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Everything posted by Electric Jesus
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Apart from the fact that this is somewhat subjective it's an awesome thread. I just really don't have anything to contribute. This is the kind of thread that should be stickied for new players to read.
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@Speedo Cola I see your point and I agree to an extent. Obviously there are the best weapons for general use in zombies, but I mean all weapons should be viable for a specific unique purpose. Look at multiplayer for example. Your team of 4 could have one guy rocking a DSR 50, one guy with an AN-94, one guy with an R870 MCS, and one with just a knife. Sure the AN-94 is probably the best of those 4 for general use, but if someone is a particularly good sniper or shotgunner or blader, then that respective weapon would be just as good as the AN in their hands. You know? If in zombies you're an SMG enthusiast, get ready for disappointment, because they're literally just not strong enough to hold up to high rounds as well as ARS or LMGs. Double pap would allow you to rely on your preference and specific skills by keeping a preferred gun longer. Sure a pistol isn't as good as an LMG in general, but if you're a goddamn surgeon with a pistol that would give you an opportunity to be just as deadly in a more personally enjoyable way.
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https://youtube.com/watch?v=KCy7lLQwToI Also I would agree with you on that clay. That's the point of a wonder weapon. You should always want to end up with wonder weapons. Double-pap should just serve to delay the inevitable necesity of depending on them. It goes back to what I said about gameplay styles. Ask 50 people what their favorite non wonder weapon is, and you'll get 50 different answers. Yet if you watch those 50 peopleplay they will all end up with an LMG. All weapons should be good enough in their own way so that if you have a preference or specialized skill you can use it to your advantage. High skill, high reward. Double pap would to an extent slow the de-evolution of unique gameplay styles, because you could still rock your favorite gun in higher rounds.
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3 Not so Ridiculous Powerup ideas
Electric Jesus replied to ECTheZombieDestroyer's topic in Zombie Labs
I love the first idea. It's like zombie blood. But the issue I always have withzombie blood is that it's hard to aim at zombies that aren't walking toward me. Laterally moving targets aren't as easy to score headshots on. The first one would remedy that and still give you a minute to breathe. I like the second one as well, because I can imagine times when people actually have an internal debate of whether ornot to even get it. You don't want to spawn in a boss just so you can refill your SMR. I can imagine that being good for team playing and coordination. Good one. The last one I'm not sure about. The fact that it's super rare makes it not OP, but something THAT special needs a little more pizzaz. I was thinking more along the lines of the Nuketown shed.- 10 replies
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- Powerup ideas 3
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I think making it easy to access trivializes it. We've had it for years now but that doesn't make it less effective. We just take it for granted. I think it should require effort or some special activity to access, but not to the point of being tedious or dominating your strategy for the whole game. Like MotD and moon had to be coordinated by the whole team. Kino on the other hand can easily be accessed by one person, but it is more efficient and safe to bring the whole team. I like that PaP incentive.
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I think here's my ideal PaP system. As a base function either kino style or origins style (limited access but can be repeated frequently and easily / permanent access but can be turned off) and in addition to that there is another method of upgrading which requires multiple steps (like origins staves bus smaller scale) and can only be used on PaPd guns. That's what I think would work best. No amount of costliness would prevent a legitimate double-pap from being OP. That's why origins staves were almost perfect. Just scale it down to a less "wunderful" level.
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I like selective access to PaP. It makes it more of a reward. I think the PaP on Kino was one of the best. Not like ascension where you just train 10 feet away from the machine forever, and not like MotD where you need to sacrifice your first born to reach it. I think zombies so far has progressed like this: WaW: Fundamentals BO: Expansion BO2: Experimentation Now that they've experimented they can see what works. I have high hopes for the next game.
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I will be updating OP with special zombies and variations soon. Edit: Progress made.
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So to summarize: "These topics are too subjective to reach a conclusion, so let's not discuss them. But for the record, this, this, and this are wrong." That seems to be a little contradictory. Also yeah, you should speak about some things more objectively. You can still say "I respect this person's opinion although I disagree with it" instead of calling a theory preposterous and ridiculous. I mean that derived from a single individual's work, so I would be offended if that was directed at me. Also this kinda goes against the nature of this community. Treyarch gives us a 1000 piece jigsaw puzzle where only 10 of the pieces have images, and it's our job to paint on the rest. There is no reason why we should ever NOT discuss a topic more. Why not? Because it's been discussed already? So what, we get new members and new ideas every day, and nothing is conclusive. We're here to have fun. Frankly this place needs that kind of discussion. As long as it's generating thought it is a good topic, even if no conclusion can be reached. I mean I get your point, but it seems like a bad idea to say "stop thinking."
