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Everything posted by 83457
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In waw snn, the Trenchgun always kills dogs in 1 shot. I never hear this mentioned, so i brought it up. People often use the wunderwaffe, which is a solid choice, but occasionally the reload comes at the wrong moment. With speed cola, you can shoot a dog and reload before the next dog gets to you. Coupled with betties in the alcove between Storage and DQ, you should have no trouble breaking 100 with this and the ww, for the 3-shot zombie rounds. I quit on 119 using this method.
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Often i would get a zombie under the map. That's what this sounds like. Strangely, in Tranzit, if you fight for a while in town, you will eventually hear a zombie/zombies while in the bar. They are under ground or above you or something, but they don't count as being in the game, you don't have to kill them. Like, I'll end the rounds, and in between rounds, still hear him swinging at something. I think that it was Tranzit, but it may just be in Town survival.
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Favorites, i suck at, but I'll say cotd. Least: Moon. Hate it passionately, except for nml. Zombie thief of five solo: fill up the jugger alcove with claymore's to kill him instantly. I've not made 45, but it worked on 32 easily (the highest zt round that I've had).
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Hi folks, as you may know, i love finding map spots. As much as i love CODZ, i won't retype all of the map spots here as the game is old and most here don't care much about iw. I hope this isn't a faux pas, but pm me for a link to a cheaty text-only site where i also posted many of the hidden mw2 spots on maps. If this post should not have been made, apologies and no hard feelings if it gets deleted. I'm not always sure what is or isn't okay in interwebs etiquette. Happy gaming!
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I know that this site is against glitching, but there is no advantage to this glitch... I just reread my other post, hopefully I'll get this correct: I only did it once and never tried to repeat it, so good luck. Okay, it was offline (for pause feature) splitscreen, zombie game ended, new game began (ascension, shouldn't matter). P1 paused the game, just before p2s controller timed out (went to sleep), p1 went to options, p2s controller went to sleep, switching menu control to the p2 controller. P2 woke his up, he chose options (and adjusted his sensitivity, i doubt this change mattered, but I'm reporting in detail, i would say just go to options). Then he backed out of options, out of pause and it went to a full screen view of p1 (tanks view) only. He was still in the game but could not see what he was doing unless I looked at him. Good luck, as i said, i never tried to repeat it, amusing as it was. Edit: to any interested, send me a message for the sites name that i posted to. It's text only and had a lot of BS mixed in with good cheats, bad cheats, patched cheats, strategies, workarounds, et cetera.
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I forget how i used to do it, but in ss bo1 zombies, i could make my screen fill the screen, and my splitscreen buddy could only see what he was doing if i looked at him. It was pretty funny. I'll have to set if I had posted that one on this cheat site that i used to post to...
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So I'm playing origins. I almost filled all 4 chests by the end of round 10, just finishing it on the start of 11. I get the asmb, i get all 4 staves upgraded (solo). Just a lovely game and then my xbox shuts off and is flaming hot... Great, since it is only 4 months old.
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I didn't hear the 20 max ammo limit, but i had someone telling me that if you don't pick up drops, you get more later... People used to tell me that you could only have 3 pap'd guns in waw Der Riese at once per player... Kino, the ladder by the stage would drop if (blah blah blah)... Moon is a fun map...
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Thanks IL, i was actually aware of that, but 1, i never seem to have issues with this, I'm just trying to help others understand that they usually just have to wait a second or two for it to power back up, and 2, i have worse luck dropping it up top by the ak74u, for no reason that i can discern. It seems that if i drop it there or even stand up top and drop it below, it always goes away on me. No idea why that method hates me. Ha.
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Thanks jbird, sometimes i think I'm just too bitchy. I do love zombies, but i just played some waw, and it just seems like they've gone too far from fun into tediousness. In waw, i could just run up and stab a zombie twice. In bo2, you get near a zombie and you take damage, it doesn't even have to swing at you. The other day i lost jugger on origins, i backed into a lone zombie, fell down dead; he didn't swing at me and no red marks appeared on my screen. That's just crap in my opinion. On Tranzit pap: please note that by the time that you run from power to pap, the turbine tends to be in 'down time' and the pap door will be closed. Just wait a few seconds and it will 'power up' and the door will open. Otherwise, the last zombie got it. To avoid that (assuming solo) just go onto power, wait for the zombie by the power switch, then run to the end of the hall, drop turbine, run back past the zombie and up and out of power. That way, he won't drop on your turbine from above without you knowing. Then run to town.
