BuddhaCrane
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Everything posted by BuddhaCrane
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Heh, I guess you got shafted! Anyway, I'm positive that it has nothing to do with buying the Quick Revive perk itself. I have this persistant upgrade and I've never bought Quick Revive as a perk (I have received it free from the ghosts before, but that's a different story). I do always go for my perks as quick as possible though, so I it could be tied to that. Maybe you have to do it over several games? Like, it doesn't count if you buy/receive 4 perks early the first time you do it, but if you keep doing it in new games then it unlocks. Maybe even something like "buy so many perks in the early rounds over a certain number of games" similar to Persistant-Jug's "Die so many times in early rounds over a certain number of games".
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Cool, if nothing else it should help with building up some points in the earlier rounds. I'm guessing it would carry through to a new game as long as you didn't lose it...?
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I have this persistant upgrade (had it for a few days now). I'm not sure how I unlocked it (I may have accidentally done the 8th perk thing without realising it), but when I tried to help a friend unlock it by attempting to get an 8th perk, it didn't activate for him - so I'm inclined to think I got it some other way. As a note, I haven't yet done any of the EE on Buried (I struggle to get 4 people together) so it can't be tied to any of that, nor did I use the Time Bomb in any way (I had never even gotten a Time Bomb from the box before I'd noticed I had this upgrade) The reason it works with less than 7 perks by the way is because once you get this persistant upgrade, you always only ever lose 1 perk when you go down, regardless of how many perks you currently have: so if you have 2 perks and go down, you'll be revived with 1 perk still remaining. I would've gone through in Theatre to look to see when I may have unlocked it, but unfortunately the game where I first noticed I had the upgrade ended up being a long game, so I couldn't view the video. Here are some possible methods of obtaining it (these are things I have done revolving around the perk bottles, and could've possibly triggered it): - Get a free perk bottle on Round 1: - Get a free perk bottle before you aleady have 4 perks, and then buy 1 or more regular perks from the machines. - Get a lot of free perk bottles in one game/buy many perks in one game (along the same lines of how you have to get a bunch of revives for the speedy revive persistant upgrade). I hope that helps!
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I just played a Co-Op game where I gained this upgrade. I'm not sure whether I had 7 perks and then received a free perk drop (which would've given me 8 were it possible) but I did definitely start out with 7 perks when I noticed the upgrade. Once you have the upgrade, it's not just when you have 7 perks that you only lose 1 perk, but from then on you will only lose 1 perk, regardless of how many perks you currently have. I died approx 7 times in total during the game, and each time I died, I only ever lost 1 perk. I've also started up a brand new game on Buried, quickly bought Juggernog and Speed Cola, and gotten myself killed and revived again to see if I would only lose 1 perk, and I STILL only lost 1 perk! (I kept Juggernog). So the upgrade does carry through to new games. I'm just guessing here, but I suspect that dying while you have no perks could cause you to lose the upgrade. This has yet to happen to me, and I don't feel like testing it out since I don't want to lose this upgrade Some Observation: - I think there's a priority order to the perks lost. From what I can gather, Quick Revive will be the first to go, and Juggernog will be the last to go. - If Mule Kick wasn't one of the perks you lost when you got revived, then you will still have all 3 weapons - so it's not like you're losing the perks and getting them back, it's that you've never lost them in the first place (apart from the 1 you do lose).
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The rooms look similar, but they are not exactly the same. When you look closely you can see the differences. My guess is that one of the rooms is collapsed upside down. EDIT: Actually, it's the same room being taken from opposite sides, as pointed out by MrBox. It looks like the room has collapsed upside-down, which begs the question of why the Buddha Statue in the first picture is "upside-down", i.e. it's been built on the "ceiling" There may be some other map layout tricks they do though to confuse us. For instance, you could tilt the rooms at a 45 degree angle, to create the illusion that you're walking up walls. An illusion like that would make sense in this map because they could have a building that's partially collapsed on its side. To visualise what I'm explaining better, here's a link to a Forge map I made in Halo 3 that uses the same illusionary trick. My guess is that Die Rise might have sections that are like this: n6KYQGzeiWA The only thing I'm not sure about, is how well the zombie path-finding and walking animations would cope with such a layout though...