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Hello all, I'm revisiting a topic I discussed a long time ago, taking some new evidence and realizations into account. I'm going to attempt to explain exactly how the bodies of zombies work. I'll start once again with the five senses of zombies as a general base off of which to expand. However, there is one very important detail that is inconsistent with all of this. Zombies are capable of surviving for a short time without their heads. However, headless zombies are still able to locate the player, or follow a monkey bomb, or ignore the player during zombie blood, despite having no sense of sight, hearing, smell, or taste, as all are derived from sensory organs located on the head. This also begs the question "what kills zombies?" Of course decapitation eventually kills them, but how is the body able to continue moving? It can't be blood loss, as they lose an ungodly amount of blood by being shot repeatedly. We'll return to this later. Anyway, on to specific bodily functions. So what we have is effectively an organism whose systems continue to function, but don't work together to achieve any purpose. They can breathe, for literally no reason. They can bleed, for no goddamn reason. They can use their senses, but they don't have to. Very strange. Which brings us back to the question: What kills them? Consider for a moment the massive amount of damage a human sustains from a gunshot wound. You can take a zombie and shoot it all over its chest and even in the head and it won't die (depending on the round.) Shooting them in the heart, lungs, liver, stomach, and brain in turn won't even slow them down. Even if a human didn't feel pain, a gunshot to any of those locations would at least put them in critical condition, and at most instantly kill them. Something that "lives," yet doesn't depend on any of those to survive, seems like it would in theory be invincible. So when you finally kill one after raining gunfire down onto it, what exactly is the cause of death? Let me break off on a hiatus to mention one other thing about zombies, which is their relationship with electricity. EMP grenades immobilize them, and George's electricity powers them up, yet a DG-2 shot kills them. We know that 115 has electrical properties, which is most likely one of the reasons why the zombies exist in the first place. The 115-infected cells might act like pseudo-neurons allowing them to work together. Maybe in this manner their entire body acts like a giant brain, which is why they don't depend on their ACTUAL brain. I believe that small amounts of electricity stimulate their cellular function, but large doses simply kill the cells. Anyway, my conclusion is that their 115-exposed cells all work together using their electrical properties "charging" the zombie. The zombie then dies after it loses enough cells that it no longer generates enough "charge" to continue functioning. This is also supported by the fact that zombies get more health as time goes on. The 115 cells are just producing more electricity. Losing them through gunshot wounds matters less later on because the other cells accommodate. EMP grenades don't kill them because they don't prevent the cells from producing charge, they just remove the electricity already generated. When you shoot off a zombie's head, this is the only time we see blood actively gushing from a wound. This kills them guaranteed because it makes them lose cells so rapidly. Remember, this is science FICTION. It doesn't all have to be accurate. But we can still try to find out how the imaginary sciences work in an imaginary world. I'm no scientist. Let me know if I messed up anything. Special Zombies To be continued, and more detail to be added. busy busy.
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On a long enough timeline, the survival rate of everyone drops to zero. But they were on the moon, with a teleporter, and a former omnipotent girl who probably learned a thing or two about time and space in her 100 years of transcendence. I think they could be pretty much anywhere / at any time, and they are probably doing something anti-Richtofen.
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Well yeah I'm not saying engine limitations were the ONLY reason why treyarch took a new approach in black ops 2, but just looking back, almost every black ops 1 wonder weapon could kill a full train of 24 in one shot relatively instantly, on any round. The only exceptions were the V-R11, raygun, and monkey bombs. Not a single BO2 wonder weapon can do this, or at least not indefinitely. Sure the vitriolic withering can, as well as some of the staves, but not to the extent that they could in BO1. I'm sure they were intentionally going in a new direction, but i still think restrictions influenced them in that direction. I mean people openly expressed dissatisfaction with the jet gun and the sliquifier. It seems like the subsequent wonder weapons were a "compromise."
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I'm looking forward to that, I enjoyed being able to kill them at once and regathering myself instead of being overwhelmed. Yeah, being backed into a corner with any of the BO2 wonder weapons was still risky business. Things like the sliquifier, paralyzer, and even some staves on later rounds just don't kill quickly. On the other hand with a thundergun you're just like "psh, please." Good wonder weapons are powerful. Great wonder weapons make you feel powerful.
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Supposedly Treyarch made wonder weapons like the sliquifier, Paralyzer, etc because they kill more gradually, because the BO2 engine wouldn't have been able to handle say a thundergun killing 24 zombies in less than a second. I'm not sure how accurate that is, since I'm not too tech savvy, but I think the wonder weapons will be able to return to their classic obnoxiously overkill feel.
