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83457

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Everything posted by 83457

  1. Is it the same as the one the generators make randomly? It sounds like a steam-release valve from old radiators.
  2. How's that for a title? I wasn't sure how to phrase it... Anyway. I was just posting in the unofficial buried reference thread about getting all 7 perks without buying any, using the known parameters of the game in excess. I had never really thought about it until a few days ago and with Origins taking its time torturing my thumbs, i haven't had a chance to actually prove its validity. So, has anyone achieved all 7 perks without purchasing them directly (it still costs you points, but this is academic)? I have made several max ammos in a round, so the 7 needed should not be an issue. Or does anyone know of a max ammo per round or perk bottle (from witches) per round limit that i am unaware of? Obviously 7 is the max number of perks, but you know what i mean; concerning witch drops.
  3. Huh. The time bomb section is sorely lacking. I would fill in, but I'm unsure of some exact timings/results since I'm a little rusty on the subject and would hate to post incorrect information. But i have a question regarding it, if anyone could answer: what happens if you toss down a time bomb, insert gun in pap, trigger time bomb? 1. Nothing. Money and gun as they were. 2. Have gun and money and a gun in the pap. 3. Other? Is there any known pap/tb shenanigans? --- Known: if you use time bomb, hit box 5 times then get bear. Trigger time bomb, hit box 5 times, you will get the same weapons and the bear at the same time as the first run. Get downed players up. Have joined player enter game before round ends. Make fat cash from bank without draining bank. Go on forever: solo (workable in mp, but without quick revive): get all perks and tombstone permaperk, if you get downed, you lose qr, go to witches, get qr (assumes you go down less than 1 in 5 rounds, which is easy enough in buried), if you get surrounded again, trigger tb. You will be back to your last safe spot with all perks. Set tb during safe periods in rounds or at end/beginning of round. Set new tb after each max ammo (when safe). Get multiple perks: i haven't gone for 3+ from witches, but it is theoretically possible; have tb (not tuberculosis, time bomb, you big silly), go through house, drop tb, kill witches, grab perk, train the next ones back to bank, do big-guy/bank/candy/max ammo trick (assume babysitter for witches), drop tb, kill witches, repeat to get all 7 perks without buying one. This can be done round 1. Assuming paralyzer and time bomb, points are infinite. Doing the big-guy/candy/bank/max ammo trick...will cost...um...about...1100 for gk share punch and x, candy for 1000x(up to) 5 (?) Times equals up to 6100 per max ammo, maybe more (if the z$ money times out and requires another gk punch and x for 1100 or max ammo stubbornly hides, but usually 5 or less tries gets a max ammo), maybe less (max ammo in fewer than 5 tries). How to candy/bank fast enough: open the stairs between candy and the general store/bank, so a quick run from candy is possible (mp babysitter keeps zombie out of way, but perfectly soloable. With witches, a baby sitter is assumed). Have paralyzer/petrifier. Big guy must be free roaming. You must have points. You must have Galvaknuckles. You must have candy. You will have time bomb for witch scenario, otherwise unneeded. Go to bank, gk and x the double keys taking 1100 and making a 1000 point z$. Give bg candy at z$. Immediately fly up and out and grab candy (1000 points). Immediately head back. See what he made, if not max ammo, give candy, repeat until max ammo. If you wait while he changes it, you will not have enough time to return with candy and it will require you to spend another 1100 on a z$. Not a big deal with infinite money, but this way is much faster. Edit: witch/tb/perk clarification. Many people think that you can't grab the first perk bottle until they drop the second. That is incorrect. I usually drop tb, shoot witches, trigger tb, grab bottle, then shoot the next set of witches and i get both perks. That is why i am certain that this works without clinical trials. Though i think i may just go try this out for fun.