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Maybe they've patched it so that instead of just not letting you do it at all, they decided to let players have their fun but prevent the stats from appearing on the leaderboards. That way it doesn't unfairly skew the scoreboards. I can't speak from experience, since I don't even have enough friends to play with for full 4-player games, let alone 8!
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Ah, I think you're right. I managed to confuse myself. I thought you could get shotguns and have the knife at the same time. After checking the emblems I see now that the shotguns actually replace the knife altogether, so I guess it makes sense that you'd have to go from having the knife to having the shotguns. Well there goes that theory! I've actually yet to get the Shotguns. Probably doesn't help that I mainly play Public Matches with Randoms! Although you say you got your Shotguns while playing with randoms, perhaps there's hope for me yet!
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When my rank changed to include the Knife in the background, it was immediately after a game where 2 people left quite early, and it was just me and another random remaining. We lasted until Round 30 - after which I left because it was about 4 in the morning. So while the rounds don't count on the scoreboard, it would seem they still do for your rank. I can't say I agree with the whole K/D ratio being linked to your rank, unless it relates specifically to a certain component of the rank (getting the shotguns background maybe?). The reason I say this is because I've lost my knife rank before, simply for ending my Solo games on Round 1 a few times in a row (that's ending, not dying, which I confirmed by checking that my Deaths didn't go down on my stats). Hmm, I dunno, maybe the rank works like this? Tally Marks/Blue Eyes = consecutive days played. Knife background = consecutive high rounds (or high average over recent games?). Shotgun background = high K/D spread (or high average K/D over recent games?). This would make sense to me, since you can have different components to the rank at a time. It's not a prerequisite to have 5 tallies and the blue eyes to have the knife, and you don't need to have the knife to have the shotguns - you can have any combo thereof, so I reckon meeting a particular requirment unlocks that particular part of the rank. I seem to have trailed off here...
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The very beginning of my starting strat is similar to yours, except I buy Stamina-Up and Juggernog as soon as I get to Town, instead of waiting until after power. Then I run past the cabin (sometimes getting Bowie Knife, depending on my mood or if I know I won't be able to get Galvinknuckles) and go turn on power. From there I run backwards through the map, grabbing Double-Tap, Galvinknuckles (if I was lucky enough to grab the part, or miraculously some randomer uses the part on the Diner roof hatch), the Zombie Shield, the MP5, and Quick Revive. After that I pretty much loop at Diner with the MP5 most of the game, or mess about in the fog, depending on where other players are. I don't get why you would only sometimes get Double-Tap, it's like the 2nd best perk on the map! Double damage for almost any of your weapons, why wouldn't you want that?! I also don't get why people loop at Town on Tranzit; there are no wall weapons there. Seems odd to rely completely on weapons that you could be unlucky enough to have no ammo for due to a drought of Max Ammos, but hey ho. Like you, I will put points into the Bank every so often, while keeping a buffer in case of an "Oh Shit" situation.
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Well that's why I thought maybe the points were coming from the Denizen somehow, but I've just tested it in-game and there's no way that killing a Denizen can give you points. I tried killing one as it was on my head in front of a bunch of zombies so that its mist would explode on the zombies, but nope, no damage to the zombies or points given. I then tried the same but killing the Denizen before it landed on my head, made no difference. Then tried it with flaming zombies in the group, also made no difference. And finally I tried it with a flaming Denizen instead of a normal one, and whadya know, no difference! I'm officially calling shenanigans on this being anything other than video editing or lag. Nothing to see here folks, move along. Oh, and I still don't believe in a Stamina-Up/Marathon persistent upgrade either until I see more definitive proof. Things like "Oh it feels like I'm running faster" and "I can take more steps while sprinting than I could before" (for all I know you were running around with a HK and you switched to a Ray Gun and were suddenly surprised you could sprint longer and faster) and "Well I think I unlocked it by running around a lot" (because, you know, no one else does that in their games) and "I can like totally outrun the bus" - I too can outrun the bus without Stamina-Up if its like going through the tunnel or over the wooden bridge or something, but it doesn't mean I have a Marathon upgrade. By all means prove me wrong, but at the moment I don't see any such proof.