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4 in the bar works too; 2 upstairs, 1 on the stairs window, 1 at his back. When it gets intense, the 2 downstairs move up the steps and hold. Last man: run up to bar or jugger, fight at bar or fall out of jugger and run up to bar. Fight upstairs at bar, when overrun, drop, run to bank door, but go left and back up jugger, wait for zombies, drop, run up bar, fight. Just keep doing that semi-figure-8. Fighting at jugger isn't as safe, with the lip at the opening and the chance of landing near zombies below, so i suggest just watching for an opening, drop, run back to bar to fight. Keep it safe and simple.
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Loot Package Strategies; Saving a package or two for higher rounds is a good idea. Some loot rounds, you may run for the lone sentry gun and get nothing else, this can be bad. In 20 rounds games, 17-20 should have a sentry gun in action. Hind: if you have one and a new loot rounds starts, call it in and grab 3 new packages, it will last though the next regular round. You may call in multiple Hinds, the new one will arrive when the last leaves, but this can free up a slot in your loot inventory. Sentry gun: use this in the hardest rounds. Best if placed almost a right angle to where you stand. This way, if the shield guys try to block it, you shoot their backs. If they come for you, the sg shoots their backs. You may place multiple Sentry Guns. Vulture: is a flying sentry gun that times out quicker. I often consider using it as a follow up to the i.m.s., which won't last long either. Each player may only call in one Vulture at a time. I.M.S.: use only when a crowd of shield or dog AI comes. You only get 4 shots, best on the crowd. Follow up with Vulture for the rest of the round. You may place multiple I.M.S. at the same time. Trinity Missile: be ready at the start of a round. Call this in and you should see a crowd crossing the map to your location. This is the only real way to get the most out of this. Alternately, they sometimes clump outside of your camp area. If you are coming up on a loot round and wish to use this first, try for that scenario. You can only use one Trinity Missile at a time, per player. Helo Scout: this immediately teleports you to a helicopter. You have a sniper rifle and must shoot the enemies from there. Fly it to your camps door, pick them off. It eventually times out or you get shot down, or hold x to end it. It will lower you near the ground and then you drop. In an emergency, if overrun, you can quickly use this to escape. You may only use one Helo Scout at a time, per player. Additional: say that you save a sentry gun, so the loot round starts, you grab another sentry, grab an i.m.s., drop it quick, grab another package. So you have 3 loot items in reserve, pick up the i.m.s. and bring it with you for a fourth loot item (getting 5 is feasible). You could call in a hind, drop a sentry, drop an i.m.s. Just a little strategy tip. Never try to quick use a Helo Scout or Trinity Missile during a Loot Round. To get rid of a Helo Scout (they are that bad), call it in, hold x to end it.
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Preface: I have scoured the internet, and while this may not be the prettiest nor the most organized thread, this is the most comprehensive compilation of information on the Safeguard Mode that you will find on the Web, enjoy. --- Safeguard: The other alternate game mode. This is a round-based survival mode of 1-4 players versus 'infected' AI soldiers and dogs. There are a few paths to get to Safeguard; 1. Credited games for leaderboards, XP, squad points, and achievement: Go to Squads> Safeguard>(Safeguard/Extended/Infinite). You may then add a second player for split screen. You may play Solo or split screen or with online party. You may choose Play Now if you do not wish to play with randoms if you have less than 4 in your lobby. When the game ends, you will be joined with a public lobby unless you back out. Simply hit Play Now to play again with just your lobby. Hit Start Match to play in a lobby, with less than 4 players, you will get paired with randoms (usually). Map will be randomly chosen. Most maps are available but some get withdrawn. Playlist subject to change. 2. Credited DLC Games: Squads>[Current DLC name]> Safeguard. These will be the most recent dlc maps only and 20 rounds only. Solo, split screen, up to 4 players, play with randoms or Play Now to just include your lobby (When the game ends, it will pair you with randoms if your party is less than 4, just back out, hit Play Now...). Both options, 1 and 2, will give your chosen soldier XP, some squad points, count towards leaderboards, and give an achievement (trophy) if you win a 20 round game. 3. Uncredited local games: Squads> Safeguard>Local. Solo or 2 player split screen. Choose map, Safeguard type (20,40,100), player health and heal rate. 4. Uncredited games, Solo, 2 player, up to 4 player online lobby: Multiplayer> Private Match> Mode> Safeguard. Pick map, health, heal rate, Safeguard type (20,40,100). 