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Everything posted by 83457
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On connections: all this came back after the patch. Nothing on my end changed, but i will keep an eye out for possible issues on my end (not seeing any with phone/computer/other xbox games, just ghosts continually since July 1. I play ghosts daily). Shrug. On the new spawn issues; i was playing offline bots with a friend, i turn off killcams to reduce processor lag. I literally died 5 times in 3 seconds; just spawned next to an enemy who killed me immediately, repeat 4 times in rapid succession. I have not had this issue in months (play ss offline almost daily too). Oh Idiocy Ward...
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More bot games: [zombies] Is it Nov 2015 yet? (edit: redone for clarity) Go to options, gameplay options, custom loadout restrictions, then restrict primary, secondary, tactical, and lethal weapons. Go to options, player options, create default loadouts, make this class; Gold/combat knife Ready up, sleight of hand, agility, marathon, dead silence, resilience, focus. Support killstreak: Ammo Crate (mystery box). Copy to other team with LB, hit X by these classes to enable them in game. [Hard Zombies mode] set number of lives to 9. 11 mixed difficulty enemies (or do 2 versus 10). Kill 99 (or 90, easier with 2) enemies before you die 9 times. Adjust bot level if desired (recruit/regular/hardened/veteran/mixed). Unlimited time. Unlimited score. [K.E.M. Struck Zombies Mode] Set to 75 kills (150 for 2 player). Unlimited time. The idea is to get 6 kills for the ammo crate and then win. The first mode is fairly challenging, but there are ways to get kills without getting stabbed. The second mode is just an easy fun way to K.E.M. Strike every map unless you get some really bad box guns. Alternately, take off dead silence for Strong-arm and Throwing Knife. This will give the bots more of a chance in the second mode. Some bots will take the default class, some won't, which will result in them having no perks/combat knife, yet it seems to be a gold knife, which is weird (yet you could hear footsteps, so they didn't have the default class with dead silence). Without the default class, bots always had no perks and the regular combat knife, so i don't know why they have the gold knife now, but no perks. Again, weird. Anyway, option 1 is a good challenge, option 2 is just fun. Happy zombieing! Edit: putting them on 'regular' cuts down on the camping bots. Turn 'radar always on' on to make the last bots easier to find. Specialty killstreaks have much higher value now; death mariachi won me the game easily. It is easy to get cheap kills by climbing stuff/stabbing them as they climb, so the difficulty level depends on how you play, but the bots do cheat often, so don't feel bad resorting to cheesy strategies to stay alive.
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You decide what wonder weapon means to you and then get upset that others see it differently. Wonder weapon comes from the direct translation from German: wunderwaffe (voondervaffa). The stg (appears in waw) was one of these to the Germans. An amazing auto fire rifle. So, in reality, a wonder weapon is a weapon of wonder. No 115 required in any way. If you choose to assume that it must be made with 115, the mistake is yours. I hope that clears this issue up.
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- Wonder Weapons
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Random bot advice and comments: Bots will hide around a corner. They always know which direction that you face and can usually see you through objects once they know where you are. So they will wait until you turn away, then immediately run out from behind cover. You weren't imagining that. Shoot at a bot, go behind cover; the bot will probably throw a grenade at your last position. Come back out of cover and shoot him first, or avoid the grenade. You see a bot walk behind cover before you get a clear shot: fire anyway. Most of them will double back into your gunfire. The higher difficulty ones may try to flank you, so if they don't immediately double back, watch the area in the direction that they went. With the exception of marksmen rifle/lmg camping bots, usually if you encounter one, you found them all; prepare for prolonged gunfight, don't reload after first kill. Silly comments: I have fought more Rambos than i can count. Fought super heroes, powder puff girls, childhood cartoon characters, tv personalities, tmnt, et cetera. Many people don't care or pay attention to the squad aspect; do many folk have a knife class as the first class, which doesn't do very well. Some folks just don't try: i came across a squad with maverick assault rifles, (no Focus on their classes), silenced, with the vmr sight. I picked one off of the ground, it was horrible (i had my 'winning is for losers' class with no focus also). It is no wonder you didn't finish one prestige. Edit: additional advice; When playing squad assault, play tdm/domination/blitz. Avoid Cranked as it is very swingy (unless you really like cranked, then have at it). In one game, in am unbelievably short period, my team was losing 29-4. While i did only lose by 2 points in the end, i just wanted to give an idea of the possible loss of control of the game. Once they get several cranked bots going, it is easy to get steamrolled. Avoid Search and Rescue; you need at least 'hardened' level bots to play this game mode and since the squad assault games have mixed difficulty, i have watched a few too many 'recruit' bots walk away from the bomb as the last bot standing. If you do engage in S+R games, you always get the bomb first. It should be 3 easy points out of 4, but some maps load you behind your team, so that your bots get the bomb instead of you. This can be a disaster. Bots walk away from bombs/bomb sights/tags, et cetera. If it goes to overtime, the enemy always starts with the bomb. Probably best to just avoid this mode. Play it offline versus hardened or veteran bots for a decent game. I love playing people, but bots act so different from people. It's like getting to play the same maps 2 completely different ways.