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Focusing back on the video, one thing I did notice that was interesting, was that you got points when you killed the Denizen (30 to be precise, three lots of +10's), and killing a Denizen doesn't give any points. So I can only assume that the puff of smoke a Denizen gives off when it dies can hurt other zombies, and I think that's the key. I'm guessing the trigger is to either do so much "Denizen smoke puff" damage to zombies in a game, or maybe to do a certain amount of damage with one smoke puff, or for one smoke puff to damage a certain number of zombies. I reckon one of those things is the trigger for whatever persistent upgrade you got. Time to experiment! I would like to add that there is one huge caveat to all this, which is that I am somewhat skeptical of the video itself. The round changes from 17 to 18 while there is a huge hoard of zombies chasing you. I'm not sure why you would have felt the need to edit the video like that, so it does make me question its authenticity. I'm still going to have a little play around anyway, but I'm not going to go and get carried away here.
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Well I spend most of my games in the fog, and running around. I pretty much never use the bus, and I can't say I've ever come across this. I kill many many many Denizens in every game I play, as well as do a hell of a lot of running around. There is one thing I don't do though, and I don't know whether maybe this is the key. I don't hold on to my regular knife. I tend to grab the Bowie Knife or Galvinknuckles very early on, so almost all my Denizen kills are with those weapons. Maybe this ability is linked to getting regular knife kills only on the Denizens? So we're saying the persistent upgrade it gives longer sprinting? I'm still skeptical at the moment, but I might look into this one. You imply that there definitely is some Marathon/Stamina-Up upgrade, I've never seen any confirmed reports of this. Where are you pulling this info from?
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I find that Tranzit is long enough as it is. Anything that speed things up! Assuming you decide to instead take the shortcut near the Diner, and hop off the bus after it crosses the lava, then it takes 3:30 mins to get to Town, from the moment you hop onto the bus at the Bus Depot. This is, of course, assuming you stay on the bus so that it leaves quicker. I'm not sure if randomers leaving the bus can cause it to take longer - I only timed it in Solo. My strategy means it only takes you 1 minute to reach Town, from the moment you leave the Turbine doors at the Bus Depot. I know which one I'd rather do. Plus things like the trick for knifing the denizens, and being efficient with your Turbine are handy tips no matter what strategy you prefer. I'm just trying to help out.
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Hi guys, I just thought I'd share this starting strategy I do in Tranzit games. I do this whether I'm playing Solo, or in Public Matches with friends or randoms. The basic strategy is to head straight to Town from the Bus Depot, and I'll go into further detail below. There are 3 main tid-bits of info I've put in the video below, and then I'll briefly skim over what I do after the events in the vid. Three bits of useful info (also shown in vid) 1) In the starting room, place the Turbine where I do in the vid, and pick it up from inside the Turbine door room. This will cause both of the Turbine doors to open with only one placement of your Turbine + by picking it back up again from inside the room, the 2nd door won't shut on you. Useful since you can only place the Turbine down a set number of times before it breaks, and if you're using my strategy then you could be placing it down quite a few times. 2) You can knife Denizens BEFORE they land on your head with ONLY the regular knife - it requires specific timing, but is very achievable once you get the hang of it. You can see me doing it in the video. Basically you knife once when the Denizen is JUST in range of your knife, and then knife again immediately after. Once you get the Bowie Knife or the Galvinknuckles then you only need to knife Denizens once to kill them anyway. Note that in the vid it shows me knifing them later than I really am - you have to start knifing them about half a second earlier than that. 3) Crossing lava without Jug: Jump when crossing the lava, so that you take less damage. Also, make sure to jump across just after killing a Denizen, giving you the opportunity to make it all the way across without another one attacking you. Finally, make sure to take a running leap when initially jumping onto the lava - if you take lava damage before taking the leap, i.e. you jumped too late, then don't try crossing the lava - you will probably die, instead jump back and try again once your health has restored. Note that the place where I jump across in the vid is where the lava is at its narrowest. Video i5V5-TYmqiw Basic text walkthrough for after the bank (optional) After grabbing approx 18k from the bank, what I do next is check the Town Turbine door for the Diner bus part (I generally advise getting Galvinknuckles if possible), and buy Jug and Stamina-Up using your Turbine. Next I will run through the Fog to the cabin in the woods and get the Bowie knife, so that I can more easily deal with any Denizens + any Zombies that chase me. I will then proceed to activating power. If you're sure you can get Galvinknuckles, and you don't mind trying to double knife the Denizens all the way to Diner then feel free to skip the Bowie Knife (still run through the cabin though, as it's quicker than taking the road). Run to power, and...well...turn it on. If you skipped out on the Bowie Knife, then I would advice grabbing the AK so you can deal with any Zombies that might get in your way while building the power switch. Note that you can use a Turbine to leave the power room early, instead of waiting for the power to fully cycle on. From power I will then run through the cornfield and over the lava to Farm (much easier now that Jug + Stamina Up is active). At Farm I will check the Turbine Door for the Diner bus part, and grab Double Tap. Note, I will tend to activate telporters as I go, just for fun - you never know when they might come in handy. Finally, I will run from Farm to Diner, grab an MP5, grab Galvinknuckle if I have the bus part, build the Zombie Shield, throw my Turbine into the lava (so that I can pickup a fresh one later if I want), and grab the Zombie Shield. That's pretty much it, from there you're setup and good to go! Once I have enough points, I will tend to redeposit into the bank the 18k I took out at the beginning. I hope at least some of this is useful to you!
