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Everything posted by InfestLithium
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Very interesting...perhaps that will be our first DLC (technically 2nd DLC if you consider Nuketown Zombies to be our first). But Die Rise? That's too similar to our Der Reise...the background doesn't look too familiar.
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If it was seen at Gamestop, you can go ahead.
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The reason many people have abandoned the idea is because it would be nothing more than overkill for the zombie story. Though it would be nice to have a standalone game for it, we get the same amount of action, adventure, and hand-gripping moments in a small mode. Survival is what we've become accustomed to; who says there's no story in that? Of course it's more difficult since Tranzit looks to be our major interest over the other modes, but it's not fair to say they don't demand the same amount of attention as well. Besides, total up all the DLC (typically 4) that comes with zombies and it rounds about to the same general cost of a standalone game. Plus, things that aren't on zombies but in multiplayer and in campaign help us extremely to discover many things like locations, timelines, nation involvement, and various other elements.
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If one of the three missiles hit that general location (or any location in Green Run), there would be absolutely nothing left in the map. But since at least one of the missiles impacted Nuketown (as seen after losing the game in NTZ), the damage spreads to Green Run, tectonic plates begin to shit causes diverged roads, and there you have it - lava pools, cracks along the road, buildings and tunnels taken down. More than likely, the power building's pit diverged drastically because of an uneven surface or lack of stable structure. Not to mention all the weight that probably used to be there caused everything to simply collapse into a downward spiral of doom. I love it. :twisted:
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Hey friendo, welcome to the forum officially! The Tranzit section is rather quirky at the moment, but with your help (and various others of course), we can bring justice to the newly introduced game mode. Keep up the good posts; can't wait to see you around more! :)
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There should have been dialogue where the game says "The navcard was accepted successfully". But in this case, that means you would be the first to get it accepted. Of course, if you could re-create the event somehow by re-doing the Maxis portion of the Easter Egg, we can see hands on for ourselves. Not saying I don't trust you, but proof is widely appreciated .
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I think where many of us are getting confused is not because of the bus driver himself, but rather how to bus operates with him as the controller. Going off Tac's provided quote from Shooter, animatronics have been around for almost half a century. That being said, an automated robot is nothing new in particular in this time frame. What makes it a bit interesting is how to bus can still operate on its own. http://abcnews.go.com/WNT/video/car-fut ... s-17324387 This came up around September. I'm sure there have already been prototypes of it experimented beyond 2012, but if you go by this, then it's safe to assume that automated vehicles weren't considered operational as smoothly as the bus. What we know is that the GPS system on the bus is not working properly. http://www.callofdutyzombies.com/forum/ ... 36&t=25277 In the video, there is a quote about the bus driver stating an Error upon exiting the tunnel. There is a path blocked my sandbags that should be our actual exit, however, the GPS navigation system is broken and turns left instead of right. This error continues and forces the bus into a loop around Green Run. I wanted to take a brief look into GPS systems. http://infohost.nmt.edu/~mreece/gps/history.html The concept was originally used in 1964 as militaristic technology. What I find very, very interesting is this quote: Did you see what I see? If you did, then we both come on the same terms. The bus we have in-game is fully capable of navigating itself considering that we had GPS systems as early as 1964. This year has popped up so much in the zombies storyline, strange huh? The bus we love oh so much is not a normal tour vehicle; rather, a government-owned transport. Please take a look at the second link I supplied the post with. PINNAZ did a fantastic job pointing these out; what kind of tour bus takes you to certain hotspots of America, then allows entrance to government-official facilities? The answer is simple: this bus. But it's not your ordinary bus. A military transport vehicle, to be more exact, implemented a system that was recently brought up. Also, I believe whoever reads this quote also noticed that the first GPS satellite system is called "Transit". Resembles something awfully similar, yes?
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favourite class for blops 2 zombies?