  4. Buildables placement strategies: 83457 Okay, where to build what eventually becomes a valid question to all Origins players. This is my opinion and is welcome to discussion/dissection. But I'm pretty smart, so let's see what i have to say: First off. I opine that the workshop table is by far the most dangerous to access unless you have a lone zombie or 2 or a zombie sitter. Being i play solo often, i have written this one off as being the one to avoid. Getting to it often leaves you at a high risk of being trapped from both directions in the middle of a round. Conversely, the church can be accessed, with a relatively safe mud path to hop down, even in the middle of a high round. The same can be said of g4/wind tunnel access: a simple burst of speed before you arrive means a quick in/grab/out to safety. --- So, if you agree so far, then we basically have 2 buildables, 2 tables, so on to the next thoughts: Smart build imo: put the maxis drone in g4, this thing will serve you better in late games than the shield (not dissing the shield). The ease of grabbing it while entering tcp for staff-less tcp runs or simply the ease of grabbing it on the run dictates this would be optimum, getting the shield from the church mid-round can be scary, but not terrible. Certainly easier to live without a shield in high rounds. Md is beast. The last option is for shield melee (remember last post?). While the same set up can be used, and makes the initial church melee easier, i opine that for a player not typically reaching the 30+ rounds, the maxis drone holds less appeal. For that same player, hopping down the mud path under duress from the church table may be the death of them. In this scenario, for these players, i suggest reversing the 2 buildables from the above scenario. The reason is that it is quite easy to head from church or the tank station (the 2 necessary melee points) to g4/wind tunnel and back to the respective location while training your horde mid-round. Strategy/opinion on strategy dependent upon player. (edit: fixed wrong words/typos)
  5. Strategizing asmb/bro fists/solo 83457/accumulated knowledge Edit: brofist=one inch punch= punch melee. Asmb=air-strike monkey bomb=beacon. Okay, this may translate to mp zombies, but i haven't paid enough attention to rounds and simply don't have enough data to formulate a great mp discussion. So, from a solo standpoint: If you want to train in the crazy place sans walls, the asmb (air-strike monkey-bomb) is less useful. It will pull them away, but can not harm them. I am not saying that you'll never want it or never go out to nml (no mans land) and use it, but that most times i train in tcp, it goes unused, therefor pointless to bother getting it./point to consider. The brofists are always fun, but getting them too late makes them less useful unless you are going for the ee and upgrade them. You want these early. The asmb requires melee attacks, thus entangling these two topics. Thoughts and approximate rounds for these: IF all goes well; using the shield method to get asmb done is the fastest method to obtain them. Lucky individuals pulling a round 5 asmb. But typically getting them before round 10. The down side is that shield melee generates no points. If going this route, a good plan is to open the first door to g3, if a shield part isn't in those first 2 spots, restart game; since you need to open the tank station, you do not want to waste 750 or 1000 opening a second g3 door. The asmb can, technically help you then get the brofist boxes filled, but isn't necessary at all. --- Brofist first, then asmb: if luck is on your side, you may fill all 4 brofist chests by 10, whereas a safe method is to start filling them at ten, using an upgraded staff for ease. If you manage the round 10 brofist, 2 rounds of melee will give you the asmb. This is not typical though. This will usually turn into the slowest method, getting brofists by 12-15, asmb a round or 2 later. By now, the brofist has almost reaches its max round (becomes a 2-hit kill on 18-19 typically, as it varies). --- Staves, asmb, then brofists: this is probably the easiest/safest, second-fastest method. In solo, going for 2 quick staves, should be built and upgraded by round 8 when our good friend shows up to flame us. Put one in the crazy place, use the other to upgrade it, switch when the first is done, leave when the second is done. This would usually be the wind and lightning staff, unless all of the ice staff pieces appeared. (upgraded staves are usually good for melee through 15, 2-hit on 16). Round 8 may have a lot of zombie casualties, depending on the panzer soldat and how many zombies get killed while dealing with him. But typically, you could melee (upgraded staves have blades for melee) for asmb by 10, then move on to filling the brofist chests by 14, utilizing the charged shot feature of the upgraded staves. You can try staves> brofists>asmb, but usually will not have enough zombies yet to easily fill the chests (as in 1 box per round). The staves>asmb>brofists method has the better synergy. --- In summary: Shield> asmb> (whenever brofists)= asmb before 10. Medium risk; getting shield is factor. Brofist>asmb= round 12-16+ complete. Higher risk of downs and frustration. Staves>asmb> brofist = round 12-14 typically. Lowest risk. Brofist 1 shot ends sometimes round 18-19 variable. Staff 1 shot melee through 15. /solo, possibly translatable to mp zombies. --- Strategy/efficiency.
