CrazyTrain0917
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Everything posted by CrazyTrain0917
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I don't know about motivating but I just can't shake the thought that all you get for completing the Tranzit EE is what a perk drop? Every EE in Blops1 got increasingly trickier and the prize got increasingly better. With Moons prize being permanent perks. You would think that the prize for this one would be equally as good or better. I don't think it's done but be prepared to battle with the people who say there aren't anymore audio clips to be found in the game (via hacking the PC version) I see their argument, but like I said, I can't shake the fact that the prize was weaker than the last 3 DLC's for Blops1. Treyarch said this was gonna be an epic story line, related to a zombie campaign. I know DLC's will further the story but the payoff for this first part pales in comparison to previous EE's which doesn't lend to the fact they said it would be epic.
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Yea it would be silly to think that treyarch would find a way to hide some stuff for us non hackers to find the good old fashioned way. Wishful thinking I guess. Ok everybody, search party off, it's over.. There's no more radios and/or sound files to be hacked. Nothing else to do here. Good job, see ya when the dlc comes out. :roll:
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Simply awesome post. Great job! This is why those theory threads that our members write are so important. I believe to some extent they are literally hashing out and writing the Zombie story line right before our eyes.
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You could be right but if it leads to the next step in the Easter egg I personally don't think so.
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It only opens metal doors (IE: the shacks that you find the bus parts in) You still have to pay to unlock the rest of the maps doors. When you take a piece to a different workbench it straight up tells you that the piece is the wrong part.
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Ahh but has it been tried with a fully ranked emblem and one side of the easter egg being done? No? Then we haven't tried everything. Just sayin ;)
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Denizens Started off as an Experiment, Proof in the Map
CrazyTrain0917 replied to optimus555's topic in TranZit
I don't think it matters, I just wanted to be clear. Turn your brightness up a bit, that is not a hole, that is blood splatter. I think your theories on this are interesting, and personally I think you guys are writing Treyarchs storyline for these little creatures. Base everything on as much fact, history, etc.. that you can and consolidate everything into a solid story. Maybe it will become more than just a theory in the future. -
Ever rode from the bus depot to the diner on the roof of the bus? Notice the freeway signs are missing letters? Off the top of my head I think it said something like "Day 1/2 something something" Time of day a factor? Wether in game or in real life? I'll try to get a closer look tonight.
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I have some questions. Those of you who are experimenting with the next step of the Easter egg... Does everyone in your party have the highest ranked emblem? (with the shotguns) What if this is the commitment? What if the next step cannot be unlocked unless a few factors are met? This would take commitment as an individual player let alone as a team. You could be doing the right things but if certain criteria are not met then your efforts are futile. Think about it, Treyarch worked hard on bringing us not only a next level zombie experience, but to improve and 'expand' upon what we enjoyed in past zombie experiences. Every EE in the last game grew in complexity, criteria, and prize. There is no doubt in my mind that there is more to this EE. They wouldn't go from giving everyone permanent perks in Moons Easter egg to something less in this one. People are getting blinded by frustration and not thinking about the simple things. The cream of the crop are going to figure this out. Not only great thinkers, but great players. EE's have been notoriously solved within the first week of release, sometimes the first day. What are ways of resolving this problem? Besides the obvious of continuing it in a DLC (which may happen but I truly believe it will not be at our current step) One way is to make it so you need to fulfill factors that make it so you have to actually play and accumulate stats for an extended period. (going back to the emblem theory) If you make the prerequisite for the next step a factor that you have to play the game for more than a week, then you will guarantee that no one will solve the EE in a week. I think something simple is being overlooked. The only real way to tell is by process of elimination. You dedicated EE hunters I would strongly recommend everyone in your party having the highest ranking emblem (shotguns.. who knows if there is another one at say half a million kills, or something outrageous that involves playing for a long time) and everyone on the team having a Navcard before even thinking that you are going to discover the next step. Just my two cents. I could be wrong... but... I could also be right.
