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aegisknight

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Everything posted by aegisknight

  1. I maintain that Richtofen is a good guy
  2. the whole "being nazis" thing doesn't help their case. I've seen a couple games try to have you play as the germans, but they flopped
  3. World at War had by far the greatest solo game of any Call of Duty, but both the Russian and American campaigns were soundly closed at the end. However, I have heard that there was a British campaign written (but not used) in the original scripts, and it would be really sweet to play in the French, Greek, or Serbian resistances as well. World War Two is a conflict so incredibly full of drama that it is an endless tap for scripting, especially for FPS's. A few years ago there were so many WWII shooters out that the market was absolutely saturated, Call of Duty: Modern Warfare rose to prominence specifically rose to prominence because it departed from this backdrop without venturing into the sci-fi (halo) realms either. However, it has been a few years since a high-budget WWII shooter has come out, and so I wouldn't be surprised if Treyarch has dabbled in the idea.
  4. I know its not a loop, but I can never manage to spin around it in a way that prevents my escapes being blocked. If I go down in my other spots, I always hope to see a remaining player running up there, but typically the runner in that spot goes down before anyone in my spots (I imagine it is an experience thing since I know people swear by that spot and wouldn't dream of the STG), so I ever get much of a chance.
  5. I use "class" system. The first perk is always Juggernog, but for the rest: LMG: Double Tap, Deadshot Daiquiri, Stamin Up. You will move quickly, put out your ammo at a wonderful rate, and small spread for hip-firing. Assault Rifle/Submachine Gun: Double Tap, Speed Cola, Deadshot Daiquiri. Same as the LMG, but you'll already be moving faster and so you need to speed up reloading. Ray Gun/Mustang Sally/Crossbow/Scavenger: Flopper (all), Speed Cola (not Sally), Double Tap (just ray) I don't think other wonder weapons require, or even helped by, perks. From here, its basically a mix and match depending on what you have. A Ray Gun and an LMG would probably replace Deadshot with Flopper. Ect, until you get good classes you like. I think a big mistake many players make is using the same perks regardless of the guns they plan on using.
  6. maybe, but the illuminati symbol appears across several maps. Call of the Dead won't carry over very well to the next zombies, which is all I was worried about. But your designs look fantastic.
  7. maybe, but the problem is that the zombie story goes off in such wild tangents that you can't keep up. In fact, its designed that way to keep things interesting; every new map presents new twists in the story and fantastical new settings. I mean who could see something like Richtofen bodyswapping with Sam coming? The next set of maps will present similarly unseeable twists and turns
  8. A capture card is not worth that investment. Disregard the sprinters if you will, but I just had the window explosion as well, which was without a doubt qed I like to think my contributions have put me to the point where it would be assumed I'm not making things up, but it seems not
  9. I sometimes dream of highly detailed new maps when I sleep after playing too much zombies. I discussed the two most recent ones here: viewtopic.php?f=53&t=19356 but honestly I should have put it in this forum. I don't think we can discuss future EE's or WW's for a whole lot of reasons, mostly because its nothing but fanfic that cannot realistically fit into the zombies story, but outlining map settings and mechanics is totally possible
  10. I like the sketches, the COTD lighthouse wouldn't work for the next game. I wouldn't care for any name for the ranks, though.
  11. I didn't bother to scroll around, I apologize. And I noted that it takes no skill beyond 25, getting to that point requires an immense amount of skill. Past that, it is luck and crushing patience. Getting to 40+ with perks requires not just skill, but a large ability to retain focus for very long periods of time. But because of the mechanics of blind corners and double-hits ruining games based on basically luck alone, I can't put much merit on "no perk" games. I've played no shortage of co-op games where I go down on high rounds, bleed out and come back with no perks (or cash to buy them back) and been forced to survive rounds 30+ without the luxury of perks. And I usually do, because I just act a bit more cautious. But I can never fault a player for getting double hit, and so I cannot place excessive praise on those who manage to avoid it through painfully cautious gameplay for extended periods of time. To grab the Nixon quote: Avoiding death is not the same as living. Simply not going down is only half of zombies, to really play the game you have to be able to fight back at the same time. If you are doing a no-perks game (especially with no pap as well), the emphasis is, by necessity, entirely on the part of avoiding any contact past a certain point (which I cut off at 25) rather than killing zombies. This drags out the games, it takes too much luck, and it gets so painfully tedious that I really can't see the point of it. The difference between super high rounds with perks and without perks is that with perks it removes the element of luck.