  6. I'll make this easy. There is 10% chance of booze respawning in Cell. Hey Way, is this from the game files, or guesswork? I get booze in the jail fairly frequently. Given that there are 3 locations in the saloon, and 1 in the jail cell, i assumed a 25% of any spot having booze, which seems more correct to me. But of course, if 10% is writ in the code, that's what it is. So, is this from the code?
  7. 1. Okay, fair enough on paralyzer/petrifier. The flying and the disintegrating overshadow the paralyzing effect to me, and they never stop moving actually, so petrifier is reaching. But i retract my statement as insubstantial. 2. Chalk: yes points for the round 1 pap, yes it is good and immersing, no, buried is to small for this, making it in my opinion, not properly executed. I reiterate: there is practically no gun spot (besides church) that really matters where you put which gun due to the design of buried. Not hating the mechanic, suggesting better implementation if it returns in the future. 3. Mk can be cool, but I'm glad we agree here. By round 50, only the petrifier and rg2 are doing anything. I'll usually hold the courthouse, an-94 in third slot for 'instakill' rounds. Won't even bother to pap it usually. In many maps, this would be known as 'the points gun', but points are too easy to come by in buried, so it becomes the instakill gun. :)
  8. Thanks bby and ourobos. I think ourobos gave me the answer. @bby, yes, i brain storm strange things. I usually dig for most weapons, rarely hit the box. That coupled with the 115 headshots usually giving me the spatz-447, i end up getting a Spatz and then digging up an stg. Sometimes I buy the stg, and then get the Spatz from headshots. Or even pap an Stg, then dig one up. So, yes, i have actually been in that scenario a few times, but never had ammo issues before switching something out.
  9. 83457

    trifecta robotica

    Thanks all. I find i usually have no issues starting on round 10. I did one game yesterday where i stuffed all of round 9 into a box and fell short. I did get them by round 10 in one game yesterday, barely getting it done before a robot screwed me, same as you (solo). Also the robots don't pair up on a set number of rounds. Always all three on round 4 (except maybe if you got a really early bomb while a lone robot was still going through). This set me up for asmb before the end of 12, which, ironically, i never used. It seems that the faster you fill them, the less they take to fill, but i won't swear by that.
  10. I have heard here that if you pap the second, you cannot take it from the pap machine. In snn (waw at least, not sure about bo1) if you hit the box, got the Thompson, you could buy the wall Thompson (by the box start location), grab the box one in your other gun slot...and be permanently stuck with one gun. I think one of the other maps had a 1 gun glitch like that/random info.
  11. I think that was the problem. I had Boomhilda equipped. And I dug a mauser off the ground and I took it. So, It replaced my existing gun with this. I see your point. Gotcha. I almost did that. I think i recall you telling that story: that you thought it would give you ammo, but no. I almost did, but thought about it and passed on the idea, only to read someone's (your?) Post the next day and thought 'i dodged a bullet there'. :)
  12. Odd. Did you swap the bh for the Mauser? Or did you swap another gun and your bh disappeared? I could definitely hold both at once without issues, regarding the stg and spatzz.
  13. I have been waiting to try this, but never found myself needing ammo while it was pertinent. If you have an stg44 AND a Spatzz-447 and you buy ammo, do you; Get ammo for both? And what price? Get ammo for whichever is currently in hand? Inquiring minds want to know (if you have the answer). Thanks. I posted here, rather than general, because i can't, at the moment, think of it happening in another map. How it happens: have Spatzz, unearth stg with golden shovel. Have stg, get spatzz from 115 headshots.