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How do I have a positive kdr? [winning is for losers] Gold knife (combat knife will do) Panzerfaust Canister bomb Agility, marathon, strong-arm, reflex, resilience, extra lethal. Specialist: takedown, on the go, gambler. Bonus: ready up, sleight of hand, quickdraw, focus. Reflex and strong-arm make this useable (reflex reduces the arming time of the canister bomb and the weapon switch time). Build specialist package for scavenged weapons. Heck, people drop lots of cool weapons on the ground. [arborist] Chain-SAW Ready up, sleight of hand, marathon, on the go, dead silence, resilience, focus. Steady aim does so little, so it isn't in there. Focus is the real necessity with the SAW; otherwise the flinch makes it unusable. This is actually a fairly decent set up. Use the left trigger like a brake to adjust your speed while firing/strafing. [shartshooter] Maverick-A2/chrome/ACOG C4 (or pistol, or throwing knife) Ready up, quickdraw, sleight of hand, focus, dead silence. [balls of steel] Gold knife (combat knife) Throwing knife Agility, marathon, strong-arm, dead silence, incog, resilience. Hide in grass, stab people. Get 'balls of steel' patch. Have fun sucking!
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Screen shake and teleports are back: your screen randomly moves back and forth. Randomly you teleport a foot left or right. So glad that came back. Vote for map, map says there are zero votes, yet tells me that i must wait 2 seconds between votes. Glad that came back. Shoot people, wait 3 seconds for hitmarker/ kill. Glad that came back. So basically, they just undid most of the fixes for the game, leaving it in shambles.
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That's believable. It is a step back. I constantly get the connecting to xbox live/fetching profile glitch now, after that being gone for months, so your theory has merit. Another thing that came back is 'team screw', where one team gets slaughtered, and it seems like your whole teams connection is off; emptying a magazine into an enemy, watching killcams where you didn't fire, team loses 75-20 or something absurd. Or the other way around: the enemies never seen to see you, and your team wins 75-20. Definitely some weird connection issues in this game.
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Also, is anyone else experiencing these issues since the July patch? Remember when the game was new? You would get stuck on pointless stuff on the ground (like Origins zombies) where you would just run in place because there was a piece of plywood or a fallen door on the ground. That is back for me since the last patch. Siege: plywood on the floor, in the mine, by the sniper loft. Strikezone: fallen door as you leave 'big hitters' heading towards the statue area. Just stop dead on it like it's a wall. Lots of others that i can't recall at the moment. In Tremor, door on the ground by A flag. Shield: 3 times yesterday, i hit players with the shield (core) 3+ times without a kill. Whiteout: vks, 50 foot shot. I'm leaning, firing past the boat/pier at a wookie lying on the snow past the pier. 7 careful shots, not one registered. I finally assumed that it was a teammate, stepped out and he killed me. I have been seeing a huge increase in shots simply not registering, all guns, all game modes. For the record, i have pulled in quite a few 20nk-0d games with that set up, so i know that i am hitting them and it is glitched, I'm not some zero skill kid whining because i missed. USR, close range, 4 hitmarkers on the same guy, no kill. He is near the edge of the map, 20 feet away. No other reason for hitmarkers. No grenades, no killstreaks, no stuff behind him (ammo crate, killstreaks, tacticals placed). Just glitched. It's like the game has constant packet loss, but it only just started the past few weeks. The 'can't step over plywood on the ground' glitch was constant when i first got the game, but now i haven't seen that in months, until this update. Also a large increase in players not appearing on screen: like i walk out of a room, look left down an empty hall. I die. The killcam shows a guy in that hall, then it looks like i walk out and don't look left. Like the game loses the information that i looked left, so doesn't bother loading the enemies soldier in my view because it didn't think that i looked left. Well, that's my best guess at what is wrong in that scenario. Please undo this garbage IW. This is really shameful.
