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Electric Jesus

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Everything posted by Electric Jesus

  1. Yeah, Origins and MotD broke the time barrier with the box so badically any gun from any time can appear on any map. Now what I would LIKE to see is this: plenty of new guns from the next game's MP, with more futuristic guns like lasers and such rather than just normal ballistic weapons that happen to be from the future. I also want a mix of classics. In BOII they only brought back a few classics, all of which were fairly generic up until MotD. They should bring back weapons that stand out more, like the Browning or the Crossbow. Generic weapons like the Galil could easily be replaced by a futuristic weapon, but simply keep their name for nostalgic purposes. I want a legitimate revival of a past weapon's functionality. So I want both, but I want it to be more "extreme." In addition to the standard arsenal, bring back the most outrageous weapons from the past and some new futuristic ones. Honestly there's no point bringing back a normal ballistic weapon that doesn't have any notable special properties, as it could just as easily be replaced. It has to have a uniqueness to it.
  2. that's a pretty sweet idea. I've seen a few music-based ideas like dubstep guns or an electric guitar, but that seems the most plausible. I really love the idea you had with the magazine / reloading. How far is it supposed to launch you? I don't even think the Paralyzer could kill you if you had jugg.
  3. Leonidas's Shield This is a medium-sized circular shield wonder weapon which acts as an upgraded zombie shield. It is modeled after a spartan shield, but black and more sleek looking. The front center has a glowing blue light on it, making it look like a giant... never mind. It is smaller and held lower, so it obscures your vision less, and allows you to run quickly while carrying it. You shield-bash much faster than with the zombie shield, too, making you act like Captain America. It can only one-hit-kill up to about round 16 though. This is a primarily defense-based item after all. If you pull the trigger, it causes a quick shock wave to shoot out of the front of the shield which causes zombies to stop and stagger. This doesn't hurt them, but can be used for reviving more easily or getting out of a corner. It causes them to remain stationary for about 3 seconds. You can only perform this move once per 20 seconds. Upgraded it becomes Xerxes's Nightmare. Its melee animation now shows you slicing at zombies with the edge of the shield, which is now glowing green and bladed. This melee attack can OHK up to about round 22, and allows you to swing back and forth rapidly, about twice per second. The shockwave attack now makes zombies completely fall over, like when a robot stomps next to them in Origins. This effectively doubles the amount of time for which it distracts them, to about 5-6 seconds. Also it absorbs blows that you receive from behind when it is on your back, and cannot break. This is a sort of tactical medic's weapon. One could still kill zombies effectively with it by stunning a train, delivering several quick melee attacks, then recharging. If you were cornered, granted it's still a one hit kill, you would be able to slice through a good 5-10 zombies safely in the pause after a single shockwave.
  4. Just the general progression of easter eggs. In BOI, after completing the Casimir Mechanism, you're left wondering what the deal is with Gersch and Samantha, and gave no Idea where you're going next. Then you go to CotD, and get the Golden Rod. It becomes apparent that Richtofen is trying to deceive the others into helping him unwittingly. You still don't kbow what he's up to, but you can tell wherever you go next is going to further his plans. That's what happens in Shangri-La. He gets the last artefact he needs, but we still don't kbow what he's going to do with them. Then we go to the Moon and most of the questions are answered. Each map presented a new series of questions and andwers which kept yoy looking gorward to the next chapter in the story. However in BOII the story seemed like everything before Buried was hist a big build-up. You can already tell from the start what the objective is going to be for the next 3 maps: power up a new tower. It didn't have the same flow as BOI, where each map contains its own chain of events which leads to the next chain. In BOII it just seemed like one single long chain with very little new information presented along the way. You were just kinda blundering through a blur of towers and cluelessness to make it to the climax. It was just generally less compelling. The actual steps you complete in each individual easter egg were fine, but how they connected the maps to each other in a linear fashion didn't leave a lot of room for hype or curiosity. You knew what your goal was from the start; you just didn't know what effect it would have. So the only thing that compelled you to keep going was reaching the finale, rather than finding the next step. I'll admit MotD was pretty interesting, but it held little significance to the main story, unlike CotD.
  5. The main reason why ghosts didn't do as well economically as BOII is that it was on the no-man's land between console generations. People were hesitant to buy it for the old system during the transitional period for fear of it becoming obsolete, and some never bought next gen consoles at all. It just came out at a very awkward time. Sure, extinction doesn't compare to zombies, but overall it is not a bad game.
  6. how about Norman Reedus (walking dead) Jesse Eisenberg (Zombieland) Brad Pitt (World War Z) Kristen Connolly (Cabin in the Woods) that last one counts, right?