  12. No perk challenges are always nonesense after a while. It doesn't matter skill past round 25 or so, it matters how much time you are willing to waste, and your blind luck. Getting double-hit happens. On Kino especially, you're going to get smacked once or twice going around some of the (several) blind corners, and the Thundergun won't always save you. Beyond that, it only takes an insane amount of time to complete a round. As the poster above me stated, you could use the teleporter literally every time you kill a spawn, but thats going to take an hour to finish a round. Without juggernog you can't run back through traps either. No perk games are not fun. I can get behind "spawn room only" challenges, which are just super intense, but eliminating perks entirely while opening up the entire map isn't a contest of skill.
  13. well if you fire it then wait a second, you can see the impact burst and the sound very far off
  14. If you fire your Ray Gun at the Moon on Ascension, it hits
  15. and deal with the crawlers in tight spaces? Not a huge fan of that, thats how I went down last time we did full map. Its a bit easier co-op, I'll agree to that, but if you can manage to get two good players fluid on two of my spots, its a cinch to get each other up in case of a down
  16. I've attempted the full map loop, but it takes much longer, and you have to be absolutely perfect firing backwards (which at this point I am, but thats besides the point) or you'll get spawns behind you. If you use traps, you will get spawns behind you about 60% of the time regardless of your timing, which takes even more ad-hoc. The Thompson room that I outlined, with the emergency escape, is the most solid strategy I've found on this map, with the least surprises. The biggest problem with running the full map is the stairs, the choke points going from the electric trap near Double Tap into the STG room, and the double-choke points going from the power room into the **** please report this topic, post ****. All of these places are only about 3 feet wide, and if there is a zombie trying to get through at the same time you are, you're screwed. The only choke point in my loops is south (in regards to the map) of the STG in the STG loop, but under no circumstances will there be a zombie coming through there while you try to go through it because of the placement of the spawns, and going into the Dentist's office in the escape routes of the other two loops. But even this can be circumvented very easily if you know what you're doing, running past that doorway and into Juggernog, all the way back to the window, to the corner of the dentist's office, and then back up through that door will never have a zombie spawning in front of you. The worst enemy you'll have to face is inadvertently picking up a Carpenter, which is a death sentence on this map regardless of the route you prefer (any loop or going full map).
  17. another I got just now (again, I don't have a capture card and I wasn't expecting to find anything), BURSTS A RANDOM WINDOW. I was tossing them at Mule Kick hoping for a perk bottle, and I hear "massive decompression in laboratories". I go down to figure out what happened, and the window coming up from the pyramid had burst. I was nowhere near it, there were no excavators, the window just up and blew up without provocation, other than tossing a QED.
  18. yes, but its far from concrete. Just something I noticed.
  19. I noticed something today, the announcer in FIVE (defcon and breach annoucements) is the same person who announces the PES things and hacking stuff on Moon. Richtofen mentions that she's American, which solidifies the connection. He also alludes to her being Maxis's lover in the same quote, which is part of the Easter Egg. I believe that it is also known that Maxis had a love affair with his secretary, which can be extrapolated to this same woman being Maxis's former lover, present in both levels. What does this mean? Could it be that she is the link that brought the Americans the advancement in the 115 research over the Russians? We know the Russian's teleportation technology lagged behind that of the Americans, since the Gersch device could not create a sustained connection and it was literally all they had, while the Americans had sustained portals in FIVE in addition to the massive telepad in No Man's Land. Of course, they could also have just used the same person for both and had a slip-up, but that makes me wonder about the Richtofen quote during the Moon easter egg; why add that quote if it meant nothing? Or is this woman part of the American Majectic team, allied with Peter, and seduced Maxis?
  20. had another one last night. It was basically an unfinished subway complex that was converted into a research facility. There were lots of smaller rooms, but open areas at the two station stops (located at opposite ends of the level) where it seemed training was possible. There was also an exit that led up to the surface to a small courtyard area, but there were high concrete walls on all sides. From one subway platform you could go through holes in the walls to unfinished tunnels and what used to be research centers, but it seemed some disaster (such as a zombie outbreak) ended those plans, and everything had been abandoned for at least 5 years (cobwebs, deserted workstations with broken beakers, ect). You would go through different tunnels and into more proper office areas that seemed to have been abandoned more recently (with in the past few weeks), with signs of a similar disaster. From here you would go through another hole in the wall to the other abandoned subway platform. Once the power was turned on, you could take the abandoned train car from one end of the level to the other, it would stop half way between for 30 seconds where you find the Pack-a-punch. It was really interesting.
