Megaton A
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Everything posted by Megaton A
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Yes, doing poorly in games will cause you to love your rank. As far as this "fact" about being deranked by not playing... well, I didn't play for over a week and lost nothing but the tallies indicating consecutive days played. It was only after I played for a few days and went down a lot that I got deranked. This is what I'm talking about... everyone stating "facts" when nobody knows for sure how the system works. The tallies (or "slashes", as you call them) are not the same as rank. Rank is indicated by the emblem next to your name (bones, skull, skull with knife, skull with shotgun), while the tallies only indicate play frequency, and with 5 tallies your skull will get glowing eyes, showing you play a lot of Zombies (tallies are pretty much the only part of the system the community has been able to figure out with some degree of certainty). The tallies will be lost if you do not play every day, but in my experience rank is not lost unless you play poorly. Also, Jimmy's tweet about "Commitment" didn't say anything about rank at all. He could have been talking about learning how to bake cookies for all we know. Everything he posts is so completely vague and cryptic there's no way we can say for sure what he was referring to.
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I'm not quite sure. I know that the first time I got my knife it took a lot of downs before I lost it. So many that I was starting to think you couldn't get deranked at all. I read somewhere online that you needed at least a 200 kills/downs ratio for shotguns, but my ratio was around 310 at one point and I still never got them. The honest answer is nobody but Treyarch knows for sure, and they're not talking. A lot of people throw around numbers and they may be correct to an extent... but there are too many unknown variables to give a solid "how to rank up" guide.
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Yeah, the Navcard does not "upgrade". You build the Navcard reader/table, use it while holding the TranZit Navcard, it is accepted, and... that's it. You don't get it or another Navcard back. Nothing really happens. If you're referring to the "different" navcard you see in videos, it's the Die Rise Navcard, which is on the floor in the PDW room. It's assumed this Navcard will be used in the next (or future) DLC.
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When you turn on power, one elevator always goes to the point where you can stand on it. Then if you get on it, it will go down in a few seconds. 10 at the most, but I think it's more like 5 or 6. So I guess this could save 5 or 6 seconds? I might see it being useful if you need to get down there and the power has already been turned on... and an elevator is on it's way down. But unless it's only round 2 or 3 I don't think you're going to be able to stand in one place waiting for the elevator to push you down without a zombie ripping your face off. :P
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I would assume most people probably know, but for those that don't... In the past, the audio heard during the "Game Over" screen would be a clip of the secret song from the next map. However, in TranZit, the Game Over sound was the laughing from the Moon Game Over screen with guitars behind it that didn't turn out to be the Die Rise song. So I'm not really sure where they're going with Black Ops 2. I do believe, however, that the Die Rise sounds are a hint for the next map. I hear what seems to be very heavy footsteps, though. Like some kind of Frankenstein's monster-esque beast being chained and locked away in a cell. I got the impression that this might relate not only to the next location (most likely a prison) but possibly the next "boss" zombie. In Black Ops we were introduced to a new type of enemy in Kino (nova crawlers), then a new special round in the first DLC where we could get perk bottles (monkeys), and in the second DLC we got a "boss zombie" (Romero) that followed us around. Now look at Black Ops 2; we have a new enemy type in TranZit (Denizens), then a new special round in DLC 1 that offers perk bottles (Jumping Jacks), and if the trend continues... a new boss in DLC 2. Maybe it won't, I dunno... but I'm starting to see a pattern developing.
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Was just thinking the same thing. If it can be done, please post a vid! If it is possible maybe the video could show the proper timing to pull it off. I've tried it numerous times; sprinting then jumping, jumping and hitting A again to pull myself up, dolphin diving... pretty much anything I can think of. Never have made it. Came very close many times, but never got up there. And as for the elevator shaft glitch... I never jump nor sprint, and I occasionally still end up getting downed. It's not a matter of everyone doing something wrong, it's a matter of the game has a serious glitch in that area (and not only that area either).