5. Uncredited games, solo, 2 player: multiplayer> local> game mode> safeguard. Pick map, health, heal rate, safeguard type (20/40/100). --- Safeguard = survive 20 rounds. Safeguard Extended: 40 rounds. Safeguard Infinite: 100 rounds. I recommend that 20 rounds is a good challenge for 1 or 2 players, once you have 3 or 4, I recommend doing 40 rounds or 100 as 20 is a bit easy with 3 or 4 players. 20 is good for random lobbies of 4. --- Start: you spawn in with a mp443 pistol (xmags + ammo regen) , a stun grenade, an i.e.d. (When replenished, you get 2 of each, max of 2, may only have 2 placed at a time, oldest one explodes if a new one is placed) and, in reserve (like a killstreak/Loot item), a team bot named Ghost Squad. You also start with Resilience, Recon, and (most sites say Tac Resist but it's really) immunity to your own stuns/ied's and friendly fire is off. Note that nothing on-screen shows these perks, they are always active. Note though that your exploding IEDs may destroy your (not your teammates) placed Loot items, so be careful not to place them near each other. The Ghost Squad team bot will revive you (half-heartedly) and others on your team as well as fighting with his AK-12 assault rifle. Each player gets one Ghost Squad bot. They can't be revived. Try to only call one in at a time. Be wary; if you call it in while surrounded, it will die immediately. Note that, like mp squad mates and dogs, they like to run into battle and die stupidly, often engaging the first wave after a loot round by itself. Note that this can also happen between rounds while getting Support Drops; new round starts, you run to the camp spot, bot runs at enemies and dies. Try to use them wisely, try to protect them, but just let them die rather than getting yourself killed due to their idiocy. You only get 1 per game, per player. Solo, you will get one each 20 rounds (21,41...,81) and if you don't call him in, the new one will simply override the old one in inventory. Probably max of 2 GS in game at a time per player (like M.P.). This squad mate version only exists in safeguard. Protecting Ghost Squad: Shield guys are their nemesis; they will simply sit down and let the shield guys kill them in 2 hits (same as player). This is your biggest concern. Dogs will also overwhelm them almost as quickly in 3 strikes (same as a player), this should be your next greatest concern. Ghosts Squad eats bullets like they're candy (edit: enemy bullet damage has been greatly increased since I wrote this, both players and squadmates die muchfaster to bullet damage now). Focus on protecting them from Shields/Dogs above all else. Semtex guys don't seem to be a huge threat to him, clearly not in the Shield/Dog category. But the Semtex does stun him. Unlike most squad mates in Ghosts, this one heals. You may call him in at any time, normally called in when downed (if you go down and are not sure if you will need him or not, make sure to highlight him in your items on the bottom right of your screen so you don't accidentally try to call in a loot item instead and time out/die). Do not call him in at the start of the game to help you fight. He will die and not be there when you truly need him. Use loot early to stay alive (solo/mp) or get picked up by teammates (mp). --- Note that there are sounds for everything in game, so you can listen for 'start of round' and 'round end' sounds. At the end of most rounds a 15 second timer appears middle-left on your screen, counting down to the next round and the bottom of your screen turns yellow (like cranked mode, cranked screen). This is a good time to go after ungrabbed Support Drop items. Note that there is no 15 second timer before nor after a Loot Round. --- Immediately after the game starts, you get Round 1: Loot Round. Be ready for this. Note that there is no 'start of game' timer in either local mode for some reason; if you don't pick the default class fast enough, the first loot round will start without you. Loot Round: Round 1 and every 5 rounds after is a Loot Round (1,6,11,...96). 