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InfestLithium

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Everything posted by InfestLithium

  1. I'll toss in my hand for Moon Co-op: http://oi47.tinypic.com/21e6qf.jpg
  2. The Paralyzer/Petrifier, PDW/Predictive Death Wish, and Mustang & Sally. One to hold down the hoard, one to create some headshots, and the other to clear the path. You can't go wrong with this combination unless you aren't really moving around the map (which face it, is the majority). ;)
  3. No, there is no way that you can get double Bowie Knives. You can OHK (one hit kill) zombies til Round 10 with the Bowie but only til Round 3/4 with the Ballistic Knife. If you use them on the Denizens, they take usually 2-3 hits. After a certain round, the earth will crack open just a bit. The bridge also collapses regardless who's on it. When you're building parts, make sure that you face the workbench in a specific spot. Sometimes you will be right in front of it but there is no dialogue. Make sure you are position correctly to avoid this from happening.
  4. Sometimes, you may have a Pack-a-Punched weapon in the fridge and bust it out as un PaP'ed the next time you open it. And from what I can recall, select weapons (Ray Gun and Mustang & Sallies) cannot be stored.
  5. I'm not a strategist like the guys you've listed and I'm definitely not a slaying expert, but I've had a great deal of recovery experiences while playing this mode (still on my top favorite to play on). Where you go down is such a vital element in predicting whether or not you will survive long enough to reclaim your previous status. Because you'll be alone, you need to plan things a bit ahead of time. Nothing before you start the game, but just enough to the point where you know how to escape if things go down the toilet. You can't leave a crawler if you aren't prepared to even reach that far down into the round. Every specific spot and style of slaying has its own advantages and flaws. Buddha Room The most common area to train given its large area and double floor fixtures, but difficult to recover from when your perks are gone. One way I get out of this sticky situation is by going up the ramp (where the teddy bear is), slowly walk across the platform, and drop down without jumping. Rather than working your way in a open circle, go up the broken ramp slowly and jump towards the left. There is no need to run since you want to control the flow of your zombies. Doing this allows you to keep a simple train of zombies. Now you have an opportune moment to take down the horde. But why not go for some perks when you have the chance? It's simple - you don't know when the elevators are coming up or down, so you're risking valuable time and possibly your whole game. Solo: Having a Trample Steam set up where the beginning drop off area is will help you avoid a nasty drop into a crowd of zombies tenfold. You can also place this near any other zombie spawn, but I like to put it in that awkward hallway so I don't need to come face to face with a nasty zombie. Co-op: Keep one person training with the same pattern minus going up the larger ramp. The way you decide to set up a formation depends on how your team decides to execute the plan. If someone goes down, have them come up the ramp to safety while another person takes control of the train. Tip: If you decide to risk looking for Juggernog, keep your Trample Steam. After leaving the Buddha area and jumping to the second floor of the next building, place a Trample Steam in the direction of the ramp. I would usually advise doing this when there's not too many zombies left so you don't risk your trap being destroyed; crawlers still count as entities so you can have half your crowd full of crawlers and the other half runners. Now drop to the first floor and run through the hallways glancing for open elevators. Do they have perk machines ready? If not, then go upstairs and do the same with the power room. Juggernog generally is within one of the two elevators, so there's no need to check the ones in the far tight corners (like the Remington area), though you may find Pack-a-Punch or Double Tap II. If none of the elevators were right when you ran through them, jump onto your Trample Steam and redo your strategy. The Ak74-u lies on the top level of the building's 'porch' so you will definitely have an opportunity to grab some ammo. Upside-Down Hotel Room Right after passing the first Mystery Box spawn location (when first going into the upside-down building), there's a rather open area that even allows you to go down another floor. I like running this area in particular because I have instant access to the elevator shaft if things go sour and a long-shot towards the rooftops if I am in need of Juggernog asap. [i'd advise that you place a Trample Steam facing the open area of the floor beneath the rooftops where the lone elevator resides in the corner. Make sure that its placement is as far to the edge as possible so zombies don't begin attacking it and you prevent yourself from running into it.] Once you go down, you have two options: make your way towards the elevator shaft and attempt to train in the Buddha Room, or flop your way to the rooftops using your Trample Steam. At this point, you should know whether that lone elevator holds Juggernog or not. Solo: This approach is better because you won't need to fret about incoming zombies from in front of you. Once you reach the sweatshop, you will have the necessary perk machines all in one building. If you feel insecure or don't see the right machines on your trip, work your way to the rooftops. Still no perk machines in sight? Go towards the Trample Steam room, [grab Quick Revive or Who's Who/Speed Cola if necessary], and drop down into the cushions. When doing this strategy, I love having an upgraded B23R. It's a good secondary weapon for getting out of sticky situations and you'll usually have ammo for it whenever you need it. The same also applies to the MP5 in the sweatshop. Co-op: I would not advise having your whole team in this general area. This is mainly a