
MysteryMachineX
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Everything posted by MysteryMachineX
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Let me correct a couple of errors here. 1. The Thundergun can kill with every shot, just like the Wunderwaffe DG-2 can. The Thundergun also has a secondary effect. It has two radii. If you miss the Zombie from within the first radius, it will be affected by the second radius it is within shot of it. The first radius blows him away and kills him. The second radius gives him a small damage of 15, and he gets back up. Basically, if you miss with the Wunderwaffe DG-2, nothing happens. If you miss with the Thundergun, you might get to still damage the Zombie. 2. The Wunderwaffe DG-3 JZ has a great accuracy. You don't even have to hit the Zombie for it to be electricuted. So its accuracy issues are mitigated when it is upgraded. 3. The Thundergun kills best up close. The Wunderwaffe DG-2 kills best at medium range. Btw, yay my numbers were used Anyway, yes, the Thundergun kills more Zombies. It is better. However, having a favorite gun is completely understandable. Especially since certain maps only have certain Wonder Weapons. You can just play the map that has your favorite weapon, so it'll be the case that the best weapon in that map is your favorite. An example for myself with non-Wonder Weapons, my favorite fun gun to get is the G115 Generator because it has the fastest rate of fire in the game. It's crap to the other weapons, but it is fun to use and profitable, so I get it as a point weapon when I'm running a circle when I can. Of course, however, I'll always choose a Wonder Weapon over it.
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That doesn't disprove what I said. He knew about it by then, of course. However, that doesn't change that the Teleporter wasn't made for time travel, so the circuits could only be colloquially called that, having been built for a different purpose entirely. As for the the whole JFK thing, I agree. Even if Treyarch just copied and pasted it, it is still something large and obvious to have copied. It still counts into evidence. And everyone thinks its 1962 because of the Cuban Missile Crisis, but politics is typically slow. So it isn't unreasonable to think that it took a year to finally be able to re-negotiate with Castro. As for the 2012 thing, I sincerely hope no such drive occurred. The whole 2012 Mayan calendar thing is a farce, created by a certain Mexican American on the sole purpose of making money. The Mayan calendar is cyclical...
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Maybe it's just a colloquial term he is using to define the circuits with which he was able to identify as the catalyst for the time travel, i.e., he didn't expect time travel, but when it happened, he was able to slap his own forehead and go "oh that is how that happened", having built the machine, and so the circuitry which made it possible he then deemed as time circuits. Either that or he had been trying for the Teleporter to be able to go through time previously but was never able to get it to work until they overloaded it with the Wunderwaffe DG-2.
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The True Gersch and Teleporters Connection
MysteryMachineX replied to Tac's topic in General Zombies Discussion
Hm. It is possible they just acquired the Thundergun elsewhere, although I do think it is powered by 115. So I'll be open-minded to this. Good thread :) -
I kinda like what they have going: Sticking with the four main characters but every once in a while giving us a couple of other interesting characters.
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Thank you. Your ideas are good too. I do think some new Perks would be cool; I hadn't thought of that. Although I think new Perks would have to be introduced on another map, as the Hydration Machines can only scan drinks the characters know about. : /
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Well he didn't intend to end up in the time of 2011, so he probably didn't intend to end up in the space of a closet either. But you also have to think that they've been time traveling. They traveled to Call of the Dead from Ascension with no problem. They traveled from Kino der Toten to Ascension with no problem. To do it again with seemingly unseen resources doesn't seem out of the question.
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Tell me what is your opinion about double tap?
MysteryMachineX replied to Nathan169's topic in General Zombies Discussion
Double-Tap Root Beer is a great Perk. I always get it on Verruckt, Shi No Numa, Der Riese, Kino der Toten, and "Five", when not on Solo, as then it is replaced by Quick Revive. It isn't the best Perk, which is why I replace PhD Flopper for it on other maps, but it is still a really good buy. It isn't essential to life, like Juggernog is, but it is quite helpful. First, it has many little things to help its helpfulness. First and foremost, automatic weapons increase their rate of fire by 33%. That means the Rounds will go by faster by about a third. Second, semi-automatic weapons have their fire-cap removed. That means you can press and shoot them faster. Third, pump-action weapons pump faster. This is absolutely wonderful for the Stakeout. Fourth, you can use equipment faster. This helps if you use equipment a lot, like throwing grenades often or laying down Claymores every turn. However, many people abuse this Perk. They claim that it wastes ammo. It does not. It simply makes the bullets come out faster. All the bullets still hit the Zombies! Unless of course you missed the Zombies. The only way it wastes ammo is if you are shooting anything but a Zombie. You have to learn how to control it. If you master that, which really doesn't need mastering, then you can feel free to use Double-Tap Root Beer with any weapon you want. Just be wise with it. Don't just hold down the trigger and think your gun will do all the work. Think. My personal favorite thing to do with this Perk is to get it while I have a G115 Generator and shoot with my 1667 rate of fire gun, the highest in the game. The bullets literally blur together. -
Well, I think I'd place the Yellow Mystery Box in the room next to the starting room to make things a bit easier.