8 care packages will appear and you will have 25 seconds to collect some or all (visual icons can be seen anywhere on the map). You can hold up to 3 total at any time. At the end of the 25 seconds, all ungrabbed items will vanish. A voice says 'additional support granted' even though this isn't the Support Drop. Loot Packages; These appear on the lower right side of your screen when you have them, just like multiplayer killstreaks (below them will be your Ghost Squad bot). They are called in by pushing up/down to highlight the one you want then pushing right on the D-pad: Vulture, Hind, Helo Scout, Trinity Missile will then start, but Sentry Gun and I.M.S. will appear as a golden, placeable version. Get it where you want, hit RT to place it. These can be moved by holding X to pick it up when you are next to it (be behind sentry gun to pick it up). You cannot call them in while downed. Hind: Attack Helicopter. Autonomously attacks enemies. Usually quite good. Times out, some enemies can shoot it down. Best on open maps. Sentry Gun: Tripod-mounted automatic machine gun. Oscillates 90°, fires at enemies with good range. Best loot item. Times out, may be destroyed. Vulture: Flying automatic machine gun that follows you. Usually second best. Times out quicker, may be destroyed. Because of the quicker time-out, call this in when the action starts, not at the start of the round. (Edit: Now lasts longer). I.M.S.: 4-Shot proximity explosives launcher. Decent loot item. Times out, can be destroyed. Best slightly hidden from view near your location. Quick-fix for Dogs, Shields, enemy crowds, reviving teammates under duress. Trinity Missile: 1 User-controlled missile with 2 fire-and-forget smart missiles also. Good for start of round crowds and groups that may accumulate outside of your camp area. (Hit RT to fire each smart missile, then hit RT to boost steerable missile). Your body is vulnerable during use. (At start of round, wait 1-2 seconds, then use this). Helo Scout: You teleport to the side of a movable helicopter where you must shoot enemies with a sniper rifle with a 4 round magazine. Terrible loot item. It times out or you can be killed. Avoid this for the most part as it takes you away from your team and isn't the easiest or best. Can be used as an emergency escape. Hold X to end it, it drops you off, if you wish to end it early. Not unusual for players to simply ignore this/not pick it up during Loot rounds. Package Priority: Sentry Gun, Vulture, Hind, I.M.S., Trinity Rocket, Helo Scout. (Maps with lots of cover, take IMS over Hind). Note: Loot packages are identical to the mp killstreak rewards of the same name (except maybe duration). For descriptions, view the 'the good, the bad, and the ugly' thread in this subforum. --- Support Drop: There is a white bar on the upper left. When this fills up, helicopters drop x+1 Support Drop crates where x=number of players (now maxed at 4 packages). These will stay until the next Support Drop or they are taken, whichever comes first. The voice announces this as 'supply drop' even though it is named Support Drop in the upper left corner. Each time that you damage an enemy, a +10 appears briefly near the white line and advances the white line. Most kills gives +20, but a knife kill or headshot kill give +50 which will get you to your Support Drop faster. When you complete a Challenge (described later in this post) the explosive ammo will give a plethora of +10s (this has been lessened as it gave you another support drop almost immediately), this is a good time to go after the Support Drop packages that will show up; you will take the Infected out with ease and you will probably get 2 Support Drops during that period due to the large number of +10s (again, this has been reduced for balance reasons, but the idea is still valid). Support Drops will contain a perk, gun, throwing knife, or refill ammo (visual icon is visible anywhere in the map). First they will be green and contain a gun, knife, or perk, then you can double-tap x to change it to another random gun, perk, or throwing knife, it turns yellow. Then you can double-tap x to change it to Ammo, which remains yellow. Ammo will refill your grenades (stun, ied, tk) as well as bullets. You get guns from these drops only. You may get the option to change to a throwing knife instead of i.e.d.s, but this is not recommended. The first time that you take a gun, you just get the gun with a few magazines of ammo. If you come across the same gun that you already have, it will increase the gun level by 1 and fill up it's ammo to max. Any collected after that will up the level, fill ammo, and may give 1-2 stuns and 1-2 Lethals (still unsure of the parameters). Support Drop Guns: Vepr (SMG), MTAR-X (SMG), MTS-255 (SG), FP6 (SG), ARX-160 (AR), AK-12 (AR), M27-IAR (LMG), Chain-SAW (LMG), USR (SR), Wild Widow (P). Each with specific attachments (attachments in a later post). I recommend taking a vepr or mtar. The shotguns work well at first, but in later rounds, they can't handle the number of incoming enemies easily and switching guns should only be done in early rounds (except maybe swapping for Wild Widow). I recommend these guns; wild