Stop Mocking Me0
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2015 -- where's this headed?
Stop Mocking Me0 replied to SeasonSix's topic in Research & Development
Now, I actually don't agree with you. While yes, many of the things in BO2 were corny, and easy to find, a lot of things were actually REALLY hard to find out about. Look at @PINNAZ ! This is defiantly still an adult thread in the gist of it. It's just UNBEARINGLY hard to find the clever adult stuff anymore. -
But remember, this is a widely received game, voodoo here will be at it's most basic form... I expect dolls, pins, zombie resurrection, and transformation spells.
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Alright everyone! Time to vote to see which Dead Ops Arcade version is the winner: Mine or Black Hand Smiths.
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Dead Ops Arcade: Brain Bash [ Concept ]
Stop Mocking Me0 replied to Black Hand Smith's topic in Zombie Labs
OOOOOOHHHH SHINY! I mean cool! I like the concept of a beat-em up. Hell maybe at the end you could find out you yourself is a zombie who kills the O3 and samantha on moon! That'd be cool and it would tie into the storyline VERY nicely. -
The game starts with a pixelated castle with lightning striking behind it. It then shows the main chamber where a man in a blood-stained lab-coat is resurrecting the dead with a turret-like mechanism. It's at this time that an army group charges in and takes the man to jail. Then he smiles as he reaches into his eye and presses it, where it lights up like a button. A transmit broads out into the nearby city, forest, beach, and the castle it's self. Turrets start rising from the ground resurrecting the dead which begin to run rampant. The final image is of the man escaping the jail with a wide smile as "Doctor Necro-man's Revenge" pops up. (Press Start) You will then be taken to a character selection screen, each character has their own abilities and drawbacks. Watson Heart-Nail: Necro-man's arch nemesis. He is the most rounded of the characters, possessing even amounts of speed, melee damage, hack ability, and accuracy. He also has the added ability of "rage" when one pushes in both control sticks. This will infuriate mini-bosses and Necro-man himself, causing their attack patterns to falter. Sara Opium: Watson's apple-of-his-eye and total bad ass. While she may be a bit of a noob when it comes to hacking, she maintains high accuracy and melee damage. She maintains average speed. She has the added ability of "Slammy" where she dawns a pair of death machines for 10 seconds. It takes a few stages for this to re-charge so use wisely. Doctor William Harold Oliver: An elderly man with less speed and melee damage but mad hacking skills and high accuracy. His special ability involves healing players once per stage. He also has a bit of prior knowledge of how this all plays out for some reason. Cry-X-10: A cyborg zombie built by doctor necroman himself. He worked with him until he was sacrificed for study of a life-force engine. He was later found by Doctor Oliver and re-abilitated. He surprisingly has week accuracy in his aim and only maintains a slightly higher-then-normal hacking ability. His main strength comes in his Speed and melee damage which is quite high. His special ability involves him hacking a turret and re-abilitating it to kill zombies rather then resurrect them. He can typically do this as long as there is a turret. ________________ Doctor Necro-man: After one completes the game you gain the achievement: "The frankenstein complex", 75GS, and the special ability to play as Doctor Necro himself. He maintains low speed, high hacking, low accuracy, and high melee damage. His special ability allows him to turn any zombie he melees into a human. The human will run away in panic, if he gets hits a zombie he will turn back into a zombie, but otherwise it's an instal-kill move. The game maintains a set amount of mechanics, it's a flat-world-angled side shooter from 3rd prospective like DOA from Black ops 1. Some of the controls are also brought over: Push LCS to move, RCS to aim and fire. But there are some innovations: Y: Swap weapons X: Hack/Use device A: Barrier: Sheild one's self from zombies for a brief 3 seconds, this however will not protect against mini-bosses or bosses and renders one fire-less during the 3 second break. B: Call mates: Should one lose their team-mates they can push this button and request for others to teleport to their position. To do this one person will hold B making their name pop up on other's screens. If the others answer the call by pushing B too they will teleport to the stage their in. However there is a limit to uses. One A: Needs signal (can't call in bonus areas or boss areas) and B: Can only call 3 times until one needs to recharge batteries like in Kirby and the amazing mirror. RB: Toss lethal grenade. LB: Toss Tactical grenade. RT: Sprint LT: Sneak (Useful against sleeping zombies) Back- Checks stats of players. Start- Menu: Exit, restart, options, the works. New mechanics: Shop: There is now a shop in this game as well. After clearing certain areas you can exchange the coins you earn for weapons and health. You can also buy keys to