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BuddhaCrane

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Everything posted by BuddhaCrane

  1. Because when I'm playing with my friends, we all like to hang out near the Diner since the MP5K makes for a pretty decent wall weapon and the Town is only a short walk away. When we do this, one person can loop the normal area of the Diner, someone else can take the opposite end of the Diner and other people can hang out in the Fog (or the tunnel at a stretch - although if someone does that then I will hang out somehwere in the fog between the Tunnel and the Diner). This way everyone is close to each other but not in each others' ways, and if anyone goes down someone can revive them. Since, out of our group, I'm most familiar with training in the Fog, I therefore take at least one of the Fog locations near the Diner. So that is why I CHOOSE to train in the Fog. Don't knock it 'till you tried it. Believe me, with Galvinknuckles and Stamina Up, those Denizens really are no trouble at all, and there's just SO much room out there. Every once and a while a Denizen will glitch anyway, which causes them to get stuck in one spot; then you won't get any jumping on your head (until a Nuke goes off that is...) Or, better yet, how about I play how I want to play, and you play how you want to play. Everyone's a winner! Sorry to go off-topic there guys!
  2. I do train there actually - Stamina Up + Galvinknuckles make for a fine Denizen repellant (even a Bowie knife will do the job, as long as you knife the Denizens before they actually land on your head). The lampost over at the shortcut to Town is also similarly good for training. I've also noticed that the fog is lighter around that billboard. It does almost seem as though there might be something of importance, but nothing's been found so far! At one point I thought maybe you could use the Bus Ladder piece somewhere on the billboard but, unsurprisingly, nope!
  3. I, too, decided to test this out and I didn't get any power up drops. I had the Maxis EE done from a previous game. I teleported to the cornfield and ran straight to the tower, but no powerup I guess, if this does work at all, then like the others have said, it only works in the same game the EE was completed. Or, maybe it works if both EEs are currently completed? I'd lost my Richtofen side of the EE a little while ago, so I only had Maxis done when I tested. Worth a shot maybe?
  4. It's news to me (as far as I knew, the powerup drops from the spire were random), and I agree that this is a very interesting find if true! Can't wait to test this one out. As the guy in the vid mentions, being able to give yourself a Max Ammo in the higher rounds, when you want to hold onto those upgraded LMGs of yours, would be super useful.
  5. I like your style, but I was Misty when I last heard it, and in the video I posted above, the guy in it was Russman. Also in the video above, the guy spawned near the locker, but in my last game when I heard it, I spawned near the Turbine table. The mystery of what makes this noise play is the part that intrigues me. Don't take my word for it that the voice is saying "behind you" by the way. I could be completely wrong on that one.
  6. I thought people might be a little more open-minded than this. Clutching at straws? Really?! It's not like I'm spouting off some random EE theory with no proof. I thought we enjoyed finding little easter eggs on this site... I didn't want to have to defend myself here - jeez, this is only some little audio easter egg after all - but I did load up a couple of public matches today and I was able to recreate this. The voice was the same as in the video I posted up top and it doesn't even sound anything like any of the characters (can't you even tell that from the sped up video, seriously?! - oh wait no, maybe it's Misty guys, I mean that incredibly low bassy, echoey, zombie-like voice, even when sped up, could totally be her, right?). I also checked, and no other characters had even started moving when I entered the match, and the 4 zombies in the starting room were still standing still. After managing to recreate this, I decided to load up the game in Theater and it turns out the voice doesn't play at all in theater mode. This is unfortunate, as I would've loved nothing more than to be able to show it all to you from my own source, but there you go. Now maybe the voice doesn't say "behind you" - that is just a guess on my part - but there definitely is a sound here, and it doesn't happen everytime. This is why I decided to post about it, in the hopes that others might be able to shed more light on it than I. So no, I'm not clutching at straws, and I'm sure that if any of you actually play Tranzit with any form of regularity, and listen out for this, then you're bound to stumble upon this audio in one of the games you load up. I'm sorry that I don't have a capture card (not everyone does you know). I play on the 360 and can't access the PC audio files, even if I wanted to. Like I said, this is only some minor audio egg anyway, so whatever, but I'd rather my intelligence wasn't insulted.
