perfectlemonade
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Everything posted by perfectlemonade
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Die Rise Solo Strategy (Sliquifier) (Beginner) (WiP)
perfectlemonade replied to Sluggo's topic in Die Rise
I ran in the dragon room, as many call it (the area below the SVU). It's tough at first, but there is a certain way to run it that makes it extremely easy. I didn't even get redscreened until 53. Not sure if you knew this or not, but the Sliquifier can kill an, in theory, unlimited amount of zombies. Now, in practicality, the ideal shot will take out about 150 zombies with a single shot, but regardless, it's still an insane weapon. I'll be working on a thread/video with commentary this weekend. Should be fun! Keep it up, man. -
Combine Who's Who and Quick Revive and you get...
perfectlemonade replied to MF_MaxiMillion's topic in Die Rise
It's better to try and revive yourself though. You lose a Quick Revive if you do it the other way. :p -
This needs to be fixed (Galvaknuckles room exploit)
perfectlemonade replied to Dahniska's topic in Die Rise
That's not a glitch. That's an exploitation of spawns. He's not glitching, he's just making the best use of the spawn points around him. It's called playing smart. There's another equally easy spot to camp in which you chill by the AN-94 with the door closed. They'll only come from two directions. One player window licks while the other spams the Sliquifier. Treyarch understands spawn points. It's not a glitch—it's the smart place to be. -
Die Rise Solo Strategy (Sliquifier) (Beginner) (WiP)
perfectlemonade replied to Sluggo's topic in Die Rise
Insane strategy, dude! I just got done with a 53 playthrough. I did some things a bit differently, but still a great strategy guide nonetheless! We need more guys like you. Keep it up. :) -
Actually, I'd say there's more playable areas than on Tranzit. Tranzit was basically five places and a lot of empty space. I think Die Rise is, logically speaking, bigger than Tranzit. There seems to be more to Die Rise than to Tranzit. Just my opinion. I love this map. I love how crazy it is. I think I'm going to have a fun time with this map as we continue to get better with it...
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New persistent perk (Not Juggernog)? And WTH happened?
perfectlemonade replied to thethiny's topic in Die Rise
It's a perma perk. It was introduced with the patch last Saturday. ;) -
It has been reported and proved that you can get perk bottles from Boss rounds other than Melee. It could be one of these things. May be you don't take a hit when you attack. May be you don't get stunned or shocked when they explode. May be its amount of time taken to finish the boss round. It is not proved what exactly needs to be done. But its been possible to get perk bottle in different ways than melee them. Yeah but I think it's that when you have more than four perks, you can only get it via melee.
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How so? I'm not that great at reading poetry.
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Or just turn on the power and take the elevator to the top. ;)
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You get a free perk if you only use melee on the crawlers. ;)
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CoDz official Die Rise general feedback and first impression
perfectlemonade replied to MegaAfroMan's topic in Die Rise
I still think there's a couple places I haven't even seen yet, but I'm really loving Die Rise. The Wonder Weapon is ridiculous. Boss rounds are amazing—they're tougher than dogs, but not as bad as monkeys. Who's Who basically eliminates the need for Quick Revive on solo. Losing a revive will now never be a problem. However, I think the OP Wonder Weapon and OP new perk are both needed. This map is very hard, and Treyarch realized this. So many corners, so many narrow hallways. The best spot to train is still about three times harder than the farm in Green Run. This map is incredible though. I love the atmosphere of it and I love how different it is from all the other maps. Someone said that they took their losses with Tranzit, and only brought back the good things from it (ie buildables). I agree with this 115%. There's a lot of bullshit with falling off the edge and getting around the map is still pretty tedious, but they brought back the buildables. They brought back boss rounds. They brought back a true Wonder Weapon. They got rid of fog, fire, and denizens. This may just be my second favorite map ever (behind No Man's Land, of course). I'm going to have a lot of fun over the next couple years with this map, and hopefully with the three following maps to come. Once I hit 50 or 60 this weekend (hopefully), I'll have a strategy guide for yall. I know there's a lot of different ones out there right now, and I'm still experimenting, but I think I'm beginning to figure out my favorite places to survive. ;) -
It's due to the high spawn rate. ;)
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Cudos to the guy playing... NOT ME. It can kill 100 zombies with one shot. WITH ONE SHOT.
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Telixion found a great troll on Treyarch's part involving Flopper on Die Rise. I have a feeling we can somehow get to it... regardless, though, we'll see it again. :)
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I like that. Saves time. :lol:
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I expect some gameplay from you when I wake up tomorrow morning. Ima get up, watch 30 minutes of Die Rise, then go to school.
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Of course, haha, and I understand insomnia bro, gamer's best friend! If only I lived on the West Coast. :lol:
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I might not... Blasted Walgreens is an unreliable place for 1600 point cards.... An me father be a bit too lazy to go now... And he's got the car Tomarrow... You know you can just get 1600 points on the Xbox marketplace, right?
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It has to be a glitch. There's no way Treyarch would intentionally do this. :lol:
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This post just msde me sad. What a mess this might turn out to be. Why would fixing a glitch cause you to wreck basic gameplay? Bad at their job? Setting up for solo requires you to save a zombie that will constantly respawn, in order to spam the box and build the Jet Gun. If you cannot do this, it is next to impossible to get set up, and if you do manage to do it, you are forced to take the bus so the zombie won't die. It is ATROCIOUS how much of a pain they are making this month. There is absolutely no reason for them to implement this feature aside for the fact to make setting up for a solo game as slow and painful as possible. It's manageable to do it on co op, but it will still take forever. Regardless, I cannot see a reason why they put this feature in. I just cannot, and it's pretty sad.
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Perma-Jugg completely takes away any and all difficulty to any challenge on Tranzit. I'm sure there are a few of us who could do a 75 or 100 on Tranzit no Jug with the addition of this persistent upgrade. It's just sad—it's so, so sad. I think the reason they implemented this, though, is to compensate for the upgraded zombie AI (you get hit way faster and more often after the patch; I think this is due to them patching the 'looking at the ground' glitch), so noobs would still play. It's just sad how desperately they're trying to appeal to the noobs. They have completely and totally isolated the elite zombie-slayers. Now anyone and everyone can do well on Tranzit. I'm so disappointed at Treyarch with this patch. They are trying to make this game as tedious, dull, and noob-friendly they possibly can. UGH.
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No... he means 203 kills. There are no rounds in NML.
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I have to ask if you really made it to 203 on NML how the HELL did you manage that? It takes practice, my friend. It takes practice.
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SUPER JUGGER NOG and pernament jugernog(video)
perfectlemonade replied to xjo0ckerz's topic in TranZit
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Yeah, that was a terrible, terrible attempt at a troll. :lol:
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