aegisknight
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Everything posted by aegisknight
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its only a 33% chance of going to the slide, it can lead you back where you came from or straight across. I do something similar for the time being, I hang out at the slide until there are too many, slide down to the AK74u room, gyser up, minecart down, and then usually run back to the waterfall. If you time your jump right, you can jump far enough into the tar that you don't need to worry about it slowing you down. But I haven't gone far enough to see where the zombies will move from and to yet, I've capped out at round 17. I believe this is the hardest BO map so far, since there isn't any place to horde them all and fire away, and since you need all 4 players alive at the end of a multiplayer round in order to pack a punch, its very hard to even get the cooperation. Very tricky
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the thing I liked most about the CotD easter egg was that it could be done solo. I would be very disappointed if it was multi-only
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what are all the steps?
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I was mistaken, you activate the pack-a-punch by standing on pressure plates, and the perks randomly spawn (like shi no numa)
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I played it, round 12 solo for the first time I played, and I think I found all the perks/opened all the doors/found how to get the pack a punch Anyway, the "napalm" zombies move slowly, but explode when you kill them. If you get too close you seem to take damage, or maybe just the screen was fuzzy. I killed the first one with the Bowie Knife (its back, btw), it almost killed me but didn't with no jug. Another one showed up later, it took 3-4 raygun shots to go down at round 10. And by "Go down", I mean explode in a firey fury. The Shreiker zombie lets out a scream of some sort that blurs the screen similar to gas zombie's cloud, it also has additional health but neither seemed especially hard to take down. There is water throughout the map, which I believe "cools off" the napalm zombie. I was Takeo, and he made comments whenever one of the special zombies would spawn. I was doing a lot of running, and I didn't seem to see any of the napalm zombies appear sometimes, so I think they followed me into the water and cooled off. I don't know about the shriekers. However, they seem to follow the same rules as George: I don't think you need to kill them for the round to end. I believe I killed a napalm zombie between rounds, but I'm not 100% sure on this. It doesn't matter too much either way, since they have reasonable amounts of HP. Also, unlike the gas zombies, they are normal height, so it doesn't screw up your gameplay too much when they're around. 3 meteors activate the music, Jug is far from the power, but the Bowie Knife is in the same room as the power. Oddly, there are two power switches right next to each other, I'm not sure what happens if you flip one but not the other. There are also spike traps that automatically activate on both doors leading out of the starting room, and it seems that if you knife all the gongs in a certain amount of time, thats how you open the pack-a-punch (which would be a great place to camp, but after 30 seconds or so, you get blown off the platform by a gush of water) Also, it seemed that a zombie did something similar to a phd flop. I have no idea what exactly happened, though. I was standing in the water, heard the flop sound when I killed one, and the zombies close to it also died. Not sure what happened, it will require more investigation.
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add me as a friend, I'll be on in about 2 hours
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Shangri-La Videos *Updated 6/25 with Inside Xbox Gameplay*
aegisknight replied to carbonfibah's topic in Shangri-La
it looks more like the Famas than the DG-2, it doesn't have the vacuum tubes or anything. I think its something new -
Shangri-La Videos *Updated 6/25 with Inside Xbox Gameplay*
aegisknight replied to carbonfibah's topic in Shangri-La
she zombies? Monkies moving power ups? SPIKE TRAP ROOMS? THIS THING!? holy crap I'm excited -
I will be on in a couple hours, send me a message and I'll help you out
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I believe it increases as more people are downed. It doesn't seem to have any affect if they disappear, though. Like most people, I've had some games where the powerups seem to triple in the early rounds. I believe it was caused by this little bonus, because I've never seen that many without people trying it. But its not every time That said, I never do it myself because I like having 0 downs and its too random to rely on. All the box rituals are complete BS
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Carbon's Der Riese Strategy - W/ Commentary!
aegisknight replied to carbonfibah's topic in Der Riese
meh, in both Der Riese and Shi no Numa I just use the Thompson. The headshots seem to kill everything at least through the 30's, and you run faster than if you're using a heavy machine gun (vital for running strategies). -
If this is correct CoTD should be last map?
aegisknight replied to swift speedoes's topic in Call Of The Dead
all of those are MASSIVE stretches -
right, thats what I meant. And no, it works any time, but after round 35 its just MUCH easier than trying to pump ammo into them all day. I saw an effective tactic where a pair rounded up a max spawn, ran into the lighthouse, then one person shot the other with the Lazarus, who then fired one LAW rocket into the crowd, killing everything. Speedy and effective, but requires coordination you just don't find when playing with randoms.
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upgraded vr11 hitting an ally makes them invincible and gives them insta-kill. Its a must after round 35. If you can't manage to get the scavenger and the vrill, get the dolls instead of the scavenger. As the man is being sucked into the green light, let loose the dolls and it will kill him.
