everyone the elevators, then be the first one to climb out. Don't move, but rather sit right in between the entryway so they can't even jump out. The elevator will take care of the rest. Nothing sounds more reassuring than the little bell that goes off.
  5. I always assumed it was a deteriorated "STORE" sign. But a nice little perspective nevertheless, friendo! From what we know, Green Run started off as a small city until it became deserted (or so we assume). The government came in to work on the Green Run project, and radioactive elements were thrusted into the air all around Hanford as part of their experiments. Perhaps in our zombies timeline, experimentation for preparing the event of a zombie attack was some kind of plan.
  6. Thanks for the video! I'm sure it will be of great help for those who are new to Die Rise (or who do not know about the exact specifics of building these buildables). In the future, may I suggest you post any videos regarding tutorials/strategies/round run-throughs here: viewforum.php?f=12
  7. There were tons of complaints regarding Tranzit because Treyarch implemented game mechanics that were overboard and rather unnecessary. Honestly, I loved the different feel - even if it made the matches much longer and tougher. Die Rise just had tons of glitches in it. The elevator shaft slide is the biggest concern at the moment, because it can make your break your game within a heartbeat. Other than those quirks, I feel that this mode is superb as well. Like you said, the elevators are death traps if you don't know how to use one correctly. But you'll always get complaining in every game. You can't satisfy the whole crowd.
  8. Welcome to the forum, friendo! Could you supply where you found this information, as well as a visual or screenshot please?
  9. If you start maybe a few inches the left-side of the middle, you'll get onto that ledge every time. Too far left, and you'll hit an invisible wall that will push you down instantly. But I'm glad that there's now a visual on it! Great stuff, friendo. ;)
  10. In case I haven't done so yet, I'd like to welcome you to CoDz friendo! A mechanism similar to the Gersch Device is very possible. We do know that there appears to be a rift - or rip in time/space - currently. Mending the rift (Richtofen) or distorting it even more (Maxis) will seem like the central theme for the overall Black Ops II storyline. We will be either going into different time frames to alter the rift or leaving that power to the said entities for them to decide. Since Moon and onward, it's quite plausible to say that everything has occurred within 1-2 years, so we aren't jumping from era to era like we have before.
  11. It make take a few times before it actually happens. When you grab the Insta-Kill, I'd strongly suggest to stay in an open area where you are unlikely to even be touched by zombies. Wait until the icon fully disappears, and resume killing. Around the second time of picking up the Insta-Kill, there's a small chance that you will receive the Red Insta-Kill. If not, just repeat the first step until you get it. That drop/skill takes a few amount of tries, so don't get too discouraged if you don't obtain it on the first try. :)
  12. I took a crack at this, and got something along the lines of "ENAAJ". I don't think Morse Code would specifically work in this because we are trying to go by non-changing visuals rather than space segments which would allow us to differentiate letter from letter. For instance, your T could easily be the E I mentioned, or even vice versa. A good example of using Morse Code correctly would be the green signal in Call of the Dead and Town's streetlights.
  13. I'd have to call this on the barrier skill as well - that's the only thing situated with anything barriers, really. Though I wouldn't exactly consider it useless. It delays zombie intervening on your parade for a good extra second per board (approximately 5-6 seconds more in total). Plus, it looks cool. :lol:
  14. Welp, looks like the secret it out. Thanks Zielinksi, always showing up to the party almost two years later. I'll believe him 95% of the way. He may even be teasing us since Tac did a fantastic job of connecting Mars to Shangri-la. How the ancient area ended up on a different planet with zombies Asian-tribal descent while you can maintain contact with two British explorers using switches to be sent back in time really does interest me. Could the whole biosystem be uprooted via teleportation of some kind - perhaps by ripping the fabric of time and space prior to the map - and sent to Mars? This may explain the vortex on the loading screen. [Props to GRILL for feeding this information.]
  15. Perhaps more points when knifing? I've gotten that effect several times, but I usually obtained the metal barriers as a result. It might even increase the damage done to zombies behind the barriers. Kind of a long stretch, but nothing seems out of the ordinary besides that green flash in your video.
  16. A schedule can only work if everyone agrees to it. They are very easy to mismanage, and be quite troublesome if you're off by even one particular time/day. The first come, first serve basis will work accordingly because it forces other uploaders to pick up the slack and match the rate in which videos are shipped out. In no way am I promoting speed over quality. If it really is bothersome to have that, then perhaps make the videos strictly by the consensus of the original uploader (one who manages channel) via filters. This means: [*:36n3vlrm]no duplicate videos [*:36n3vlrm]guides for Easter Egg steps must be covered in a maximum of two parts (unless it hasn't been solved yet) [*:36n3vlrm]strategies, persistent upgrades, and new discoveries can only be uploaded once [ex. Buddha Room, dragon rooftops] [*:36n3vlrm]storyline discoveries (or anything related to it) must be conveyed efficiently in one video and cannot be replicated Filters such as these will repeat repetitive videos and trivial content that does not benefit anyone other that the uploader.