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I had a bit of free time today, and I decided I would spend it on an idea that I had in my mind that I honestly believe would be very cool. I am quite storyline-orientated, so it will come up. I don't intend for Treyarch to make this in the next game, but I thought freelancing might be entertaining, and I believe this is where to place this thread. 1. Game Details This map would be a default map that comes with Treyarch's next game, Insert Title Here. It would not be the only one, but it'd be the choice of at minimum 2 or 3. The best combination would be to have this map, another map that is small and classic but new, and a third map of whatever kind but a different kind. 2. Map Details Name: Core Time: After Moon Place: Agartha Environment: Cave I chose the name Core because I thought that it sound short, simple, and catchy. Agartha was too direct, too to the point. Cave was just plain unoriginal. While the map is not the "core" of the Earth, it is still core-like in the sense that it is within the Earth. 3. Description The map is an underground cavern in the porous crust of the Earth within an inner region known as Agartha. Everything is very dark, and there are no working lights until the Power is turned on. Even then, there are areas without lighting. Since Core takes place after Moon, much of tunnels are collapsed. Some parts of the map are wilderness caves while some parts become suburban while some parts are quite technological. It has meshes of all these things. Also note that oxygen has been preserved within these caverns, although the oxygen will probably be gone within a few decades. 4. Storyline This map has a functioning storyline. When the map is loading, Richtofen will say a quote, much like in Kino der Toten's opening dialogue. However, it is not a recording of his voice. It is his new, big, booming voice echoing from the sky. He says "Stupid Maxis and his stupid meddling. I could've had the whole world... Where do you think you're going?" in reference to the main group teleporting away, teleporting from map to map as they've been doing, but this time to where Core takes place. Richtofen is the voice in the sky, like Samantha used to be, and Samantha is a playable character from the start. The reason the group chose to come here was because Samantha mentioned hearing about it, while the other characters figure that going somewhere and trying something is worth a shot. They'll be saving the day eventually in some fashion I suppose, but at the moment they are lost at how they could do that. This place, Agartha, used to be full of Vril-Ya. Vril-Ya were distinct enough from humans to be more than a new race, but not quite a new species; they were like a subspecies of human. 5. Mechanics This map has a new gameplay mechanic: darkness. At the beginning of the map, it is pitch-black dark. You literally cannot see anything. You will have to fumble in the darkness, with your characters saying things to help guide you until you find a device that has the same functionality as a flashlight. There are four, and they are in fixed positions in the same place every game, one for each player. These are automatically used in the map to brighten dark tunnels, and they automatically turn themselves on when needed and off when they are not. This effect will bring back the creepy feeling that Zombies has lacked recently. 6. Wall Weapons This map almost no wall weapons. The only wall weapons are the Sowing Blade, Vril Balls, and the Vril Staff. As seen, these are three new weapons. The Sowing Blade is the replacement of the Bowie Knife and Sickle, and it is basically the blade the Vril-Ya would've used for agriculture since they were entirely herbivorous when they were alive. The Vril Balls are the Vril-Ya variant of Frag Grenades, and they work similarly, just with different aesthetics. The Vril Staff is kinda like a Wonder Weapon but not really. Technically, it is not, but it still counts as the new weapon for this map. It is weaker than the Ray Gun, but you can buy ammo for it off the wall, although only in one specific location. 7. Mystery Box The map makes up for having only three wall weapons in that it has three Mystery Boxes. There's the Yellow Mystery Box, a Blue Mystery Box, and a White Mystery Box. This change is represented by the fact that Richtofen is trying to spice things up. The Blue Mystery Box has only Cold War weapons inside it. The Yellow Mystery Box has only World War II weapons inside it. The White Mystery Box has all of the weapons, besides Wonder Weapons inside it. The Yellow Mystery Box costs 500 points. the Blue Mystery Box costs 1000 points. The White Mystery Box costs 950 points. Here is a full list: Yellow Mystery Box: Arisaka BAR Deployable BAR Double-Barreled Shotgun FG42 Gewehr 43 Kar98k M1 Carbine M1 Garand M1897 Trench Gun MP40 Sawed-Off Double-Barreled Shotgun w/ Grip Scoped Kar98k STG-44 Thompson Type 100 Blue Mystery Box: AUG Ballistic Knife China Lake Commando Crossbow Explosive Tip CZ75 CZ75 Dual Wield Dragunov Famas FN FAL G11 Galil HK21 HS10 L96A1 M72 LAW Python RPK SPAS-12 Spectre White Mystery Box: All of the above as well as: AK74u M14 M16 MP5K MPL Olympia PM63 Ray Gun Stakeout 8. Easter Egg There'd be an Easter Egg in this map. Nothing too excessive, not like the last one, but one to continue the tradition. This, after all, is not a finale map; it's a default map. The Easter Egg would require you to set up the Pack-A-Punch machine first, which will be described later. I'd have to think of a way to make it more complex and challenging, but the gist of the Easter Egg would be that you (a) find out there is hope to stop Richtofen and ( gain access to a certain machine described later. 