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Rissole25

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Everything posted by Rissole25

  1. Is this the first time an old CoD has been patched? Any who, here are the Zombie patch notes. Zombies Issues Addressed General • Improved stability during Local play when attempting to sign-in using a Guest profile. • Addressed an issue which caused the background music to stop while in the menus. • Map icon for Die Rise no longer moves around the globe rapidly when Origins is selected. Origins • Fixed multiple issues where the Player could see outside the map using Free Cam mode in Theater. • Players who join a session already in progress after Round 1 are no longer able to ride on the Tank without its cooldown. • Fixed an issue where Zombies couldn’t get to the Player if they were hanging off an edge near the Ruins. • Addressed the issue with unlimited ammo when swapping out the Staff in the Elemental Charging Chamber. • Players can no longer obtain the “Master Wizard” achievement through spectating. • Fixed multiple issues where the Tank was unintentionally pushing the Player through the map. • Lobby Preview Icon now appears correctly under the Stat Summary screen. • Players can no longer get to unintended areas of the map using Panzer Soldat’s claw attack. • Semtex grenades can now be properly acquired in the Church. • Panzer Soldat no longer gets stuck in front of the Tank if Players are standing on top of it. • Upgraded Staves can no longer be duplicated in the Ruins. • Addressed an issue where PHD Flopper was doing unintended amounts of damage if the Player was holding an upgraded Staff. • Panzer Soldat no longer becomes stuck in the air when spawning in front of a robot. • Players are no longer free from zombie attack when standing on the Tank’s control panel. • Fixed an issue where the Player could get pushed into an unintended area by the Robot’s foot and be free from zombie attack. • Players are no longer able to exploit by focus firing at a spawn point at the bottom of the Fire Tunnel. • Fixed an issue where Panzer Soldat and zombies were moving in slow motion after spawning in. • Players are no longer able to see the collected Staff pieces on the HUD after upgrading the Ice Staff. • Panzer Soldat now behaves correctly when it’s kited into a group of zombies. • Staff parts now update properly on the Scoreboard during a 4-Player Local Splitscreen game. • Players can properly use the Upgraded Staff melee after obtaining and losing the One Inch Punch Perk. • Addressed an issue with zombies walking into sandbags, ignoring nearby Players. • Panzer Soldat now functions properly when grabbing a zombie twice in a row with its claw attack. • Fixed an issue where Players could get out of the playable area in a Co-op game using the Robot’s foot. • Maxis Drone should now find its way to the Player correctly in the Workshop Bunker. • FX for upgrading a Staff are now oriented correctly. • Panzer Soldat no longer gets stuck behind the Jugger-Nog Perk, when entering the Robot footprint. • Players no longer get downed by the Robot’s foot when standing on the scaffolding next to the Pack-A-Punch machine. • Maxis Drone no longer gets stuck near the Church Tank exit. • Panzer Soldat no longer gets stuck on a Player’s head in the Church, during a Co-op game. • Players can no longer Dive-to-Prone out of the playable area in the Church. • Zombies now properly get to Players if they are crouched on a parked Tank. • Improved stability in a Local 4-Player game when a Player pauses the game and then presses the Back button. • Players now properly spawn in around Pump Station 4. • Panzer Soldat no longer gets stuck inside the trench in-between the Starting Area and Generator 3. • Players who go prone on the back edge of the Tank are no longer free from zombie attack. • Improved stability in a 4-Player Local game when upgrading Staves during Rounds 11 – 13. • Players no longer fall out of the map when Panzer Soldat does his claw attack. • Zombies now properly get to Players at the bottom of the Church when the Tank is parked. • Fixed an issue where Panzer Soldat was getting stuck if the Player jumped on and off the Tank repeatedly. • Players are no longer free from zombie attack when crouching on top of certain Trench walls. • Zombies now properly get to Players in the Robot footprint on top of the Tank Station.