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I had about 5 in a row, just spawned with people looking at me. On Stonehaven; spawn, a guy in the open staring right at me (face to face, about 15 feet away), kills me, i spawn 2 feet to the left and shoot him in the back as he walks away. Strikezone: i was in the 'lower concourse' between the pro shop and the 'load screen area' with the 2 stairs. Enemies were spawning in the corner by the 2 stairs, running out into my gunfire, dying, respawning there. So it looked like 20 guys ran out from that little corner. So freaking stupid that they did this. A giant step backwards.
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Attachments: originally, I thought they were self explanatory, but I know that some could use a little explanation, so i will hit them up here. Sights: Iron sights (marksmen rifles): this gives an iron sight instead of the scope. All fairly useable. Variable Zoom (snipers only): this switches between 3 levels of zoom, for more accurate longshots. I recommend leaving it at regular then zoom in as needed, but don't run around zoomed as it is hard to bring it up and find your target. Red Dot Sight: raises the sight a little above the muzzle flash, gives a view through a reticle of your choice for often easier aiming. ACOG (advanced combat optical gunsight): this gives you some zoom at the cost of limited view around the scope. Not the easiest or best, but much more user friendly than the bo2 version. Choice of reticle. Holographic Sight (with damage falloff readout display) similar to the ACOG, this gives a limited view with some zoom and your choice of reticle. The real draw to this sight is the damage dropoff meter. Ranges in cod, and certainly in Ghosts are ridiculously short. This sight will show just how ridiculous the ranges are. (example: using a sniper on Whiteout, stand on the boat by the pier, shooting someone past the statue is a 'longshot', in real life that would be extreme close range with any weapon). Take this in a private match and just wander around, looking around corners and witness how crappy ranges are in this game. VMR (variable magnification reflex): Like the RDS, but with a choice of 2 sights, regular and zoom (click RS to switch). The zoom will show more recoil. Choice of reticle. Thermal Hybrid Scope: this shows enemies without the Incog perk as bright white, enemies with Incog are dark, but still quite visible unless hidden. Click RS to switch it to a holographic (similar to rds) sight for a wider view. The option to switch sights is not available on sniper thermal sights. Tracker (iron sight): this sight gives a limited view, but highlights enemies without Incog with an orange glow, similar to Oracle/Recon. Enemies with Incog will not have the orange halo around them. Click RS to quickly drop the limited sight for a quite useable Iron Sight. Barrels: Chrome Lined (snipers only): this will give a range/damage boost with a slight accuracy loss, making longshots more often lethal. Flash Suppressor: this reduces the muzzle flash for easier seeing during gunfights. Not recommended; the silencer will do this, stabilize the gun, and keep you off of the radar, for a better option. Silencer: Keeps you off radar/mimimap, stabilizes the gun while firing, reduces the muzzle flash, there is a slight drop in damage at ranges (which are so short that it doesn't matter). Always a great choice, especially in IW cods. Muzzle Break: increases the damage at range. Honestly, ranges are so short in this game that extending them slightly is a complete joke. (example: Bulldog, with muzzle break, shoots 20 feet max). Not much value considering the ridiculously short ranges all guns have in this game. Underbarrel: Grip: reduces the recoil on many weapons. Check it out for yourself, basically helps most with rapid fire, but different guns are affected differently. Like the Honey Badger needs it more than the Remington, due to recoil patterns. Relatively pointless on single-shot or burst weapons. Shotgun: Tap RB to fire. 4 shots per magazine, 8 