Megaton A
Member-
Posts
488 -
Joined
-
Last visited
Content Type
Profiles
News & Announcements
Zombies Library
Easter Egg Guides
Intel
Forums
Everything posted by Megaton A
-
Wow, glad people are starting to notice the "Weapon proficiencies" thing I posted about waaay back in mid December. I noticed this almost two months ago, posted about it, had another user test and confirm it... and then the thread got derailed by that "Bird Dog Dan" troll that everyone was salivating over for a while (the one that claimed to have connections to Treyarch and knew the "rest" of the TranZit EE and how to get to the "Train Station" to buy Flopper) and my discovery was pretty much ignored. I don't know the mechanics of it completely, and I'm not exactly sure how long it takes to unlock, but I used the upgraded RPD for a long time and got the green burst thing and even on round 42 the gun was doing a pretty good job as long as I was getting headshots. But when I switched to another gun it was working like a typical gun does on round 42 (not very well at all). And yes, there is the initial "Head popper" unlock... but if you keep using the same gun and getting a lot of headshots, you will get some kind of further damage multiplier on headshots with that gun, apparently. I believe that if you lose the "head popper" upgrade, it completely resets any "weapon proficiencies" you have unlocked previously. Not positive about that. Also, the Jugg upgrade... I have always lost that on round 15. Just as round 15 starts I can hear the "upgrade lost" sound. Every time I have had it at round 15 I lost it, and every time I lost it was at that point.
-
Yeah, that's kind of what I was getting at, I guess. We have things that point to Die Rise taking place in modern times or the near future, while many people had thought TranZit took place anywhere from the 60's to the 80's. While this is obviously an entry from back when Richtofen and Maxis were working together, it could be that Treyarch added this to drop a hint that our current group traveled into the future when they were moved to China. But of course I'm only speculating. Edit; I'm not an expert on the Zombies storyline by any means... but do we know anything about these "Test subjects" that disappeared? Could they be something we may encounter in the next map? Possibly related to the weird sounds we hear at the end of Die Rise? Or a possible explanation for the Jumping Jacks?
-
Exactly. Somehow 10 minutes after the map was announced, everyone was claiming "Die Rise is German for The Rise!!!" and it spread like wildfire. But that only makes sense if you're taking the title as being half German and half English, and there's no reason at all to think you would do that, nor is there anything indicating you should do that. Yes, there have been Zombies maps in the past that had German titles. These all took place in Germany. Die Rise takes place in China. Why would anyone think half the title is German? It's English, and a play on the term "High Rise". I'm sure that they were aware that "Die Rise" and "Der Riese" are similar names, but the connections to German end there. Also, "Shi No Numa" doesn't mean "A place"... it's Japanese (the map takes place in Japan) and translates to "Swamp of Death", if I'm not mistaken. I think it's safe to say Treyarch decided to abandon the foreign-language map titles with Black Ops (Kino was originally planned as W@W DLC). Ascension takes place in Russia, and Call of the Dead in Siberia (which would have been in Russian), but both had English titles. We won't even get into where Shangri-La takes place...
-
Yeah,, I'm pretty sure they're just there so you can call the elevator to whatever floor you are on. They could have just put a button by the elevators to call them, but I'm starting to think the theme of Black Ops 2 Zombies is "Spend half the game waiting around for shit before you can go anywhere." Apparently someone at Treyarch thinks that equals excitement. :roll:
-
Yeah. I've landed completely on the floor at the end of that slide (in front of the box) and still gone down. Annoying as hell.
-
Interesting. The entry itself obviously isn't referring to current events in Black Ops 2 Zombies, but it could be giving us a hint that our current crew may have been transported through time AND space. Though they were transported by Richtofen and not an actual teleporter... I dunno, maybe some better theorists and people that know the story better would know more than I. :P
-
Spiderbite commented this on the NGT video about this step shortly after they finished it. He said he had heard that just shooting the Refibrillator in that room would work, but I don't think he tested it. For some reason, whoever made the original video of that step made it a point to stress that it HAD to be Stu with the knife, and Russman MUST be the one to go down, so I think a lot of people just assumed that was the case. I thought it sounded kind of weird myself.
-
I'm not sure what you're asking? The keys just call the elevator to wherever you use the key. If you use it on the top floor it will call it to the top floor, then if you use it on the bottom it will call it there. Unless you mean using it on both top and bottom simultaneously? Using it on all elevators on a floor simultaneously will just call all the elevators to that floor at once. They are one-time use, but they respawn in the hallway after they are used.
