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CrazyTrain0917

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Everything posted by CrazyTrain0917

  1. Didn't this get patched? Not been on anything other than Origins since it was released so can't be sure. Thought I'd heard something though. This still works on ps3 buried
  2. Either I missed it or nobody mentioned taking the portal and going back to the spawn room. Using the petrifier to go back up to the catwalk. Sit where you jump for the LSAT. With 2 people you can put one person on the rail and one outside there and shoot all the zombies in a straight line. When playing by myself with randoms I'll sneakily set up a tramp and chopper on the window and stairs 2nd floor candy shop (non power switch side) and keep that couch closed and kill them in a line. Then I can jump out to revive ppl and then tuck back in there whenever I want. The traps don't hold up in higher rounds and it's a little too intense with more than one person. When others run elsewhere it pulls a lot of the weight off you. I run hordes on the gunsmith roof all the time. If you put a tramp on the corner of the square roof you can launch over to the saloon to get ammo and then time your jump to get back over to the gunsmith roof before the zombies jump up. Otherwise you have to bail over to the candy roof then through the bank stairs and back over. The best train in my opinion is a big one. I put a chopper on the window above the Big guys cage, a trampoline to get over to Speed, and a resonator in the barn 2nd floor where you jump over to the bank. Then run with a turbine in inventory. Start at speed and fight them off for as long as you want, then flop. Run your path up above jug and then flop/duck back to speed with tramp/ or go through barn. --I also put the tramp on the gunsmith roof as mentioned above instead of speed and you can pretty much run a big circle around the map without ever touching the ground. The only place is when you flop off the general store by the first box location and go back up the stairs. -so, start at speed, then flop, go up past your chopper to barn, use resonator if needed, leave turbine and pick it up next lap. Jump over to bank, to gunsmith, hit tramp to saloon, to candy roof, across to general store, flop and repeat. Keep the momentum going, and you rarely have zombies in front of you. The best smaller training spot for me like mentioned above though is in front of the ghost house. You know everything that's going on and have a bailout on the right side of the house over the fence if needed. There's many more but those are my main ones.
  3. Flopper Persistent Upgrade How to obtain: Take a significant amount of damage by falling. This is best done without jugg to maximize damage. The Paralyzer also helps to get high into the air while being able to save you if you are falling from too high. What does it do: This allows you to perform the long awaited "Flop" that explodes once you touch the ground. It also makes you immune to fall most fall damage and all explosive damage. How to lose: Take lots of damage, Take damage from falls, Going down, lost every game. Just an fyi I have kept flopper across multiple games. I don't have video proof but you can test it for yourself. If you have flopper at the end of one game, try flopping at the beginning of your next game. You'll still have it. I also believe to get it, it is based on accumulative fall damage as opposed to one big drop as described above. (unless I read it wrong) You will never lose flopper and take one fall damage and get it back no matter how high you fall from. It'll always take multiple falls, sometimes more than others, this is why I think it's accumulative.
  4. lol, good thing there was all that scientific evidence to back up that claim that there are absolutely no parameters that could possibly change the way the game calculates the draw of guns from the box. None, zilch.. Thanks for that well informed, very educational comment. I agree I don't think any of the "shooting the lock, throwing a grenade, etc etc" stuff does anything. However there is some logic that goes into believing that there may be a calculation penalty for locking the box down in which the game then lowers the percentage to receiving a better gun from the higher caliber class of weapons. I did a rough test the other night. One game we locked it down right away and found in later rounds that we were spending 20-30 grand on the box to get our good weapons back like the ray gun, hammer, mark 2 etc.. In a game the next night we decided to not lock the box down and see what happened and not only did we get firesales but it seemed to the 4 of us that we spent considerably less money to eventually get the same guns Ray, Hammer, etc.. By considerably less I mean it was literally about 10 grand per person to get set back up. This is in no way scientific or proves anything but for me myself it is enough to believe that there is some sort of calculation that goes on in the boxes percentages when the box is locked down that lowers the frequency of getting an upper class weapon. Just my opinion, no outlandish claims from either side of the coin as nobody truly knows, but this is what seems to be going on in my experiences.