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I don't really think of the aether as a location, more a state of being. Both are "among us" in terms of their ability to influence things on earth. Like in Sci-fi dimensions are typically seen as planes, and they can intersect. The aether is like the entire goddamn XYZ coordinate plane. It isn't separate but it's not the same. #deepman
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Power Switch Overcharge (Gameplay Mechanic Idea)
Electric Jesus replied to Electric Jesus's topic in Zombie Labs
I swear @Stop mocking me0 you are the Bob Ross of zombies concepts. It's just like bam, now there's a beautiful mountain on the canvas. -
The "Wunder-ful" Wunder-Weapon Discussion!
Electric Jesus replied to killerussian's topic in Research & Development
Dreaming of Screaming... Someone kick me out of my mind, I hate these thoughts I can't deny... Dreamer This gun has a sleek silver design with spiky protrusions. It has a floating yellow stone hovering above a small pedestal on the top. it has a 3 round magazine with 15 shots in reserve. Upon firing the stone will glow and let off yellow electrical sparks, and out of the gun's barrel a psychedelic beam of dreams will erupt. The beam consists of morphing images of random dream materials, such as random swirls of colors, images of the moon and celestial bodies, and other typical dream stuff. The beam fires continuously for about 4 seconds, and the beam fires with such force that you can't move very well for the duration. it pushes you back continuously and makes it hard to turn (imagine having level 1 look sensitivity). The beam insta-kills any zombie, and their death animation has them freeze, facially go blank, then look straight up before dissolving. the beam makes a soft shimmering fluttering sound like birds wings combined with a single note from a high pitched bell. Upgraded it becomes the NightTerror. The spiky protrusions on the un become more jagged, and the entire gun turns black. The glowing stone is now black with a purple aura. It now has a 5 round magazine with 25 shots in reserve. Firing now causes a beam of pure nightmare fuel to shoot out. An eardrum annihilating sound of multiple people screaming in pain sounds out, then a blast of bats, black spindly hands, spiders, bats, glowing eyes, blood and teeth erupt from the end of the gun. Any zombie hit will freeze in place, then widen its eyes and clamp a hand over its mouth. It will then completely explode into shadowy vapor, except for its teeth, which clatter to the ground. This is a reference to one of the most common recurring dreams being teeth falling out. in this upgraded form its beam fires for 5 to 6 continuous seconds and hinders your movement less, but still significantly so. -
Power Switch Overcharge (Gameplay Mechanic Idea)
Electric Jesus replied to Electric Jesus's topic in Zombie Labs
No I mean if you bought a perk while it was already active the newly bought perk would be upgraded for the duration too. Like you know how on tranzit if you turn the power off after buying a perk, you still have the icon, but it's faded? Basically the opposite of that. That was a stupid example. Ignore me. I wouldn't want this to be a regular thing though, like maybe exclusive to one map. -
Power Switch Overcharge So this is a gameplay mechanic Idea I have, and it's actually pretty simple. Ok so people always say they want upgraded perks, but I think that could end up making a player overpowered. This idea adds a bit of balance while still giving a potential huge boost in player abilities. Ok, so, let's just say once every 5 rounds a bunch of parts spawn in a certain area of the map. (It isn't supposed to be difficult to build or take time.) However one of the parts, a chip of 115, costs several thousand points to acquire, like 5000. The final product is basically a 115 superfuel injector. Attaching this to the power switch causes all of the perk machines to glow brighter and let off sparks, indicating that they are functioning beyond normal levels of power. During this time, all of the HUD perk icons get an electrified texture indicating that they are powered up. They all get the typical predictable "pro-perk" upgrades. Take extra hits with jug, run faster with stamin-up, etc. You basically get totally cranked. This effect lasts until the end of that round, and can only be built and used once every 5 rounds. The benefit is much greater in later rounds where the single round of activation lasts longer. I think this would be useful enough in later rounds that people would consistently use it, but not worthwhile enough early on to where it would become abused to the point of being OP. To clarify, it affects all perks owned by players during its time active. You don't have to buy the perk after it's been activated; it affects perks bought prior. It could have other uses, like making other electrical things like traps stronger, but I wouldn't want it to affect pack a punch in any way, otherwise people would only ever PaP on their overcharged round. That would ruin it. Unless it just makes PaP weapons stronger for the one round, in which case that is acceptable (but also borderline OP.)