  7. Hi guys, I posted a little while ago that I sometimes hear a slowed-down voice just after the map loads on Tranzit. It didn't happen everytime and I couldn't find any decent videos that proved it. I have now stumbled across a youtube video that clearly has the voice in it. As an additional stroke of luck, the video is even playing at double speed, allowing me to hear the voice better. I might be wrong, but it sounds to me as though the voice is saying "Behind You". What I don't understand is why it only happens some of the time. It definitely doesn't happen everytime you start the map. Originally I thought you needed 4 players for it to play since I tried loading the map a bunch of times Solo and never heard it, but in this video there are only 2 players so I have no idea. The voice plays at 0:07 on the video below: VeRegj9cYbg Just thought it was a neat little easter egg!
  8. Since this sounded quite plausible (well-written post by the way), I decided to test it out with some friends. There were three of us in the game, and I decided to pick up the MP5K on Round 1 and exclusively use it for the rest of the game (not even PaP it, just in case that counted as a different weapon). I picked up Double Tap and had the Headshot Popper (non)permanent perk, and kept them for the entire game - This acted as my baseline for damage. By Round 18 something interesting happened! On Round 17 it took me 3 bullets to the head with the MP5K + Headshot Popper + Double Tap. On Round 18 it started taking me only 1 (ONE!) headshot to kill the zombies with the MP5K. I didn't notice any orb or hear any sound (I've never noticed a sound when receiving the permanent perks, only when losing them), but I'm convinced this is the exact permanent perk the good sir above was refering to! We continued playing until Round 28 and I retained this perk the entire game. I did keep almost exclusively using the MP5K the whole time though so I don't know how long using another weapon would cause you to lose it again, although I would assume that you could not activate this perk on another gun without losing it on the current one. Some observations regarding the perk: - I started using the MP5K at round 1 and used it exclusively (apart from meleeing denizens and about 2 zombies), and I had the perk by Round 18. This might mean that you need to use a weapon exclusively for 17 rounds (matches with 17 revives for Fast Revive perk....hmmm....coincidence? I think not) - I decided to upgrade the MP5K on Round 26, and the upgraded version still had the bonus! This leads me to believe that it still counts as the same gun when upgraded. So you could probably do 17 rounds as a combo of the regular and upgraded version of the gun to receive the perk. - As an indicator that you have the perk (apart from the obvious damage boost), when you remove a limb from a zombie (or pop their heads off), it makes a more *crunchy* sound than normal. Kinda hard to explain this one, but the limb removal noise is definitely different. It's like bones are snapping more or something. - The perk only applies to the gun you were using when you gained it; I also had a HAMR but it did not have the damage bonus (and didn't make the *crunchier* limb removal noise) Finally, huge congrats to the guy above for finding this! At last, a proven 4th (non)permanent perk! P.S. I would have analysed this further, and checked for noises/orbs etc but when I try to play my recent game in Theater it gives me "You have selected an invalid film or clip". Typical.. P.P.S Ah ha! I know exactly what it is!!! I decided to load up a new game solo to check that I still had it, which I did. I then realised that body shots weren't doing extra damage (I generally go for headshots only) and it dawned on me. This perk makes you do extra LIMB damage! This explains why headshots were doing more damage, as well as arms coming off easier, as well as the extra crunchy noise whenever limbs were being removed. So there you have it chaps, an extra limb damage perk for your chosen gun. This makes me think that it might not simply be about using the same gun for a number of rounds, but instead getting a certain number of limb removals with a gun (bearing that in mind, I had about 300 headshots by round 18 if that ends up being helpful, but you'd have to account for extra limb removals from arms and stuff too of course).
