perfectlemonade
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Everything posted by perfectlemonade
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I find that for most Zombie maps, the early rounds (5-10) are the toughest because, most of the time, you don't have good weapons and perks but there are still quite a few zombies coming after you. So... that being said, there is not a map that shows this more than Call of the Dead. I can't, for the love of God, build up enough points to get jug and even now I'm still not very familiar with the map. So can someone please tell me a good way to get juggernog in a relatively short amount of time? Thanks!
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My thoughts exactly. [brains] for you, my friend! Oh, and I'm curious as to how it will work too. I'd rather it not be linear, like the ray gun, and more of a spread shot, like the Thundergun. :)
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some thing about the earth. updated with some many pictures.
perfectlemonade replied to i am richtofen's topic in Moon
Once again, people are overthinking this. It's Lake Erie. -
Hey, thanks for expanding on that dude! I'm just trying to find my place on these boards, still sort of a noob here. Thanks again man.
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Perhaps is the new perk is a double PaP, they won't be. I want to see the Mustang and Sally double upgraded (loves Mustang and Sally)
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Technically, saying you need to update your Facebook status isn't breaking the 4th wall. It's more just... leaning on it. :p
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Well, if that's the case, then I can only pray it doesn't have splash damage. I cannnot tell you how many times I've died from that damn ray gun and its splash damage. You would think I'd have learned, but it's just so pretty.
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How do you know? What if the Wave Gun is as good as the VR11?
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I was talking about the three gun perk with someone else on a different forum. There are a lot of pros of it, but there is also one very big con that could probably cost you the game. What if you get cornered, which looks to be very easy from the concept art, and you try to get out your mustang and sally or whatever oh-shit! gun they have, but you can't get it in time because you have to go through another gun? But a way they could counteract this is to put the third gun on the d-pad. If that were the case, I'd be down with it. But if not, I think it would just be a waste of points. I think, and this is especially if there is no special round/special round doesn't give you max ammo, it could be a perk that lets you carry 3x as much ammo. That would be far and away my favorite perk in the game, if that were the case (besides Juggernog, of course). PaP twice would be very good, as well. I could use my HK until Round 50. :D
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I gotta disagree with you there. I just checked—there are currently 568,438 people online on Zombies. That's a lot more than 30,000. Zombies is just as important to Treyarch as multiplayer is. And everyone knows it. I say they start dropping 3 multiplayer maps and two zombies maps on the dlc's. They could do it. Especially if this dlc sells well.
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This. I've said this ever since Rezzurection was announced. I honestly believe that this map pack is a bit of an experiment to possibly a game in the future that focuses a LOT more on Zombies. In Black Ops 2, or whatever they give us next, and if this sells well, I've got a feeling we will be seeing 4 or 5 new Zombies maps coming along with it, and perhaps 2 Zombies map per DLC. But... I'm getting ahead of myself. I haven't been able to play the old maps much, so for me this is like getting five new maps. CANTWAIT
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some thing about the earth. updated with some many pictures.
perfectlemonade replied to i am richtofen's topic in Moon
Looks like Lake Erie to me. No, seriously, I think it's Lake Erie. -
I'm giving you both my solo and co op strategies. Solo: I like this one the best because it doesn't really matter where jug is at, and it's practically impossible to be downed. Buy quick revive. Get 2950 points in the first room. Buy ak74u. Camp until you have enough for power. Then buy the other door from the spawn and go to the waterslide. Just camp with your back in the water. Always look to your left and your right. If you get hit once, just take a step backwards and go down the waterslide. This will give you time to heal and reload. Repeat until you have enough for jug/when the 74u starts to become ineffective. (Usually that's about round 10) By then you should have enough for flopper, pack a punching the m1911, opening all doors, and mystery box 3 or 4 times. Btw, before I started doing this, I was going down once or twice before round 10. Now I'll rage if I go down once. So, in order to get high on solo, you need to take advantage of the whole map. Start your train in the MPL and wait until you see 3 or 4 zombies. Walk (not run) into the 74u room, across the m16 room, past the power room and to the waterfall. Go up the tunnel and stop at the bridge. Open fire on the bridge. I usually only use one clip on the bridge to prevent myself from getting trapped. Sprint and jump across the mud, and if you get trapped make a right and head down the waterslide. Make sure to buy speed cola and rape the box until you get the babygun. To make maximum use of the babygun ammo, try to get the zombies in a wad. Walk kind of drunkedly and do a bit of a figure 8 before you get to the bridge. This is starting at the top of the hill, touch the gong, and