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Timeline Shifts (Gameplay Mechanic Idea)
Electric Jesus replied to Electric Jesus's topic in Zombie Labs
Yeah i imagined that there would be completely different wall weapons in each, and maybe that there would be 2 wonder weapons, each exclusively obtainable in the timeline of its respective inventor. Thanks for the feedback. I mean think about it butterfly effect style. If richtofen was in power, he would protect group 935, and they would go on to advance. So in the richtofen timeline there would be 2025 weapons. Swap over to the timeline where maxis destroyed it and it would be left as it was years ago, with only World War 2 / Cold War weapons. -
Temporal Displacement Ok, so this is actually two ideas combined. Obviously there has been a lot of discussion about where the story of buried is going to continue, especially considering the two potential endings. Which one will they continue? Well I say why not both? So I have an Idea for a gameplay mechanic based on something in The Legend of Zelda: Skyward Sword. Anyway this would be a lot easier to describe if I had a map concept in mind. Let's just say there is a map that takes place in like, an abandoned factory in a desert. None of the machines work, everything is destroyed, and sand is everywhere. This is a result of the Maxis ending, where the world is screwed. Just keep that general map idea in mind as an example. Ok so the main mechanic is that you can swap back and forth between the 2 timelines in a similar manner to the Shangri-La eclipse mode. Pull four levers on a crazy looking dusty old machine, and a pulse shoots out enveloping the map. After the wave passes over, everything looks pristine and fully functional. All the machines are operating, and the area is no longer a desert but has flowing water. Now you're in the same location, but in the Richtofen timeline. This former 935 base was protected by Richtofen when he gained power in his timeline. In this mode, you can use some of the machines and new devices that were unavailable in the desolate Maxis timeline. Presumably there would also be some features exclusive to the Maxis timeline, such as areas that cannot be reached in the other (climbing sand dunes or something.) However, that's only part of it. There are also special items that can be activated around the map. They are basically smaller, portable versions of the temporal displacement machine I described above. They are just glowing spheres, and when activated, a roughly 15 foot radius sphere like a bubble appears, and everything in that sphere becomes like it is in the alternate timeline. Back to the example. Let's say you're in the Maxis timeline, and the pack a punch machine is half buried in sand and unusable. Place a temporal displacement sphere near it, and everything in the radius comes to life like in the Richtofen timeline. The pack a punch machine gets reverted to its normal clean state, and now you can use it. In this way you can basically cherrypick which things you want to cross over. Here's another example. Let's say there's a ledge you can't reach from the Richtofen timeline. Switch the whole map over to Maxis and now you can climb a sand dune to reach it. From the ledge there is yet another ledge inaccessible due to broken machinery blocking your path. You can't just switch the whole map over to the Richtofen timeline, because then you couldn't climb the first ledge. So what do you do? Bring a temporal displacement sphere with you, and hop up the first ledge in the Maxis timeline, then use the sphere to revitalize the broken machines in that next area and pass through. I don't blame you if your head is spinning, so just check out this screenshot from Zelda to see what I had in mind. the blue stone in the center reverts its affected area to its past state, where everything was still alive. Similar to that, except it shifts it to a different timeline rather than a different point on the same line. In addition to that would be a giant switch that changes the entire map. And the spheres always do the opposite of what the overall map is at a given time.
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**NEW ZOMBIES GAME-MODE** (Death-Point)
Electric Jesus replied to Pizzaboy5799's topic in Zombie Labs
If I was working at treyarch and I was working on this map, I'd almost feel tempted to eventually make "five" style teleporters linking the area, or just some other manual form of traveling from one area to the next. Maybe upon completion of an easter egg. Of course that would just lead to everybody trying to rush to accomplish that every game, defeating the purpose. I don't know, conceptually it's great but I'm strugglimg to figure out how it would be received in practice. -
**NEW ZOMBIES GAME-MODE** (Death-Point)
Electric Jesus replied to Pizzaboy5799's topic in Zombie Labs
Ok I personally really like this and think that I would enjoy it very much. The problem I am predicting if Treyarch did this, is that people would complain about the on-rails style of transportation. I mean I would imagine this moving more smoothly than say the TranZit bus, but Zombies has always been to an extent kinda sandbox-y. They just give you the basic mechanics and say "go wherever you want, get whatever gun you want, just have fun." That's just the nature of a game that cannot be won. Like I said, I personally would love this, but I think it would get a mixed reception. In effect this would adjust to the flow of a conventional zombies map, but in my experience people won't enjoy doing something as much if they feel like they are being forced to. Consumerist psychology aside, I think this is awesome.
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