Zombie-cowboy
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Everything posted by Zombie-cowboy
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I just want to say this, no way in hell it says stop rus, when you see a sign on the road, written, Way Wrong It means wrong way, not the other way around. reading "way wrong" or stop rus out of this is what's way wrong ...
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Multiple EE continuation myths debunked. Confirmed bus 2
Zombie-cowboy replied to Xekhin's topic in TranZit
Cant until next week when new ps3 arrives... Bo2(and 3 years of playing) killed my ps3... -
Someone has to say it...A bit better this time[Updated]
Zombie-cowboy replied to Jeager1999's topic in TranZit
Why a nav card and a nav card table?? Where are we "navving" to? First of all, if it was an fully automated system, it'd be called guidance system, nav's are supposed to have high integration between humans and interface. Second, most quotes call the "diner", gas station, arent the two platforms close to the train tracks gas tanks? There are two gas pumps too, right? Also, i believe we havent reached many areas, the gas place, above the tunnel , somewhere in the power room, Another upper level in town and the wind turbines in nacht. If someone has a reasoning to why the places are there,or anything regarding my ideas, i'd be very grateful to hear. -
Multiple EE continuation myths debunked. Confirmed bus 2
Zombie-cowboy replied to Xekhin's topic in TranZit
Search for a line that says pile in, teleporters work for the whole team, not just an individual... -
Its left, but you can see it much easier from inside on the left corner (when your back is turned to the bus depot door). The best place to throw the emp would be the widow close to the fan (used on the turbine)
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I think this game did, the cooling fans were working like never before...
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Ps3 gave up on me... After some 3good years....
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Anyone tryed emp-ing the bath house with the moon sign behind the bus stop? Or Rus stop?
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Are the buildable weapons coded so explorers can see the items and result of that, like turbine handle gauges and wires = tan23 aka jet gun
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JIMMY Z TWEETED ANOTHER PIC FROM THE BEACH... DAY/NIGHT?
Zombie-cowboy replied to sakxlunch's topic in TranZit
Did anybody noticed at when you shoot the wires from power posts they dangle? I am thinking theres another level in the city, an upper floor with wire conections to other places. Even on one of the rooftops there's a passage(inacessible so far) from one building to the other. My second point is regarding the scalene triangle quote, in the power signs there's an triangle written 3.0 with three equal sides and angles, maybe this is richtofen version to continuing? And regarding the clock, i believe the 12o clock mark is on one of the bridge side by the teleporter, where you can see a pointy thingy Last but not least, why are lights on the train? Little red lights on one wagon? -
Someone has to say it...A bit better this time[Updated]
Zombie-cowboy replied to Jeager1999's topic in TranZit
If this is your line of thought, then, what if picking sides is the slumber party and there are two ee's, one for each side? The big bang theories -
How about in the town, make him shoot one of the rays into the door people been getting the beams from? It seems those locks found in some places are activated by energy. Another sugestion, emp ing the laundry door from both sides?
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Apart from the xp-79 license plates from the bus, there are very very few cars with them, one being the scooby doo green mystery van, a car at the power station thats as far as i can remeber. Can they mean something too? I'm Kinda average- bad player so its very hard for me to do the same thing twice in game. have been playing many times so cant find the particular replay.... i havent done either side and was killing zombies facing the door you put the fan to open the pap, inside the power(wich was on) and the middle of the floor started glowing increasingly orange, by a point even the outside part where tombstone was like that. Anybody experienced something like that? Another feel i get seeing many knobs around the power area, maybe switching or blowing some pipes can trigger the eletric zombie to become diferent (maybe good or bad for us) like in shangrila, for ex. The troll, signed many times as sedan, the only two sedan signs are at the bus stop, in the area right of the buildable table, close to the locker and the billboard. Dude, where's that car?
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Can some good players chime in, please? This might help...
Zombie-cowboy replied to Zombie-cowboy's topic in TranZit
Thats what i meant, sorry for typo... -
Can some good players chime in, please? This might help...
Zombie-cowboy replied to Zombie-cowboy's topic in TranZit
Variable yield, or dial-a-yield is an option available on most modern nuclear weapons. It allows the operator to specify a weapon's yield, or explosive power, allowing a single design to be used in different situations. For example, the Mod-10 B61 bomb had selectable explosive yields of 0.3, 5, 10 or 80 Kt, depending on how the ground crew set a dial inside the casing when it was loaded onto an aircraft. Variable yield technology has existed since at least the early 1960s. Examples of variable yield weapons include the B61 nuclear bomb family, B83, W80, W85 and WE177A warheads. Most modern nuclear weapons are Teller–Ulam design type thermonuclear weapons, with a fission primary stage and a fusion (or fission) secondary stage which is collapsed by the energy from the primary. These offer at least three methods to vary yield: Varying primary yield by boosting with fusion, using small amounts of deuterium / tritium gas inside the primary fission bomb to increase its yield. Varying primary yield by varying the timing or use of external neutron initiators (ENIs).[1] These are small particle accelerators which cause a brief fusion reaction by accelerating deuterium into a tritium target (or potentially vice versa), producing a short energetic pulse of neutrons. Precise timing of the ENI pulse as the nuclear primary's pit is collapsing can significantly affect yield, and the rate of neutron injection can also be controlled. Shutting down the thermonuclear secondary, either by firing the primary at low enough yield that it does not compress the secondary sufficiently to ignite, or by blocking energy transport inside the warhead briefly as the primary is firing using shutters or a similar mechanism. If the primary's energy starts to disperse through the radiation case before being focused on the secondary then the secondary will likely never detonate. -
Can some good players chime in, please? This might help...