bonus areas should you stumble on one. Mystery box: Gives each player a random weapon if used by that player. Does not allow double-hits. Pack-a-punch: Upgrades a weapon for enough coinage. The area you find the PAP depicts the amount of coinage you can receive. Coins and gems: Gems are awarded by every zombie and will depict your rank at the end of the adventure. Coins are dropped randomly and in any reasonable amount collect these to spend on bettering your arsenal. Hacking: Simple enough, the higher the character's hack level, the faster the hack. A bar will dictate how long you have to remain stationary. It can be used to hack doors open, turn off zombie-generators, or in certain cases, hack turrets. Turrets: These will continuously spawn in more zombies until itself has been destroyed. Amo: Yep, unlike DOA, this game has amo counters, use them wisely, amo drops are common and puts an unknown amount of amo into the weapon you're holding. A golden max-amo fills every player's weapons with amo and is MUCH rarer. Stages and areas: Stages in this game are rooms, like in DOA. You walk into the room and you've got to complete the objective of that stage to clear it. This can be "Kill all the zombies", "Disengage the turret", "Hack the generator", or things like that. Once that objective is complete, players can freely move to areas up, down, left, and right. One can also return to a stage, after it's been beaten, and walk through it without having to complete an objective. However, there may be a zombie or two strangling about that need a bit of bullet in their diets. An area on the other hand is sort of like a new world, you need a teleporter to leave it which can be located randomly in any position. There are 8 (well 9) areas in total: -City -Swamp -Grave yard - Forest -Sewer -Beach -Factory -Castle -Nega: Upon defeating the game a second time, players can enter the nega realm, which is where the final boss lays. I should also mention there's 3 bonus stages: Intro: In which the 4 characters are on a plane that crashes inevitably. Aether: There's a 1% chance that when teleporting you will end up in samantha's bed-room. There is nothing here but it gets creepy. Boat: This area is constantly moving and only holds 4 stages. Instead it's your team's job to protect the boat from zombies coming aboard. Health: This game has a bar-like health for each player on the top left of the screen. Harder hits deal more damage. You recover 25% of your health at the end of each mode. In addition you can buy health, be awarded extensions on health, and can be healed by doctor Oliver. New Drops: Insta-kill: Obvious Double-cash: Doubles the amount of gems and cash you receive from zombies for a short period of time. Nuke: Kills all the zombies in that stage and any stage anyone else is in. Zombies that aren't on the map yet however will continue to spawn in. Weapon: Weapons in this work a bit differently. You always carry 2 weapons: Weapon P and weapon S. When NOT standing on another weapon, one can push Y to swap between these 2 weapons. While standing on a weapon drop one can push Y to trade the weapon you're holding for the weapon on the ground. Pushing Y on a tactical will simply give you that tactical. Map: This will lead you to the nearest room of interest. It will be unknown to you if this room is a bonus room, or teleporter room, or simply a room with a shop. Akimbo: This temporarily doubles your fire power . Strike!: Allows one to place a missile on the map if they hold X on the drop. Place who you want the missile to land on and it will wipe out the zombies on screen for that person. Shield: Protects one from zombie attacks for 15 seconds and allows for fire power. Drone: Puts a turret drone around you that will fire along side you until itself is destroyed. Blood: This will repulse zombies away from you and will make you invisible. Zombies instead will move towards the nearest player, if they're in the same stage or not. Story: Sometimes in this game, the stage will give a story sequence, in which all the zombies are dead and the characters begin to talk. Depending on which characters are available, more talking/cutscenes can endure. Talking normally consists of a character's head in the middle of the screen with their color under it and text to the side saying what they will. The story starts when these 4 have been called in as the arrest of Doctor Necro comes forth. Eventually !s appear as the plane is smashed out of the sky by lightning. Climbing out of the rubble, the four survivors fend off the hordes in the city. Eventually, the team will learn about the plight of doctor necro, who is currently held up in his castle, from a dying cop on the road. He will eventually turn becoming the first mini-boss zombie: Cop-zombie who will fire bullets back at you. Eventually on their way through the city, the sewers will erupt will sludge triggering "mutant-blob" to pop up as the first boss zombie. He's essentially a large blob that lunges at you. Beating him awards one of the 4 base reward ups. Reward ups will help each character in a special way, and every participating character gets to chose ONE. But no 2 can pick the same: Heart+ Get more health. Amo+ Gain more carry