  2. Human (01-10 posts) Denizen (10 - 50 posts) Gas Zombie (50 - 100 posts) Hellhound (100 - 500 posts) Ghost Lady (500 - 1000 posts) Napalm Zombie (1000 - 1500 posts) "Him" (1500 - 2000 posts) Cosmonaut (2000 - 2500 posts) George Romero (2500 - 3000 posts) Cosmic Silverback (3000 - 4000 posts) Panzer Soldat (4000 - 5000 posts) Zombie God (5000+ posts) This is reworked one I did. It's 12 ranks to co-incide with 12 perks. I'm happy with it except, for Romero possibly. Napalm Zombie could become just a normal Zombie if it fits better. We could remove Romero and put Agarthan Zombie before Zombie God if it's better. Also the post count might need a little tweaking. But yeah, what are the thoughts with this one?
  3. Hahaha! I gotta agree, the bottles did look good on Infests screenshot, but is vertically squished in the test. Also Pinnaz good jobs on the models! I never knew Origins had new bottles. They look way better like that haha. I gotta say, the shields do look nice though. As for the tallies, I like them too, but the shields just stand out more for me.
  4. Hmm. I would agree, but me personally I just hate leaving out perks. But I'm just one person, so were gonna need a lot more opinions. Just remember the amount of perks equals the amount of ranks as well. I'm also fine with either bottles or the symbols for perks.
  5. Hmm I really like all perks though haha I'll put all 13 in order (DT1 & 2 would rank differently, can't make them one). Everyone should make a list as well, and I guess the ranks can be more easily made than. Rank 1 - Tombstone Rank 2 - Double Tap 1 Rank 3 - Deadshot Rank 4 - Who's Who Rank 5 - Mule Kick Rank 6 - Stamin-Up Rank 7 - Vulture Aid Rank 8 - Quick Revive Rank 9 - Electric Cherry Rank 10 - Speed Cola Rank 11 - PhD Flopper Rank 12 - Double Tap 2 Rank 13 - Juggernog And Der Wunderfizz should be last if we're including it. Anyway my list was kinda based off general usage and popularity. I'm fine with the last 3 and first 3, but the middle I had a lot of trouble. I'm guessing this is the basic general order though.
  6. Looks good MMX, but I don't think the interactive title things is going to work anymore. But it's a good list, somehow I completely forgot Denizens in mine haha. I'm going to rework mine and post it again for amendments. I like the perks replacing the stars, and I'm fine with either way (just having one perk repeated, or having a new perk gained every rank). With that said, are we doing 12 (all perks), 13 (the extra Double Tap) or 14 (Der Wunderfizz). If we do 14, Der Wunderfizz could be the last rank and represent the custom titles that were suggested earlier (being a question mark and all).
  7. Human (01-10 posts) Crawler (10 - 50 posts) Nova-6 Zombie (50 - 100 posts) Space Monkey (100 - 250 posts) Hellhound (250 - 500 posts) Sarah Faraday (500 - 750 posts) Shrieker Zombie (750 - 1000 posts) Cosmic Silverback (1000 - 1500 posts) Zombie Cosmonaut (1500 - 2000 posts) Avogadro/Him (2000 - 2500 posts) George Romero (2500 - 3000 posts) Brutus (3000 - 3500 posts) Panzer Soldat (3500 - 4000 posts) Agarthan Zombie (4000 - 5000) Zombie God (5000+) Something like that? Regarding Slade's idea, I have a basic idea of what could be grouped together. It's a bit rough so some of it I don't like, but it;s something to work off I suppose. Human, Crawler, Zombie (01 - 100 posts) Space Monkey, Shangri-La Monkey, Hellhound (100 - 500 posts) Nova-6 Zombie, Phasing Zombie, Jumping Jacks (500 - 1000 posts) George Romero, Brutus, Panzer Soldat (1000 - 1500 posts) Napalm Zombie, Shrieker Zombie, Avogadro/Him (1500 - 2500 posts) Cosmonaut, Sarah Faraday/Ghost, Agarthan Zombie (2500 - 4000 posts) Zombie God, Ancient Evil (4000+ posts) I feel like there should be more, but I'm not sure what else you could add.
  8. Damn that's a great idea Slade! Would add a lot of variety.
  9. Hmm well, George Romero, Space Monkeys, Cosmic Silverback, Shrieker Zombie, Avogadro/Him, Jumping Jacks (maybe, we already have Gas Zombies), Brutus, Ghost (instead of Sarah Faraday if it doesn't fit), and I think that's it. I mean if you could somehow make them fit in and work that would be cool. But if you can't that is alright as well. You don't want to over-complicate by adding in to much I imagine.
  10. A7X are going to be playing Shepard of Fire and Nightmare, woo! Would be awesome if Not Ready To Die or Carry On was on the setlist, but I am happy to hear these songs! :D

