MysteryMachineX
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Everything posted by MysteryMachineX
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Some doubts regarding the storyline (Past/Present/Future)
MysteryMachineX replied to FreDelicia's topic in TranZit
I advocate my storyline. There are others out there, but I honestly I'd be lying if I said I didn't think mine was the best. Sorry for my lack of modesty. viewtopic.php?f=100&t=18279 -
This information was quite helpful. Thank you. But I'm still a bit lost for the first 32 Rounds. I haven't been able to pass that. What do you do for the first 32?
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I hate when I lose due to nonexistant or just terrible teammates. I can deal with losing, but I hate it even more when the opposition gloats about winning. It's not like I badmouthed them; it is a competition. No need to be a bad sport. In fact, sometimes I'll congratulate the other team. But I hate it when they gloat, regardless.
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Some doubts regarding the storyline (Past/Present/Future)
MysteryMachineX replied to FreDelicia's topic in TranZit
I wouldn't take youtube channels seriously with storyline aspects. D. Richtofen was inactive for the past 20 years due to lack of Zombies and only had a chance to get used to the Aether when the game begins in TranZit, much like how Samantha literally sat there and did nothing for 40 years until Zombies broke out in Call of the Dead. -
Some doubts regarding the storyline (Past/Present/Future)
MysteryMachineX replied to FreDelicia's topic in TranZit
The solution to that is that you don't see Marlton in Nuketown. If he was 15-20, then he wouldn't sound too different when he's 35-40. -
Some doubts regarding the storyline (Past/Present/Future)
MysteryMachineX replied to FreDelicia's topic in TranZit
Sure thing. Maxis says himself that he's been searching for survivors for decades. That means there is a minimum 20 year gap between Moon/Nuketown and Green Run. Btw, I should correct something, since he is in Samantha's body, Richtofen might be considered a 6-year-old... However his consciousness is 50-60 years old. His body was last seen in Moon (we don't know where Samantha is now) at 30-40 years old. -
Some doubts regarding the storyline (Past/Present/Future)
MysteryMachineX replied to FreDelicia's topic in TranZit
1. Someone shot Maxis when he told Samantha to kill all of the rebellious members of Group 935. See Moon Radio 5. 2. Well Maxis doesn't exactly say that, but yes, a lot of people, including myself, believe that Maxis is now computerized, not an organic being anymore. 3. Some people think he is in Aether. I do not think so. I think he is an AI since he talks through computers and Richtofen tried to "delete" him. 4. When know Richtofen went to college and practiced surgery in the Weimar Republic. That means by World War II he'd be 30-40 years old. So in Black Ops II, he'd be 50-60 years old, but the Pyramid cryogenically preserved his body for those last 20 years. 5. I'm not too familiar with that to be honest. -
All I've seen of this is some guy posting a picture of a Gamestop. That is not advertising. That is a claim of advertising. When I see the advertisement myself, or when I hear Treyarch mention it, THEN I will believe something. Or should we all go back to Black Ops and play the Zombie map "Survive"? I've learned to be suspcious of a good many things before believing what some guy tells me.
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Yes, people have discussed that before. What is it? No one knows. I mean, what do we have to go on? You hear a girl laugh in the corn field... there's just no evidence to point you to any type of conclusion. At least, yet, anyway.
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I agree. This stuff sounds fishy to me. I'll believe when there's actual advertising for it.
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favourite class for blops 2 zombies?