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Denizens Started off as an Experiment, Proof in the Map
CrazyTrain0917 replied to optimus555's topic in TranZit
Just for clarifications sake the OP said that there is a hole behind one of the cages suggesting one of the creatures escaped into the lab behind the first window. I've checked and double checked and no such hole exists. There is a blood splatter on the wall behind the age when you first come down into the pack a punch room that looks like a hole but it's just blood. Suggesting they didn't escape but were possibly released on purpose. I'm real interested in your theories so keep up the good work! Just wanted to point that out. -
Denizens Started off as an Experiment, Proof in the Map
CrazyTrain0917 replied to optimus555's topic in TranZit
Maybe its a side effect of experiments to fuse Monkey dna with human dna to reverse the "zombie" effect. I don't like the monkey theory though. Reminds me of the whole argument that the Shangri la monkeys were the same monkeys from Ascension when they were clearly two totally recognizable different chimps. These Denizens don't resemble monkeys aside from the tail I guess but I still feel that's reaching. I think they are some new kind of creature created in one of the labs. I'm thinking something along the lines of a creature created in area 51 labs and transferred from there when the nuke hit in cages and sealed up in the pack a punch lab on town to either preserve them or continue research on them. Just so happened that they escaped and now inhabit the land around Green run. They're clearly affected by light I never thought that was a debatable issue. I just want to make sure we don't try to forcibly call them monkeys when they clearly are not. -
Green Run Solo Strategy (Tunnel Train) (Beginner)
CrazyTrain0917 replied to Sluggo's topic in TranZit
Welcome to the site! Good strat! I personally prefer to run backwards to the power once I buy staminup and jug in town with the turbine. I grab the bowie knife in the shack on the way and then turn the power on. If you didn't get good guns from the box at the diner you can pick up an AK here. Now you can wait for the bus which should be fairly quick, throw down your turbine and take the bus back to town to pack a punch. I prefer to run rape trains in town in a sort of figure 8 using the jug building over to the staminup building and back myself but there are a million different places to run trains once you're set up. I am an odd one when it comes to guns though. I would prefer to pack a punch the sniper rifle with the red scope and a machine gun, preferably a HAMR or RPD but will settle for a Mtar or Galil. That sniper rifle packed is a one shot kill till late 20's early 30's, lots of ammo and best of all will take out 5-6 zombies in a line with one bullet. I find it strange to say I prefer a sniper rifle in zombies but I've ran shit with it so many times that I can't deny it's effectiveness. With a good packed machine gun you can make your points and the stopping power of the rifle gives you breathing room. -
"Permanent" earnables... no longer permanent?! (proof)
CrazyTrain0917 replied to Megaton A's topic in TranZit
I was considering stats too. I don't think it's related to friends, though... when I lost them none of my friends were online playing zombies. And I'm almost certain I'm well above all my friends in all zombies stats. Fair enough. I'm thinking of creating a new account and truly studying every little detail as I gain certain perks and stuff. Maybe starting from scratch with what we currently know will give me an aha moment of clarity. -
Yea if you watch a video in theater mode of one of your Tranzit games, you can fast forward to where you open the doors, change to free camera mode and exit the depot, then rewind the video to the beginning while you're outside of the depot. Now you can move around the side where you pickup the nav card by the lava and watch the bus come from around back up the side and park out front. I noticed this when I was experimenting with dropping down in the hole of lava under where the bus parks to see if there was anything on the bottom of the bus. Which there wasn't anything in case you're curious. I just had a thought though. Sometimes when you are hanging in a part of the map (like town) and you let the bus leave without you, it seems that the bus returns to that location much faster than if you rode it around the map. I'm curious if you were to free cam a game where you notice this happen and ride the bus around the lap in free cam and see if either the bus passes up stops or if it takes a shorter route to get back to the town. People may say no, there's no other routes for it to take however the path the bus takes at the beginning from behind the depot then bombs over that embankment around to the front to park shows that the bus is actually capable of going places off the playable area of the map or outside of the main paths. Technically this could simply be an opening sequence they put in to show the bus coming from outside of the map and won't happen anywhere else or it could actually lead to making the bus take an alternate route. I don't expect anything to come of this but I am going to check out theater mode to see why the bus seems to return to a stop quicker when nobody is riding it. Something tells me it does the normal circuit but doesn't stop at the stops where there aren't any players, making the loop faster.