    1. PINNAZ

      PINNAZ

      You should send them a Facebook or Twitter message telling them Aussies are huge Zombies & A7X fans. See if they add them to the set list.

    2. Rissole25

      Rissole25

      Hahaha. Well if I somehow managed to get to the barrier, I will shout out and ask them that as well as what is going on with zombies heh :p

  11. These look pretty fine. It'd be cool if we could fit in more, well all bosses, but I have no problem with these.
  12. Two big things for me. The N4 were treated pathetically and did deserved better. No intro movie or audio for TranZit, or biographies about them? I swear 3arc favours the O4. Which leads me to my second point. I don't like how when we got the O4, there was no resolution to Moon, or what happened to them. Granted, we got answers in other areas (115, Richtofen & Maxis relationship), but I wanted to know what happened next after Moon for them. All we know is Samantha (in Richtofen's body) is in Agartha. No mention as to whether the other three are with her or what happened to them. People keep saying they probably died, but I find that really hard to believe. Oh and extra, Samantha going American. I don't know of that was intended or not know, or if there is a reasonable explanation. MOTD story was pretty much perfect in itself though.
  13. Probably the door that leads to the Excavation Site, in the halfway building with the song rock and buildable station, in Origins. It basically opens like a whole new world.
  14. I actually like the fog. If TranZit was made for PS4/One, I would want it kept, even if the graphical limitations were fixed. It gives it character and makes the map what it is. - I would like if the light teleporters weren't random, but went backwards. Bus Depot light -> Bridge 2 light -> Bridge 1 light -> Cabin light, etc. Basically you can go backwards with the lights or forward with the bus. With that said. - The bus stays for 2 minutes. But you can make it leave early by holding the action button on the driver, at a cost of 500 points. - The reliance on the Turbine. I think it's okay for certain doors. But for powering other buildables? No. Can't remember the last time I saw an active Turret or Electric Trap. - Buildable Power Switch was unnecessary. And turning the power off? Completely unnecessary and unneeded. - One of two things. A little station at each stop that called the bus directly there, only stopping for 10 seconds at each stop beforehand (I would make it non-stop, but people would complain that the bus wouldn't stop for them). OR, a bus timer that counts down till the Bus reaches that location. Like a clock or timer at a train station. - If the Jet Gun was a box weapon, and PaPable. When it overheats, you can't shoot it till it completely cools down. But it will cool down when you have your other weapon out. - Easter Egg reward and steps obviously. The reward for this map could've been permanent perks (Burieds reward). This would make me do it so I wouldn't have to run around buying perks if I went down. - Something in the Nacht look a like place that would want me to go to it. Not sure what though. Same with the cabin. Galvaknuckles and Bowie should've swapped places. - Tombstone and Who's Who swap maps. All I can think of really. I'm one of the few that likes the Denizens coming at you. Easily a one hit with Galva and Bowie if timed right. And two hit is possible with normal knife, but requires luck and timing.
  15. Oh wow that's pretty unfortunate. Your friend would've been jumping to get away, and ended in the Paralyser rays. Probably surprised him to when he started going up in the air haha.
  16. I would put that down to personal opinion for both sides. My opinion is that BO2 is more unique than BO1 in general feel. The only similarities I felt between TranZit and Die Rise was just the waiting game. But that's it. Die Rise felt pretty unique to me. In regards to MoTD and Origins, I see what you mean. But I felt the differences were bigger than that of Der Riese and Ascension.
  17. I like a mix of both. Have half the maps be simple, while the other half complex. There's a map for everybody, and would hopefully appeal to everybody. Nuketown is kinda like my getaway map when I cant be bothered dealing with everything. It's just simple. There's kinda four ways to class a map. Simple or Complex, than Easy or Hard. That's Simple/Easy, Simple/Hard, Complex/Easy and Complex/Hard. Out of the 16 maps, what maps would appear in which? Sorta related question, but is there middle ground? Can you have a Simple & Complex map, somewhere in the middle?
  18. Seeing Wolf Creek 2 tonight! Oh dear.

  19. In Black Ops Zombies iOS, there was a Save & Quit feature. If you had activated the song before doing this, than loaded up saved game, the music would start playing. Every time you loaded the saved game. It was awesome. For people who get annoyed, honestly, they should just mute the TV, or turn the music option down. No offense Boom. There would probably be a time/round limit before you can reactivate it.
  20. The way Origins had it was nice. The audio logs, the little hidden notes, the deciphering. But Samantha constantly talking is a big no-no. The audio logs I would've liked to have been hidden better, Kino did it nice with the one in the chandelier up high, and the one outside the map. TranZit, Die Rise and Buried SHOULD have had these little things to find. It should be a requirement in every single map to have little things like that to find. I think Ascension did it right with the faint sound always being around the easter egg step. But that was it, and you figured it for yourself. I wonder what caused the first person to discover the easter egg, to throw the Gersch Device out of the map. It's the things like that I liked. The music eggs have always been good with their 3 spots thing. I like they're including more than one song at times. Would like to see that more. Heck, the other song doesn't have to be an actual song, just an instrumental or short piece like Undone or Samantha's Lullaby.
  21. Wouldn't the only true legitimate one be in Moon with the Hacker?
  22. The other day, just basically split-screened with my friend on Origins (not the biggest Zombies fan), and finally managed to show him the PaP'd Mauser. It's his favourite pistol in anything. We owned the Panzer with that and a Ray Gun. Oh and he loves the look and feel of the Mark II, so I loaded up a Solo Buried, took some cash out and got it second spin, pretty nice.
  23. I think he has some quotes similar to this in Shangri-La as well. It's always funny to listen to old quotes after current events, and wonder whether they knew back than, and whether it is actually relevant or not haha.
  24. In two weeks, I'll be seeing Avenged Sevenfold live, and I couldn't be more excited! :)

    1. Naitrax

      Naitrax

      I HATE YOU!

      My parents won't let me go because of getting there...

      You are a lucky man to be an adult.

    2. Rissole25

      Rissole25

      Heh, you will regret saying that one day.

      I'm guessing you don't live close to Brisbane? (You live in QLD right?)

    3. Naitrax
  25. Quality over Quantity. I'm not sure Activision realize this. This is actually weirdly ironic. Multiplayer Maps were way to small and close quarters. Zombies was way to big and open. It was nice to have the simple Nuketown in BO2.
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