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Everything posted by Flammenwerfer
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Is Black Ops 2 the end of zombies?
Flammenwerfer replied to JuggerWicho's topic in General Zombies Discussion
I sure hope not. -
Is Black Ops 2 the end of zombies?
Flammenwerfer replied to JuggerWicho's topic in General Zombies Discussion
Honestly, yes, I think it will be the end. World at War set up the story, Black Ops got it going, and Black Ops II will conclude it. If they didn't, it would be a total milk-the-cow scenario and, in my opinion, I wouldn't even WANT to play zombies if it was in the fourth instalment. It would feel like Treyarch is trying everything they can and running out of ideas, leading to strange maps. It's happened to great games before and I would hate for the possible fourth instalment to create a blemish on an otherwise compelling game series. -
Signing a petition to get Jimmy to reveal the secrets is like asking Area 51 if you can have a little tour of the joint and perhaps sell them sugar cookies.
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I dont know where it is but someone get flammenwerfer to post the pic of spongebob opening his wallet to pay
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Although I agree with the logic that one building's power switch should not power another, I wouldn't put it out of Treyarch's possibilities. After all, in Call of the Dead, a power switch in a separate ship provided power to ships around it AND the lighthouse near it.
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Not only is this idea sound and fun, but it also seems reasonable for Treyarch to do. In conclusion... ALL. OF. MY. MONEYYYYY
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Unused Richtofen Quotes Could be a New Game Mode
Flammenwerfer replied to Luckasaurus's topic in Research & Development
Whoa, whoa, whoa! Controlling zombies like controlling the soldiers in Strike Force?! ALL OF MY MONEY -
Me neither, but it does exist within the game files. It was probably going to be the first thing Maxis says to you at the start of the game, but they decided to shorten it in the long run.
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You do know that people have had to turn on the power in almost every map before this one, right? You know, without building them? I don't see how this could have at all proven TranZit including Die Rise.
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Well, the thing is, we don't have any concrete information. There are few things in Zombies that we can say is irrefutable evidence and fact, and this is not one of them. My personal theory is that it re-animates the dead cells, tissues, muscles, etc. while still keeping intact the most primal instincts of the mind. However, there are several beings that do not abide by these completely. The Napalm zombie is similar to a regular zombie, however it is capable of being a fire monolith. Perhaps the 115 had a much bigger impact on these particular zombies. George, on the other hand, seems to have selective parts of his body and mind change. This could be a result of him still being alive when being infected. What I'm saying is that 115 affects most bodies the same, but others have "special" and situational cases.
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Russman is not to be trusted
Flammenwerfer replied to zombiedude6776's topic in General Zombies Discussion
He's probably saying that because he's an old hobo who wants to be in charge for once. Maybe not the entire world, but rather just the group. OR to just have power over killing the zombies. -
Official Ranking System Discussion and Theories
Flammenwerfer replied to way2g00d's topic in General Zombies Discussion
Every time I've gotten the skull w/ knife it's been because I got to a really high round, not because I knifed a lot. -
Well, if it helps, I changed the name completely on the Wiki. Hopefully I'm respectable enough there for them to not take it lightly. http://callofduty.wikia.com/wiki/Bus_Driver
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Black Ops 2 DLC 2 Ideas?/Season Pass
Flammenwerfer replied to MrShortKhop793's topic in Research & Development
At this point, I don't have any ideas on what DLC 2 might be. Maybe Paris? I don't know, I'll have to wait until I play Die Rise to place my thoughts. And I'm pretty sure there has already been bonuses in the form of the calling card and Nuketown Zombies. -
I still think it's sometime after 2011 but not quite 2025...
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Haha I have a bad feeling that they would never do that...
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Thread of thoughts- Zombie mechanics & Crawlers...
Flammenwerfer replied to bbobs2's topic in Die Rise
Good post, but just wanna point out a couple things. 1. TranZit is the game mode, Green Run is the map. 2. Jumping zombies were introduced in Der Riese. But yeah, overall, good post, and I too am excited for Die Rise. :D -
Let's start from the beginning... WaW (NDU): MG42/M2 Flamethrower Ray Gun Really, this is the best set up for the tiny map. There's no perks, no Pack A Punch...really the most barebones map. The plus side is that the box doesn't move, thus allowing for a point spending spree without having to worry about the bear coming up. The Ray Gun is an absolute must, as it's the most powerful gun until round 17-22, at which point you might as well say goodbye to your kneecaps with all those crawlers. Then, you want an MG42 until the later rounds, where its mighty bullets might as well be water sponges. The Flammenwerfer (yes, I said it) is helpful for the later rounds, as its infinite ammo is an infinite plus in my books. Yes, it may take a good 10 minutes or so to finish a round, but at least you didn't lose all your ammo midway through and have to rely on chucking grenades at the monstrosities. Verruckt/Shi No Numa (WaW) Ray Gun/PPSH (SNN*) MG42/Browning/Wunderwaffe DG2 (SNN) Perks: All but Double Tap (and Quick Revive if playing solo) Ah, these maps take me back. Like in NDU, the Ray Gun is one of the most powerful weapons, if not the most powerful. Be careful using it on Verruckt, though, as the abundance of close quarters combat can bite you back with the considerable splash damage. This is rarely the case on SNN unless you're camping in one of the huts. *The PPSH comes in handy if you're looking for points, particularly for the Big Baller achievement. If you don't care about points, I'd advise to stick to the Ray Gun, unless you like the noisy little thing (like me ). The Machine Guns can both be very handy in this map, as reloading isn't as much of an issue with the Browning with Speed Cola. Use either or on Verruckt, or SNN if someone else got the Wunderwaffe. If playing on SNN and you get the Wunderwaffe, USE IT. Train zombies in the Comm Room area and blast them away with your lightning, laughing like a maniacal Zeus. It's fun, and it's effective. Be wary, though, because if you shoot it too close to yourself, you'll get a nasty shock that negates your Juggernog. More to come.
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Yeah, my personal canon timeline is everywhere. I don't know what to make heads or tails of it.
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But No Man's Land wasn't really a separate map, more of a thing to start you off in and go back to for a quick PaP and a nice refreshing drink of Juggo Nog.
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Ehh, honestly I think it's just part of the skybox. Let's hope I'm wrong. ;)
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Another deposit box inside the bank?
Flammenwerfer replied to L.Bowe Greece's topic in General Zombies Discussion
This. When you melee the keys with the Galvaknuckles, it spawns a power-up that takes 1000 points from you and gives it to another player. -
I'm not sure when the construction started, but I do know that it was completed in 2009/2010. :?
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He probably got an unintentional headshot. Happens all the time with the Mustang and Sally.
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