capacity for amo. Keychain+ Gain more room for carrying bonus room keys. Hack+ Hack slightly faster. All 4 rewards will be awarded after every boss, as well as a key-card to use the area's teleporter. Eventually you'll work your way through all the areas, meeting the fallowing mid-bosses, bosses, and areas: Area- Midboss - Boss Sewer - Mutant rat - Killer Smile (a mutated crocodile that wants your meat, you can't kill him but feed him zombie bodies to make him go away. Factory- Unlike most levels the factory can be fought on 3 different levels. Use ladders to ascend to other planes, NOTE: You can not shoot upwards. - Midboss: Chaine: A zombie with a chain-saw, avoid contact at all costs, one touch is death. - Boss: The machine; A multi-level robot that requires one to blast each section's barrier off one by one. Grave-yard- Zombies can come from the ground here. - Midboss: Whichet: A necromancer by himself, he actually does nothing more then heal the zombies around him. This can be BAD news for you though. Take him out fast. Glitches: This battle is a bit of a mind-f. At first it will appear the game is broken and restarted, but don't be fooled, you spawn back in with no weapons, making you totally defenseless. To get by, simply let the zombies kill you. You will then fight glitches on the game-over screen. Simply fire your weapon at his large eye that keeps appearing everywhere. Once dead, push "resume" and you'll be transported back to the area you fought glitcher. Swamp: There are ooze-pits in which one can be slowed. Midboss: Isn't so much as a mid-boss as rather a simple task of fighting the vines coming to wrap themselves around you. Boss: Witch: Will toss potions at you and transform into a cat to attack you, simply keep beating it! Snow Forest: Cold winds will slow you here. Be mindful of frozen-zombies, if touched or shot will unleash another zombie to kill. Midboss: Yeti: It's a yeti, just shoot it. Boss: Ice wall: At this point, the player's primary will be replaced with a hair dryer. The hair dryer will progressively melt the wall, but you will need to switch to another weapon to fight the zombies that will un-freeze out of it! Beach: Zombies will typically emerge from the ocean, so watch out for that. Mid-boss: This mid-boss is special, and requires one to find it's top-secret area. When accessed, one can find a mysterious black entity possess the body of none other then the famed cosmic silverback! Kill it to gain an extra Reward-up Boss: boat level: Fight zombies from climbing onto the boat that's being ransacked. Castle: The final level, make sure to check places for booby-traps and other horrors. Mid-boss: At one point the floor will give way, and the walls will come in with spikes to crush you. You will need to find a way to stop the walls from closing while fighting off zombies as well. Boss: Who would you expect? Doctor Necro-man himself! He's in a robotic suit however so be wary! His attacks are simple, but keep shooting him to end it. After defeating Doctor Necro, the 4 celebrate as he's brought into custody. Unfortunately, it's not over yet. Lightning strikes as the dark figure that possessed the cosmic silverback emerges from the body of Doctor Necro. He then blasts the 5 all the way back to town. The 5 then look as the zombies all run even more rabid and a dark tornado takes root in the center of the far-off castle. You now have the achievement: "The frankenstein complex" which allows one to play as Doctor Necro. Should one finish the game with doctor necro in their party doctor necro will at first be wearing a simple mustache-and-glasses disguise. Once you kill him during the final fight doctor necro will release who he really is. Then who you thought was doctor necro was actually the dark entity. Now, complete the game again consecutively to find that bosses are a bit harder and zombies are a bit more difficult as well. Once you reach the end however, you fight the dark one in doctor-necro's robot suit. Once defeated the dark one will open up the final world: The Nega realm. The nega realm has obstacles from all 8 of the other areas, tread carefully. The midboss is yet another cosmic silverback boss. The final boss involve the team killing the dark entity as he teleports around them and summons zombies. After being somewhat-killed he will transform into a massive dark creature with the same abilities, only now he can crush you by dashing into you. (CO-op only) Last he transforms one last time into a dark duplicate of your team. You will not be able to harm your evil self, so it's vital you attack your friend's evil selves to take them down. (Solo and CO-op) The entity will disintegrate and explode leaving the 5 in the center of the castle again where they all put forth their final "F*** YEAH" pose. 75GS: New game plus: Defeat the evil entity. The game at this point would completely end and your time completed, stages completed, gems collected, coins collected, deaths, and power-ups collected would be displayed and put into the leaderboards.
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These perks include, but aren't limited to,: Double tap, Speed cola, Electric Cherry, Deadshot Daquiri, and everyone's favorite: Who's who!