widow, vepr, iar, mtar, over all others. The assault rifles work well, but always have ammo issues. It's best to concentrate on the better guns. I also recommend keeping your starting pistol (unless traded for wild widow) to switch to for it's high movement rate for chasing down packages, players in need of reviving, or escaping dire situations. Some guns only appear at higher levels (M27-IAR, Wild Widow, 10+). Guns are described in the thread 'the good, the bad, and the ugly' or go to Private Match and check them out. Wild Widow is the Magnum + armor piercing rounds, presumably extra damage added as it is very powerful. Throwing Knife: this replaces your ied for the rest of the game with no way to change back (maybe if you respawn?). It is a 1 hit kill thrown weapon that can be retrieved. Support Drop Perks: Reflex, Quickdraw, Ready Up, Stalker, Sprint Reload (On the Go), Steady Aim, Sleight of Hand, Blast Shield, Speed (Agility), Marathon, Focus, Fast Health Regen (ICU). There is a Safeguard exclusive 'no reload' perk called 'Trigger Happy'. Recommend speed, sleight of hand, blast shield, trigger happy, focus, marathon, fast health regen. Some perks only show up at higher rounds. Trigger Happy refills your magazine when you kill an enemy. When it triggers, the bottom corners of your screen will momentarily turn blue. At first, avoid the less useful perks. Then, once you get some of the better ones, 'cap' them by grabbing a lesser perk or 2 to keep from losing them while being revived. You won't miss the less important perks as much. Perks are described in the thread 'the good, the bad, and the ugly'. The names in parentheses are the normal names of the perks, Trigger Happy is Safeguard exclusive. Don't overlook the value of Ammo/refilling your i.e.d. stash. --- Guns have a level which appears top left on your screen above the Support Drop line (shows level, gun icon, blue level bar), each level will slightly boost the damage output of your gun. Melee kills count towards the gun you have in hand. Melee and headshot kills increase the gun level fastest, as well as explosive ammo. While you can switch weapons as you go, it will be at a lower level to start. Try to get an mtar or vepr early and pretty much use it exclusively, trade pistol for Widowmaker if you get it later. If you trade away a gun and get it back later, it will be at the last level that you got it up to. If you get it at an early enough level, or are playing past 20, the M27-IAR is worth switching to. --- AI Drops: Sometimes the enemy will drop red-outlined items; Star: Hitting this will increase your individual gun-in-hand's level. The voice says 'Weapon level increased' or 'Weapon proficiency increased'. This gives a slight, cumulative damage boost. Bullets: Hitting this is ammo/grenade refill for all players. Called 'Team Restock', on screen says Ammo Resupply/Team Restock. This is the only thing that Ghost Squad bot will pick up. --- The rounds with lots of dogs or shield enemies are the worst. This is when you really want to use the i.m.s., vulture or a sentry gun. (The gunners are stronger, more of a threat now than when i wrote this, use accordingly). Carefully using 1 i.e.d. At a time, times each player, can also work wonders, so communicate and don't throw all of your i.e.d.s down at the same time as it will be a waste if they chain explode. These are especially valuable in solo games. --- You can play this solo, but i recommend at least 2 players until you get used to it. For solo or tough maps, you may try private match with double health/fast heal. --- Watch what round it is, so you aren't still holding onto more than 1 loot item before more drop. Also, be ready for the loot rounds to maximize the chance to get good stuff, communicate who is going where, after what loot. Try to save a few sentry guns/vultures for rounds 17-20. Usually a mix of 3 vultures/sentry guns drop per loot round (this has changed since launch). --- A player who has bled out will respawn at the start of the next round. A player who bled out can go to his death spot and retrieve his gun he had in hand after he respawns. The spot will be marked with a red crate, pick it up. This has a time limit, grab it as soon as you can. Also, it glitches and is not always available. You can be revived when downed. You can crawl when downed. If you revive a player, your screen edges will turn green like a ballistic vest, you will heal very fast as long as your screen edges are green, which lasts (1 minute?). Note that when down, be useful; block the doorway and keep stabbing enemies until you get revived by a teammate, or keep shooting, throw down an ied, crawl to where you can be revived. --- Enemies, damage, and counters: Ravager: (Hooded) Bulldog shotgun. Damage: Short range strong