9. Hydration Machines There are 10 Hydration Machines around the map. These are clearly foreign with the Vril-Ya language on them, and they have scanners that scan what you want. They then ask you what you would like to drink. Each has a series of buttons upon it: red, light green, yellow-orange, blue, bright yellow, purple, black-green, and red-green. If you shoot a button with any non-explosive weapon, the Hydration Machine will then change its appearance to match the Perk of that color. There are 8 working Hydration Machines, so you can choose where to place your Perk machines. It costs 1000 points to change a Hydration Machine, and it can only be done once per machine. There are two non-functioning Hydration Machines; they are broken. For one of them, you have to find the pieces of it in order to fix it. It is missing a key component, the data drive, but Samantha (first-player) will say that she has one on her person. The Hydration Machine will then turn into a Pack-A-Punch. Through the Easter Egg, you can Teleport the other Machine away and replace it with another, the Wonder Weaponizer. With the choices of weapons, some weapons can be Pack-A-Punched that couldn't before. Here is what the new Pack-A-Punched variants are: Arisaka > The Eviscerator BAR > The Widow Maker Deployable BAR > The Orphan Maker M1 Garand > M1000 Sawed-Off Double-Barreled Shotgun w/ Grip > The Snuff Box Scoped Kar98k > Genesis Vril Staff > Corrupted Staff The Vril Staff shoots vril energy at opponents. It is weak because humans cannot use it to its full potential. When upgraded, using 115, it becomes "corrupted" and becomes more powerful for humans and less for Vril-Ya, not that any are alive. The Wonder Weaponizer is a new machine. It is clearly covered in ice, which is supposed to reference that it was long-lost in Call of the Dead. For the price of 5000 points, it will randomly select a Wonder Weapon. It will then say that it is downloaded to nearest assembly unit, which is the Mystery Box. It has three lights on it. If the light is green, that means that it has added one Ray Gun to the Yellow Mystery Box and one Ray Gun to the Blue Mystery Box. When they are taken, they no longer appear in those Boxes (Ray Gun always have a chance to appear in the White Box). If the light is red, either a Monkey Bomb, Gersch Device, Matryoshka Doll, or Quantum Entanglement Device will appear in one of the Mystery Boxes, randomly decided. If the light is yellow, a Wunderwaffe DG-2, Thundergun, Winter's Howl, Scavenger, V-R11, 31-79 JGb215, or Zap Gun Dual Wield will appear in one of the Mystery Boxes, randomly decided. The Mystery Box will never let you get one of these weapons if you already have one of them. Each player can have one. While that may seem overpowering, the map's design will compensate for the ease. If the Wonder Weaponizer is used twice in a row, the first Wonder Weapon it chose will be removed from the Mystery Box if someone did not get it. 10. Zombies The Zombies are the same as in previous games, just with aesthetic differences. All Zombies in this level were Vril-Ya. They are redder and taller than average Zombies. Also, some where their mechanical wings but are too stupid to know how to use them. Absolutely no Zombies in the came come from the ceiling. There are no Vril-Ya in the ceiling. A couple of places, when opened for the first time, will have bodies lying in them that wake back up when a Zombie "spawns" (when those bodies are gone all Zombies will just be coming out of the ground as usual). 11. H*llrounds Yup, that's right. The H*llrounds are back (also known as Dog Rounds, Thief Rounds, Monkey Rounds). Every five or so Rounds, after the Power is turned on, one of these rounds begin. They consist of Automata. That is what they are called. They are robots, whose purpose is to defend their masters who you've been re-killing. The hover slightly above the ground and are purely melee combatants. The have arrays of weapons not designed to be weaponized that they will use on you. They are very fast, and they are not numerous. More appear in higher Rounds, but at the first one, there is merely one. You do not get a Max Ammo when you complete the Round, instead you get an alternating Power-Up that could possibly be a Max Ammo among other things. Okay, that's it for now, guys. I'll add more if people are interested, including pictures maybe. Feel free to critique or comment! Thank you :)
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Well, Tactal made a good point about the time of Shangri-La. Richtofen stats Call of the Dead is "too" far in the future, and then later they teleport away. That means that in order for him to go where he intended, it would be before the present.