  17. Grief would be something of great importance to adding new elements in existing maps. New items, new mechanics to griefing, and possibly new objects to further the grief tactics? I can see Nuketown being a great map for this occasion.
  18. Sliquifier, Sliquifier, Sliquifier. If you plan on hitting high rounds with ease under minimum time, this Wonder Weapon will work well if you know how to utilize it. Use the chain method (grouping all the zombies as close as possible and shooting one load into the horde) to clear zombies out. Your arsenal seems very...well, typical. LMGs are a no-no on this map. The AN-94 is a great weapon to have; just make sure you at least have Double Tap II handy to maximize its full potential. The Ray Gun is a serious offense in this, since the layout of the map will punish you greatly for having the weapon (too easy to down yourself). One thing you must largely take into consideration is your ability to train. You can find all the perfect training areas in the whole map if you wanted to. Without the proper techniques, however, you're walking bait for the zombies. I'd suggest looking at slayers such as TheRelaxingEnd, ChopperNator, Superhands, and KingJaq for visual examples of amazing mechanics and strategies. The current areas you are running trains are actually the top choices for the common player. The Buddha Room is very expansive with pillars to help keep you clear from zombies for a few seconds while the Food Bar below SVU-AS room) is wonderful witht eh Sliquifier for chaining given that you learn hardcore techniques such as cut-backs or drag-outs. I honestly would not pick the rooftops to train; rather, a camping spot when a team is present. Playing beyond Round 20 is nothing compared to what most people encounter nowadays to be honest. Once you hit the 50's, you're generally in the clear to either finish the match or persevere through the storm to reach all-time records. Reaching here will make clearing rounds a bit shorter since almost all of the zombies run at the same speeds and consist of similar behavior that will allow perfect conga lines.
  19. Heyo, friendo! If you're looking for people to help you complete the Easter Egg, look no further than here: viewforum.php?f=13 Once the video is finished, you can share the results here: viewforum.php?f=12 Happy slaying! :)
  20. If you stand on the pillar in the Buddha Room looking towards the front of the building (walls facing Ak-74u), you'll see that there is no way to access any speculated floor from the outside. As Caddy mentioned also, the elevator drops down a bit further so you can hop on top of it.
  21. I would gladly find it for you if I could somehow get enough QEDs to accomplish the tasks, haha. But this is a nice theory, zombo! +1 for you and bagel (excellent diagram, by the way). I agree that Richtofen wants some kind of dimensional rift to be repaired so no further entryway to the Aether can be made. The diagram explains well how such an entrance can be accessed. The purgatory that once held Gersch doesn't allow its prisoners to obtain power, so it's not much of a threat. Like bagel said, the Gersch Device itself did not cause a distortion in space, but a simple portal in between both dimensions. The Kassimir Mechanism, however, ripped the fabric of space itself instead of creating a round-trip ticket to the Aether. The rift is nothing more than a puncture in the direct connection between both dimensions (Earth & Aether). Think of a one-lane bridge connecting from North America to Australia. There would be just enough space to get by, and perhaps access the Aether directly. Note that Maxis does not speaking of the rift whatsoever. Perhaps he is actually making the tear larger so he then is allowed into it once he gains enough energy substance....interesting!
  22. I believe this has been going for for quite a while now. You could say that elevators in motion cause zombies to be at standstill; otherwise, they will move at whatever speed they began with. Once the elevator starts to move, you can have two things occur: - the zombies will stutter-step from time to time while attempting to swing their arms at you - the zombies will remain still and look at the purty lights until the ride stops
  23. Mustang & Sally will do the trick nicely. It has a larger blast radius, and will guarantee splash damage that has the power to wipeout other Jumping Jacks nearby. I'd suggest taking each one out instead of doing collective groups to ensure the 100% shot accuracy. Being in an outside environment really helps, since Jumping Jacks can only attach to objects on their sides rather than the additional ceiling (making it harder to shoot). Otherwise, Trample Steams galore with Galvaknuckles/Bowie Knife.
  24. I agree with you on this one. I love Hardcore intensely, and it's a shame that Core receives a large quantity of modes yet we only have those four. The setup is simple - remove the HUD, decrease health/increase damage output, no radar w/o scorestreaks. Is it that difficult to manage the same for other modes? Maybe Treyarch is really trying to limit the amount of modes to avoid workarounds in ranking up quicker. Looks like they didn't cover the rat hole on that one.
  25. Wow, so much negativity flowing through these posts - ill-mannered, or just posted at the wrong time in the wrong place. If you dislike the "harassment" stated by the OP and feel that it's immature and degrading, state your viewpoint. If you don't care for subtle messages conveyed by horndogs that usually do this sort of thing in any online video game, state your viewpoint. The great thing about opinions is that there is no right answer. This isn't a debate; there is no need to try and persuade someone else to waive their perspective once you have said yours. I apologize if I sound demanding or irritated, but this kind of arguing is what damages the community. Whatever happened to "say something nice or don't say anything at all"? C'mon friendos, this really isn't the thread to get worked up on.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .