Megaton A
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Everything posted by Megaton A
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From what I've heard, originally you could get "Carry On" by Aveneged Sevenfold or that "Imma Try It Out" by Skrillex, based on what order you activated the teddy bears. I can't confirm if this was or was not the case, but supposedly one of the first patches removed the other two songs anyways... so only "Carrion" by Kevin Sherwood is playable now. And... glad to help! I figured it was probably just a simple setting you had overlooked.
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Ok, so I haven't had a chance to play Zombies since the morning the patch came out and I started this thread, but in that game I did go to to round 23 or so and did a lot of running around in the fog. I was thinking about how I would have some zombies respawn a bunch of times, and some/most would just die off and end the round. I was thinking there had to be some kind of pattern or cause to make them die off and not respawn. Then I started thinking about what areas I ran where they did respawn and where they didn't. I think I figured it out; FIRE. Zombies that followed me from the bus depot to the diner died. The ones that followed from the diner to farm to died. Farm to power? Died. But when I ran from power to the town the last zombie respawned multiple times. When I ran from the farm to town using the shortcut the last zombie kept respawning... until I got into town and to the bank. Zombies running through areas with no fire would survive. Again, I haven't had a chance to test this yet, but I think this is the cause. For some reason, Treyarch changed how the fire affects the zombies, and the ones that take fire damage will not respawn like they used to. Now; theory time. Why would they just randomly change how fire affects the zombies? Why now? Well, my guess (and again, just an educated guess based on what I believe to be the facts) is that the new Wonder Weapon in Die Rise will be flame-based in some way. It makes sense... we've had lightning, wind, freeze ray, a "microwave" effect, a shrink ray... but never a flame-based Wonder Weapon. It seems kind of obvious, really. What was one of the biggest gun requests for Zombies in Black Ops? The flamethrower. I could be wrong, but I think we're getting a flame weapon in a couple days...
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*facepalm* I can't believe anyone ever bought that whole thing to begin with... much less are still buying it, even after we've seen the map is in skyscrapers and it was admitted to be a fake.
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Yeah, this guy gets it. I posted my thoughts about this in another thread, so instead of trying to explain it in another way let me quote that post;
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We've been looking at Black Ops 2 Zombies all wrong, obviously. We've been thinking that maybe every map would follow the pattern of/be in TranZit mode... assuming that each new map would present us with a different type of vehicle to ride around. We thought "Big maps with something to ride around in/on" was going to be the concept of Black Ops II. We've been looking at things two-dimensionally, like "There's TranZit and there's Survival. Which will Die Rise be?" We were way off... What we're looking at is each new DLC having a completely different gimmick of some sort. This gimmick seems to focus on how the map is laid out and how we traverse it. For TranZit, the gimmick was "Transportation"... a big location with a vehicle and multiple small areas to play in. Now, DLC 1 presents us with "Die Rise", and the gimmick here is quite obvious. "Verticality"... we've heard that word over and over again, almost beating us over the head with it. Well, that's because that's the gimmick (or concept) of the DLC 1 zombies map. It was probably the one word that the devs were told to focus on when designing the map. I think looking at it like "The elevator is the vehicle this time" is missing the point. It seems that the idea for Black Ops II was actually "Let's take the mode to the next level. We'll make bigger and better maps than ever with more to do than there's ever been before... and we'll make each map have it's own concept, feeling like an entirely different kind of game. But, you know, with zombies." From here we can theorize what the gimmick/concept/idea of future DLC maps will be. Zombie theorists? Any thoughts?
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I may be wrong, but I think trying to power 4 different things with 1 turbine will cause it to break very quickly. I know when the game first came out we tried to power 2 turrets with 1 (brand new) turbine, and it only lasted a few seconds before the turbine just fell apart.
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Also, go into your options and make sure you don't have the music turned down for some reason.
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Actually, the "new" doesn't show up if you're in solo mode (or at least it didn't for me this morning.... this I am positive of). This is what makes me think it's relating to "Turned". Obviously, "Turned" won't be playable in solo. And anything "new" in TranZit mode would most likely be there in solo too, so there's no reason to leave that indicator off for it. Just how I'm thinking about it.
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I think the "NEW" is just a preemptive indicator for when "Turned" is available. Though I could be wrong... hell, they added the new insta-kill, so maybe they did add to the EE. I'm personally kind of doubting it, but it's definitely worth investigating.
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Its not a Theory, TRUST me!! I Didn't kill anything because their was nothing to Kill. I'm 1000000% sure that's exactly how to Unlock it. Now if you need to be Abigail "Misty" or not, That I don't know. As well as Having one side or the Other done or not. Because I've got Maxxis & have had Maxxis' completed for sometime now. Personally I don't think that matters, But it very well may. I do know though for a fact that it was just added in today, Because I remember quite a few times getting an Insta at the End of a Round & not getting a Single kill & being like well damn that was a waste... Awesome job man! It's so refreshing to see this forum actually figuring things out again and not just spewing out random outlandish theories about the "next step". This actually makes a lot of sense... because if you grab the insta-kill at the end of the EE, you're most likely doing it at the end of a round or when no zombies are around... so you don't get any kills with it. Great to see that they added something cool even though they derped on the zombie spawns.
