Megaton A
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Everything posted by Megaton A
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Well, looks like my mystery has been solved... and patched. Apparently it had to do with actually killing zombies when the rocket ignites after hitting the switch. According to the newest patch notes; -Resolved a bug where an increased number of zombies would respawn after being killed via the A-10 Rocket platform trap. That sucks. I loved having a crazy amount of zombies on round 5.
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It's just yet another a theater mode glitch. The gun doesn't actually appear this way in-game, only when you go back and view in theater. I saw another one someone posted that looked like a monkey bomb holding a machine gun.
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You always get fire/exploding and electrified zombies after hitting the switch.
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I'm really confused/interested in how this works. Yes, once you pull the switch, zombies will start spawning back in the teleporter area. Some electric, some explosive. It's meant to make it more difficult to hit the switch by the teleporter to spawn the Ragnarok part. Now, the first time I tried this (also on round 5) I had zombies spawning in for what seemed like ages. Wave after wave kept coming, and about 45 minutes later I was still on round 5. To be fair, I wasn't constantly killing zombies that whole time, but as I was running around the map I killed quite a few and they kept spawning. After I finally got down to the last zombie, I had upgraded one bow, and had earned enough points to PaP my gun twice, buy three more perks, got downed, bought 4 perks again, and still had points left over. Then I did the same trick, spawned in another wave, and it wasn't as many this time. Probably about two more full waves. Since then I have tried it a few more times, and only got a handful of zombies. Basically only the ones that spawned in while the rocket was test firing, then after the doors opened they stopped. So I've got a few working theories on this; 1. Treyarch saw how exploitable this is and already hotfixed it in to spawn less zombies. I find it doubtful that they would have fixed this so quickly, but I guess it's a possibility. 2. There's a glitch that causes far more zombies to spawn than what is intended. 3. There's some unknown variable that dictates the amount of zombies that spawn. I'm leaning towards 2, but hoping there's a way to re-create it when you want to. I'm wondering if maybe the first couple times I did it, I was spamming the square button on the switch repeatedly and somehow it tricked the game into spawning multiple waves of zombies (as if I had enabled the switch multiple times). Or, maybe staying in the teleporter area longer will cause zombies to spawn for a longer time. The last few times I did it, I know I ran out the door as soon as it opened. Not sure about the first time. Other than that, I can't think of anything I did differently the first couple times. All attempts have been solo, on the same round, with the base bow unlocked, and with Jugg. I also never actually hit the switch (the one next to the teleporter) to get the part, as I was intentionally using this to get more zombie spawns. I plan on doing some testing with this when I have time, but if anyone else knows how this works, please let me know.
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Some of us enjoy the challenge, and the process of completing these "quests" in the game. Finishing it is its own reward. What do you get for completing any game? The sense of satisfaction of completing it. Well, the past couple generations you get a worthless "achievement" or "trophy", but most people don't play and complete games for a gamerscore, we just enjoy playing and completing the games. It's really silly for a developer to say "Well, this game was designed for you to play solo, and many mechanics customize to solo play, but you can't 'finish' the game solo, because we say so." What if you got to the second to last mission of the campaign, and you just couldn't progress any further unless you had 4 players? Would that not be ridiculous? This is the same thing. The game is designed for solo or cooperative, certain mechanics work differently to cater to solo play, but when it comes to the main quest Treyarch just says "Oh, you don't have a full group? Screw you. Run in circles for a few hours until you get tired enough to make a mistake or turn the game off out of boredom." Let's face it; the reason Zombies has remained as popular as it has, and set Treyarch apart is because of the easter eggs. They took a simple endless horde mode, and gave it a purpose. A goal. And then stripped that goal from solo players for no good reason. And no "You need 3 players to zap everything" isn't a good reason. All they had to do was change that step for solo play. They changed plenty of other things for solo play. 3 years and they couldn't come up with an alternate step that made sense?