MysteryMachineX replied to zombiedude6776's topic in General Zombies Discussion
Map: Green Run Mini-Map: NA Mode: TranZit Primary Weapon: Porter's X2 Ray Gun Secondary Weapon: point gun Primary Grenade: Semtex Grenades Secondary Grenade: Monkey Bombs Equipment: Claymores Melee Weapon: Galvanuckles Buildable: Thrustodyne Aeronautics Model 23 Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive Perk 5: Stamin-Up Map: Green Run Mini-Map: Bus Depot Mode: Survival Primary Weapon: Ray Gun Secondary Weapon: point gun Primary Grenade: Frag Grenades Secondary Grenade: Monkey Bombs Melee Weapon: Knife Map: Green Run Mini-Map: Farm Mode: Survival Primary Weapon: Ray Gun Secondary Weapon: point gun Primary Grenade: Frag Grenades Secondary Grenade: Monkey Bombs Melee Weapon: Galvanuckles Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive Map: Green Run Mini-Map: Town Mode: Survival Primary Weapon: Porter's X2 Ray Gun Secondary Weapon: point gun Primary Grenade: Semtex Grenades Secondary Grenade: Monkey Bombs Equipment: Claymores Melee Weapon: Galvanuckles Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive Perk 5: Stamin-Up Perk 6: Tombstone Soda Map: Green Run Mini-Map: Farm Mode: Grief Primary Weapon: HAMR Secondary Weapon: point gun Primary Grenade: Frag Grenades Secondary Grenades: EMP Grenades Melee Weapon: Galvanuckles Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive Map: Green Run Mini-Map: Town Mode: Grief Primary Weapon: SLEDGE HAMR Secondary Weapon: point gun Primary Grenade: Semtex Grenades Secondary Grenade: EMP Grenades Melee Weapon: Galvanuckles Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive Map: Nuketown Mini-Map: NA Mode: Survival Primary Weapon: Porter's X2 Ray Gun Secondary Weapon: point gun Primary Grenade: Semtex Grenades Secondary Grenade: Monkey Bombs Equipment: Claymores Melee Weapon: Galvanuckles Perk 1: Juggernog Perk 2: Speed Cola Perk 3: Double-Tap Root Beer Perk 4: Quick Revive -
@Triple Ex: Thank you for the consideration. @InfestLithium: Thank you. I appreciate it. And what you say is true. I personally have not used that much, but it is worth a shot. I'll probably update this thread soon, so I might make a mention of it, if that is okay with you.
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Survival on Green Run isn't EXACTLY canon. Well it is, sorta. Basically, you've got TranZit and Grief. The CDC and CIA fight each other, story-wise and gameplay-wise. Survival is just like Grief, but only with one side. So the implications aren't very high for Survival unless it lacks a Grief mode. And I think Grief/Survival happened after TranZit. The reason I think this is because Richtofen is very talkative in Grief, but in TranZit his first quote is him cracking up from having not spoken in a long time. Thus, TranZit, then Grief/Survival.
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Astute observations, but incorrect conclusion. There is plenty of evidence to support that we are indeed in America. However, there is a lot Russian stuff. The best theory is that there were Soviet insurgents within Green Run within America.
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Thanks guys @Edward: I'm sorry. I forgot the Ray Gun isn't in Grief. I'll fix that. Thank you very much. Regardless of the Galvanuckles's effectiveness, I still think you should always get them, at least eventually. You don't NEED EMPs though. They help. But you don't need them. Whenever I win a match, it is usually without EMPs; I just got one person down, then two, then three: domino effect. Most of what you say I agree to be true. I have used the EMP on Juggernog before and had opposing players who simply didn't go down. Doesn't work on everyone. @Way: Thank you. I would grab the M14 and Olympia for use as weapons. If I had lots of points, grab all the Perks but Juggernog. (It might just give me a slight boost in survival capability.) If I can last the Round, I might try to see if I can squeeze in an opening into the house. If I cannot, then I would simply try to survive by running a circle, hoping that they all go down in those cramped quarters. *reads your answer* Ah okay. But you'd have to wait for the opposing team members to bleed out, as they would still be blocking your path, unless of course for some reason they moved out of the way. That's good, but I personally rely on the philosophy of assuming I will never get a Max Ammo. However, I think that can translate in Grief to assuming I will never get a certain Power-Up. You could literally be waiting ages for a Meat. But if you get it, by all means. I might add a Meat section. Thanks again guys.