gunfire. Stab. Counter: Maintain distance. Stab. Enforcer: Maniac armor, vepr. Damage: Medium range strong gunfire. Stab. Counter: Kill them fast/at distance. Use cover. Stab. Tower: (dog). Damage: High damage bite, 3 bites lethal. Counter: Kill from distance, ied, stab. Striker: (Hooded) Shield. Damage: Close range bash, 2 hits lethal. Counter: I.E.D., stab, run in circle and shoot from side. At distance, shoot them as the shield is off to 1 side, or lay down and shoot their feet. Throw down ied, run in a circle around it. Destroyer: Juggernaut recon armor, mk32. Damage: Weak explosives that stun, may destroy loot. Stab. Counter: Blast shield, 2 stabs. Simply walk away from Semtex while shooting them. Round 24+ Hammer: Maniac armor, chain saw. Damage: Large magazine, strong gunfire. Stab. Counter: Use cover, accurate shooting. Enemy Attack: Their priority when attacking your team is this: They attack Ghost Squad, especially true of shield/dogs. They shoot whomever they can see. They shoot whomever is closest. So, with 2 players on your team, if they only see 1, they go after him. If you are both in view, they go after the closest teammate usually. The strategy to this is; if I'm closest and start to get too hurt, i can move back behind my teammate to make them basically shoot me much less. If my teammate hides behind a corner, they will forget 'e exists and all turn to kill me if I am still in view at the time. Just f.y.i. as knowing this is helpful. Note that this is occasionally false; there are a few games where they concentrated fire on me, behind cover, while ignoring my friend who was half as close to them and in the open (assumed glitch). At full health, you will be downed by; 2 stabs 2 shield hits 3 dog bites Too much gunfire Lots of Semtex When you take damage, your screen turns red and shows a red, curved dash from the direction that you took damage. Beyond that, there is no damage meter so you must simply become familiar with how much damage/red screen is the limit. With the exception of Destroyers, they will all die to 1 stab. Loot items will kill any. Be wary of Strikers and Destroyers as they may take out sentry guns. Any shooters may take out the vulture. They may shoot down Hinds, but usually get killed while doing so. Enemy spawn: they spawn like a lightning strike, some maps you can see the lightning strike and/or upside-down T-shaped cloud where they appeared on the map. Difficulty Level: just like Squad Assault, the bots have mixed difficulty, just like the difficulty setting from private match bots (recruit/regular/hardened/veteran/mixed), so some of the enemies encountered will be harder to fight than others. Most notable when you get one zig-zagging around your bullets as you attempt to shoot it. --- Additional: Guns level up with a blue level bar while killing. They level up from getting a red star and from getting a support drop of the same gun. Note: if your gun is almost at the next level (let's say on 3, almost 4), hitting the support drop same gun or red star will max the bar (in this case, to 4). So, if possible, hit level 4 from shooting, then hit the star/sd to jump to level 5. Otherwise these often seem like a waste. If near the end of a level, i will usually just reroll the sd drop, rather than take it. --- When bleeding out, you have 20 seconds until you bleed out. While down, from right to left your perks will flash and then go away one at a time, until you get revived or die. So the faster you get revived (and revive others) the better, to save perks. A good idea is to hold an ied. If you go down, call for help, then throw this down as you get revived, to keep your savoir safe. Also, if you are about to revive someone, throw this between them and the infected to buy yourself a moments peace while reviving. --- Challenges: Starts on the beginning of round 4, then every 4 rounds you get 1. The whole team is actively working towards the Challenge together. Once achieved, for a limited time (1 minute?) you will have an additional gun; a minigun with explosive rounds. This thing is beast and can get you through a high round easily. The trick is to finish the Challenge at the start of a round so you have the minigun throughout the round. Getting it at the end of a round is usually less useful. So, if you need 10 headshots and got 9, try not to headshot until the next infected round starts, immediately get a headshot, then destroy that round. Note that there will be an icon (Extinction's explosive ammo symbol) above the ammo bar, bottom right when the minigun is put away (cycled with Y). This will be white, but flash yellow and white as it times out, then goes away with the minigun. While you have the minigun, it can be cycled just like any other gun by hitting Y (xbox). Note that