  7. A lot of people compare "jamming" to over sampling. That's what they call it when your trigger finger is faster than the maximum fire rate of a semi-automatic. It causes it to skip a bit. If they increased the quantity of semi-autos and made over sampling have a stronger effect on gameplay (actually jams the gun up for longer) I can imagine it being implemented. It would add a challenge but also make sure that the player takes the time to skillfully regulate their trigger finger. If it was based on randomness, it would just end up plain annoying. There are plenty of things that are luck-related in zombies. like for example getting dogs on round 7 instead of 6 could be advantageous. That randomness forces the player to put themself into a position from which they can adapt to any potential outcome. However if it was something like jamming whuch constantly keeps players on their toes, it would add a sense of impending dread to gameplay. You'd constantly have that "you're screwed buddy" feeling hanging over you. That is an example of luck that takes away from gameplay.
  8. When people decide which they prefer, nostalgia can often greatly influence their decision. this youtuber explains it pretty well. Honestly there's not a single map that I can't just hop into with friends and have a great time. In terms of replayability, BOI wins, with BOII coming close in second. I acknowledge that WaW had fantastic maps, which I play solo often, but there is literally less... stuff, for us to do on the maps. Increasing size and complexity adds to the fun.
  9. Where would that even fit in relation to the BOII storyline? if it was Post-nuke, we would be able to tell in ghosts. If it was pre-nuke, there would be evidence of alien activity in black ops pre-nuke. I think they might be alluding to zombies, but I don't think it is officially in the same universe.
  10. Trans-FuZion This weapon is a black box with a long glass cylindrical barrel. the end of the barrel tapers to a point like a syringe. It has a second barrel on the top which is slightly larger and is shaped like a black bell. Holding down the trigger causes the zombies to release a red vapor which gets sucked into the gun. This is their vaporized blood. removing their blood doesn't actually kill them. The blood passes through the black barrel, gets filtered in the black box, and fills the syringe as pure blue glowing liquid 115. it takes about 20 seconds of drawing blood from a full train to fully charge it. Once it's charged and the syringe is full, ADS and press the melee button to cause the barrels to rotate (like a minigun with 2 barrels) so that the syringe is on top. Now that you've swapped from "harvest mode" you can fire it. It has 1000 ammo max and no reserve. It fires like a flamethrower in black ops 1 multiplayer. The ammo drains constantly and rapidly, although considerably less slowly than the flamethrower. Think somewhere between paralyzer and flamethrower in terms of ammo lost per second of continuous firing. The gun lets out a continuous blast of blue light that causes the zombies to crumble and let off steam. The energy of 115 is being concentrated to the point where it is hot enough to vaporize all the fluids in the zombies' bodies. It requires about 2 seconds of continuous firing on round 15 to kill a zombie, and because of limited range it will probably take 5-7 seconds to eliminate an entire train. that amount of time will probably burn through 300+ ammo. By round 25 or so it might take 500+ to kill a train. Thid is a high skill high rewards weapon that requires patience. Once you empty your gun you ADS, swap over to the harvest attachment, and begin the cycle again. It has infinite ammo like the Paralyzer, but requires a lot more work from the player to refill it, which balances it out. Upgraded it becomes the Hemophiliac. It now draws the same amount of blood in 15 seconds (a 25% decrease) and kills faster with the other barrel. This decreases the amount of ammo required to kill and makes the need to harvest less frequent. Aesthetically you can now see into the side of the black box which is now mostly glass, and blood is visible sloshing around in a tank beneath what is essentially a fancy carboretor.
  11. Blader-Aid Gives 1.5X multiplier to damage dealt with melee, and increases knife speed and range, while decreasing recovery time. removes lock-on lunge. Costs 4000. It stacks with other melee upgrades, so using it with another expensive melee weapon like galvaknuckles increases the benefit you get from it. For example if you had a bowie knife and blader-aid it would go from a one hit kill on round 9 to a OHK on round 14. However if you use galvaknuckles it goes from round 13 to 20. The more you are willing to invest, the better it is. edit: All I could think of was the Joker stopping for hand sanitizer before blowing up a hospital.
  12. Dryad's Tear This is a special grenade along the lines of beacons or monkeys. In a dense jungle, some vegetation managed to survive the missile strikes. However, the plant DNA became impregnated with 115, causing them to mutate violently. The seeds of these new plants prove useful for fighting the undead. This special grenade is literally a large glowing green bean. When you shake it up and toss it, it instantly burrows into the ground. Then it sprouts massive beautiful petals, and unfolds into a large circular flat flower opened on the ground. It has a large stamen (tall stalk that produces pollen) which attracts zombies. After a few moments, the flower's petals snap shut, and the plant eats the zombies standing on it and withdraws back into the earth. This has the power, range, and distraction time of a beacon, but with a quicker time to throw. However in order to balance it out it takes a good 4 seconds after you press the button before its effect kicks in.