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It seems everyone that has seen it have only seen it in games where the EE was completed, and only Insta-Kill has been seen so far. I'm really interested in what this turns out to be... as you said, you can't kill a zombie any faster than instantly. I'm trying to theorize what effect it could have and I'm coming up with nothing. As far as the beams from the laundromat, I couldn't get them to come up after the patch, but another poster said they were able to so I guess that hasn't changed. At least on the Xbox. If PS3 got an update too, someone should try it and report back.
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No worries, I know it can get confusing now with solo being an online game mode and everything. And yeah, a guy I work with doesn't have internet and he plays local split screen with his kids all the time. I would have just asked him if his games save anything, but I think his highest round is 10... so I don't think he has ever built the table, done the EE, or put points in the bank. Well thanks everyone... I'm less worried about clearing my cache now. Hopefully it speeds things up when I do.
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It's good that it can be handled somewhat, but unless things go back to they way they were, I'm probably not going to be playing TranZit anymore (or at least not on solo). My biggest complaint about TranZit is how slow-paced and boring it can get. Either you're standing around on/waiting for the bus, or you take the slightly quicker option and run through the map's vast nothingness to get to what you need to do. Being forced to take the bus just makes the game even slower and more full of boring stretches of doing nothing. Not sure what jinro's weird rant about laziness was all about (seems he somehow was trying to turn this thread into a "nobody listens to my Easter egg theories!" thing), but I really don't want to spend my time standing around for 5 minutes and waiting for a bus in a video game. Guess we'll just wait and see if things go back to normal in a few weeks. I would say that hopefully the developers let us know if it was, in fact, a bug... but I'm pretty sure it's impossible to get a straight answer out of them about anything. What about the one where if you get surrounded and look at the ground you take no damage? I can't believe that ever made it into the game in the first place...
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So... either it was unintentional, or it just wasn't thought through very well. But if one of our users posted "I wonder if it could be used to fly through to high rounds" shortly after the patch came out, one would think the developers themselves would have considered this. My guess? They changed something in preparation for Die Rise and it ended up having unintentional effects in TranZit. Remember, in Black Ops they could change how the game handled the final zombie and respawns by map. In Ascension, for instance, you could run all the way across the map from the final zombie and it wouldn't respawn... but in Moon the zombie would respawn unless you damaged it in some way. And I think it worked in an entirely different way in Call of the Dead (been a long time since I played that map, though). It's possible that now that the game runs on the multiplayer engine, they have to change these things for all maps at once and not on a map-by-map basis. If this change did not come to the PS3 or PC then I'd say there's a good chance this is the case... preparing for the new map just screwed something up. The thing that sucks is that if this is unintentional and is a bug of some sort, we'll be waiting a while before it's fixed because patches take time, are expensive, and need to go through a long approval process on Xbox. And it's not even really cheating since that's how the game mechanics work now.
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I thought they seemed faster too. I also noticed that in the patch notes (which doesn't mention Zombies at all, by the way) it says that the AI pathing for bots was slightly improved. Since Zombies is now on the multiplayer engine, I'm wondering if perhaps the zombies aren't actually faster, but also got that slight pathing improvement, causing them to get to you a bit faster.
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It's more like padding the difficulty, really. Like I said in my edit earlier... it seems like you can still keep him around if you stay close to him (or have a better chance at it, at least), so it makes things more slow-paced and boring than anything. And what is this going to mean for future maps? We want to explore, experiment with the EEs, etc... but we can't do what we've always done throughout the history of Zombies and leave one zombie so we can run around? Now somebody has to babysit him and hopefully he won't die and start the next round. It's more adding annoyance than difficulty. I really don't know what they were thinking.
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I'd like to point out, by the way, that if there's not going to be other maps in "TranZit" mode, it means all that nitpicking about "It's not TranZit it's Green Run! Stop calling it the wrong thing cause it'll get too confusing when other maps come out for TranZit mode!" was, indeed, pointless.
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By the way, it might be just me, but I can't get the laundromat door beams to happen anymore after the update. If this is the case, then it must have been a glitch all along.