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I decided to take a closer look at what was being said in this thread, and do some testing. If we assume your running speed with the starting pistol is our 100% baseline then these are your running percentages with the following items that I tested: Starting Pistol: 100% Claymores: 100% Turbine: 110% Ballistic Knives: 110% MP5: 110% So, the claymores do NOT make you run faster, but the turbine does, as do the ballistic knives, and as does the MP5. I suppose if you were rocking two LMGs and wanted to be able to situationally run a bit faster then the claymores could help; the Turbine would help more but then personally I would prefer having the Zombie Shield. Well, actually personally neither of those matter because I always stick with my trusty MP5, but there you go.
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Well, like I said, it doesn't work for me when I do it with Stamina-Up. The Stamina-Up perk icon stays lit up on the bottom left of my screen, *implying* I have the perk active, but when I compare my sprinting speed and length of time I can sprint, they're the same as if I didn't have the perk at all. Just for the hell of it, I tend to do the Turbine trick on Stamina-Up anyway, before I go turn on power, but not once have I ever noticed it give me the Stamina-Up effect, and yet for Juggernog I get it to work almost everytime. As far as I'm aware "doing it right" is when the perk icon doesn't fade-out when you remove the turbine. Whenever I get the perk icon to remain lit for Juggernog, I notice its effects, but whenever I get the perk icon to remain lit for Stamina-Up, I notice no perk benefit. I've never tested it with the other perks because I tend to go ahead and turn on power anyway (I like to be able to use the denizen teleporters), so maybe the other ones do work, but with Stamina-Up I don't believe it does, it just *looks* as though it does.
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Someone is only talking to Misty too... Samantha? (UPDATE)
BuddhaCrane replied to welsh skipper88's topic in TranZit
Well, I've been playing Public Matches a few times today and I've heard the voice twice so far, when starting matches. The first time I was Misty, but the second time I was Marlton, so I'm now absolutely of the belief that it's not character specific. -
Yeah I do this all the time with Juggernog, since I always run straight over the lava to Town first. I've only ever done this with Juggernog, since I then end up running directly to power immediately after anyway, but from my experience it doesn't actually work with Stamina-Up (can't vouch for the other perks). The trick is to hold X to pickup the turbine immediately as the perk bottle in your hand has left the screen, that's when it will glitch. So you're not trying to pick up the Turbine as soon as you can, but at the exact moment you no longer have the perk bottle visible on your screen. Like I said, I always do this for Juggernog (and even then, I'm only getting the benefit for approx 10 mins while I go turn on power), but if I do it with Stamina-Up then, yes the Stamina-Up perk will stay lit up on my screen, but I do NOT actually have the effects of Stamina-Up, unlike with Juggernog where I've tested and I can be hit more times. Now I haven't tested to see whether some of the other perks work when glitched without the power, but I can tell you that Stamina-Up won't. In the end, this thing is a glitch, so you can understand why it might not provide reliable results.