  9. Nope, no voice on the end of that one either! As a quick check, I loaded up a game a bunch of times on Solo but never heard it. I have a feeling this is because the loading screen is ending too quickly (as a guess, I think the voice would play at about the same time I hear the Bus Horn in the game). I think the only times I've actually heard the voice is when joining random 4 player Public Matches (the loading screen takes longer to wait for all the players). Whether it's the loading screen simply taking longer that's the only trigger for hearing the voice, I'm unsure. I've also done both Maxis and Richtofen's sides of the EE. EDIT: OK, well I found a video that has the voice in it. I was just randomly googling for vids on youtube that had the loading screen on them, and unfortunately this one was the only one I could find (complete with annoying people talking over it, yay!) So the voice I was hearing isn't actually on the loading screen itself, it's immediately after, when the screen goes black. You can hear it (JUST) at 04:20. There's absolutely no way you could use this particular video to figure out what the hell the voice is actually saying, but hey, at least it's proof! I still reckon it's not something you can hear in Solo. 1gdXRk5LxYw
  10. Hi everyone! I don't know if this has been noticed before but I thought I would bring attention to it just in case. Sometimes on the map loading screen, after the music cuts off, you can hear a voice just before the map's finished loading. It sounds like it might be a voice saying something, but slowed-down. I've tried to work out what the voice sounds as though it's saying but I haven't been able to figure it out, and it doesn't happen everytime. If I could, I would record the voice and speed it up to see if that helped. So yeah, I don't know if it's something that's already been noticed, but I thought I'd share, in case someone else can figure it out! The only video I found showing the map loading screen was this one, but it doesn't have the voice in it (you would hear it at the 20 second mark). I have no idea what triggers it though, only that sometimes it plays and sometimes it doesn't. QNbPSF8LNy4
  11. Nice job doing some research on this. So would it appear then that a perk bottle does always spawn on a max ammo drop, it's just that the perk bottle order is random, or is it still possible that there can be max ammo drops with no perk bottle in rotation? And finally, does this mean that you definitely can't get perk bottle drops from a drop that did not begin as a max ammo? Those are two questions I would appreciate some research being carried out on (vague answers you heard from someone else don't count), if I don't get the time to find out for myself that is ;)
  12. FYI, I tried grabbing the Wonderwaffe while drinking a perk and it didn't make any difference. My character still just picked up the Wonderwaffe as usual, with no weapon switching available or anything.
  13. This could potentially be a really interesting glitch, if only for the fact that it would let you revive people while holding the wonderwaffe, plus hold on to it when low on ammo and still use other weapons until another max ammo...oooh the possibilities. I wonder if it involved the knife somehow, like the other 3 weapon glitches before they were patched. Grabbed it while knifing perhaps so that it took up the knife slot? Jimbob's suggestion seems worth a try too. I think I'll test out some ideas tonight.
  14. That happened to me once, but the joke was on him. He didn't turn the dials in the right order and accidentaly hacked my family and killed my account instead...silly pro.
  15. Heh, me and a buddy were doing that a few days ago to each other. We went into randoms and would spend the whole game trying to get each other killed. The randoms that were with us must've thought we were idiots "why's that guy sending his horde of zombies towards that other guy?". When we did it, part of the game was that you had to revive your team mate after you downed them. I came up with some amusing loopholes to that rule though, like getting the other person downed while in water, then waiting for them to freeze over before reviving them; meaning that they would get downed again once a zombie "frees" them. We didn't try to down randoms though, that would be mean, only each other. Besides, since when did randoms need help to go down?
  16. I think that if you're going to join a public match then you already know what you're signing up for. You can't expect to get a really good team with randoms. The only thing that bothers me are quitters - I don't care what people actually do in the game, I just hate it when they quit. Personally, I still enjoy doing public matches. For me it's a whole different way to play the game with a new set of challenges. Most of the time I go into "medic" mode and just try to revive everyone all the time. I had one game that only made it to round 19, but by the end of it I had approx 40 revives, and 35 of those were me reviving the same guy! Good times... One thing that does get on my nerves though is when I'm looping a certain area (e.g. outside base of lighthouse, or inside lighthouse, or starting area etc...) and someone follows me and tries to loop there with me. I then move to a different looping area and they continue to follow me! That irks me.
  17. Why don't the characters freak out when they're reincarnated on a new round after they've died. -Robert Englund: "Hey Danny, weren't you dead 5 minutes ago. I distinctly remember seeing your head rolling nonchalantly down the ice slide" -Danny Trejo: "I got better."
  18. Yup, nice find. I tried this out yesterday and it works. Like the OP said, it won't make them slower everytime, it just changes their type, but it didn't seem to take me many tries to get a super slow one. I can see some situations where this trick could be handy, like if you want to spend some time killing George at the end of a round and you don't want a speedy crawler getting in the way.
  19. Interesting logic. I guess unicorns must exist. The fact that we haven't found any just means that our test to find unicorns isn't complete... From what I've tried, I don't believe the VR11 can revive prople, and I've at least given the theory a chance to affirm my beliefs. Since I'm satisfied with my own conclusions, I'm not prepared to try out any further suggestions on this theory. If you want to believe there is more to this theory then how about you actually try some of these suggestions! ;)
  20. Theory Debunked: Two buddies and I were deciding to call it quits in one of our games. We had an upgraded VR11 so we decided to test this theory out. Here's what we did: I downed myself (death by crawler) and we tried a couple of things. We had the VR11 guy shoot me while I was downed and nothing happened (no auto-revival, no zombie vision, etc). Then the VR11 guy shot the other guy and tried some things while in zombie vision: My downed character didn't look any different in zombie vision (no highlights), and I (the downed character) was not insta-revived by the character in zombie vision when pressing x to revive (nor did reviving seem any quicker) Then we let me die completely to see if the VR11 could bring me back from the dead somehow. We tried having the character in zombie vision "find" my body somewhere. We tried looking at the original spot I died, the starting area, from on top of the lighthouse (large view of the whole map) and there was nothing. We tried shooting the zombie vision guy 3 times to see if he got some sort of "super zombie vision" but there was no difference. So to conclude, unless there's some other crazy method to using the upgraded VR11 in conjunction with a dead/dying character, the VR11 does not assist in revivals in any way.