  21. I play five, one of my favorite maps. The biggest downfall is that randoms ruin every single lobby, the early rounds are more difficult than other maps due to double-hit madness on this map. The Mac Attack is extremely annoying until you get used to him. The Thief takes more strategy than killing any other special enemy, and newer players don't know how to work around the loss of a weapon (especially pack a punched). 2/3 of the map are basically off-limits to players without a lot of practice, leaving just the War Room which gets too hecktic with multiple players, not as easy as the stage in Kino. But all these things make it more endearing to me. The real question is why nobody plays Shangri-La. When I look at it, there are only about as many people playing it as Dead Ops on xbox live. But its a wonderful map, terribly unappreciated.
  22. its a spam post guys
  23. I avoid them all. Uncertainty is something I don't need in higher rounds for sure. My "new solid" is to stay in the pig room until my path is blocked, through the window to the M16, fire down the hallway as they come out of pig, up through autopsy room and through the window to the 74u, then back down the hallway, past the teleporter, back around the corner, and back into the pig room
  24. I dunno if its close to mine, I go through endless tweaking and improv depending on where they are coming from and my ammo situation.
  25. I've always loved Verruckt, and I've noticed that a lot of people have a really hard time here. So i've decided to share some of my tips, in pictures! Now, the easiest spot to hold down in Verruckt is on the first floor Thomson room. Its big, ammo is easy to get, and should be the go-to if nobody else is taking it. Think of the Thompson room the same as Flopper in Ascension. How to run it? Here: Simply run around this pillar. There are three spawn points to watch out for; the crumbling wall (on the left), the window in the T-room (on the right of the T room), and the window in the spawn. For this, a quick dodge should be all you need to avoid zombies spawning through the wall and the first window, but I marked a spot to pay close attention to with a green diamond. If there is a stream coming from this window blocking your path along the yellow arrows, you need to bail or you will get crushed. Follow the red "emergency" arrows down through the dentist's office and juggernog, slowly but surely, and the horde will bunch up into an easily-dodged mob. No problems at all! Until you know this route fluently, do not try shooting while moving backwards. Instead, once you have a full spawn, take the emergency route, taking easy headshots while moving backwards through the first spawn. Turn around through Juggernog and take some more pot shots while you move back into position. The second spot is more difficult. This is basically a more complicated version of the escape route from the Thompson loop. It is possible to run a very tight circle (see Super Circling for reference on how to run this technique) in the Juggernog spawn room. There is just enough room to group together your horde and loop them together, so long as you aren't getting every zombie on the map (so if you're the last man standing, run the full map or go Thompson) However, I have noted with a star a window that will be problematic. If a zombie is spawning through this window as you are facing it, he will pin you. This is fixed by a simple detour through the dentist and juggernog, then right back to where you started. The reason you don't take this longer route all the time is because the group can get mixed up and come from both directions as you're passing juggernog if you move too quickly, but once in a while you will be just fine. The last spot is perhaps the most intense: Near the top of the bathroom is the entrance to the Power Room, with a nice set of double-doors around the STG-44. For this path you basically run around that section of wall, through the doors on either side. This technique is most effective if that power door is closed, but it works just fine open as well (when open, it is actually your escape route if you get pinned). There is no set escape route in this path, because danger comes from all sides, but never at once. However, I marked with the green a small outcropping of wall that WILL trap you if you aren't paying attention, this little wall has killed me more times than the path itself ever could hope to. The escape route through the power room is intensely complicated and depends entirely on why you are escaping, so my best suggestion is practice makes perfect. The main advantage of this area is the STG, giving basically unlimited ammo with no risk at all of leaving your path to get it. Before anyone says it, I know there is also a grouping spot in the BAR/Trench Gun room on the top floor. Unfortunately, I have horrible luck with this spot to the point where I am not convinced I am doing it right, so I haven't included it in this post. However, if you would like to show me with the pics, I would appreciate it. This concludes this guide. I hope you found it helpful, and I sincerely hope you get out there and try them yourself!
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