-
I started doing the same thing... and it still downed me. OP, what do you mean about zombies randomly dying? I've never had the last zombie die and end the round in Die Rise unless I damaged it. I know it was a big problem in TranZit after the Die Rise update (might still be, haven't played it in a while to see if it was fixed) but I'm 99% sure that was because the fire damage was changed to count as player damage for some reason, keeping them from respawning. As long as they didn't touch fire they would keep respawning all day. Unless you're talking about something else, just make sure you don't put even one bullet into the last zombie and it will just keep respawning. But if you hit it at all it will just die and not respawn at all. Even if it gets hit by one M1911 bullet that passed through another zombie first on round 30. I really, really hate that things work this way in BO2, but that's how it is. I much preferred how it worked in Moon, which was the complete opposite; as long as you did even the slightest amount of damage to a zombie, it would stay alive and follow you all the way across the map without dying or respawning. And crawlers wouldn't die off when you got 5 feet away from them.
-
I'm really annoyed that Black Ops 2 still has that thing (not sure if it's a glitch, a gameplay mechanic or what) where you can still get downed after the red has faded from your screen. One would think that once the red is gone your health has been refilled and you're fine.... but no. Get hit once without Jug, wait for the hit mark to fade from your screen, go in for a knife... instantly downed. Don't know why they don't fix/change that.
-
^^You seem to be ignoring or writing off a LOT of evidence in order to support your theory of it being in a certain timeframe. I really don't think Treyarch would just put in a specific year plainly displayed on a part of the map and say "Oh, you're supposed to ignore that. It's just the year we were founded. Has nothing to do with the actual timeframe of the map." Same with the modern/futuristic look refrigerators. Guns I can let slide... they're probably going to use guns that were featured in the rest of the game instead of using all guns from a past era only for zombies. We saw that with Black Ops. But there's absolutely no reason they would use a texture for a modern refrigerator when there are others in the maps that have a more "classic" look. Just like there's no reason they would prominently display "SINCE 1996" in the map unless it meant something. It seems like you want to believe BO2 zombies is set in a certain era, to the point of completely ignoring evidence to the contrary. Like if the next map says "GERMANY- 2017" you'll say "Oh, they didn't mean the map takes place in 2017... it's in the 80's. They're just messing around."
-
TranZit was just as easy. I quit that map at 46 without ever using the Jet Gun. Or the Raygun, for that matter. The only thing that makes Die Rise possibly easier is the "strategy" of camping the Galvaknuckles room with the Sliquifier. But I see that as an exploit, and one I would imagine will be patched soon enough. Honestly, once you figure out a good route and strategy, almost every zombies map can become "easy". Really, falling to your death is more of a threat than the zombies quite often in Die Rise... at least for me. It's still a really fun map with a great design overall. Also, I can't help but feel like OP is at least slightly a stealthbrag post. :P
-
I've been working on different tricks to keeping them off the elevators. For instance, the elevators that stop at the power room.... go to the floor beneath (the one near the workbench for the Sliquifier) and wait until the elevator stops at that floor. When it does, run up to the power room. When you get to the power room, the elevator will have gone down another floor. Drop down to it, and it will be going up by the time the zombie reaches you. Seems to work for me every time.
-
Billions of dollars in Call of Duty sales annually, plus DLC sold at $15 a pop? Yet multiplayer still isn't on dedicated servers even though other games (like Battlefield) are. Yes, I think they could more than afford to give us a few extra slots for theater mode saves. To think not is just naive.
-
No, normally you can go down on an elevator.... but if you have Who's Who you will just respawn and your original character instantly dies. Why? I don't know. Possibly just to keep you from doing the EE with less than 4 players. I had the same idea and came to the same conclusion as NGT a couple days before they did. Sadly, it does not work.
-
Jumping Jacks works for me. Congrats, Telixion! Awesome stuff.
-
That area is also in the video.
-
For the ones you normally shoot with the VR-11, yes.. that is the case. The one you shoot in the EE, however, gets pulled into the UFO by some kind of beam. Unless I'm remembering incorrectly... it's been a while.
-
That right there is a very interesting theory. We never did learn of what happened to that man. The only thing is how did that man get to the other dimension with Richtofen being in control? Yeah, its definitely got some holes in it... but I still think it's a really cool idea.
