Stop Mocking Me0
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Everything posted by Stop Mocking Me0
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I've never been mad at getting a chicom: I prefer weapons I can run with: Galil, Balistics knife, ray gun... A lot more then a heavy RPD or hammer, The chicom does infact have superior mobility to most guns... Not the STRONGEST weapon but great for points!, a lot better then that damn pelit gun SMP I think it's called... The only thing THAT guns good for is when you need points more then what a m1911 can give you..,
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What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
You forget, once you have the 10000 points you don't need to point horde anymore, you can buy more guns, equipments, galvaknuckles, Bowie and upgrade if your lucky... Also you have to factor in not only max Amos, but insta kills and nukes as well, both can take out a mass number of zombies and clear rounds, and gain perks, all the quicker... The point is, it's not hard to survive to round 20 with a hammer or even a Galil! Let alone a ray gun or other fine weapon! It's too overpowered look: This is normally about the amount of points I receive while point whoreing with no double points: Round one - enough to buy one door and quick revive (For backup purposes) 50 points left over R2: Second door bought, let's say we can now access this wonder perk, we manage to get one pull at the box: The Galil we still have about 740 points left. R3: We recive a max amo and an insta kill, we knife through most of the zombie's saving all our amo and leaving us with a grand total of around 2480 points. R4: Now we're useing amo! We still manage to kill the zombie horde and collect another 1500 points, this Time we hit the box again and get the chicum smg! Leaving us with 3080 points roughly. Round 5, now we have a nuke! Wait until the round is over after much point whoreing and WHAM extra 400 points... Leaving us with roughly 5000 points, half amo in our Chicum and half amo in our Galil, roughly.. Round 6-7 We MAY have to hit the box again, unless we get a max amo! In which case our amo is restored to full and our system still in check... We now have a good 7500 points, sense we've only bought a 500 perk and 2-3 guns... By round 10, if not before, you have your perk! Infact, let's give you an extra bit of help and push down this round, to round 13 and say we had the fortune of obtaining juggernog on round 9! This and we bought another box weapon! Round 14: We now have jug, quick revive, and speed cola... 1130 Round 15: We now have jug, Quick revive, speedcola, and doubletap... 3000 R16: Jug, QR, speed cola, double tap, and mule kick... 5200 R17: Jug, Qr, speedcola, double tap, mule kick, who's who, and an upgraded weapon... 1,730 See its not a lucky game, anyone can get to round 10 or 13 with 10,000 points if they're skilled and cheep enough, if not round 15 it's too easy, then you can just rank up the extra perks... -
I wonder if you can pick one up somewhere after a plane crashes... Wouldn't be much use though, snipers rule that mode..,
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Who is your go-to character?
Stop Mocking Me0 replied to 83457's topic in General Zombies Discussion
But nothin tops tank's quotes that broke the fourth wall... NOTHING! (I'm kicking your a$$ player! Notice I didn't say shooting... BECAUSE I'D NEED F****AMO FOR THAT! -
What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
And what if you do get juggernog? Then your way over powered! 2500 for jug 3000 for speed cola 2000 for doubletap 1500 for quick revive 2000 for who's who or tombstone 4000 for mule kick And anything else... That's 15000+ points worth of perks... And one perk per round? There'd be no stopping anyone! Even if they had to compleat 10,000 every time! A good player could get that by round 10 with one hammer... Then they buy the perk and by round 16, they not only have all perks but a good amount of upgrading cash as well! That'd make getting to round 50 child's play! -
If maxis's quote means what I think it does, its very possible the next map will be the final map where the Easter egg involves us fixing a spire. (TRI-convious system or something) If that Is the case, then Paris could be final spire, I hope so, I'm getting pretty tierd of just doing random task with nothing in common to power up another spire we already have... That and I want to know just what's up with these nav card tables... Paris would be a very nice map to see... Especially if any of you have read my "flèche de la mort" map: http://callofdutyzombies.com/forum/viewtopic.php?f=138&t=29081&hilit=+Fl%C3%A8che Hazardous to read, but Deffinatly worth it!...
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What would be cool is a type of lightning bomb. It would attract zombies like a monkey and then kill them all with a bolt of lightning! Wunderbar!