InfestLithium replied to zombiedude6776's topic in General Zombies Discussion
Primary Gun: Skullcrusher (PaP'ed M16) Secondary Gun: Mustang & Sally Grenade: Frags Tactical: Monkey Bombs Equipment: Zombie Shield Perks: Juggernog, Stamin-Up, Speed Cola, Quick Revive Melee: Krause Refibrillator (PaP'ed Ballistic Knife) Yeah, I'm more of the team medic whenever I play zombies. Strange, because I'm usually the last one to go down in the later rounds, yet I'll go down around Round 2. :P -
You're not going crazy, friendo - I've had the same thing happen to me. Not exactly in the depot, I should say. Rather, I set it down near the barn in Farm and it shot across the sky towards what seemed like Town. Never saw it again. :(
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I figured the CIA/CDC came in a tad before Tranzit occurs. It's really hard to point in evidence leading to it, but it seems more logical for the them to first-respond to the event in Green Run. Just as they have Nuketown, they come to survey the area and take note of what has occurred due to the ballistic missiles. In Grief, it's a matter of who will be the one with all the info and survive. Survival is the same aspect, after Grief occurring. Then Tranzit comes into the picture.
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It's actually a very close to even ordeal, but I'd have to stick with Maxis. Richtofen may have more steps and the horrid cause of blowing out the bank to grab two pairs of EMPs, however, Maxis requires you complete his steps without any perks. Of course, using the Turbine-Perk glitch may help you, but for those who prefer a legit style of gaming, Maxis can be a pain in the ass. 1) You have to wait around for Him to arrive. Some use the storm as an indication, but it's not too easy to time his appearance. Luring him under the pylon without him getting caught in the cornfields is a whole different story. 2) Turbines break too much. If you even do so much as die, you are forced to travel back to the Depot to grab yourself another one. It doesn't help when having to EMP Him while your turbines are laying around. 3) Did I mention no perks? I mean, getting zapped automatically gives you the red screen of death, and being in a very small area with zombies (if you're playing beyond Round 8) can get dirty very quickly.
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Making the Avogadro stronger (veteran members please read)
InfestLithium replied to Tha Super Devil's topic in TranZit
I don't recall any audio clips where Maxis says to make the Avogadro stronger. The only way to make him "stronger" is to carry on [hehe it's a pun] through the rounds. He simply becomes more durable like the zombies. If there was such a way to fortify his power, I'm assuming it would be having to place the two turbines under the pylon for the Maxis Easter Egg while EMPing him. -
I just assumed that it's only heavy breathing. Soft, yet heavy and airy breathing really. Even if it were whispers, I don't exactly think mind control is hereditary thing. David Mason is not hearing numbers in any way shape or form. But if it were whispers, perhaps it would be based off the memory where Raul Menendez holds him hostage.
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Hey friendo, welcome to the forum! I like your spunk - and I can't wait to see more of that around CoDz. I'm sure you'll have a fantastic time here. :)
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Black Hat PDA: The Greatest Thing Ever
InfestLithium replied to Electric Jesus's topic in Multiplayer
Black Hat PDAs are essential to anyone who is a serious team player. These suckers come in handy extremely in games like Search & Destroy, Demolition, and Capture the Flag. Like EJ said, attach your Engineer class and you're set to become God of electronics. Honestly, there is no backslash to this item. Unlike most of your other secondary items, a BH PDA will never turn against you. None of your enemies will ever know you have one on you. Once again, it can hack through walls, from a distance, and virtually hack anything that is not yours. I'm surprised that a majority of BOII players don't have this. -
That is a question which is up in the air. Honestly, nobody knows how 115 originally spreads. The rockets would not contain 115 in them whatsoever. The only leading evidence to this is Maxis' cause. Since he launched the rockets to impact Earth in various hotspots, he is trying to lessen the damage that Richtofen will do, not increase it.
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How has a player obtained more than one NavCard? I have seen numerous posts on how someone can respawn after dying, or hitting the Mystery Box and suddenly having "another card". The multiple cards shown along the points represents WHO has it. Sometimes they will not show; even your own. I did a little investigating on this, nevertheless. Last night, I played about 4 matches of Tranzit with a new team every time. In all those matches, I kept track of who appeared to have a NavCard and who didn't. Most who said they already did it had their card next to their points 40% of the time. Near the end of the matches, I noticed that once the game finished, everyone (including me) who claimed to pick up a NavCard obviously had them. [Note that I specifically played games with those who had mics. Not a single soul on our team refuse to talk.] This is all based on my personal experience, henceforth why I bring this up. The card will either show or not show at the beginning of the game, but towards the end in the later rounds, they will eventually be displayed.