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Call of Duty ELITE Announced (With leaked MW3 Footage)
aegisknight replied to BBS's topic in Modern Warfare 3
there is no reason for them to be released as discs. That increases the cost of production significantly and eats into profit margins. -
I've gotten some from a large distance, but not like that!
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Call of Duty ELITE Announced (With leaked MW3 Footage)
aegisknight replied to BBS's topic in Modern Warfare 3
I have decided that the "ELITE" service is a universally bad thing for gaming. The Call of Duty franchise has run up to the limit of money they can suck out of their games, and this exists only as an additional tap. Think about it: each game costs $60, and then they have at least 3 "map packs" adding additional content (which we all buy). By the end, you're paying $120 for the game ($60 initial investment, plus $20 x 3 map packs). But thats not all your paying. If you're like me, you play it on the xbox 360, and may not play any other games online. So thats another $20 or so a month, or in other words $240 a year. So I'm paying over $360 for my first year to shoot other people in the face. Then we get to this new service. I do not know the price off-hand, but I'm thinking it will be in the realm of $5/$10 a month. Thats sucking an additional $60/120 out of a gamer for a year of play, regardless of the system. Keep in mind that it doubles the purchase price of the game, and if you buy the map packs, you're paying a full three times the price at release. So what does this mean? It kills creativity. Games have no reason to really change at this point. Think about it: what kind of games are going to get real attention, the experimental game that looks like a lot of fun, or the "tried and true" game that will get gamers pumping out 3x the money, probably even more? We don't see a whole lot of original games to begin with because of this problem, think back to e3 and how many games that weren't sequels or spinoffs that were announced. I'll give you a hint: next to nothing. Hell, the most "original" game I've played in the last year was Portal 2, which was a sequel, and only existed because Valve bundled the original with a game that was being re-released as part of a successful franchise. So the most "original" game was a sequel of a game that was only sold bundled with a sequel (and its sequels) of a game that was hugely popular 15 years ago. The more we are willing to keep shelling out for this "additional content", the more developers are going to be afraid of trying new things; the opportunity cost from deviating from the model is simply too great. It is very bad. But I'm not saying I won't buy it either, I just think it is a bad trend. Its still an interesting addition to this particular series and it has piqued my interest. But I know how the service was developed; some guys were trying to think of a way to suck more money out of the franchise and looked for a way to do that, not necessarily improve the game. -
There is more pollution than a plant in Paris and I do not think there is ferns, this plant is in the forest. You do not like wine and cheese ? Anyway, the French do not really technology, if there a map, this would be a landmark of group 935 (yeah, the French were collaborator) uhh... the French discovered radioactivity and the personal computer. They've always been pretty hi-tech. I would love to see a map with either a french character or a french base
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What about COTD? It is basically impossible to camp with George around, or at least for long periods of time. In fact, it is very easy to camp on five (Pack a punch room). Besides, camping is boring. People need to focus less upon score and more on actual fun. in COTD you can camp at the top of both zip lines fairly easily (if thats your thing), if you get overrun (or find George) while at the top of the ship, you zip down to the starting area which is great for running circles (not my personal strategy, but I've seen it successfully executed). The PaP room in FIVE isn't great, but I've seen it work as well. I've also seen elevator rides used effectively
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This is why the map is fun. Its purposefully difficult, you can't pick a single strategy and stick with it. Like everybody else, its my lowest-round map, but it is probably in my top 3 favorites (I have a hard time ranking them). Its small, fast, and furious. You aren't going to be able to pick a mechanical strategy and run with it, which always makes things interesting. I don't have much of a problem getting past 20 on solo, but multiplayer it gets so intense so quickly. I wouldn't change a thing about it.
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meh, I use the flopper when I use the raygun, but I honestly don't really care for it. For call of the Dead my loadout is always jug, stamin-up, speed cola, flopper, in that order. I must have forgotten, and I will again. Add me when you're on, I play zombies every day when I used to be at work (now in Canuckistan)
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yea, this is the second "whats the best perk" poll that doesn't take into account that jugg is absolutely necessary. The second best is stamin-up. I can't count how many times the little extra speed has saved my ass
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I've killed him 5-6 times just knifing, never had a glitch with it. I believe the turret quotes were recorded, but turrets were ultimately dropped from the map. Maybe because it would do too much damage too easily to George, since its strong as hell. I believe the same thing for the electric gate traps and fire traps. With 4 players it takes roughly 4 upgraded scavenger full releases to down george. It takes forever. Single player it isn't entirely unrealistic to knife him to death every time he spawns, I've done it in pretty low rounds multiple times makes life pretty easy
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