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What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
That is WAY overpowered! Try 100,000 points... Then maybe! -
What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
Another idea is that somewhere on the map there would be one door buyable for 10,000 and inside was a single perk drop, that way a player can get 5 perks once per map... Or purhaps a perk bottle that would always give you a perk you cant get anywhere else: Extra slot: A perk that can be used ONCE to buy all perks on the map (indevidually) BUT, you can not get it a second time, so if you go down, your SOL if you don't have who's who... I'd like a perk bottle like that... -
What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
Purhaps it should just be a whole new map entirely, where perks still spawn in but by different means... Like say, we play in "The statue" (not going into reasons why I chose the statue, it just is), just after the doomsday explosion. There is but one area around the statue of liberty and the inside of the statue. Around the base there will be tons of debris and five perk-spawn locations. The one door to buy will be 1250 and it will lead you to an elevator to the statue's head. There you will have access to two more perk machines, and in the head will be 3 more perk machines, and the box spawn. The last door will cost 3000 and bring you up to the torch where you can buy claymores, Semtex, the last perk, Bowie, and galvaknuckles. Perks include: Juggernog, speed cola, doubletap, quick revive, PHD Flopper, mule kick, who's who, and pack a punch, Some perk drops won't be needed. Also you can fall off the torch to your death (or to epicness if you have phd). Perks BTW don't spawn as they normally would... Every so often, a fighter jet will fly over (or lightning, whichever is cooler), and will blast open a crate somewhere on the map, the stone will have a perk or pack a punch inside it! Also as a bonus, there is an area on the map where you can hear russman talking. The map will end and the final cutscene will show the island being hit with a purple light... Fallowed by richtofen's laughter... -
Actually that's not a bad point, purhaps fixing the spires causes better communication into Samule's head... We didn't hear the "hhhhheeeellllllppppp meeeeeeee" moans in his head until after tranzit.... And after we compleated the first spire... Purhaps in the next map the voices become stronger...
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What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
Well that's simply solved: By either A: A way to buy a perk spawn for a high price of course Or B: Seperating the perks so that when the clock hits Zero a WAW perk drops, but when the population hits zero, a black ops perk spawns, and when you run out of either one, the next perk to spawn in will be a black ops 2 perk! That way the perks are separated! So you would need 401 kills to spawn all phd, stamin up, deadshot, and mule kick, But only need to survive, eh, 16 rounds is it?, To get all speedcola, doubletap, quick revive, juggernog, and pack a punch! Then you would only need to either get an additional 100+ kills or few rounds to gain access to either tombstone (or who's who, not both sense they do nearly the exact same thing and won't work well together in a map) as well as any more perks they have in store for us! So there! You have your juggernog before round 20, as well as doubletap speedcola and quick revive as well as pack a punch! Then you can have they opertunities to get the other perks. Infact if they bring back tombstone they could easily get all perks! Running around with PHD, mulekick, jug, double tap, deadshot, speed cola, stamin up, quick revive, and then some with three upgraded weapons while your partner does the same on the opposing side of the map.... I look back at this and realize it may be a bit overpowered to have all perks... They should use who's who instead... -
Die reise I have made one typo here... But WHAT IS IT?!?!? :twisted: MUHAHAHAHAHAHA! I probably shouldn't have created a new thread for this... But what the hay!
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Black Ops 2 Zombies Die Rise Zombies TV Transmissions
Stop Mocking Me0 replied to MrCaffiene82's topic in Die Rise
Science has failed us... He has abandon us... Could HE be stulinger... -
Well think about that... Greif at the depot or the diner? That'd be way too Full! The only thing anyone could do is hit the box, and with 8 people begging for a turn... Bleh... Purhaps another mode type will be introduced (Such as the demonic anouncer mode I and a few others think will happen due to some audio quotes) in which case it would be fine to put them into green run, but we don't need anymore of the greif or survival or turned maps in green run right now... Nuketown on the other hand, would make a grand map for greif, not so much turned, as it would be a bit... Just out of place.... And it's already a survival map... Die rise IMO 100% DEFFINANTLY no doubt in my mind, could have some game maps rather then the normal story map, I couldn't care less if it was turned, greif, (It doesn't need to be a survival map), or another mode we haven't heard of yet, and I could Deffinatly use one about late may-ish right after everyone gets tierd of the 2nd dlc... That'd be nice..
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Actually there could be more then 5 maps... The final dlc could contain more then 1 map... May not be very big, but still a second map... Like nuketown!.. But yes we HAVE to see our favorite crew back in action! Its just gota happen, if not we can rip the foundation of trayarch apart and burn their children! :D
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I disagree... Green run is done, I don't think we need anymore maps there.. Nuketown greif could be cool, blue house vs yellow house... But maps for die rise? Deffinatly! In the next mini dlc drop if not sooner... It's simple: Game released--> Drop 1.0(Die rise) ---> Drop 1.5 (Nuketown zombies) ----> Drop 2(Next zombie map)---> Drop 2.5(Die rise greif, survival, and Turnned maps) ---> Drop 3---> drop 3.5 (Drop 2 Greif, survival, and turned)--->Drop 4(Zombie final!) ---> Drop 4.5 (Drop 3 greif, survival, and turned)---> Drop 4.5.5 (Released right before MW4, Drop 4 Greif, survival. And turned)...