total. Can't reload until all are fired (auto reload, careful). Adds some stability like the grip, but less. Takes up the Lethal slot on your class. Quite effective, but be careful of the reload; don't leave 1 shell, fire it and reload. Run over your dead body to get ammo for both the main gun and ubsg. If you reload cancel, the ubsg will remain empty until you hit RB, so be careful to finish reloading before you run, or the next time that you fire it, it may start to reload at the most inconvenient moment. Grenade Launcher: the underbarrel noob tube takes up your Lethal slot. Fire by tapping RB, or hold RB/release for more precision aiming. Fires a grenade that must travel a certain distance before arming. 2 shots. Can't scavenge, except for your dead body/dropped gun. Since it gives 2 shots, it is decent with Danger Close, and you won't need the Extra Lethal perk (there is no interaction between ubgl and extra lethal perk at all). Mod (modification): Slug Rounds (shotguns only): this trades out the pellet spread for a single bullet, greatly increasing the range if the shotgun, but requiring more accuracy in placing your shots. The hipfire reticle will show a circle in the center. Note that this is for show only; if you place that entire circle on an enemy and hipfire, the bullet may still miss them, it is not guaranteed to be in that circle at all, it is rather deceiving. Extended Mags (magazines): adds 50% ammo to each magazine, does not effect total ammo count. Armor-Piercing: these rounds will be much more effective versus killstreaks, juggernauts (and similar), and ballistic vests. Rapid Fire (smg, lmg only): this increases the fire rate of certain guns, adds recoil. Semi-Automatic: this gives a single shot option to some assault rifles. Burst Fire: sets certain guns to 3 burst. Marksmen, assault rifles. Automatic Fire (msbs assault rifle only): takes away the 3 burst for auto fire. Riot Shield Attachments: Scrambler: this creates a tiny area around you where enemy radar is scrambled. Very small area of effect shows on your minimap. Absolutely stupid effect that gives your position away. Glitched/nonfunctioning in split screen games. Only works with shield in hand. Titanium Frame: allows slightly faster melee. Since the shield rarely even kills in 2 hits, it is only lethal in Hard Core mode, where it is 1 hit to kill. Nearly pointless attachment. Radar: portable radar package is the only reasonable attachment, it sends out a radar circle from your position that shows enemies that don't have the 'off the grid' perk. Only works when shield is in hand, but you can hear the blips when it is away. Sometimes works when shield is away (glitched). I think that i got them all. Happy gaming!
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Gold pdw glitch. If i pick up a gold pdw, it turns into a regular one. I think that they are normal pdws, and the game just lists them incorrectly when you find them on the ground. I'll keep my eye on this and give the correct info when I'm sure. Ubsg glitch. While i hate to encourage cheating, and i hope that this gets fixed, for now it's a little fyi: If you use the underbarrel shotgun (ubsg) and get the field order '2 kills with a picked up weapon', the ubsg counts as a picked up weapon for some reason and you can easily complete the order. Not that picking up a gun and killing folk is hard. Just fyi.
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(Shakes fist at first world problems). I mean, i get that lots of folk like to troll tiny maps in tdm, as much as i loathe them (the maps, and possibly the people), but at least put the better maps in the rotation with equal chance. Let the voters decide, don't decide for us that we don't want Chasm. Even in reinforce. They are arguably a bit large for that mode. So? If we want to vote for it, let us. Again, don't decide for us. And i still can't play the new maps in tdm, because apparently everyone except me loves Kill Confirmed. Edit: first mp game of the day: i spawn on an ied, so that as i move, i die. Just like when the game launched.