during this period, all of your guns have explosive ammo, not just the minigun. Try to finish each challenge before the next challenge round starts or you will not get a new challenge until the next divisible-by-4 round starts. (Currently, you can hold out a sentry from inventory, without placing it, to extend the time of the minigun, like between rounds). Challenges list: Always 10 kill requirement. Killstreak (Loot item kills), Melee (Knife kills), Headshot (Killshot to their head, Towers cannot be headshot), Equipment (Every kill counts, including: killstreaks, squad mates, ieds, throwing knives, guns, knife, stun grenade if lethal blow). Note: most players confuse 'equipment' with 'killstreak' because they are stupid, be wary of this, especially if you're stupid. --- Don't run for Support Drops until it is safe (or you are pro enough at this mode to ignore this warning or have explosive ammo). Having a last dog or guy chase you around as you get these is fine, but don't run out at the start of a round just because the support drop dropped. --- When down, if all enemies are killed, you will get up. So if every team mate is down, and all squad mates are dead, just try to finish the round while down. Early rounds, before you have any perks, you have less to lose, try to clear a round or give your teammate(s) time to get you, as you all try to finish the round, rather than calling in a squad mate prematurely. Call him in on the last few seconds before you bleed out (if he is close, the timer may even hit zero for a second or 2 without you dying). If multiple players are down, it is a good idea to have the player who was down the longest be the first to call in Ghost Squad and communicate to the team a second or 2 before you do. This will give teammates time to say 'don't, because I'll get you up' and also to keep 2 players from calling them in at the same time unnecessarily. --- You can earn a ballistic vest from another method, but I'm not sure what that method is yet. I've had a vest granted after picking up a Support Drop solo (also was the start of a new round). This one, i had been downed the round before and called in GS. I've had them appear at the start of some rounds in split screen games. This i felt was for not getting downed for 10 rounds, but that's a guess. --- While many of the enemies are predictable as to what round that they come on, note that there is some variation. Also, different enemies and number of enemies will depend on the number of players. --- Note that an exploding I.E.D. can destroy a sentry, ims, or vulture. Be careful. The same player must control both for this to happen, so keep yours clear of each other. --- Enemies can suicide on some maps. These will not count toward the total number killed, they do not respawn. Example: in solo, there are 235 enemies total, if 5 suicide, the end total will be 230. If you cause a bot to die with a trap, it will count as your kill. Like dropping Stonehaven portcullis, using Ignition's test rocket. --- Bayview trolley eats Support Drops, get them before it does. Goldrush minecarts eat support and loot packages very frequently also. --- Sometimes, bots get stuck and you must hunt them down. The way that they load has changed, so this happens less often now. --- There have been quite a few changes to the game since launch, so if you aren't on xbl, there may be some variation from what I've posted here. Notably: each player used to get a ghost squad each 20 rounds. Enemy bullet damage has increased dramatically, they used to be so weak. You used to get 2 sentries almost every loot round, occasionally 1 or 3, now it is usually 1, occasionally 2, never 3. Now the vulture is nerfed to hardly show up either. My guess is that they want to get rid of the mode, so keep making unwarranted game-ruining nerfs to get people to stop playing it. Map playlist changes often. The enemy damage has increased dramatically since launch. --- Hidden Gems: following this post are threads of discussion, feel free to ask or input anything. Here are some posts to view: Page 1, post 2: Loot strategies. Page 2, post 31: Guns + attachments. Enemies by round/ 1&2 player amount of enemies per round. Page 3, post 44: Strategy thoughts by number of players. 1, 2 player thoughts per round/20r games. Page 3, post 50: Map spots that I've won. Page 3, post 51: What this thread needs. (frequently edited post) Happy gaming!
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Difficulty Levels Added in Latest Xbox Patch
83457 replied to Flammenwerfer's topic in Extinction Mode
Hmmm, I'm thinking the other way>>> maybe casual would be so easy as to make me enjoy this mode. Sometimes,i just want god mode on... Stab-only extinction match! Heh. -
Sledgehammer confirmed to be making 2014 CoD!