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This forum is definitely a bit too slow, and I would love more discussion on (legitimate) things that have been discovered, the story, and the characters themselves (if there was more discussion to be had), but on the other hand I find it a refreshing break from the TranZit forum. For a while it seemed to have 15 new "I know the next step!! And if you don't think there is a next step you're a dumb quitter kid so shut up!!" threads a day... not to mention trolls getting an all you can eat buffet there (actually, I've avoided it because it got so bad... it may still be that way). In fact, I started seeing threads where the first post was "[user] is a troll and I don't believe anything you say!!" and three posts later the OP was begging the person they called out as a troll to just please please please give them one more hint. Not everything in the Die Rise forum is stocked with quality observations, but it's a lot easier to find good discussions when you're not forced to sort through a constant steam of "I threw a monkey off the map and heard the laugh like the box moves and it HAS TO mean something it HAS TO be significant and it is definitely the NEXT STEP!!!!!!!!!" threads.
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Another helpful tip that I never realized until I recently watched some vids... the Revive upgrade will help you pick yourself up faster, too. I need to re-acquire that for this purpose. I understand your frustration as I am rarely able to revive myself using the perk... but I still don't think it should be changed. It is potentially a very overpowered perk (some say it already is, especially in solo), so there needs to be a relatively steep challenge to successfully using it.
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Original Characters Returning? (Die Rise Easter Egg)
Megaton A replied to SparseGore75149's topic in Die Rise
Well, in the NGT video Spiderbite also says he isn't completely convinced on the whole braille thing either. There are other videos on youtube where people unequivocally state that this has been "solved", end of story, it's binary, and it means this _______. It's just as likely he got it from one of those videos. I don't think any testing was needed, because Zombies now runs on the Multiplayer engine, and there's no doubt it can handle at least 8 players.... Regardless, I said the same thing to a friend the other day; that it would be really cool if the finale map reunited us with the original 4 characters and we ended up with an 8 player final map. Which sounds awesome!! Until you realize this is Treyarch and there's a 99% chance that if they did this they would ruin the whole thing by adding an Easter Egg that requires 8 players to complete :x -
Have you played since that game? If not, start another solo game and buy quick revive... and pay attention to your points. If so, check the video of the next game (solo and/or otherwise). The reason is... I got the effect (and loss) of an unknown persistent upgrade where I bought Revive (on solo for 500 points), got a 1000 point refund, then heard the sound of losing an upgrade, but I have no idea how I got it. And the last Die Rise game I played was with a friend where I was showing him the Sliquifier camping trick that you're doing in your vid. I don't recall seeing the upgrade unlock during that game, but we were kinda just messing around and I wasn't paying close attention anyways. So I'm thinking... I have the effects of an upgrade that I don't know how I got, and you got an upgrade that you don't know what it does. Maybe we're looking at both ends of the same thing? Worth a shot. More details on what I discovered here; viewtopic.php?f=139&t=28826 Then again, it could be that the game counts that spawn point as being a "barrier" (even though there are no boards there to repair), and what you got was the Carpenter upgrade. I would check that too, since you had just picked up a Carpenter. Actually, watching it again... I think that is most likely, since you got it by killing the zombie that had not dropped down yet.
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Original Characters Returning? (Die Rise Easter Egg)
Megaton A replied to SparseGore75149's topic in Die Rise
I'm still not completely buying the whole "braille translation" thing. I would think if that display were intended to be translated into braille it would have been more clear cut than what it is. Regardless, I'm almost positive we will see the O4 return in Black Ops II. I'm betting as part of the final map we will get them back... the epic finale of this era being reunited with our original crew. It makes too much sense. -
The promotional artwork for the maps don't always accurately reflect what is in the map. I remember the First Strike poster for Black Ops showed Nova crawlers and Richtofen (I think it was) holding the Winter's Howl. Neither of those things is in the map. I think the graphic artists just take a few artistic liberties here and there... and being the obsessive community we are, we read into every detail. Or it totally could have been put there to troll us. For sure.
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Die Rise set before TranZit - The story starts here!