run diagonally away from the bridge, then cut back to the bridge. Be sure to watch the zombie's shadows (weird, I know, but it's actually really effective) and blast them with the babygun. This gives you maximum use of the ammo and also valuable time to get across the mud. Repeat. I got to round 43 the other night using this. and had all of my revives left using this, but I had to turn my xbox off because it was storming. **takes in deep breath** Now, for co-op: Well, I have a few strategies. The first one is pretty self-explanatory. Stay in the spawn room until round 4. (If everyone does their job, this should be pretty easy) Crack the power, and get jug asap. Once everyone has it, go to the box until everyone has a decent gun (or PaP's m1911, in which case you need to get flopper as well) or monkey bombs. Then, go up and open the opposite door in the spawn. Have two people (preferably the one with the babygun and a guy with a hmg) at the top of the bridge, and the other two at each windows below the bridge. If it gets out of hand, you can fall back to the waterfall, where they should form a nice train. Good communication is key for this though. Everyone needs to have mics. Another strategy is for you (this is similar to yeti's) is to have four people just cover the downstairs area. One person in the room that leads to the waterfall, the other in the power, another in the semtex/m16 (this one can get a bit sticky, so the most skilled player needs to be here) and the 74u room. This spaces out the zombies quite well. When they're all rounded up, deliver the hordes to the person with the jgb and let him/her go to work. If you're smart about it, this can get you pretty high. I think my high on this strategy is 29 or 30. Ok, last one. So, it's basically the same thing as my solo strategy, except just a bit different. I've found that it also works better with two players. You need the same perks as solo, and you have one guy running the same map-wide loop, except instead of wiping them all out, you can lead them to the waterslide, where the other player is waiting with either a raygun or hk/rpk. Open fire. The player(s) that is waiting needs a fairly good gun, because he will get quite a few zombies trying to spawn in, but the player running the loop gets most of the zombies following him. This is, in my opinion, the most effective co op strategy in Shangri La. That's all I've got. Hope it helps! PM me if you want to play with me sometime! I'm on xbox. :)
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Maybe they are beong more cryptic than we thought and using Old High German where "Reise" means "Arise". So "Der Riese" would mean something like "The Arising" or "The Arisal", Signifying tge Zombies rising above our strength (or to the moon...). I dunno just a thought. I think it's more likely that this is where the Zombies originated, thus the arose from here.
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That would be so incredibly hard. No one could get past round 15.
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If it's as big as CotD or bigger, then I hope that they either put Jug somewhat close to you (ie get there with five thousand points or less) or have two jug machines on the map. That's literally the sole reason I can't get far on CotD. Jug is just too far away.
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Maybe or maybe not, on game.com there was an article with the Retaliation's description and 20 minutes later treyarch canceled it, if it's stuff wasn't real why Treyarch would have canceled it? Maybe they did it to throw us off? If so, it worked rather well. :p
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My overall View of 'Moon' (A jumble of ideas and such.)
perfectlemonade replied to Arussianmonkey's topic in Moon
Eh... a culmination of bosses would be impossible to do/impractical. Wall gun wonder weapons would be too easy. You could go on forever with scavenger ammo off the wall. Attachment despensers would be cool though. -
I think a three gun perk may be sort of a pain, actually. Imagine if you get cornered and you have to whip out your Mustang and Sally, but first must go through your Commando. Lol, I wouldn't buy that. PaP twice would be beast and probably unfair for the zombies. But what I would like to see is a perk that maybe lets you carry thrice as much ammo? That would be unfair too, but whatevs.
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Oh my God it's the Cosmic F*cking Silverback
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Turtle Beach's whatever haha. They're a brand of headset.
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Yes, I know, I've read the rule guide and I've lurked enough to figure out most of the rules. But you don't need to complain publicly about it—message a mod about it or something. :)
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Dude how old are you? You sound like you're literally seven. It's the internet. It's not like he's stealing your credit card or anything. Grow up.
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Sorry in advance if anyone has posted this before, but I was trying out my new Turtle Beaches on Shangri La and noticed that the 31-79 was giving off this really weird ticking noise? It sounded like a clock, but really fast. Does anyone know why it does this?
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75% of the time I go down on Solo, it's from the damn napalm zombie. I go through the mud on my route, and usually how I go down is I get slapped twice from behind, run past the fire zombie and get downed. Oh, and the fire zombie has a tendency to spawn at your feet in the mud too... You can survive the shrieker ones, though I hate how those are faster than you. But the napalm zombies are usually what get me. -_-
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