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2 players = 6 more zombies = 30 or not?
MysteryMachineX replied to MrCostari's topic in General Zombies Discussion
Well, here's my graph: http://i39.tinypic.com/9k4d4n.png Plug in the Round, round the number, and that's the Zombies. Well, Tom852, I was going for more than just Solo. I found their formulas to be very off with 4-players, then 3, 2, and not thaat much for 1, but still. And, I used the second method. It's called a line of best fit, or least squares regression line, although our line is curved because it is polynomic. And I don't think Treyarch chose such dumb numbers. We just probably don't know what the real numbers are. I heard a quote once: Finding a data set from a formula is a science. Finding a formula from a data set is an art. If we wanted to be absolutely sure, we'd probably have to have them tell us. -
I disagree. The problem with #1 is that the transmission is from them going from 1946 to 1968. So how did the Radio end up in 1945? As for #2, no, just no no. Treyarch wouldn't start making Modern Warfare weapons to put into their add-ons. Laziness aside, I don't think they would ever WANT to do that. Even if they did, Call of the Dead is set in 2011, yet there is Cold War guns. The reason for that is presumably because they are at a very old abandoned lighthouse and ship, where Cold War guns are found on the walls. #3 really doesn't seem to make much of a point rather than express an opinion. True or not, it happened, and it doesn't change the meaning of any future events, such as add-ons to the game. As to your purpose, I see this was supposed to be a reminded for people saying Moon and Shangri-La are in the present. Really, I don't think we know. I haven't seen any evidence pointing it definately enough. But it isn't exactly necessary. We can evaluate the storyline of Moon without knowing the exact date of the world exploding, whether it was today or 40 years in the past or 20 in the future. EDIT: Good point Tac.
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I do like your idea of a second Mystery Box. But I think having a Pack-A-Punched Mystery Box is going about it the wrong way. I think a better idea would be to have two Mystery Boxes where one gives Black Ops weapons and one gives World at War weapons. Another idea that could stack on top of that is that all Wonder Weapons could be in a map, with a limit on how many, and depending on where the Boxes are located is which WW's they give out; also, a Ray Gun, Wunderwaffe DG-2, Monkey Bomb, and perhaps other WW's designed during WWII but only seen later would be only available in the WWII Box. Just the Pack-A-Punched thing seems to be a bit of a bad deal to be honest.
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The True Gersch and Teleporters Connection
MysteryMachineX replied to Tac's topic in General Zombies Discussion
I was waiting for you to get to the point where you explain why you say the recent Teleporters have no Element 115 in them, but it didn't come. Why do you say that? -
2 players = 6 more zombies = 30 or not?
MysteryMachineX replied to MrCostari's topic in General Zombies Discussion
No, of course not. (unless we somehow found the actual formula through coding or something, but that isn't going to happen) But I believe mine is more accurate up to Round 100. That's mostly due to the limit of two decimal places. -
2 players = 6 more zombies = 30 or not?
MysteryMachineX replied to MrCostari's topic in General Zombies Discussion
How is Duck incorrect? He said exactly what I said about having 24 zombies at max. Check out this link below he posted long time back. Please quote if you are talking about someone so its easy to understand. viewtopic.php?f=83&t=9270 (Scroll down after clicking the link.. ) Formula was not made by DUCK, it was BINTEXT who came up with that formula and he said he tested this till 30 rounds which is an average high round for 4 player games. I only confirmed solo zombies. I never said I confirmed for multi player. I believe this research can be done easily on PC by writing a script or using mods so you don't have to play through all these rounds. I will give this a try sometime but I am pretty new to PC gaming. Anyways I am pretty neutral to stats you posted. But Just so you know the frame lag factor will never allow us to play on ps3 or Xbox past 50 (or even 40). I would like to see some proof if you did this on a console. Not that I don't believe you both just to verify the numbers. Thanks for the update. Regards, way2g00 Oh? My bad, I thought he was among the people who start the whole +6 per player rumor. Yes, I know, but Duck endorses it. That is the problem. I've notified him that the formulas are incorrect, yet he has not responded. Also, you were advocating and giving much more information that just Solo. And, while your Solo seems much closer than the other formulas, it is still off from mine a bit, and, whether or not you believe me, I know mine is accurate. And what do you mean not past 50? The highest Round personally that I have achieved is 48. I'm pretty sure that 50 isn't the highest; I've seen tons of videos otherwise. I've talked to people who got to Round 65 on Nacht der Untoten. (I specifically talked to them to try to get their strategy.) I didn't go past 50 for my numbers. I got the data and curve fitted it. I just guarantee its accuracy up to 100. -
2 players = 6 more zombies = 30 or not?