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Grief Strategy and Tips For Farm and Town Intro: Grief is a different mode than Survival and TranZit. While the goal in most Zombie games, modes, and levels is to simply survive as long as possible, in Grief the goal is to simply survive longer than your teammates. In Grief, players on opposite teams can either work together or against each other. More often that not, the teams work against each other. Regardless of intent, only one team survives. There are two ways to play Grief: offensively and defensively. Offensively This is, I think, the best way to play Grief. It is fun to just kick back, relax, and take down the opposing team. When playing Grief offensively, your one goal is to get the opposing team down and survive the Round when that happens. When playing offensively, Juggernog is typically an afterthought. Weapons are priority. Kills are obtained when convenient, discarded when necessary. Reviving Your Teammates: When you revive your teammates, you cannot stand up. You will generally be safe lying down while reviving, however that is not fulproof. The best way to revive is to crouch down and revive. When you are standing, you are easily knocked around by opponents. When you are lying down, opponents cannont move you, but you are vulnerable to dolphin diving. When you are crouched, you can be knocked around a little bit, but your are invulnerable to dolphin diving. Also make sure Zombies aren't near you that will kill you. The Knife: The Knife is a great weapon in Grief, because it can be used to knock the opposing team around. When the match begins, it is common for some players to be inactive. Many players will have set their controllers down while waiting for the match, so they will be inactive for only a short time. Use this time to knife your seemingly inactive opponents into the lava/fire. It is easy to get them down if they are not paying attention. And, if you can get them down, you might be able to start a chain reaction of people trying to revive them, then going down themselves, and possible win on Round 1. On Town, make sure to knife the opposing team members as far into the middle of the lava pool as possible to make it as hard as possible to revive him. Shooting the Opposition: Using your bullets on the opposing team actually isn't very helpful. Sure it slows them a bit, but that is only useful if done at a very crucial moment where the opposing team member was close to getting surrounded by Zombies. Usually, it is not worth wasting your ammo. Dolphin Diving the Competition: What was once a patch for a glitch has now become a powerful weapon. As some of you might know, dolphin diving and landing on someone who is lying down will cause both players to go down. Many players will try to revive their teammates while still standing. If that is the case, just knife them to prevent them from reviving their teammates. Many players will try to revive their teammates while lying down. If that is the case, try to dolphin dive on top of them. This requires a bit of teamwork. You will both go down, but the enemy team will have two people down, while you are the only person down on your team. If your teammates can quickly revive you, you can then resume wrecking havoc on the opposing team. The biggest problem you will get with this is your own teammates. There is nothing more annoying than when you are going to sacrifice yourself to take down the opponent and your teammates gets in the way, knifing the opponent who is lying down (which is pointless), causing your dolphin dive to miss, so that the entire opposing team is able to regroup. None Shall Pass: Blockading the other team and preventing them from entering or exiting certain areas is a helpful tactic in Grief. This tactic sees more use in Farm than Town, because Farm has more narrow pathways: one where the stairs meet the 2nd floor of the house and one where the 2nd floor of the house meets the balcony. When blockading passage by yourself, crouching only works for a little while. Standing is pointless. The best thing to do is to lie down sideways. It is, however, possible for them to jump over you, but it isn't easy. The only fulproof way to prevent passage is to have two people crouch in one of the two areas. Blockading in this fashion can be devastating as it can cut off access to Juggernog, the Mystery Box, the MP5, and downed teammates. Blockading can be done on Town, but it requires the cooperation of all four teammates and isn't that efficient. Make sure that when you are blockading that you let your fellow teammates through. Your EMP Grenade and You: First, allow me to list for you the effects of the EMP Grenade. They: •temporarily deactivate Perk machines and