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I don't get it. When i first bought ghosts at the end of December, the spawn killing was almost as bad as bo2 was, which was weird to me since most of the maps in this game are larger. Eventually, they fixed the spawn issues. They also fixed the issue where my team would keep spawning by me when i snipe, which made sniping impossible. So, for months there was no spawn issues. July 1(?) update, rather than fixing the glaring issues with the game (lobby glitch, fetching profile glitch, grenades, safeguard loot drops, et cetera), they decided to bring back constant spawn kills and to again make teammates load really close. What is the benefit in having people spawn killed? Why did they revert back to that? I waited 2 weeks to make sure that it was definitely a change for the worse, and it has been 2 weeks of terrible spawns for sure. Also, there are lots of playlist updates, yet only 1/3 of the maps in the game appear in tdm, why? It's team deathmatch, it should be all of the largest maps in the game, yet i constantly see the same small maps. It's not even that those are the ones that people vote for, the other maps never even show up to vote. Remove from tdm: octane, Warhawk, bayview, ignition, unearthed, collision, sovereign, and Strikezone. That would greatly improve the game. Otherwise, greatly reduce their chances to show up. Increase the chances for good tdm maps: Stonehaven, chasm, Stormfront, seige, overlord. Small maps ruin tdm.
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My answer was a little off still. Besides the bonus xp. You get normal xp for playing, but it's capped at like 2000 or 2500. When you hit the max during a game, you get a care package grenade. So you get xp like normal, match xp at the end, and 10% bonus xp in 30 minute increments for each game that your bots play on their own. You get some squad points. You will not unlock camos/rewards. Will not count towards Operations.
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A little. When your team plays on their own (win or lose), you get 30 minutes bonus xp. When you play any squad games as a human player, you get that xp as a 10% bonus. Assist =22 points. 100 point kill is 110. There is a max xp for squads that is easy enough to hit, which gives you a care package. So this will net you some xp, some bonus xp, and a few squad points. Edit: win or lose on their own gets you xp, sorry for the bad wording (fixed now).
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Me too. From what I read, you get max ammo unless you have the less ammo relic.
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The ub-sg was fail. While they did okay with them, it was clearly a step in the wrong direction. I tried it on the sa-805 and the Remington. As soon as I switched back to Remington/grip/tracker +IED, my bots went back to winning most games. Current class: Remington/silencer/tracker. IED. ready up, slieght of hand, dead silence, focus, resilience, hardline. Dog, sentry gun, hind. I traded out the thermal for the tracker; the bots use it/switch it faster, for more efficient killing. I found that the silencers give about the same stability as the grip, making it a better choice; staying off radar as well. I seemed to get a few more kills in too. I'll have to see how they hold up versus real players.
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I'm just wondering if anyone knows what parameters must be met to get 'Pistol Beast'. I noticed that in my games yesterday, whenever i got near a buyable gun, it would also say 'Pistol Beast: buy ammo 1500' (pistol only relic active). Edit, found it: Pistols only + earn your keep relics allows you to buy ammo from gun buys.
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They'll rape us to death, eat our flesh, and sew our skin into their clothing.
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They are going to lose to good players. But this thread well help keep that to a minimum. I'm usually 3W/2L or better out of the 5 games that they show which your bots played on their own.
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You thought it was the start of something beautiful, well think again! -start of something beautiful, by Porcupine Tree.
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My bots have done great with the Remington, but i found that they did better with the Tracker Sight over the thermal. They also do very well with the sa-805. Now, I've noticed that if i put an underbarrel grenade launcher on a rifle, they tend to bounce a lot when firing due to no grip. But i notice that the underbarrel shotgun appears to have some type of grip built in that holds the rifle steady compared to the ub-gl. So as soon as i get a few more points, I'm going to try the sa-805 with the underbarrel shotgun as i feel it will be something they could use fairly well. Hopefully covering the few lost kills from not having a lethal grenade on the class. On the ub-sg, try it out as a player, it is quite good actually. The only real drawback is that you can't reload it until you fire 4 shots.
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@lead_psychopath, that one guy that you always see may have you on 'preferred player'. Maybe he likes your reinforce skills.
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About 23:49 tonight, I will have been riding the Earth for 45 years. Pray to whatever that you don't live this long.
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haha! NO! I pray for many more years for you good sir! Enjoy your earth landing anniversary!!
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