  14. Well, since it is a fictional game with little in-game regards to physics, your idea seems perfectly reasonable. It explains the quick turn around time. Now, to test it, we need to convince one of the characters to etch something into the gun before pap and see of it's gone when it comes out. :)
  15. This is well known to many, and a mystery to most. I did not see it posted, so I post it. If I'm just blind, then remove this post. These work the same, I will post the 2 person way and you will do the same for 3 player leaderboard run. Except that only 1 player will need a guest account. 2 man: each player signs into his account. Each player signs in a guest account on second controller. Get public match, ready up all. Watch/wait for host migration. Then the round will start to count down. As soon as you hear the beeps of the last few seconds, both of you sign out the guest controller before the countdown ends. You need to see both guests gone from the lobby before the load screen appears or it will hang up and fail. If you do it way too early, the game may put randoms in your lobby. Have no fear, this is quite easy to master. And then you can post 2 or 3 man leaderboard stats.
  16. That's where my thoughts have taken me: a boon for noobs. Thanks for believing me. I get nothing out of making crap like this up and already feel silly that I've seen it twice and the interwebs are full of cricket noise on the matter. I know that I'm insane, but rarely delusional. Happy gaming!
  17. I have noticed that on round 4, after whatever lone robot finishes his pass, all 3 always come on round 4. Last night i noticed they all came on round 8. Is it a given that they come every 4 rounds? Or is there some variety to their dance? Leaving 'rain fire' out of the equation, of course. Does anyone have any further insight into this? Edit: 1 reason that i ask is that I've been trying, against all reason, to attempt a 4-soul-box-full a.s.a.p. (with no luck) and these blighters ruin my day often. I've learned to not try until 10, but I'm trying to push the proverbial envelope. On 4, i often get Odin, all three, start to fill center boxes, Odin again...sigh.
  18. Great compilation! Nice. I must take issue with the 'good box' 'bad box' thing: if you hit the box AND take the weapons, it will give you a Teddy bear (on top) after a few pulls and gives rarer, often better weapons. I think it does remove some options from the list, but the same box with teddy offers me smrs as well as time bomb and paralyzer. There is no 'bad box'. Then it goes on to list ballistic knives (additional run speed, instant revive) and snipers (dsr is a late game gun for many excellent zombie slayers) as bad. Technically, the smr has high power, but even knowing that, its single fire and low ammo do make it bad to me, though technically (under Treyarchs guide lines) it has power, possibly why it shows up after the bear. And again, it is just one bear, Treyarch's rules, our opinions of what we get as far as i have seen. (if I'm wrong according to the game files, set me straight on this).
  19. I'm glad that this generated some interest. Thanks for the ice staff/flaming wagon tip. Maybe shoot water with fire? Other smoking things with air? Downed robot hand with lightning? Stuff in the distance, out windows or whatnot? Sadly, i did not experiment much. We were simply setting up when we died stupidly yesterday. The steeple is flaming and has a jump scare, that should be shot with the ice staff.
  20. Thanks for the input. This is what i get from everyone. It revives and um... So Sekhmet's Vigor. Let's get on it. Everyone's homework is to shoot it at something tonight. Can you shoot at your (non-existent) feet to give yourself a bubble of protection? Will that get you out of a jam? How long did it last? That jump scare at the church, can you shoot the steeple (sounds hard; that thing kinda shoots in a spiral). Does it act different in zombie blood mode? Can it core an apple? /thoughts.
  21. I searched back 8 pages with no information that i could find. What does the flip side of the staves do? The drawing at spawn lists a ? As its function. It doesn't have a reload animation, the ammo simply moves from reserve to chamber. (push left on the d-pad to access the flip side). It has one more ammo in solo than in mp, why? What does it accomplish in solo? Known (Ish): it revives a downed teammate. When my friend shot a zombie with it, the zombie reportedly exploded, and he was in a bubble that seemed to act like one of the vrill gun's (cotd bo1) side effects: making zombies ignore the bubbled player for a few seconds. Sadly, i always forget to experiment and have seen almost no information regarding its functions, so time to brainstorm and pool information. What do you know that you could share? Panzer? Generator? Tank? Robot? Robot feet? Doors? What does it affect? Happy gaming all!