Megaton A replied to ShadowOfTheEve's topic in Die Rise
Is there any evidence of this at all or are you just stating speculation like it's a fact? Now, the teaser images of Black Ops II Zombies do resemble Die Rise more than TranZit (Misty in a destroyed city full of crumbling buildings) which would make it seem as if it were originally planned to be the first map. But beyond that I have seen no proof that Green Run was "supposed" to be DLC 1 but was "too big a map to add in a DLC drop". It's possible, and in some ways would make sense... but we still can't say that for sure. The Easter Egg is not "unfinished". It most likely just has a weak reward because it's the first map in the game and they wanted to start off small and build up to something bigger. The Navcard table? Well, we're obviously seeing that we collect navcards in each map and will use them later (probably in the final map). And how does it "prove" why Turned isn't part of Great Leap Forward? Turned is a part of Green Run because Green Run has a lot of separate playable areas that lend themselves better to smaller, individual game modes. I'm sorry, but this is the kind of stuff that bugs me about the Zombies community... people making assumptions and then stating them as if they are facts without anything to back it up. -
Yeah, I dunno. All I can think is that it's somehow a one-time use upgrade, and that's why I hear that I've lost it after buying the perk. I've also tried re-creating it by going into TranZit and reacquiring Persisti-jug (just like I did before this game) and I still didn't get the "perk refund". I don't understand at all how this works, but I wish I did... 1000 free points could be really convenient in early rounds. And I wonder if it works with any perk or just Revive? If anyone gets anywhere with this I would love to know.
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The horse from TranZit flew it to the Green Run train station. He wanted to get flopper before going to Atlantis. Seriously... it was obviously just a part of the artwork's background that we read too much into.
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I'm not sure if this has been discovered/discussed previously, but if so I hadn't heard about it. I just started a game on Die Rise. On round 1 I had a single zombie left, had turned on the power, was building the Trample Steam, etc. I held a zombie at the window by Revive, bought Revive when it came down, went back to repairing the boards the zombie was tearing down, and then I heard the "lost a persistent upgrade" sound. Didn't have any idea what it could have been, but I went up, grabbed a Trample Steam part, dropped back to the room... and noticed I somehow had 1000 points more than what I should have. I couldn't figure it out... so I quit and went to theater mode to review the game. This is what happened; nuDhae2FUFo Bought the perk, repaired a couple boards, then 5 "+200" points pop up. Then right after the zombie hits me and I lose some upgrade. Anyone know anything about this? It's almost like Misty belches some points out. Edit; totally just re-created the scenario. Same character, same window, same perk... nothing happened. Maybe some kind of "perk refund" upgrade? But you get double the points back you spent? I have no clue. Edit 2; I'm thinking this may be somehow related to double points... mainly because I bought a perk and got "double points" back. And after reviewing my video, the "losing a persistent upgrade" sound begins just before the zombie hits me... and right after I get the points. This makes me think that somehow if you do the right thing with a Double Points drop, you will get "double your money back" on the next perk you purchase. There's one thing against that, however... the game just before this was me getting the persistent Jugg in TranZit. I got no drops in that game, and no money back on my Quick Revive purchases. In the game where I got the points, I had also not gotten any drops... and I have triple checked to make sure I didn't earn any upgrade in that game before this. Perhaps it is a Die Rise only upgrade, and I got it the last time I played that map? I would check, but the last game I played went to round 60 and even if the entire game were in my theater, it would take too long to review the whole thing. I'm stumped unless someone knows what causes this.
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I hear a lot of theories about the locations relating to the O4 characters, and that Die Rise is supposed to somehow relate to Takeo. There's just one big problem with that... Takeo was Japanese. Why would China be related to a Japanese man?
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I've played a lot of Zombies since W@W, but the majority has been solo. Is it just me, or is Die Rise the first map where the 4 characters have actual conversations with one another? I don't remember ever noticing it before. In the past, I remember characters having a line here and there addressing one another (many times by name), but I don't remember them responding to one another. For instance, the other night I was playing with 2 friends... Russman at one point started bragging about all the zombies he was killing, then Marlton said something to the effect of "Oh whatever, Russman, they probably just accidentally walked into your bullet." IIRC Misty then added something to the conversation also. Then last night a friend and I were playing as Russman and Samuel, and Russman started saying he was out of ammo, then Samuel started reassuring him and telling him they were going to be alright. I dunno, it's entirely possible that I was too busy killing zombies and talking to my teammates before, but I never noticed this level of interactivity in the past. Just a line here and there like "Dempsey, I can see your house from here!" with no response.
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iam in the game now at the moment the First Glow was a Carpenter Power up i know that for sure as well iam looking at my score bored and i have zero Headshots Actually, it's more likely you got the Carpenter power-up second. It seems that is attained by killing zombies as they break down barriers. But that still doesn't explain what the first one is. Edit; my bad, I misunderstood. The first flash you got was the Carpenter drop. The "perma perk" was the upgraded carpenter (the one that gives you steel barricades from carpenters). You get this persistent upgrade by killing a zombie that is breaking down a barrier while a carpenter is repairing other barriers. Double check the game, and I'll bet you'll find that this is the case.