  5. No way. Bringing back ALL of the old WW's would be awesome. We each could have one. A map that was meant to be played to 100. lol
  6. It would honestly surprise me if it's anything less than stellar. Any gun can be in any time era in my opinion because things like the mystery box and pack a punch operate outside of the current time/space of whatever map you are playing. Listen to Marltons quotes when he pack a punches on Buried, as well as how you get old guns in the future when they technically aren't being used anymore. Just my opinion, don't shoot me. As far as the error above... personally if something like this is the worst mistake they've done in linking this story to real life events then they're doing pretty damn good. I would never have thought to research that for validity. I think the title of this thread is a bit harsh though. Nice find Tac
  7. A good one at that!
  8. What if Sams mum was a Vryl-ya called Samantha Oh oh I like it! What if Sams mom was a Vryl-ya named Samantha stuck in an alternate reality where she had a daughter named Sam with a puppy named fluffy :shock:
  9. I agree with this. Also.. am I the only one who said "oh shit" out loud when I opened that illustration LOL
  10. Whether anyone agrees or not, I have noticed this myself and wondered the same thing. No way to prove it though, really
  11. What if Sams mom's name is Samantha as well? :twisted:
  12. I'll make this easy. There is 10% chance of booze respawning in Cell. I'm guessing it's mathematical then as opposed to proximity to player based. I must have missed a post somewhere.
  13. I like teleporters that have a specific use. Like the one in Buried is perfect. It's not the main focal point of the map, just a path to get to somewhere you normally wouldn't be able to. I honestly think that this last map is going to lay down the ground work for the next installment of zombies whatever that may be. (blops3 or stand alone, whatever) If they find a way to change something to the timeline in Origins then the possibility of reimagining the old maps is very plausible. Not within the map Origins itself but in the future installment of zombies. Picture like they did with Firing range, summit, and stadium. Spice it up, possibly change or add some things. It's a messy business playing around with classics but I am one of those people who can get past that and be thankful to have those classics back in whatever form makes since to the dev team. Imagine if some of the technology were to change. A map like Der Reise may have some "diesel punk" injected into it. Some other paths and buildings, and some real quality texturing. With a new engine or even with Blops2 upgrades I think it would be fun to have those maps back all fresh and shiny with new ways to tell the story that weren't available to them the first run through. But like I said, it'd be a messy biz and the old timers would likely be pretty pissed but if Treyarch were to do it right I think they would come around in no time. Just my opinion. I really want to play my old maps with all the new upgrades, features, and feel of blops2. It's just not the same going back.
  14. Free booze spawns twice in the first round. Once to get him out and then again in the same spot or in the saloon. I've had many games where it spawned in the cage the second time. Which means you wouldn't have to buy booze or the saloon door/couch. I try to run towards the saloon after I give him the first bottle in hopes it will spawn farthest away from me ie: in the cage again. Note: I have had the booze spawn on the bar right in front of me so the above tip may not actually work for the second bottle.
  15. If the N4 were to arrive in origins at some point to cause the O4 to change something it would alter the future in some ways. This could allow them to possibly re-imagine the old maps in future DLC or Blops3 or Zombies stand alone etc..
  16. I think Origins will fix that for you. There has to be a reason for showcasing the blood viles in the trailer.
  17. You should read the above, CrazyTrain...Obviously you missed it the first time. Definitely makes sense. Personally I don't feel they thought of the eye color as having meaning in the beginning but what you say there makes a lot of sense.
  18. I think he'll place chalk outlines for you as well. He'll also fetch the box for you when you give him candy next to a box location when the box isn't there. He'll kick zombie ass as well. I've lost Tombstone and regained it but I don't know how I lost it. Anyone know for sure? I can't seem to find a definitive answer.
  19. Would it not be possible that some of the MOTD characters fought in the war?
  20. This could be useful in custom easter egg game to get a 4th guy any time during the game, without having to end the round. I've had this happen to me although the next time you are revived without ballistic knife, the effect is back. Very good points Crazy and LOL I wouldn't call him stupid. Good to know about Tombstone because I thought you lost it after that. How do you lose tombstone anyway?