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Ok, so this gamemode is for 8 players and consists over a fairly large area (totally possible on next gen) The idea of this game is to grab the permanent-meat-drop from the enemy's area, and get it back to your area. The issue being while holding meet EVERY zombie in the map will be running for you, and you are only granted one hand for weapons. You also can throw the meet, destroying it's point properties, but it will focus half the zombies on the map to that spot, or player as well. Furthermore, enemy players can knife the meat out of hand, but need to knife the player to do this. The zombies are progressively getting stronger over time, like no-mans land, only it sort of levels out at round 10-15. The first team to collect 10 meats wins. Drops: ?: This will move the location of your base. This can be rewarding, or taxing.... Meat: This will RARELY drop from zombies, if it does you can take it to your base for a free point. -The most effective tactic is to have 4 players run from the base at the same time. It will maximize the amount of meet being carried.
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I wasn't meaning to be obnoxious at all. I was simply stating that if it came back I would love it, if it didn't come back, I'd still be ecstatic about the update, but the feature of the index would not be that missed.
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Some New Features Clouding My Mind
Stop Mocking Me0 replied to BrayJayTheZombSlaya's topic in Research & Development
Well, remember, not all weapons benefit from a kimbo: Shotguns and ray guns seem to suit it... But a duel wield sniper rifle? (Achievement get: 5G: Why did I do this?- In any zombies map duplicate a sniper rifle.) Plus look at pistols,SMGS and MGS, the aim is severly reduced, the weight is DOUBLED, making an LMG the weight of the death machine, ADS is disabled, and it can possibly take MORE shots to kill a zombie due to inaccuracy. For all that, I think 3000 and 6000 are a fairly reasonable price. Also I think the DYW should be like a perk or the PAP, in the map and not build able (unless you're stupid like tranzit...) Also, why have we not discussed duplicate RPGs? WOW that would be cool!- 7 replies
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I've seen a variety of issues, but it appears all glitches can be avoided: -Don't ever ride the tank over a lip. -Don't EVER touch a staff after it's been built. Anyone can collect the parts, but once it's been built it is bound to that person, NO one else can touch it, I don't even care if they die with it, DO NOT TOUCH ANOTHER MAN'S.............. Wait a moment.... -Don't even bother buying claymores until after the invisible zombie step. If an invisible zombie hits a claymore, he'll fall through the map and not die. -
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**NEW ZOMBIES GAME-MODE** (Sudden-Death)
Stop Mocking Me0 replied to Pizzaboy5799's topic in Zombie Labs
Don't sell yourself short, what you've given is a nice gamemode as well! -
One of the things I REALLY loved about the old site is the "my topics" page, which essentially kept a tab on EVERY topic you comminted in. To me that was a whole lot simpler then scrolling through EVERY section to see if there's been updates. However, the second process does expose one to more topics then the prior. If this comes back I'll be stoked, if not, it's ok!
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I really hope trayarch drops some zombies teaser/troll tweets soon. The internet is going crazy for those.
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Just when I thought it couldn't get worse, I look and see that the CIA and CDC textures are both from black ops 1
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**NEW ZOMBIES GAME-MODE** (Sudden-Death)
Stop Mocking Me0 replied to Pizzaboy5799's topic in Zombie Labs
I feel like after 10 minutes the game will take all of 2 more minutes to win... I think it should work like this: Take a map like tranzit or die rise, but put enemy players on opposite sides of the map. Zombies come to take you out and so do other players from the start. The game lasts 10 rounds: Round 1, round 3, round 5, round 8, round 10, round 12, round 15, round 20, round 25, and round 30. At the end of the round, all players that haven't been shot dead gain an extra 1000 points. Should a team kill the entire team off, the dead team will spawn back in with 5000 points as opposed to the amount left. Should both teams be killed off by zombies and others, the round will restart with each player given their weapons back. Players who kill other players receive 1000 points upon kill. All perks can be implemented but juggernog is only effective against zombies, not bullets and knives. The mystery box weapons can be picked up by another team mate, or the enemy team, but only if the player who hit it is still alive. Once killed the player will return the next round with none of their perks but will maintain the weapon they last held in their hand (not including the weapon they held dying) The game ends once all 10 rounds have been completed. BTW, I should mention that each round where everyone dies subtracts one round from the goal: So if everyone dies on round 10, they only go to round 25, then if they die again they go to round 20, ect. -
It's main advantage is that it slows the zombies. It's not designed to take them out. Like the snow pea or sap-fling from plants vs zombies 2.