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"Permanent" earnables... no longer permanent?! (proof)
CrazyTrain0917 replied to Megaton A's topic in TranZit
I think its tied to rank and stats. (possibly stats compared to others on your friends list) I dunno. I didn't play for 2 days, lost my blue eyes. Played a game and had steel boards then I noticed I was suddenly throwing up wooden boards again. Then not even 2 rounds later they were steel boards again. -
Yea I posted this theory awhile back as well. It just makes sense. It would also give us a reason to come back to Green Run instead of never playing it again when the new maps come out. It's still hard for me to think that they would include something in Green Run that you can't even use. Seems incomplete. However if they were to add the nav card to Tranzit when you install the next DLC then people would complain that they added something to the map that wasn't originally there and now everyone has to go over the old map with a fine tooth comb again. (which I wouldn't have a problem with but I can see the PR problem they would have) Hence why they just added it now even though it currently doesn't serve a purpose. I dunno.. its all speculation at this point. I hope it unlocks something sweet ass though!
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Not sure if it will help but in the options you can choose to copy textures over to harddrive so the ps3 doesn't have to scan the disc so much. My issues above seem to be related to my ISP's end of month throttling.
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Powercycle didn't fix. I can play multiplayer, I can create and play custom matches, I can watch movies in theater but when I try to create a solo game it just hangs at "creating lobby" and never starts a game. I don't understand what's happening. Any ideas? Current zombie version is 22.43.9 Edit: I have searched all over the internet for acceptable solutions. Even though I did try the "sign out of psn while creating lobby, then sign back in" fix and it didn't work, I don't consider that acceptable. Treyarchs lack of communication with it's fans in fixing this issue is staggering. I see posts about this from before the patch to an hour ago with nothing on their site even mentioning or acknowledging there is an issue. I wouldn't care so much but I have been getting kicked out of high round matches as well and feel these 2 issues might be connected. None of my other games experience anything like this so to me it's clearly a blackops server issue. It just up and stops communicating with my ps3. Then returns with half its features.
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I've actually had bad connection issues the last 2 days. My internet runs fine, watch youtube videos with no need to buffer. Suddenly the last 2 nights I'm getting host migration failures 20-30rounds into a map. I'm getting an issue where solo gets stuck at creating lobby and never does. Wierd lag when playing with people that I normally don't lag at all with. I manually searched for Ps3 updates tonight and found an update that the ps3 never told me about. downloaded and installed it and I still have the issues. Powercycling my modem and router now and going to test again. Getting super frustrated.
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Kill limit? Wait what? proof of that?
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The bar and the jug room are both locked, the zombies spawn inside and drop down the broken walls. Technically dude... lol But I agree here, I've tries so many things with the church I don't think its possible to get inside. Same with getting into the laundry mat/bowling alley. Unless something eventually triggers a major event with these 2 places I doubt we will be seeing the inside of them. also: I've yet to find any practical use for flying with the jet gun. You can float over zombies when jumping from an elevated level anywhere but I have yet to find anything I didn't already know from doing so. It's actually a little awkward to do in mid zombie fight as well. Not hard, just awkward. It doesn't produce results like rocket jumping did back in the Q3A days. Just slows your landing to the ground by a couple seconds, essentially making you dangling zombie food really.
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Any one not been able to get the Perma-Perks
CrazyTrain0917 replied to Reddonkeyham's topic in TranZit
Once you get used to having the boards you notice a big difference in timing when you play a game with the wooden boards. -
Ahh I misunderstood. As long as it doesn't end the round or count as kills on your stats then I don't see anything wrong with it. What's the point of shooting them at all then? Just to get enough money to open the door to get to the vault?
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Nice job. I had two main thoughts as I read through this thread. 1: Where does one find the time? jeez.. 2: Treyarc has probably done more in educating the public about things like this subliminally than anyone else has done verbally. Look at the psychology here. They hide/embed things into a video game which causes people to do extensive research on subjects like this in turn spreading awareness. Genius really. Here's to hoping parents in general have done a good job in teaching their kids to decipher through the bs and form their own educated fact driven opinions. I fear that is not likely the case in most circumstances but opening peoples eyes to the existence of some of these things is fairly important in my opinion. Anyway, sham-on! That was a helluva thread Pinnaz, well written and a lot to digest.. discuss... and... go.. lol P.S. Has anyone ever thought that the Electric Zombie could possibly be Maxis himself attempting to cross over to the physical world? *whistles*
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That's boosting your kills stat. They could simply fix the code to say player landed deathblow, count as a kill. Zombie died without a final blow from player, zombie respawns or just doesn't count as a kill. Should be simple enough? A player should never get a kill unless they land the final blow to deplete the zombies last hit points. Anything more should be an environment kill or auto respawn the zombie.
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