  13. Thanks :3 That reminds me of an Idea I had a while ago. The idea was originally for "upgraded quick revive." the Idea was that every time you go down, a random attack will trigger on your body. for example the moment you go down, a phd explosion goes off, or a DG-2 shot shoots out of your body, or blasts from flamethrowers torch zombies around you. The idea is that it kills zombies near you so that it's easier to revive you, but it does it in a different way to keep it fresh. I can Imagine incorporating that as a weapon like you described. Maybe a QED Mine? It could have 20+ different things it can do to kill zombies when they trigger it. (explode, freeze, shock, nuke, teleport, gersch, etc.)
  14. Ok, I have no Idea what to call this. Ideas? It occurred to me that this could potentially work as a multiplayer weapon too. Ok so this would be like a Kar in terms of firing speed. However, each round that the gun fires is actually an intelligent electronic projectile. It senses when it is one foot away from the target and then explodes. I don't mean it explodes like mustang and sally, I mean the rifle bullet literally fires a shotgun blast at the target from mid air. This effect only works if you are shooting at a target 10+ meters away.Within that range it deals damage comparable to an upgraded KSG. this is because the round detonates inside the target. The benefits of this are that at close range, you can score high-power slug kills. However, at long range it is difficult to hit that one shot necessary to score a clean kill with slugs. This allows you to give a spread shot at long ranges, which maximizes your ability to score a lethal hit on more than one zombie. I'm sure I could come up with a clever way to stylize this idea, but you get the basic idea.
  15. I don't think we've done snipers justice. Sure the scavenger was fun, but the fact that it is explosive negates the fact that it is a sniper. I made a sniper-esque idea a few pages back, but it was inspired by a pre-existing idea. even normal snipers are kinda under represented in zombies. Plasma Rifle This sniper rifle fires a more concentrated version of the Raygun's plasma. It is a very large bulky sniper rifle along the lines of the Barrett from Modern warfare. It has a similar color scheme and design to the raygun except with a more gritty texture. It has areas where the glowing green inside can be seen, like on the raygun. It fires bolt-action, and painfully slowly. You can only fire off one shot every 3 seconds. Each shot is a fast moving green bolt that has infinite damage and penetration. Theoretically you could funnel your train through a choke point and score 10 kills per shot, but normally you'll only get a handful. The gun holds 5 shots and 30 reserve. It reloads slowly, like the Lynx in a helo scout in ghosts. Upgraded it becomes the PlasmaDiscus. It now has black coloring and the glow from within is red. It also has raised greek lettering on it spelling out Όλυμπος (olympus.) It can now fire once per 2 seconds. It has a 10 round magazine and 50 reserve. The shots are no longer a single straight shot, but a red horizontal disc. This allows you to cut through over a dozen per shot easily. Their death animation shows them being cut in half, although it is still a one hit kill and cannot make crawlers. The disc expands the further it travels from you, so shooting at a train far away increases its power. This encourages you to actually use it like a sniper. The disc expands to a maximum diameter of a few meters, so it won't be able to eliminate an entire train, but probably most of one.
  16. BOII only had 2 DLC weapons. Ghosts already has 3. just saiyan. IDK why you act like micro transactions are a bad thing. If it adds to entertainment value, then it contributes to the quality of the game. What makes it less beneficial than the ones in BOII?
  17. Difibulation Rifle This was originally planned to be used as a medic item in the field. However the doctors field-testing it found it to be rather, well... counter-productive. This weapon has a similar shape to the Maverick Sniper from ghosts. However, it can't aim down sights, and the area where the scope is is replaced with a screen with a heart beat monitor. It's the kind you see in movies, with the black background and the rippling green line. The rest of the gun is a very pale cream color, with a volt meter and a red knob. It has a 1 round magazine with 20 reserve. It can kill about 10 zombies with one shot. It has the range and spread of a powerful shotgun, but with infinite damage / penetration. it has to charge before each shot. Normally the heartbeat monitor beeps softly on a steady rhythm. Pulling the trigger initiates the ahot charging. The heart rate gradually rises until it's beeping loudly and rapidly. After about 3 seconds of the heart rate increasing, it flat-lines for a split second before releasing a blast of electricity. This strikes each zombie directly in the heart, making their chest glow blue. Then they keel over dead. Upgraded it becomes the HeartBreaker. It has the same magazine size as before, but less of a charge up time. It now takes only 2 seconds to go from the normal rhythm to flat-line. Now the blast is larger and consists of a translucent blast of yellowish light. However, The blast doesn't make zombies stop in their tracks like before. It act more like the 5 point palm exploding heart technique. The zombies keep running for about 2-3 more steps before a small hollow boom sounds out. This is the sound of their heart exploding inside their body. They just fall forward while running. I now has 30 reserve shots and a large enough blast to send a full train into cardiac arrest. If doctor House had a gun, it would be this. Cure for the living impaired. (but not lupus.)