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Some New Features Clouding My Mind
Stop Mocking Me0 replied to BrayJayTheZombSlaya's topic in Research & Development
Ok my points: -Duplication Device: Normally when someone introduces a way of PAP again I'm against it, BUT NOT HERE! I love this idea, and It would totally work too: 3000 for a normal gun, 6000 for a PAP version, -If you PAP a normal duel-gun it reverts to being a single-weild weapon, pitty, but that's the cost of high living. Furthermore, I think instead of doing that, the DYW (Double Your Weapon) would say: This weapon is too advanced. Meaning you can't duel weild a variety of weapons: The ray gun, the ballistics knife, the crossbow, and the map's wonder weapon. HOWEVER I also think that once you complete an easter egg on one of the DLC maps, you get rewarded with "Porter's blueprints". This will allow one to duel wield the ray gun or ray gun M2 in any map! THAT would be worth my time and effort. -I do not however, like the tactic-a-punch. I see too much in it's ability, Much like buildables trayarch will rely on it. Plus, it's hard enough out there for our easter egg hunters, now we have to PAP EVERY type of weapon and try it on EVERYTHING to see if something happens? -Insta-kill bullet would be a bit pointless too IMO. It would better work as a perk like: Final stand: The last bullet in your gun is an insta-kill. Because you only get one shot with it, and even with an RPG, that won't end the round. -The Chaos mode needs some tweaking, but I'd love the innovation of difficulty: Classic: Easter egg is possible, zombies spawn normally, regular health. Easy: Easter egg is not possible, zombies spawn normally, regular health, low speeds until round 15. X 0.5 XP for this mode. Hard: Easter egg is possible,, zombies spawn frantically, starts with regular health, but at round 5 they start doubling in health every round, so a round 6 zombie is the equivalent of a round 10 zombie, high speeds starting at round 5. X1.5 XP for using this mode. Now, as for the ranking system, I like the idea of getting to 200 rounds. Although it has it's downsides. It could mean playing a game and dying on round 2 100 times, and that's not really fair to those who try to get to round 20+ a game. I also like the idea of earning things, although my idea involved unlocking weapons to put in your box. You had to have a set number of RPGS, LMGS, Snipers, and all the rest, but you could pick between putting an LSAT or an RPD in the box these weapons are equal enough to be swapped out without really effecting game play. In the menus screen you would have a create-a-class system for your box. Of course every map would also come equipped with it's own weapons that can't be changed as well.- 7 replies
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How to get Juggernog on round 1(works best solo)
Stop Mocking Me0 replied to Zombie_Slayer_115's topic in Mob of the Dead
I feel like you're saying that just to get controversy and/or be hipster. Shangri-la is much harder then MOTD. There is no training spot on Shangri-la, at all. It's not possible for it to be easier then MOTD where you can revive yourself once every round.... -
SO I had this great idea for a new perk: turned tasty: What this does is, in a co-op match, after a player bleeds out they have the ability to come back as a zombie. This zombie would take a considerable amount of damage to kill resulting in teammates earning a mass amount of points from your dead body. In Greif the same thing applies, only now you can also consume an enemy player. However while you can take a considerable amount of blast damage, you are super week to knife attacks, having one take half your health. BTW you need to swipe a player twice without jug or four times with it consecutively to down them.
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I don't want a second PAP, but I would like a PAP machine that would progressively give you better attachments. Take the M16 for example: Starts with a grenade launcher, PAP again and it swaps the grenade launcher for a galvanized-bayonet, again for a wonder waffe-mini (holds 3 shots, but will kill three at max zombies on any round), again to get an underbarrel ray gun (holds 20 shots, works like a regular ray-gun), again to get the max level: The thunder-buss: It launches a sound wave that blows zombies away like the thunder gun or subsurface resonator, but also only holds 3 shots, use them wisely. Of course some weapons will not include this, like the Mustang and Sally, or the map's wonder weapon, or the ray gun.
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3 Not so Ridiculous Powerup ideas
Stop Mocking Me0 replied to ECTheZombieDestroyer's topic in Zombie Labs
You can't just make a drop rare, according to high-rounders every drop will come once every two rounds, even if this becomes the first "rare" drop, that means at least once every 4 rounds there will be an extra max-amo, which would really turn the tides. Now, here's an idea: Perma-perk it. If the dreaded system returns, lets see if you collect a carpenter, double points, max amo, and insta-kill all within the first drop's time limit you get the perma-perk. Then whenever you get a max-amo you ALSO get the effects of insta-kill for a 1/2 of the time, then a 1/2 for double points and at the end all the windows are repaired. This works until a player misses a drop. While this may seem OP, it actually shouldn't be possible to maintain come higher rounds.- 10 replies
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