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What I Expect from Nuketown Zombies!
Stop Mocking Me0 replied to RichieHF's topic in General Zombies Discussion
I just want the double slap zombies to calm down... Even in easy mode their impossible! :evil: -
We don't need a new bus we need new forms of transportation: A boat, Zombies jump on board from the watery grave, upgrades include a faster motor, a turret, and spikes to keep zombies from coming from one area... A submarine, zombies come in from submerged parts of the ship, upgrades include an airlock to keep zombies away, a faster motor, and escape pods. A train: Zombies come from the furnace and the coal car... A cargo plane: Zombies come from the baggage section, Upgrades include parachutes for quick escapes.., A helicopter: Zombies jump from buildings to get you! A subway: Zombies come from all cars, upgrades include cards one can use to call the subway... A minecart: Zombies don't come and each player has an individual car they can pick up and carry.. No upgrades as this plays as an equipment.. A TARDIS type thing...: Disapears and reappears around the map :It's bigger on the inside and zombies just waltz right through the front door... No upgrades, but inside the tardis you can find other things that may be helpfull like PHD or the bus gun... A massive rocket: Zombies can come from wherever they want! Your in SSSSPPPPAAAACCCCEEEE!!! Upgrades include a teleporter so one can return to the rocket, and a key to a space suit cabinet, usefull incase a zombie destroys a window and drains the air...
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I too have noticed the TRI bit.. I think there is only one more tower, and here's my idea on what's going to happen: When the earth was destroyed it left a huge amount of kenetic, heat, and life force energy, enough to create a RIFT in the fabric of space-time. In one years time, the earth would revolve around the sun and crash into this rift, which if maxis's calculations are right, will reverse time enough to stop richtofen from entering the MPD. Richtofen could have destroyed this feild, considering he has control over a huge chunk of life force, but considering the world is now a hell hole, it's no good for him. He wants to ram the earth back into the feild so he can restart many people's lives, like what he does with Samule and co. But for the world! However both sides have a problem: Maxis's explosion was MUCH to large and has begun to reduce the mass of the earth, pulling it closer to the sun! If maxis doesn't stabilize the earth we'll fall into the sun and miss the rift! And richtofen doesn't want maxis to throw him out of his throne. So, they started connecting spires, one by one they each begin to stabilize the earth, the difference is richtofen's spires will drain the feild of its heat and kenetic energy, making it so the time traveling capabilitys will desinigrate, ruining maxis's chances of turning back the clock by MENDING THE RIFT! Maxis's spires will simply keep the earth at a stable condition until it hits the rift! Then when time is reversed, he will stop richtofen from completing his plan. But then does two seperate endings mean no more continuation of zombies after black ops 2? NO! It's very simple: Introduce a 3rd party AKA whatever evil thing is in the MPD with richtofen... Whatever it is, it will ruin both maxis and richtofen's plans... And make a common ending for more zombies two years from the end! Bravo! Encore! Lovely! Everybody's happah!
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a definitive proof that shangri-la, is on mars
Stop Mocking Me0 replied to wooddifook's topic in Story Discussion
I wish people, would stop thinking this, it's rediculous! One tweet, ONE TWEET! And everyone must goes mad... Rant mode activate!: It's not on mars, there are dents in our moon's surface as well. Shangri la is in the Himalayas! Brock and Gary walked there and we're attacked by zombies there, you can't walk to mars! The tornado on the loading screen depicts how the orbs were moved from their rods and some kind of catastrophic event: NOT TELEPORTING TO THE RED PLANET! To teleport there would mean that when the mpd scanned the earth for maxis, he wouldn't have been there, and wouldn't have teleported to groph in the moon radio, we know maxis was at shangri la before being teleported to moon! Also I'd REALLY wish people would stop adding a "Real PrOoF of shangrila on mars!" ! Rant mode off... -
Easy: I was in spawn trying to do the Easter egg while the other 3 were around the map, one in the shaft getting a key to re-Aline the elevators, one was building the seliquifier and one was on the roof when disaster struck, The guy in the tunnel went down at the same time the guy building the seliquifier went down from a sneaky zombie, then when the roof guy went down to save them, the elevator dropped at the wrong time, downing him as well... So me and my trusty kraus Refibulator (not trying to do maxis's Easter egg, just like the kraus), managed to ride the service elevator down, revive the first guy, then jump to the lower building and revive the second guy, then turned around and revived the 3rd all in one go! No sonic screwdriver, no tardis, just me and an upgraded knife! Beutifull... We didn't manage to do the Easter egg though...
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