83457 replied to DeathBringerZen's topic in General Zombies Discussion
Since trollarch tanks at cod mp, i wish they would do zombies only, while the other two groups did mp. Bo1 zombies were too much the same with the same wall weapons in each map. Bo2 brought too much busy work, running around and around, making hour long early rounds was dumb. On the plus side, an extra year should mean less zombie glitches, no tiny mp maps. If there is a nuke town or firing range remake, i will never buy from Trollarch again. Once was too much, twice was downright insulting. I actually enjoyed bo2, despite the badly designed mp maps and constant glitches. Bo1 was worse in every way, of course. Ghosts did a great job on the mp, the maps are so much better than anything Trollarch insults us with, the prestiging and multiple soldiers was cool too. Sadly, safeguard is probably their best side game yet...i wanted extinction to not be lame... What i fear is this: instead of fixing glitches and programming errors for that extra year, they will stuff too much into the game, but not actually fix their plethora of bugs/glitches that are almost guaranteed, given their track record. Their sloppy work is really killing their games. I'm so tired of zombie games ending to a glitch... -
Not that specifically, but i have seen my share of splitscreen oddities, as i often did offline ss with a friend. A common one is that he can't see my tactical insertions when we camp bots. Try 4 man split screen; one is about right, 2 are off-timed, 1 is unplayable due to the zombies locations being misrepresented. In other words, don't play 4 man ss zombies, it is poo. Fog often doesn't show on his screen, the bo1 gas-zombies wouldn't show if he was watching me while dead. Lots of little graphics stuff. In ghosts, the ss killcams lag the game really bad, i imagine due to all of the map elements/large maps. We have to turn off killcams when we do 2 versus 10.
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I would have loved this survival map: the crazy place, with no walls/crystals. Just a box and wunderfizz in the center. See how simple, yet cool, things could be? That idea just pooped on nuketown and every other survival mode in this game...
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This, mostly. If they took Der Riese mechanics and just made more cool maps, that would be fine. Look at nuke town; if the perks were in the map at start, many would play this. As is, nobody plays it. If you want a cool spin on it, fine. But if it is just annoyance/busy work, pass on the idea. What i would like to see: 4ww in each map, 1 per player or variety for solo games. No pathetic ones like jet gun/vrill gun. 2 'clear the way' wws, and 2 'late game' wws that kill forever/high rounds. Traps that work late game. No busy work. I don't want to run back and forth across the map 10 times just to do something simple like upgrade my ww. Parts for something are near its workbench, again no mindless tedium for no gain. Hellhounds, i loved those guys. They don't need to be in every map, but done correctly, would be great.
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I've been there, done that. Always stay left to catch that corner. Same if you go down there for a perk, stay left, hit corner, then go for perk. Yesterday, like 35 on origins, doing the (Chopper? Boom?) Method behind the tank station. Once again a fully charged ice staff fails to fire the shot and i get killed. It just keeps making the 'charging' sound but does nothing. Imagine making it through an entire game of origins without dying to a glitch/bug... It's never gonna happen, but i can dream.
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Power ups using Lightning and other Staffs Discussion
83457 replied to Reaper2909's topic in Origins
I figured, but i had to ask as i am trying to find analogues to the ice staff/wagons/zb thing. Not that they're there, but it just seems weird that only the ice staff would have a special find. Thanks for the clarification. -
Filled in and corrected.
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Power ups using Lightning and other Staffs Discussion
83457 replied to Reaper2909's topic in Origins
Just a guess, but did you need to have the lightning staff to get them to show up? -
Ah, i certainly missed it at the time, thanks.
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I would say yes. As for the cutscene itself: i think it perfectly captures what zombies is: each map another play time story that, while based on certain familiarities, is just a map by map telling of a child's tale. Unconcerned if it meshes or makes sense with the last. Origins was Sam's turn to make the story, tomorrow (waw? Bo1?) Is Eddies turn. No offense to homosexual folk, but to an adolescent heterosexual boy, nothing is more funny than homosexuality, given the raging hormones that are telling you to like girls even though they are girls, and the conundrum of homosexuality in their minds. Well, that's my take; just kids making up shit as they go along. Better way to make non-homogenous ends fit than the way Lost wrapped up...
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I'm not sure if this just changed or i missed the change when it happened, but you can now grab the red record, without moving the tank, when it spawns behind the tank. This was not possible originally. You could get in that space, get close to it, but could not pick it up. Now you can. That is all.
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