  18. you mean it teleports the player? that sounds cool. Kinda like an Ender pearl.
  19. Ghosts is very... Different. Every year, with every franchise out there, the community is divided. There are people who want the same old game and ones that want a new one. Looking at the transition from MW2 to MW3, the half that was conplaining was the half that wanted something new. This time around, it's the other half. Just remember this.A large portion of the community is always going to be wrong. Game developers that give in to the demands of their fans end up breaking their games. Remember a few instances in which cod developers went on psychotic Nerf / Buff spree for every weapon. They feel obligated to fix everything that the community complains about, even though the community is usually bitching about something that is not a real problem. Having said that, here's my honest opinion. Campaing: Decent, not spectacular, but surprisingly short. 6 or 7 / 10. Extinction: I personally can't get into it, but it's good chaotic fun. It's like permanent deluxe dog rounds. 6 or 7 / 10. MP: Pretty great TBH. Sure there are issues with lag, but if you get a good connection there's just so much you can do. Most people take MP too seriously, and they forget that it's a game. Designed for entertainment. So in ghosts adding silly stuff like the michael myers killstreak and pirate ghosts adds to the entertainment value. It all feels less straightforward, which is nice. Some good examples are the SAT COM system and field orders. It mixes stuff up. Overall, maybe an 8-9 out of 10. overall completely objectively, 8/10. They're working hard to mix things up. another thing is that in order to objectively look at the game and judge it, you have to forget everything you know about call of duty. If you assume "BoI : BoII :: Mw3 : Ghosts" then you will most likely be disappointed. It didn't revolutionize scorestreaks and creare a class like BOII did. However it still brought lots new to the table and for that it's a great game. The thing that determines whether a game is good is how much fun yoy have playing it. Most people only have as much fun as they let themselves have. If you start up a game of ghosts like "grumble grumble I'm just gonna lag and run over a million IEDs" then you arent going to have a good time. Just stop being overly critical and have some goddamn fun.
  20. I was referring to the PaP name. Not all religions have God, and some are polytheist.
  21. I'd love to see how this ties in with the origins ending. Sam and Edward are the focal points of the cutscene, but maxis makes a vocal appearance of sorts. Even in the supposed "reality" of the cutscene Maxis doesn't make an appearance. I heard somewhere that the reason why Maxis is never seen and only heard through electronics is because that is how Samantha in origins viewed her father. She only ever heard his voice on the intercom, so she just made his character a voice.
  22. Figuratively, yes. Literally, also yes. However I voted no. Here's why. Treyarch said "Origins shows one possible way the zombies storyline came to be." That doesn't necessarily mean that it is the REAL way. Additionally, they said "EVERYTHING we've shown you is real." That right there means that there are multiple universes, each as real as the next. So yes, the events shown in Origins happened somewhere and some time in some universe. However, it isn't JUST a game. If the zombies universe is multiversal, it is all-encompassing. So yes and no, but for the sake of simplicity, no.
  23. I like it, but treyarch puttimg a real life current specific religious figure in the name is a big no-no. I love that backstory btw. Treyarch-worthy indeed.
  24. Rodya's Revenge This is a small, powerful one-handed axe that takes up a weapon slot. It is black but the end of the bladed part glows green. It has a lock-on lunge animation in which you grab the left side of the zombie's face with your left hand, jerk their head to the right, then bury the axe in their neck. However if you don't perform the lunge it gas the same damage, which is powerful enough to one hit kill on round 16. You only perform the lunge animation on the fatal blow. Upgraded it becomes Crime and Punishment, and you get a second one. The one in your left hand is black and red. Now when performing the lunge animation you bury the left axe in the top of their skull, and use it to jerk their head to the side so you can chop them in the neck with the green one. You can swing each independently, or together. However the fatal blow will always be the lunge animation. They are now a one hit kill until round 25. Also it gives it a D-pad function which causes the two to morph around eachother into one large mechanical executioner sized axe. (I mean an executioner's axe, not the handgun that shoots shotgun shells.) This is considerably slower to use than the separated ones, but also more powerful. You can cut through up to 3 zombies per swing which is a one hit kill until 34 and then makes crawlers. It has no lunge animation but an obnoxiously long wind-up animation before the swing. This way you get to choose between mobility and power, which is one of the biggest causes of variation when choosing a weapon in Multiplayer. Weapons like the Ripper are the multiplayer variant of this two-in-one concept.
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