MysteryMachineX replied to MrCostari's topic in General Zombies Discussion
Your Zombie formulas are incorrect. I know that you just got the from Duck, but I figured that you might want correct information. I've told Duck that they are wrong, but he has not responded. With that formula at Round 100 with 4-players, there should 3555 Zombies, but there are actually 5423. I painstakingly played the game, with 1, 2, 3, and 4-players, counting how many Zombies I killed. AND I DID NOT USE A SINGLE TRAP OR NUKE, because those don't affect your kill count. So, every Zombie that I killed I made sure was affected by the kill count. Then I played the Round and subtracted the total Zombies so I got the exact amount of Zombies per Round. The problem is that your formulas aren't steep enough. They overestimate at the beginning and then underestimate later on. The correct formulas are: Z1=0.09x2+0.0081x+23.388 Z2=0.1798x2+0.0232x+23.214 Z3=0.3599x2+0.0205x+23.213 Z4=0.5398x2+0.0242x+23.187 And they are accurate up to Round 100. I'm not sure how to make you believe me over him unless you were to play it yourself and count, finding mine to be correct. And besides, you just admitted that that fact given by Duck (the amount of Zombies in play at once) is incorrect, yet you say his formula is also correct? For me, that cast a shadow of a doubt, so I found the correct formula. -
Honestly, I think this is in the wrong forum. But everything you say is true and well-reasoned, but you can go beyond just the Thundergun and Wunderwaffe DG-2. A bit of information below: With the Thundergun, it is only useful at short ranges, but that is just a prerequisite to killing with it. Just as if if the rule was "Press A before you fire", the Thundergun has a rule "Be close when you fire". All I'm saying with that is that the Thundergun has a POTENTIAL ability to kill 336 Zombies. The Scavenger isn't counted like the majority of the Wonder Weapons, since it has a damage cap, like the Ray Gun. It's just really high. The Ray Gun does 270,000 Total Maximum Damage un-upgraded while the Scavenger does 108,880, but this number is misleading since they are explosive weapons. Multiply the number by however many Zombies you hit, which will be a lot more for the Scavenger. Also, the Scavenger does do infinite damage until Round 35. Some more Fixed Killing Capacities: 1152 = The Fractalizer 796 = Max Wave Gun / Porter's Zap Guns 720 = 31-79 JGb215 672 = Zeus Cannon 416 = Wave Gun / Zap Guns 360 = Wunderwaffe DG-3 336 = Thundergun 180 = Wunderwaffe DG-2 24 = V-R11 Lazarus 12 = V-R11
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Hey, I mentioned this before, but I just wanted to say it again, not to be bugging you, but because I think you may have overlooked it. Your Zombie formulas are incorrect. I know that you just got the from Duck, but I figured that you might want correct information. I've told Duck that they are wrong, but he has not responded. You say that at Round 100 with 4-players, there should 3555 Zombies, but there are actually 5423. First of all, there can only be 24 Zombies in play at one time. This is fixed; it never changes. But I painstakingly played the game, with 1, 2, 3, and 4-players, counting how many Zombies I killed. AND I DID NOT USE A SINGLE TRAP OR NUKE, because those don't affect your kill count. So, every Zombie that I killed I made sure was affected by the kill count. Then I played the Round and subtracted the total Zombies so I got the exact amount of Zombies per Round. The problem is that your formulas aren't steep enough. They overestimate at the beginning and then underestimate later on. The correct formulas are: Z1=0.09x2+0.0081x+23.388 Z2=0.1798x2+0.0232x+23.214 Z3=0.3599x2+0.0205x+23.213 Z4=0.5398x2+0.0242x+23.187 And they are accurate up to Round 100. I'm not sure how to make you believe me over him unless you were to play it yourself and count, finding mine to be correct.
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I really don't even try to figure who said "No". It's conjecture. I just list it under "Unknown".
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The accomplishing nothing was in reference to shooting her in the game. Shoot her in the game. You will accomplish nothing. I was just saying that that is further reasoning that might help. I don't find it necessary to repeat what those guys have already said.
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