-
I think the reason that Who's Who was made the way it is is because a lot of people (myself included) were pretty disappointed that they added a new perk in Green Run, but it couldn't be used (actually, didn't even exist) in solo. While I love co-op as much as anyone, I'm primarily a solo player... so to have almost all of the new Black Ops perks gone and have nothing new for Black Ops 2 for solo players was a huge disappointment. Now we have Who's Who, which CAN be used solo... but they need to make it a challenge to use to keep it from basically being infinite lives. Not that I'm disagreeing, but it makes sense. Maybe they should have had it work differently in solo than in co-op like Quick Revive does. I dunno. It's very cool in concept, but the reality is that in most situations it's kind of useless. As far as your other complaints; 1. TOTALLY agree. This is my biggest complaint about Die Rise. And CotD is a perfect example. Different approaches for solo and co-op with different achievements for each. Perfect way of doing it. I really, really, really hate this "You MUST HAVE 4 players to do the Easter egg" crap. Even 2 players like TranZit I can deal with... but with people having jobs, school, lives... it can be difficult to coordinate 4 of us online at once. 2. Again, absolutely agree. It's important to hear the quotes to know what to do next, but they're usually drowned out. Very annoying. 3. Don't disagree, but it's nothing that really bothers me either. 4. Not really a complaint about Die Rise, but yeah... totally need more space. Especially if you're someone who plays multiplayer and zombies. At least give each mode its own storage. 5. Again, doesn't really bother me much. I like that they are saved now because it tells us that all of our effort is most likely going to pay off in the end with something epic. Though part of me thinks when it's all said and done we're going to be disappointed with the final DLC EE reward that ties it all together. Just a hunch. Hope not. 6. Again, 1000% agree. The first thing I do when new Zombies DLC comes out (or one of the first things) is hump the box to see what epic new stuff was added. Huge disappointment in that department. They could have at least made the Sliquifier upgradeable. Definitely not enjoying this trend. 7. Already addressed Who's Who. I haven't done the EE yet but I assumed the perks would be permanent. At least if you go down. The fact that they aren't is a huge disappointment. So the reward is something you can otherwise get in the map with much less effort? Wow.
-
One of the most interesting theories I've read is that Samuel is the zombie that you turned back into a human while doing the Call of the Dead Easter Egg. He has just aged and put on some weight... but his time spent as a zombie has messed his head all up. Sounds kind of far-fetched and I don't really think that is the case, but it would be kind of awesome if it worked out that way. And it would explain why he's always going on about aliens and such.
-
That's my thoughts... the non-attacking zombie is probably a glitch, and the green flash was from attaining insta-overkill. The flash occurs the instant insta-kill expires. Though this would actually be kinda awesome if it were a presista-perk. Would be quite useful for running around the map with one zombie left but not having it attack you. Edit; just realized the guy was playing as Samuel. Probably just a coincidence and I'm still thinking glitch... but it is interesting since Samuel seems to have some connections to the undead in some way.
-
As soon as I saw the "We did NOT get a quote..." message on NGT's vid of the EE the first thing I thought was "Here we go again...." Yeah, I don't think there's more to it. I give it a week and then I'm calling it officially "DEAD" in my mind, anyways.
-
I was saying the same thing when I got randomly downed at the bottom of the elevator shaft going to the AN-94 on round 15 last night. Man was I pissed. Instantly patch something useful, don't worry about stuff that's game-breaking. Typical Treyarch.
-
Persistent Juggernog (Not Working? Requirements changed?)
Megaton A replied to MrMisfitToys's topic in Die Rise
What are you doing? Are you downing yourself 3 times? I've gotten it quite a few times testing how to get and lose it, and it always took me 3 downs to activate it. A friend always got it in two. I think the worse your stats are, the less it takes to unlock. As if Treyarch decided that if your kill/down ratio was lower, you need help more. Prehaps it's even possible that if your ratio gets high enough it may even become impossible to unlock... but this is all based on theories. For the record, highest rank I have achieved was the skull and knife. After playing a lot of co-op and Die Rise I have dropped back down to just a skull, however.
ABOUT US
Call of Duty Zombies (CODZ) is a fan-managed gaming community centered around the popular Call of Duty franchise with central focus on the Zombies mode. Created in 2009, CoDZ is the ultimate platform for discussing Zombies theories, strategies, and connecting players.
Activision, Call of Duty, Call of Duty: Black Ops titles, Call of Duty: Infinite Warfare titles, Call of Duty: WWII are trademarks of Activision Publishing, Inc.
We are not affiliated with Activision nor its developers Treyarch, Sledgehammer, or Infinity Ward.
PARTNERS & AFFILIATES
Interested in becoming an affiliate/partner or looking for business opportunities? Shoot us an email at [email protected] to join the CODZ family. While you're here, show our partners some love!
SITE LINKS
Our most popular pages made convenient for easier navigating. More pages can be found in the navigation menu at the top of the site.