Zombie-cowboy replied to Zombie-cowboy's topic in TranZit
Be willing, commit...JZ won't just say, go there and do this English is not my first language so maybe i misinterpreted too... -
Firstly theres the b wling,(bowling) wich relates to commitment, said by JZ. In there there are three images of four perks colours, quick revive, staminup speed cola and jug, maybe theres an order to drink the perks and or do things. I was following the order today and the first left set of lights was blinking. Has anyone tried to go via teleporters or by foot and not use the bus to get to the pylon? Maybe using the bus will make the navcard useless... I was searching acronysm and the closest i found was DAY = dial-a-yeld, wich is a method to increase or decrease a nuke power before the bomb leaves the ground. Its used since the 60's. Then signs on the tunnel then may suggest reduce the power of the nuke (x)/2 ME(master engineer?) Another thing thats bothering me is the uselessness of specially the trap. Maybe it helps short circuit the eletric locks? Cn someone try using the turbine on the 4th stop as if opening the pap door and someone else with the trap on the bank? Another sugestion, two with traps two with turbines and each stays at a corner, around the town lights and turn them all on? Also, it seems misty and marlton are a pair and russman and marlton another, instead of randomly using 2 with richtofens ee and two with maxis side, using these particular charachters. (M and R richtofens and M&M maxis)
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Researching D-A-Y acronyms, got a interesting one... Variable yield, or dial-a-yield is an option available on most modern nuclear weapons. It allows the operator to specify a weapon's yield, or explosive power, allowing a single design to be used in different situations. For example, the Mod-10 B61 bomb had selectable explosive yields of 0.3, 5, 10 or 80 Kt, depending on how the ground crew set a dial inside the casing when it was loaded onto an aircraft. Variable yield technology has existed since at least the early 1960s. Examples of variable yield weapons include the B61 nuclear bomb family, B83, W80, W85 and WE177A warheads. Most modern nuclear weapons are Teller–Ulam design type thermonuclear weapons, with a fission primary stage and a fusion (or fission) secondary stage which is collapsed by the energy from the primary. These offer at least three methods to vary yield: Varying primary yield by boosting with fusion, using small amounts of deuterium / tritium gas inside the primary fission bomb to increase its yield. Varying primary yield by varying the timing or use of external neutron initiators (ENIs).[1] These are small particle accelerators which cause a brief fusion reaction by accelerating deuterium into a tritium target (or potentially vice versa), producing a short energetic pulse of neutrons. Precise timing of the ENI pulse as the nuclear primary's pit is collapsing can significantly affect yield, and the rate of neutron injection can also be controlled. Shutting down the thermonuclear secondary, either by firing the primary at low enough yield that it does not compress the secondary sufficiently to ignite, or by blocking energy transport inside the warhead briefly as the primary is firing using shutters or a similar mechanism. If the primary's energy starts to disperse through the radiation case before being focused on the secondary then the secondary will likely never detonate. All current British nuclear warheads incorporate variable yield technology as standard.[2] Also M-E means master or mechanical engineer. Marlton even says something about fusion, fission... So, this could translate to marlton dialing the bomb to 1/2 to avoid the explosion or to create a diferent scenario.... How about that? Also how the hell are we supposed to do something like that....
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[Beginner's Guide] Every info in one sheet
Zombie-cowboy replied to Tom852's topic in General Zombies Discussion
Include the guns that can be found on the boxes too -
Does anybody have already names for our charachters? Specially the girl...
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NUKETOWN ZOMBIES NOW COMES WITH SEASON PASS...
Zombie-cowboy replied to GRILL's topic in General Zombies Discussion
This is a reason i was over the leaky forum constantly, after spending twice as much for gt5 ce I will never pre order stuff again. Specially editions. I wanna see what they have for me instead of showing them the money and getting surprises like this on launch. Good news is i will buy regular version instead of the CE and wait a month like the rest of my zombie gang. -
EEMusic is out too. Theres a forum i wont reveal, that is leaking through the wazoo. At least 15,20 diferent videos with all kinds of secret. Ive been holding myself for a few of them not to spoil too much but all i can say is they are advancing fast.
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I don't mean either the exact same steps, only doing them in an order, aquiring things like the basic uranium and turning it radioactive and having to do 5/4(1 per survival map) processes to finish and use the final product to power the tower or something in those lines. So even doing the correct steps in the bigger ee you wont get the achievement/result until you have the right parts/pieces
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Im sure too, what i'm saying is, will they be like in bo1 where to get the focusing stone you had to have completed the call of the dead and shangrila to complete moon. Because green run in not only the manhattan project part but its the process to get uranium. My imagination sugests we will have to complete either a few process in diferent survival maps to be able to do the big EE or some conection between easter egging in tranzit and survival.
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