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Wow, I'm pleasantly surprised by this thread. I kind of assumed that all the "hardcore" Zombies players saw SoE as the greatest thing Treyarch have ever created. But I'm seeing a lot of people that feel the same way I do. I've watched a lot of vids over the past week or so on SoE, but I haven't been able to play BO3 as much because I've been playing a lot of Fallout. When I did play, I found myself playing more of The Giant just because it was so much more simple to jump in and play a game. I didn't have to manage some transformation mode, and restart because "Whoops, I wasn't fast enough to hit that one switch with one of my transformations, so now I'm at a disadvantage. End game. Wait for scoreboard, custscenes.... just to start over, screw up again, end game... Eurgh. I'll just play the map where I can get straight to the point." Tonight I finally sat down and made a real go of SoE. Finally got the PaP unlocked, got the WW, got the sword, ran to round 34. That's pretty much me done with the map. I can't complete the EE solo so there's real no reason for me to go through all that trouble again. I got to a decent round, that's enough for me. I didn't even feel like going through the trouble of upgrading the sword since, again, I can't finish the EE so what am I working toward? Don't get me wrong, the map has a lot going for it. It has great atmosphere, it looks amazing, has a decent amount of little secrets, the boss is well balanced (though shows up way too frequently as others have mentioned) and once you get set up it's rather enjoyable. It's just too damn annoying and tedious to get to that point. So unless I happen to have some friends online that want to play it, I don't see myself wanting to do much more with it. I played Origins over and over for months... because I knew it was possible to complete the EE solo. Even though I failed repeatedly, I had a goal besides running in circles for hours. SoE? No reason for a solo player to keep going through the trouble.
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Shadows of Evil all high round strategies! Updated 1/4/16
Megaton A replied to shirtlesservice's topic in Shadows of Evil
PaPing the wonderweapon was patched? Has the patch not come to the Xbox One yet or something? Because I just did it tonight. First time I ever did it, actually.- 34 replies
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Interesting. I made a long, detailed post about how I think a "Pick-whatever" loadout system could work in Zombies in the thread about how the ranking system might work, but this site seems to have weird issues and it didn't bump the thread or show up that it had a new post. I definitely think underbarrel attachments could be cool in that kind of system (since different optics/sights don't make a whole lot of difference in Zombies), and I could see a Raygun attachment being kind of cool. I think a loadout system could be really fun and, if done right, could be balanced too.
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Yeah, I'm with you man. I know all the "h4rdc0r3" players love cheap, annoying crap in the maps and think every single gun, perk, and drop are "Sooo OP!" and that's why this map sucks. When enough people cry loud enough they get their way. The map looks freaking incredible, but besides that it's pretty awful. Want Double Tap? Flopper? Well keep buying random perks and hopefully you'll get it. If not, oh well. Down yourself and try again. Start doing well? Too bad, some Big Daddy ripoff is going to spawn in and pull you into a group of zombies and kill you. Want to ride on the tank to get to the areas you can only get to from it? Too bad, the tank is going to kill your last zombie and end the round. And don't even get me started on that thing we're not supposed to talk about yet. Absolutely retarded. I could go on, but I won't bother. I don't like cheap, annoying, frustrating crap in the maps so I'm obviously a casual. I've casually put over 2,000 hours into Zombies of three games. Casually.
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Origins:how to get into the robots head (literally)
Megaton A replied to Z0M3IE_SLAYA_115's topic in Origins
Seems much easier with a Raygun though. I hit it once with the Mark II and it blew a hole in the foot. Tried it with a couple other weapons and I probably didn't shoot it long enough because nothing happened. -
Doesn't the box open like, super early during round 1-2? You couldn't have completed any of those challenges then. That is it opening for the first generator, it gives a lesser reward I assume In my experience it's always a double points in solo and zombie blood in co-op. And yeah, that's just a little bonus for activating the first generator... presumably to show you how the chest works/what it does.
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"You'll like the fact that we'll be eating more salad.... hahah That doesn't come in a bowl!" Oh, Richtofen is so... fabulous. :lol:
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Haha I knifed the crawler he was holding, and he threw it on the ground and stomped its skull in!
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So after putting in the Buried Navcard, you still have it... and then when you pick up the Navcard from Die Rise or Trznit, you don't replace it. You suddenly have TWO navcards at once. Significance? I have no idea.