  21. I call the big guy "Stupid" or "Dummy" "Come here Stupid" just has a ring to it ya know? 1.) It is possible to run a horde on the roof of the gunsmith shop. (lol) 2.) The cracks on the ground of the hedge maze help point to the correct route. 3.) teleporting back to beginning room, use paralyzer to shoot teammates up to catwalk you start on. Then fly yourself up. Standing in corner by the LSAT is an awesome strategy for 2-4 players. 4.) You will know when a perk bottle is available from the ghosts when all the lights on the haunted house are lit up. 5.) In a custom game if someone joins and you are running around doing stuff with a crawler. You can activate the time bomb and it will spawn the person waiting and you will still have the crawler so you can continue doing stuff. (provided you didn't set the timebomb long before etc. etc.) 6.) Reviving with the ballistic knife negates the effect of the Tombstone persistent perk. 7.) The headchopper can down a player without jug with one hit if it's in the head. 8.) If you place a part from a trap on any given table before having Dummy finish it then you can decide how you want the traps situated. 9.) A skilled paralyzer user can revive anybody anywhere on the map. 10.) You can place the headchopper on ceilings. *I've seen Big Stupid respawn out the side of the haunted house after running him off the ledge by Jug. (he doesn't just spawn at the courthouse)
  22. When Treyarch first created zombies it is quite possible that eye color was not taken into consideration as meaning anything yet. They just gave them yellow eyes because they thought it looked cool. As more maps were released and people started talking and theorizing Treyarch then adopted the ye color idea (as it was genius) and integrated it into the developing story they were writing. Now that they are going back to the beginning they simply kept the eyes yellow to fall in line with the first maps. I don't think Sam is controlling the zombies in origins. On the flip side if Sam is controlling them, maybe Richtofen escaped the MPD after buried's EE (haven't done it yet, I could be wrong here) but by escaping he swapped places with Sam again. He then used time travel to go back to the beginning as one last task of finally mending the rift that the N4 have been working on all this time. Sam controlling the zombies, and Maxi controlling the machines. It's like the battle ground of the final war between Maxis and Sam vs Richtofen and allies. The end is the beginning is the end type of paradox. In the end one team has to die just like the example of the MOTD ending and culminating the choosing of sides (maxis/Richtofen) to finally win the battle and determine Earths future. If Richtofen wins then none of this will ever have happened, he becomes the hero and we go back to real life with the knowledge that Richtofen made our zombie free reality today. If Maxis wins then Sam and Maxis rule over hell on earth for eternity and we continue the endless loop of fighting zombies forever. Just thinkin out loud here, punch holes in it! This map looks badass and the most WaWish since Nacht IMO I didn't car for Tranzit and Die rise but since then all of the maps have been growing more and more epic every release. Can't wait for Origins.
  23. I personally liked Tranzit but it definitely had some pit falls. 1: Jet Gun - In my opinion the grind to build, and then use this gun was really bad. Even if they just let you run with it, it would have made it so much better. 2: I knew they were going to ramp up the rewards for the EE's but the reward for the Tranzit EE was seriously disappointing after playing Moon. Note: If Treyarch wants to ensure all the maps have major replayability after the last DLC they should go back and add a bunch of hidden stuff on all the maps and up the rewards once it's all said and done. Anyway, Die Rise was great but I felt Tranzit and Die Rise were both pretty "cartoony" (for lack of a better word than the old maps and MOTD forward. Die Rise especially. MOTD was awesome and really sync'd with me with COTD back when it came out. I felt they kept the same sort of feel of changing everything but keeping it the same, ya know? I also felt MOTD was the first map in a long, long time to bring back that creepy eerie feel. I never had that "oh shit where'd that zombie come from" jump of excitement at all in Blops2 until MOTD. It's gone now, but it was fun while it lasted lol Thats the point right there though I think. Us old school zombie players are so much more skilled now, so familiar with zombies. There's no creepy scare factor, no real exploring factor that we had for quite awhile with WaW and Blops1 zombies. It was all so fresh and new back then, so fun. Now it's still fun but the only thing new really is all the options ya know? They can't creep us out, or give us a jump scare anymore. We're numb to it. I went on a blops1 zombie kick last week and man, I loved playing Shangri La, Der Reise, Ascension, Kino again, it was awesome. I really like Blops2's engine and mechanics better though. It made me want to play all the old maps on the blops2 platform definitely not the other way around. Enough rambling from me. Blops2 is a 9/10 for me simply because it is what it is and Treyarch has done a pretty good job at trying to improve and expand on something that started off as a little side project in WaW.
  24. Maybe the update for die rise did something? I thought you needed 4 people to do the EE on die rise?
  25. Awesome you finally did it!!! Good job man!! My favorite theory on what this means came from Grill. This could also simply be pointing at the end of the easter egg, how you can end the game in this one..
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