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Someone is only talking to Misty too... Samantha? (UPDATE)
BuddhaCrane replied to welsh skipper88's topic in TranZit
Well I kept on stopping and restarting Solo games in the hopes of hearing this voice again, and not once did I get it, even when I was Misty. It's all very odd, since I have actually heard it before and on numerous occassions, just never in Solo. I wonder if something about the way that we triggered this voice (whatever that may be) means that I only hear it in Public Matches and you only hear it in Solo matches? Also a bit of a stretch really... -
Someone is only talking to Misty too... Samantha? (UPDATE)
BuddhaCrane replied to welsh skipper88's topic in TranZit
Hmmm...Now that is an interesting theory...I like it! OK, well rolling with that for a moment, presuming it is character-based, we should hear this voice every time we're that character, no? So, the question is, are you hearing it every time you happen to play as Misty? Now, even I was Misty last time I heard the noise but I don't remember if I was her when I last did the EE; I will, however, from now on be sure to note when I hear the voice and when I'm playing as Misty, as I know that I haven't done the EE again aince I last heard the noise. EDIT: Actually scratch that whole thing. In that video I linked, the guy hadn't even done the EE (there's a part in the vid where he goes through the cornfield, and the Pylon isn't glowing at all). I just don't know what to believe anymore! P.S. Do you ever get the noise to play when you start a game Solo? I only ever hear it when joining Public Matches with other people. Incidentally I even just started a Solo game as Misty and didn't get any voice. -
That's a pretty nifty tip, I like it! I might actually bother to buy Claymores in Tranzit games now. Sucks that claymores can just disappear out of yours hands though. Is it time based, like having them out too long, or just completely random? I never held out my claymores for long in Black Ops zombies so I'm unaware of this glitch. EDIT: Turns out this tip isn't as useful as I thought. When trying this out earlier I realised something: my go-to gun, the MP5, allows me to sprint faster than I can with claymores out or pistols out (didn't test against ballistic knives), which is kinda weird actually because I thought pistols let you sprint faster, but nope MP5 is even more awesome than I already knew! So there you go, if you enjoy being able to run fast then stick with the MP5, it's a beast.
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Well, I can at least confirm that the Headshot Popper upgrade definitely does not effect the size of your crosshairs. Started a game with Headshot Popper, used the tiles in the starting room to measure how wide my crosshair was when standing in a particular spot, knifed a bunch of zombies to lose my ability, checked crosshair again, still exact same size. So if there really is something that decreases the size of a gun's crosshairs, it ain't the Headshot Popper upgrade!
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Someone is only talking to Misty too... Samantha? (UPDATE)
BuddhaCrane replied to welsh skipper88's topic in TranZit
I was the one that said it was saying "Behind You". I tried to point out this voice several times and no one seemed to care to believe me. I even said at the time that I thought it was a slowed-down voice and that I was only *Guessing* that it was saying "Behind You". What's weird is that when I tried to play the voice back in Theater Mode, it didn't play, so you have to scroll back again? Weird. On the plus side, at least I believe you! Oh, and I agree that it does sound more like "Danger" than "Behind you". Hey, I was only guessing! I do, however, dispute your fact that you only hear this as Misty. If I link you to the same video I linked in my own post regarding this noise, where I was able to stumble upon a youtube video that contained the noise, you can clearly see that the person playing is Russman and not Misty. What actually causes this noise to play is still an interesting mystery to me. VeRegj9cYbg I can't say I've ever really come across other similar noises while playing. I have heard a girl's voice over near the Pylon, but I've never heard a slowed-down voice anywhere else. -
I almost exclusively hip fire (I actually find it easier for getting headshots...I know, I'm nuts) and I can't say that I've ever noticed this, or noticed the Headshot Popper persistant upgrade decreasing the crosshairs either. I'll be sure to look out for this next time I play though!
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Well, I thought that it was a seperate persistent upgrade, not the Headshot Popper one multiplied. If it was the headshot one multiplied then why would it only apply to the one gun, when the regular Headshot Popper one applies to all guns? That's what lead me to believe it was its own upgrade, and then I figured it was limb damage that was the bonus. I could of course be wrong, and I think a great way to test this would be to see if you can indeed stack the Faster Revive bonuses as well. If those stack then I'd say this theory of yours is the right one. I'm actually hoping you are the one that's right, since I'd love an even faster Faster Revive! Either way, at least we can all agree there is some form of bonus, whether a further upgrade to the Head Popping upgrade, or an upgrade of its own, which allows our favourite weapons to get stronger. So we all win!
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