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The box in the back of the courthouse (Speed cola)
Megaton A replied to TheBSZombie's topic in Buried
I have finished the TranZit EE (Richtofen side) but not put in the NavCard yet, I have not finished Die Rise but have put in the Navcard, I have not put in the Navcard or finished the EE on Buried. Yesterday I went into that room and noticed the bulb on the far left was lit up purple. Later, I went back (I think it was the same game even) and it wasn't lit up at all. Haven't seen anything lit up since. EDIT; Checking back in theater now... Solo game, when I first enter the courthouse, the upper-left box has a blue light and the middle bulb on top is lit up yellow (probably saying I put the navcard in the Die Rise table). However, as soon as I put the first part on the guillotine, both lights turned off. So apparently when you start the Buried EE, the lights go off? The presence of this box tracking EE progress, and the fact that it goes blank when you start the Buried EE tell me that if you have finished all EE something will happen in Buried... -
5 rounds. just tested it out. Had 6 perks on round 6. Awesome! Glad someone has actually cracked this... I've seen too many people posting YouTube vids on how to do this that basically said "Kill 14 ghosts and you get the perk! Like, comment, rate, subscribe, send to all your friends!!!" During the time you can't get another perk, the ghost will not follow you out of the house. She'll disappear as soon as she tries coming out of the back. But yeah, you definitely have to kill one outside of the house for the drop.
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Not really OP since you can get into the Gun Shop, General store, over to the church/mansion area, into (but not out of) the saloon, the candy store, and I'm almost positive the bank... petty much anywhere except for inside of the church and haunted house and maybe the courthouse normally without having to knock down any debris, use this gun, or buy any doors. Just a matter of learning the tunnels.
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Call Of Duty Zombies Buried Ectoplasmic Residue Achievement
Megaton A replied to MrCaffiene82's topic in Buried
I don't think it's the amount of times you kill her, so much as where. I camped in the first room (by Double Tap) and killed her about 20 times and didn't get anything... when I took her near the fountain she dropped a perk. A round or two later I did the same thing and got a perk again. The next round I tried one more time and this time did not gt one. -
How do you get Simple Jack to open things? I gave him candy and he went all 'tard crazy for a while but wouldn't knock down any debris.
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I will continue to call him Simple Jack.
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Characters talking a lot more now?
Megaton A replied to Ourobos's topic in General Zombies Discussion
I did notice Misty making a lot more references to the "Jumping Jacks". I could never get her to say any of the quotes referencing their names before... but when I played as her the other night she would say something every round they showed up, like "Here comes those Jumping Jacks things again" or "You've jumped your last jack!!" Not sure of the actual quotes, but it was something like that. Then again, I hadn't played that map in ages so they may have made those quotes more common long ago. -
They "gave" you bacon cammo? You mean they sold you something that should have been free to begin with? :P
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Thank you!!! Talk about people jumping to conclusions! Everyone is just so positive it is going to spell RUSS... but we have absolutely no reason to believe it will.
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My guess is (as someone else said in another thread, I believe) that it's some kind of glitch in how the game calculates drop probability. Under certain circumstances it probably somehow increases drop probability to 200% or something. What those circumstances could be, however, is anyone's guess. Think I figured the "Two drops from one zombie" issue out. From reading around, it seems the game calculates drops based on a behind-the-scenes point system (unrelated to your in-game points), BUT there's also a 2% chance of getting a drop at any time that is unrelated to that calculation. So I think what is happening is that you've reached the prerequisite amount of points needed to get a drop AND got lucky enough to get that 2% chance of a drop at the same time. Hence, both drops from a single zombie. The odds of it happening are pretty slim, but still possible (obviously). Maybe that 2% drop chance was raised to 4 or 5% in Mob, which would not only increase your overall drop amounts, but the likelihood of getting two at once.
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My guess is (as someone else said in another thread, I believe) that it's some kind of glitch in how the game calculates drop probability. Under certain circumstances it probably somehow increases drop probability to 200% or something. What those circumstances could be, however, is anyone's guess.
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