  21. Woo, I love how everyone just reads the first post to enforce their idea that there's more to the easter egg with "sacrifice" and stuff, but then ignored the replies from those of us that actually understand coding and completely debunked the idea that the code holds anything new in it. Like I stated in my previous post: The only possible new thing in that code is two sound files that may not have been heard yet, but there is no extra reward or additional step indicated. The posters after me looked at the other parts of the code and showed how they don't add anything new either. All this code demonstrates is what we already (should) know: The easter egg is over.
  22. I don't see anything in this code that suggests an extra step to the easter egg. The only thing I spotted is a different sound file that you can get if you shoot the gersh with the thundergun and then kill yourself before shooting the gersh with the other weapons. See code snippet below. kill_trig_on_death( trig ) Code run when killed { self waittill( "death" ); This may mean you need to wait until you've actually died, i.e. not been revived. trig delete(); If the thundergun_hit flag has been done (presumably the thundergun blast at the gersh) and all the weapons have not yet been combined (presumably the rest of the weapons hitting the gersh.) if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) ) { level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 ); Play "egg 6 part 1 success" voice file and "gersh egg 6 fail 2" voice file.} The second code segment, with the while loop, simply delays receiving the death machines while someone is being revived or is "not valid" (whatever that means - maybe when buying a perk or something?) while ( !is_player_valid( self ) || ( self UseButtonPressed() && self in_revive_trigger() ) ) { wait( 1.0 ); } Once the while loop finishes - no one is being revived - it just executes the regular Death Machines reward. If there is anything new to the Easter egg, it's not in this code. Well, apart from some sound files that we may not have heard.
  23. Yeah Solo isn't as hard since you can pause the game and take a break etc (which is why it's not tracked on the leaderboards), but round 98 is still pretty damn good going so congrats! I had never thought to head from PHD Flopper to the area before PAP and take the steps up near Speed Cola to then drop back down to get behind the horde; that's a pretty useful tactic even for non-solo play. I've now thought of a way to incorporate that into my strategy so thank you for showing that.
  24. Hi guys, I'm BuddhaCrane, the other guy in the video. I'm glad you all like the walkthrough! When you already have 4 perks, if you successfully defend all the perk machines on a monkey round, without any perk machines being touched at all, then you will still get the free perk drop and you will receive your 5th perk - Quick Revive in our case. I believe the monkey rounds are the same as dog rounds were in Kino. After 5 or so rounds of monkeys they won't get any tougher, so by round 50 you've already encounted your hardest monkey rounds. I'm not 100% sure on that but it's certainly how it appeared to be. While you could just focus on protecting two perks on a monkey round it feels like a waste to me. As the video demonstrates, you can (quite easily actually) defend 4+ perks with only 2 players on high level monkey rounds. The key is placing your claymores in the right places every round. We never even had to go towards Speed Cola during ANY of our monkey rounds because the claymores + the fire trap dealt with every monkey that came that way. By keeping those two doors, mentioned in the video, closed you'll be funneling monkeys through only one outside entrance to Juggernog, allowing you to check PHD Flopper at the same time. I know in the commentry Mander said to only check on PHD Flopper if you actually saw the icon flash but I don't personally recommend that. I was the one holding that area most rounds and I found it best to quickly run over there and check it after you'd dealt with the two landers that drop right outside of the building to Juggernog and turned on the fire trap; once those two landers have been dealt with you can actually hold at the gate rather than at the building entrance. Also, really by those levels you should have Ray Gun and/or Thundergun anyway, and they will still work great against monkeys. I would recommend both players have Ray Guns personally, but Mander really wanted that Thundergun, and to show you could still defend monkeys with it. Anyway, thanks everyone for the great comments. We may post another video sometime soon specifically detailing Monkey rounds only and some other little tips about them which we couldn't fit into this vid.
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