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That's totally fine with me! Just keep this thread glowing with more strategies - I like where you're heading with this.
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Morse Code can only be done when there is a delay followed by a repetition of broken patterns to symbolize letters. In definition, you cannot perform any Morse Code if the tap (or in this case, the light) does not break into any patterns or fluctuate. The traffic lights in Town are perfect examples of Morse Code. And from what I have seen myself, the lighting in the window of the apartment is a still image. Apparently the code syntax for creating lighting was not created to ignore the reflection from the window. That is why you can see it until it's broken.
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Hey friendo, it's finally nice to meet you! I never got well-acquainted with the veterans on this site (except for Tac), but it's finally nice to see just how Strwrsbob is! :)
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Had it been pre-recorded, the audio would loop continuously as you play Nuketown. But after a certain round (was it Round 5?), you cannot hear him anymore. That's directly after hearing the bus honk. This is the suspected moment in which he escapes from the bunker, hops onto the bus, and is next seen in Green Run. As for Richtofen, the audio was actually being broadcasted live to signal to the players that the events in Nuketown were happening at the very same moment Richtofen begins to take control of the zombies on Moon. This explains why the zombies' eyes change to the color blue. It's too perfectly timed to be some kind of audio loop.
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It disables them for a brief moment, but they regain their power once more after a minute or so. In the event that they break, you can pick up new ones and place them at the two spots needed (Diner and Depot) since you no longer need the turbines under the pylon anymore.
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Been' doing some thinking about NDU in Green Run...
InfestLithium replied to Bronsauce66's topic in TranZit
It's a good theory, do not get me wrong. But there is a very common flaw that you (alongside many others) have missed - there is no Nacht Der Untoten in Green Run. What you see is actually a structure much similar to the original; an allusion, if you will. Even if you are not aware of where the actual NDU is located, think about the surroundings outside of NDU versus what has been called its "prototype" in Green Run. And the post above me also made it clear - no Nazi zombies here. In addition, Green Run is not a military base. The closest thing we have to this is the Hanford site, which is south of the map. This facility is involved in nuclear testing, so it's easy to assume that Green Run has something to do with it (just take a look at the power station bunker and PaP room). While this is true, the whole map itself shouldn't be a militaristic zone, even if it's in the general vicinity. The bus note is rather correct. This is not your average transport vehicle if you're visiting both recreational areas and top-secret/government facilities. -
Once again MMX, you have provided another beneficial guide for the common zombie slayer. This time, for Grief - and I really love this! Consider this very thread Bookmarked in my tab. Also, I'm not sure if too many people are aware of train collisions. When you're hitting beyond Round 8, there will be so many zombies spawning that people will either do two things: camp out at the edge of the Bar/Apartment, or run trains. I recently found that you can increase the odds of instant downs for the other time by doing something I call train collisions. It's not a small piece like you have examined where a certain action/event can do major harm, but this is kind of combinations with what you've said. Here's what occurs: the drop-off areas of each building are extremely dangerous if it is a failed leap. Now when you drop down, you get a hit marker (unless you were lucky in avoiding a hard landing, which isn't very common). Now you as the opponent can run a train around the Bar or right next to the apartment. When the opposing team tries to jump off after getting crowded w/ their own zombies, they will more than likely fall into your train and get eaten alive. There's about a second delay for the player's character to recover and run. This is the prime opportunity for them to get swarmed and be sucked in. Time it with a knife or your gun, and bam - they are practically frozen. I know it's a rather cheesy strategy, but hey - it hasn't failed me yet. ;)
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viewtopic.php?f=136&t=26860 This was recently posted up, and it's a very good strategy guide for taking down Tranzit. And if you wish to view other strategies regarding the best spots to train, how to survive with given weapons and/or equipment... viewforum.php?f=135 This forum holds are your answers, friendo. :)
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