Solo advantage. If you choose to run this with teammates, you will at least have some backup on the rooftops (slayers love to be in that area) and can tell you whether or not a certain perk machine has arrived. Tip: Because you have such a long way to travel, it's a good idea to keep your sprinting to a minimum. This will prevent zombies from spawning in front of you. At the same time, it will force conga lines to occur. This is where having a secondary weapon comes in handy. Dragon Rooftops This area is deadly when alone, and is a real pain in the ass because of how its formatted. This spot is a designated camping area with more than two people. Of course, it does have its advantages. + Main perk machines (Juggernog, Double Tap II, or even the Pack-a-Punch Machine) reside here + MP5 is only a short way down, and can offer some assistance when equipped with Double Tap II + Unlimited semtex = chance to create crawlers upon impact + Escape to another building Many slayers will also utilize the sweatshop floor (right below the rooftops) as a great training/camping area. Whichever option you choose to survive in depends on how you play the game. Solo: You won't stay on the rooftops forever. Once the hoard becomes too much for you to handle, make your way down below and open up the doors that are close to the middle. What you've just created is a circle (well, square really) that enables you to train slowly but efficiently. The MP5 comes in handy big time since you may come face-to-face with a couple of zombies. The great thing about this path is that you will have the perk machines almost always ready for you. An elevator can take anywhere from 1-4 minutes to reach every floor, including the rooftops. If you feel overcrowded here, you can access the rooftops once more and either jump from the semtex area, the Trample Steam room, or even down a floor near the lone elevator in the corner (the lone elevator risks you opening an unnecessary door, but isn't a large implication on your training). Co-op: Simple strategy is simple. On the rooftops, nest yourself far back under the rampway until either a teammate offers to cover you when your elevator comes up or hold off until the end of the round. Should disaster strike and the rooftop proves to be a pain for everyone, evacuate towards the sweatshops. Here, make sure that only half the doors are open. There is a sweet spot where a room that is directly half of the entire floor. This area is called the half-point, and should have one door on its left side. As long as it remains closed, zombies can only comes from the lone barrier behind the group and in the front. When downed, there is an elevator on your left-hand side in a different room that may hold Juggernog. If it doesn't, it will be a little further ahead. Again, this is a great clutch area for your teammates to cover while you rack up enough points. Tip: Do not fear going downed in this area. You will encounter a situation where you are stuck. If you don't feel safe in the sweatshop, abandon the area. This is mainly a camping area, but indeed offers a chance to train for some time while there's Juggernog around. If you can hold off for just a few minutes, you'll have your perks before the five minutes is up. There's more areas that can go into further explanation, but the general concept still follows since each of these areas all connect to one another in some aspect.
  6. Very nice friendo. There are a few corrections on some of them but for the most part, they're down right to the exact wording. Hopefully you can also do Richtofen's quotes on Nuketown from the Moon transmissions and Buried. Excellent work, keep it up. You and your gal are doing a terrific job. +1
  7. I feel that the change is to show where the comic book (story) would begin, and progress throughout time. We also obtained comic book pages for NDU, and we never even got a true loading screen from that map. It's giving us a little back history of each map and a little more insight that it may be something of a memory to relive (not too canon, however).
  8. The longer scoping was probably to avoid quick scoping rates. Obviously that's still going on. Treyarch has been trying to appeal more towards it least popular weapons in Zombies. With the addition of Buried and the ability to get a PhD Flopper persistent upgrade, it's actually fun to run with an RPG or War Machine.
  9. Try that.
  10. Both the Campaign and Zombies teams work together. Some have a bigger role in it than others, but they generally lend help to one another. Like ZombieGK said, they will get a few Campaign devs and have them assist in what needs to be done. Mob of the Dead was speculated to have primarily developed by the Campaign team so Jimmy and his crew could focus on the other things (like Buried and the new DLC that's left), but it isn't to say that they did everything solo.
  11. The zombies have been yelling "Sam" since World at War. If you get a nice chunk of 'em or have them swipe at you, you'll hear that quote.
  12. Ah I didn't get an intro in for you? So sorry! Welcome to the community, friendo! You've already become well acquainted with a good amount of the members here, but I hope you keep enjoying your stay! :)
  13. It's probably some new mechanic that tells the player they already have all the perks within the game or so. I don't understand why there'd be further confirmation that you acquired all the perks.
  14. Welcome to the community officially, friendo! It's great that you decided to come back and rejoin us slayers. Hopefully I'll be seeing you around often - you seem like a really friendly...friendo! :)
  15. BSZombie: Happens anytime you enter the mansion on your own. Yes, you can even get more than one to spawn. The Time Bomb makes them glitch often, and may cause what seems to be an infinite ghost round where one ghost pops up ever 4-5 minutes or so.
  16. Lots of people just use it as a blogging/redirect service. You could post articles, links, images, all the works. It's not a bad idea, but it requires a good amount of checking up on since the news feeds will go flying every second.