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Except glitches are not a matter of opinion. No, this is not a glitch. Yes, it is extremely cheap... and IMO yes, they should patch it if possible. Just make the zombies spawn in from different areas. And I'm saying this as someone who got to round 125 doing this. Personally, though, I would much rather see them fix the "instant death" spots in the map. This Galvaknuckles room thing is something that you don't have to use if you don't want to. Someone on your friend's list got to 70 doing it. So? Get to round 50 without doing it and have the satisfaction of knowing you got to a high round using a method that requires more skill. Why do you care so much how other people play the game? The instant death spots effect everyone's game, potentially and should be TOP priority over "Someone got to a higher round than me by spawn camping!!!" After these types of things are fixed, by all means... change the spawns so people can't do this.
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Kino was the first thing I thought about when I saw the loading screen, honestly. Perhaps we will go to Germany and part of what remains of the "Theater of the Dead" will be accessible in the map, sort of like how the main downstairs area of Nacht was in Green Run. Could be interesting.
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I'm pretty sure it's a glitch involving messing with your Live connection. Won't go into further detail because I know glitches are frowned upon here, but I'm sure you can google it if you're interested.
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That looks a lot more like a film reel to me;
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That is exactly what i do, but it got me twice since using that method. I never had a Richtofen laugh, just a 'bug'. At Megaton: if i go down by power all of my zombies usually die, completely untouched by me. Almost every game. Sometimes they respawn once or twice before it happens, but they all die. Sometimes it is riding the elevator up to the dragon roof. They just all die. The next round starts. I'm on xbl with all updates... If I jump down from the trample steam room, they all jump up the side of the building and the round usually ends. I have not yet died to the first slide, but it has red-ringed me. The one above the an-94 is the one that really sucks. That's really odd. All I can say is I am also on Live and have all updates and that has never once happened to me. As long as I'm careful not to do any damage to the last zombie, it never dies and ends the round, just respawns. Are you absolutely sure you haven't been doing any damage to them? What I mean is, if you're running trains, for instance, and you fire into a group... if even one bullet has penetrated a couple other zombies and hit the one you are keeping, it will eventually die and end the round. Usually this happens when you travel long distances like going from the dragon roof to power or vice versa. Oddly, sometimes they will crawl up onto the elevator with you as if they have "respawned", but will still die off and end the round once you get too far from the area they're in. This makes it a REAL pain to try and keep a zombie, especially in the mid to lower rounds. If the last zombie is part of a group you were firing on, you might as well go another round because he will likely die and end the round when you get too far from him. In higher rounds it can become a bit easier because you start getting the shamblers that walk much slower and can be kept separate from the group easier. I'm not trying to say that what you're saying isn't happening, but if you're being careful and are sure that you're not doing any damage to the last zombie then I don't get why your game is working different than mine. Maybe it's glitched... you could try re-downloading the map pack and see if that fixes it? Finally, @way2g00; If you're referring to what I'm talking about... I know this can be (and sometimes is) used to get to high rounds easier, but that's not what I'm talking about at all. In fact, this isn't a glitch... it's a gameplay mechanic and how the zombies/respawns work in Black Ops 2. I'm assuming it was programmed this way so that you wouldn't end up with a crawler/zombie on the other side of Green Run and waiting a half hour for it to reach you, but also can't get infinite points by shooting a zombie, having it respawn, shooting it again, etc. But it's still a rather poorly implemented and annoying mechanic. This could easily be solved by just having zombies respawn with whatever damage has been done to them previously, but for whatever reason they were either unable or unwilling to do so.
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You're completely misunderstanding how Google Translate works. Put in "Die Hard" and tell it to translate from German to English and it will say "The Hard". If the word is not German, the translation just keeps that word the same. So no, that does not "prove" that "Die Rise" means "The Rise" in German. Or, to further illustrate my point; http://translate.google.com/#de/en/call%20of%20duty Does that mean "Call of Duty" is a German phrase? I mean, Google Translate just translated it from German to English, so it must be! http://translate.google.com/#de/en/Die% ... %20zombies Wow, "Die stupid zombies" is German for "The stupid zombies"!! Except it isn't at all. Now, I'm just gonna put this here; http://translate.google.com/#en/de/The%20rise
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