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Yeah, they would randomly die in the past. Usually it wouldn't end the round, though, unless you had damaged them to a certain extent or (I think) if they had damaged you enough. For instance, I could keep a zombie on the bus window all day without him dying and ending the round... but my friend (who isn't the best zombies player) would keep getting hit by the zombie and after a few minutes the round would end. But now they will die and end the round quickly regardless of whether they had damaged you or vice-verse. I get the idea of adding difficulty, and I can deal with it... but my friends probably won't. Again, they're not the best at zombies so now going down means good freakin' luck getting back to their perks again. And playing on "Easy" difficulty is just boring as hell for me. More than anything, though, I don't like them just randomly changing key gameplay mechanics after establishing the way the game works throughout a few months of play. What next, Denizens instantly down you if you get touched by them? I dunno, I know a lot of people will disagree, but I'm really disappointed. Edit; as far as I've been able to tell, it seems to either only or primarily happen when you get far enough for the zombie to respawn. As if there's a 25% chance it will not respawn and instead end the round. This means that keeping the last zombie on the bus window is still an adequate way of keeping him around. That or running slowly through the fog so he can keep up. So, instead of adding actual difficulty, the result is that the map becomes even more slow-paced with twice as much waiting around. The last thing Green Run needed, in my opinion.
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And I'm kind of irritated. First of all, it kicked me and a friend both off of Live (and out of the game) after we just finished taking about 30,000 points out of the bank. Yeah, that stuff happens with game updates... not a really big deal but still irritating. So, he goes to bed and I decide to try and get my points back. But 3Arc is screwing with the game mechanics now. It seems you can no longer leave a zombie and go running around the map to do what you need to do... because they apparently just randomly die and end the round now, regardless of whether you have damaged them or not. I say random because I haven't been able to figure out a pattern to it. Round 6, I have one zombie left that I hadn't touched... decide to go running from Farm to the pylon to try the Navcard (figured nothing would happen, I was right... but thought it worth a try)... zombie respawns a couple times along the way, but just about when I get under the pylon the round ends. Do a round, leave 2 zombies, run towards the power station, and halfway there the round ends. Do a round, leave 1, run to Town... he respawns a few times and right now he's still alive in the town. The whole game has been like this. Round 2, leave one zombie, go to the diner, go to check the shed.... round suddenly ends. I don't get it? Why? Cool, fix glitches. Fix ALL the glitches. But why change the mechanics? I liked being able to leave a zombie, run around, deposit points when I wanted to, get perks, Pack A Punch, ect. It really didn't need to be changed. After this I don't even know if I'll bother with Revolution, honestly.
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Awesome. Thanks! That's kind of what I figured... perhaps Pinnaz got "offline" and "Solo" confused?
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ZFFS: Orbs & Rays - Observation and Manipulation
Megaton A replied to KeredNomrah69's topic in TranZit
The EEs can both be done in one game, correct? I've had this idea for a while (I may have mentioned it on here before, not sure)... and it's probably nothing, but what the hell; In that interview where Rez was saying TranZit mode has an endgame, he said to pay attention to what the characters say. Well, one thing they all talk about frequently are their relationships to one another. Misty and Marlton are obviously against (to a certain degree) Russman and Samuel. So, we have two groups that each have two people. These groups seem to be against one another to an extent. We also have two Easter eggs that require two people each to do, and they serve two different people who are working against one another. Coincidences? Probably, but... So, how about splitting a 4 player game into two "teams"? If these teams have to pick sides of the EE, it's obvious which team does what side because (conveniently) only Samuel can hear Richtofen. So, first you turn on the power and have Samuel and Marlton go through the steps of Richtofen's side of the EE. Then turn the power off and have Misty and Marlton do Maxis. I dunno.... I still think the EE is over (for now) and even if nobody has tried this yet it's probably nothing. But the more I think about it the more it seems like it almost makes too much sense to not at least try. Unfortunately, my friends aren't very useful when it comes to Zombies, so I can't try it. -
I'm 99% certain rank and stats are saved server side. All multiplayer rank and stats are saved online, and all zombies stats are viewable online. Also, you can't effect your rank and stats in offline mode (that I'm aware of). If you do try it out, please report back and let me know. I want to clear my cache because my Xbox has been downloading things very slowly, but I really don't want to lose my EE progress because my friends... aren't the best at Zombies. I sent a tweet to Jimmy Z asking him about it, but he won't reply. And even if he did it would probably be something pointlessly cryptic like "Some men save games. Progress is made. No purpose can be served through reset. You need drive." or similar crap that makes no sense.
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Ray Gun is a fully automatic weapon. I can't say for sure that you get 2 shots for every 1 that you "spend", but as a full auto it at least benefits from the 20% increase in fire rate. This is easily observable.
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Generally, that is correct. However, I have no game save files for Black Ops II, which (I would assume) means that the information is either stored in the cache or online. If it saves when offline, then I would think it would have to be stored in the cache, as there's really no other place it could be. Also, occasionally games will save other information to the cache. I know a lot of my stats in Minecraft, for instance, ended up being reset after clearing my cache. If this is the case, it may explain why some people have found their progress reset at some point. Possibly they cleared the cache and didn't realize it could have an effect on TranZit mode "saves".
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