  17. I'm going to miss my jet black Mark II. That gun looked great when Pack-a-Punched. :cry:
  18. For every ghost that you kill on your own, one spawns. If you are near one of their spawn points after you kill one, they do not spawn there but the next spawn point. Here are some of the locations from what I know: - corner near front door chandelier (left) - corner of Double Tap II room (right) - corner of bedroom (right) - hallway behind bookcase - doorway of bedroom corner after hall (left) - corner outside of bedroom (right) - bedroom near botanical garden (left) That's just for going in the first time. If you train them around a bit, you may get up to two ghosts at the same time (for going too slow). It's much easier to not sprint and take one out slowly. Be prepared for tight corners because they will be awaiting you once you turn. When you leave the mansion after killing one in the house, you'll go near the maze and usually two of them will follow you out (given there was at least a 3 second gap from when you killed the ghost to leaving the small garden). This number does not increase as you go into higher rounds; rather, you will need to pour a few extra lead into them.
  19. Ahhhh congratulation friendos! You guys have truly served your duty as Dwellers, and now it's time to become a part of the green side. I know that I'm proud to see you guys promoted into your new titles...sniff. :D
  20. Wonderful read. It's great to see another person step up in the theorists ranks. This took a great deal of time, and I love how the connections with Agartha and Shangri-la and Resolution 1295. I'm always a sucker for relations between older maps and newers ones with a similar concept. Well done, friendo. +1
  21. It seems like a very buggy glitch. Very interesting, though. It makes the game too easy in this case as it was not purposely intentional (or was it)? Just imagine having a random pick up all those precious drops in a matter of seconds. :lol:
  22. Are you saying that when you try to register, your account is banned or the site in general refuses to show because it was blocked by your internet? If the first, then there was a faulty ban that needs to be discussed. If the latter, then your host or internet protocol for your area will not allow you to go on this site for a specific reason.
  23. These are questions that were implemented for bigger reasons yet have failed to yield answers from Treyarch. Perhaps it was to leave us to answer with our own imagination, or they just tossed in new ideas and awaited for a possible good time to further the concepts. Nevertheless, there are always more questions than there are answers. The Flesh gives us a bit of backstory to Samuel and what has been going on since the devastation of the rockets hitting Earth. In the time that Richtofen has been in control, a cult grew as his small minions. You could guess that he liked this very much, but soon ignored them and continued to unleash zombies. As that progressed, the cult kept thriving by eating the zombies. Samuel's connection to The Flesh is just based on that mere image and what one of the radios describe a person affected by the 115 (or so) as, to which perfectly fitted the description of our schizophrenic slayer. At this point in time, there is no other mention of him being a part of The Flesh nor does anyone suspect him of being involved in it. He can hear the voices of the damned souls, yes. But I guess we'll never know why he could hear them and now he can't... "Him" was an underground lab experiment created by scientists, either from the government or a joint operation between the Russians and Americans (as their presence is suggested by the finds around the map). This being acts as a large source of power for the entire area, but I don't think that was the pure reason for creating him. People attempted to situate "Him" with the Afterlife in Mob of the Dead, but there aren't any connections other than having electric powers to a certain extent. His role, currently, is just as void as the Pentagon Thief from FIVE. The orbs is just weird. So many ideas came to life about a continuation of Tranzit in some form, yet we have not found such an appearance. What we do know, however, is that we indeed go back to insert our final NavCard for the completion of the Side Mission "endings". A jump scare is just a jump scare. Grill did a fantastic theory about Reznov being connected, don't get me wrong about that. There are just too many loose ends to promote such a relation, though. Recall that this easter egg is triggered in multiple areas, not just one. It gives us the uneasy feeling in making Alcatraz Island look more demented than it already is. The postcard for Green Run does indeed seem out there. Note that Mob of the Dead had a piece of paper that listed the steps in escaping the prison and not on a comic book page as well. I feel that Treyarch was trying something new with the postcard loading screens, but slipped up a bit. It's good to know that we see that same postcard even in the Die Rise page, though.
  24. There are way too many discussions about this. Yes, the rankings are very skewed and make little to no sense in value. The statistics are great; the ranks, however, do not determine a player's true worth. There ought to be a statistic for how many times a player has left the game, and let that be the negative component. If you wish to continue this discussion, please post in this already existing topic: viewtopic.php?f=100&t=26010 Happy slaying! :)
  25. To do the YouTube video, all you have to do is copy the randomly generated ID after the video's URL and paste it between the YouTube tags. For example, this is your URL: https://www.youtube.com/watch?v=1G4JMgaeatg The ID for your url would be this: 1G4JMgaeatg The ID is always after the "v=" bit. Now that we have the ID, we place in between the tags: [youtube]1G4JMgaeatg[/youtube] Which in turn displays our video! 1G4JMgaeatg
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