their associated Perks •stop the Pack-A-Punch from spitting out a weapon that was put in •destroy Power-Ups •temporarily discombobulate Zombies and humans •shut the Mystery Box, regardless of what it was doing at the time •destroy Monkey Bombs •power down the Bus •kill "Him" Some of these effects have great use in Grief. One tactic is to deactivate Juggernog. This can be risky. This is best done if your entire team is prepared to camp. You guys hunker down expecting a bumpy ride while the opponent is running circles. All of a sudden, Juggernog is gone, but you guys were expecting it. Another use is to shut the Mystery Box. This is really only effective if the person either has no ammo or no useful ammo, typically in the beginning of the game or when someone comes back from having died the last Round. The absolute best use of the EMP is to use it on the Pack-A-Punch. Not only does the opponent lose his weapon, but he also loses 5000 points. Also, they often go down in confusion unless they are exceptionally skilled. However, this requires precise timing. You must also make sure not to backfire it on yourself and accidentally use it on a teammate. Defensively Honestly, there is not much to say about playing defensively. This is basically the same as Survival. Utilizing this style of Grief is the same as working together. Don't harm the opponent and they hopefully won't harm you. This method of playing will ensure both teams survive longer. However, it allows both teams to set up better. The real appeal of using this method is the hope that if you are able to do your best, you will outlive the opposition. It is a valid philosophy and requires patience. Make sure to get two good guns. The Ray Gun is not on Grief, so you will have to settle for lesser weapons. Get Galvanuckles and Semtex if on Town. Get your four Perks, definitely Juggernog.
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Inexperienced Players You've Played With (Green Run)
MysteryMachineX replied to Jeager1999's topic in TranZit
To me, it is not so important as being good as it is not being a quitter. -
Nacht Der Untoten area could be a facade...
MysteryMachineX replied to ninezerowill's topic in TranZit
But it's not the same exact building. In fact, there are many, many differences. Vehicles. Explosive barrels. Nazis. Radio. Collapsed roof. Fencing. Etc. Barrels - already exploded Vehicles - driven off or used by nameless marines to escape Nazis - possibly experimented-on POWs Radio - destroyed in the first onslaught of zombies Collapsed roof - destroyed from all the random gun fire Fencing - destroyed by the zombies? all these are possible And... a bunch of people in '60's vehicles decided to camp there? -
Nacht Der Untoten area could be a facade...
MysteryMachineX replied to ninezerowill's topic in TranZit
But it's not the same exact building. In fact, there are many, many differences. Vehicles. Explosive barrels. Nazis. Radio. Collapsed roof. Fencing. Etc. -
Nacht Der Untoten area could be a facade...
MysteryMachineX replied to ninezerowill's topic in TranZit
Maybe all the American Zombies in "Five" were actually Soviet insurgents that were all going to kill JFK but then turned into Zombies? Possible? Yes. Very far fetched? Yes. Nacht der Untoten means Night of the Undead in GERMAN. It is filled with Nazis. It makes the best sense, story-wise, to be situated right next to Verruckt. It is in Germany. -
Well said PINNAZ. Although I do have to say that for the Shangri-La part, I think it is more likely that Richtofen modified the Shangri-La teleporter to send them to Area 51. And thank you for the mention. zombie_executioner, you are always welcome to discuss, but I agree that you should try to be a bit more open-minded. Take my Accumulating Storyline thread that PINNAZ mentioned, at the very beginning I had many things wrong. But through discussion my view, and many others for that matter, gradually improved and became more accurate.
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Note I have not kept up with this thread. I did want to comment on this, though. The U.S. were behind Germany, a lot. The Pyramid cavern had oxygen, gravity, and a structure on the ceiling. However, by the time we actually play there, the U.S.'s teleporter has completely destroyed the oxygen level and artificial gravity within the chamber. The U.S.'s teleporter technology was not just imperfect compared to the Germans, it was just plain sloppy.
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There is No Respect for the Truth in Tranzit
MysteryMachineX replied to Supernova Remnant's topic in TranZit
We used to have a section like that, the Asylum. Unfortunately it got deleted. :(
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