  22. Tank station tank call 83457/general knowledge With the exception of the first tank ride, you can call the tank for 500 points at the location it is currently not at. Note that there will be a cooldown period before it can be used. The horn will blow, signaling that it is once again ready for use. Also, the lights on the 'control panel' of the tank will be green when it is ready to go, red if it is still in 'cooldown' mode. The good bit: say that you're after the lightning staff parts. You ride the tank twice and it's back at church. Now you only want to ride it from the tank station to church and you only have 500 points left. No problem: go to the tank station, call the tank for 500 points. After it arrives and cools down, hop on and the trip to the church will be free. This way, it only costs an additional 1500 to get the purple staff parts, as opposed to 2000. Strategy/point saving.
  23. I just listened to (theoretically) all Ric quotes from Tranzit i think the one i heard was: "Here (starts with z sound, unintelligible), let me help you" I thought he said 'here zombie, let me help you' I feel that may be it unless someone knows what action that quote is directly tied to. Sucks going from memory as memory fails. Edit: not one video or post mentioning this anywhere. 1 i could blame on me being crazy, but it has happened twice to me now. I am sure this happened. Grr.
  24. Yeah, I've seen the bug where you get up and run around after game over. Not the same thing. Interesting quotes, but not what i heard. The one i heard was much shorter. The second time it happened to me was definitely not on easy. I can't swear by the first, but i doubt that was easy mode either. Any quotes that say 'my favorite zombie' or 'my zombie' or 'needing a little assistance' ? Thanks for trying to help. While trying to recall yesterday, i remember that there was a green sparkly thing when i got up and, while u didn't see it, my friend had mentioned that as well: seeing the green flash. So it must be some 'perma perk'... He has an amazing memory, I'll double check with him later as he'll be by late tonight. See if i can squeeze any additional info from his grey matter.
  25. Paralyzer/petrifier: super powerful, fun to fly, poorly named. Name didn't really fit'flavor'. Combined with vulture aid, it becomes a super combo. Vulture aid: interesting and powerful perk cola. Even using regular guns, this gives tons of reload time. Add in free points, bullets, and the ability to see where things are in the map. Strong addition to zombies. Gun chalk and ? Locations: interesting concept. Terrible execution. I feel they added points to it or why would you ever draw more than the gk and an94? Add to the equation that most time in Buried is spent in the same small area and this mechanic is obviously implemented wrongly. Besides the church, every other chalk spot is easy to run past. If the gun chalk was in the start of Origins, and you could go far out and place them where you prefer to train, it would have been a good concept executed better. Buildables: some of the better execution in the game. Who doesn't want to play with the head chopper? Witches: a fine and interesting addition. Map: at first convoluted, it quickly become apparent that you are running around the gs or standing in one spot in a tiny map for most of the game. Fair overall. Maze was an amusing addition. The way it is set up so that getting the petrifier makes it cake, or getting the trample steam built makes it doable, was fairly nice planning. Big guy: my first thought/fear was 'not another annoying George/cosmonaut'. But he turned out to be a useful friend. Needing him for barrier removal was an interesting if unnecessary addition. (edit: unnecessary was wrong to say, i retract that. Needing him was a decent addition). Mule kick, one of the most pointless perks in the game, was made useful by the tombstone permaperk and the fact that it comes free unless you're doing it wrong. Still essentially pointless, but turned into a positive, instead of the glaring negative it always was in bo. Faux Flopper. It is back, randomly. But you lose it from fall damage? Fail execution is, sadly, fail. It could be removed from the game and nobody would blink an eye. Insulting to this much desired and loved perk. This post is feedback. Add your thoughts or discuss mine. I don't mean to insult nor praise the game, simply discuss opinion/thoughts on the map's/mode's mechanics.
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