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Everything posted by DeathBringerZen
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I can't see why they would choose to update the game to allow the bus to move faster past stops. The map is coming up to being 2 years old and no one plays it anymore. Improving the speed/timing of the bus will not improve numbers.
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Decided to go back to trying No Man's Land to see if I could better the 174 kills I had on my old profile. Sure is a LOT harder than I remember it being. lol
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Getting the 5k is hard bit, or how quick you get the M&S for maximum effectiveness. My hat goes of to Chopper and the rest of the 300 club. It ain't easy.
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Even after I have learned how to quickly PaP consistently. It took me like another 2 months and a lot of help from Lemonade to get 300. Shot placement is key.
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All zombie maps are set in an "alternate reality"... from the campaign! This map is no different. "Origins is exactly what it say's on the tin. We are going back to the moment when our heroes met for the first time! Nikolai, Dempsey, Takeo, and of course, Richtofen, and this is not for the faint hearted. These characters are meeting surrounded by the horrors of war. We have a larger scale than we have ever done before, further enhanced by dynamic weather, from rain, fog rolling in, snow falling. In true zombies style, our WW1 has a dramatic twist... diesel punk! The map feature 2 new era specifc weapons... the MG08 machine gun... WOW! and a new starting pistol for the first time which is the Mauser, and both have been give the diesel punk asthetic. We've introduced the zombie tank. This is a defendable platform that can move around the map that you can use to fight off the zombie horde and also possibly discover a few Easter eggs along the way. Oh by the way... did I mention the giant robots? We have 1000ft mechanical giants striding across the landscape. That gives a verticality and scale that we've never seen before in zombies. It also provides hazards, or oportunities for the skilled player. This zombie map really has to be seen to be believed" Origins is exactly what it say's on the tin... the origins of the story. In true zombies style, things are not what you expect them to be because of things like element 115. Teleportation developed in the 40's, even though in our world teleportation still hasn't been perfected (that we know of). In the zombie universe they have 1000ft giant robots. We still don't have such a thing in ours (that we know of). The zombie universe as a whole is an alternative reality.
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I completey agree that the merger was designed to keep the CoD franchise as the number one 1st person shooter on the market, and it might well work. Let's not forget that IW are the originator's of Call of Duty, and all though MW3 was a bit "hit & miss", Ghosts is the first CoD title of theirs to be so heavily criticised. Neversoft are an amazing company (well... were), and I have confidence they will rejuvinate Call of Duty for IW. Exctinction was not terrible as I said, but they should have added a more addictive old school factor to the game play if you ask me. The replay factors you mentioned were very dull and disinteresting for me. Sure it may have made it very similar to zombies, but I really think they should have added a horde mode to it. It would have increased longevity ten fold. Chaos mode should have been Horde mode.
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I am not so sure they will continue the Ghosts storyline now based on how poorly it did. The campaign was slated by most reviewers and MP and Extinction was largly shunned by the majority of people. Still... Activision may look at it from the point of view that the strict timescales the forced upon Treyarch for BO2 and IW for Ghosts is what got both games a lot of negative feedback and they may give IW another crack at the whip with both Ghosts and Extinction now they have more time to develop it and get PROPER QA for both titles. Neversoft were not purchased by IW. They have been a division of Activision for some 14 odd years and it was Activision who decided to merge them with IW to expand the size of the studio after it saw a lot of employees move over to Respawn, while others moved on to other developers. As a massive fan of Neversofts previous works, I was badly let down with Exctinction myself. Not that it is not fun to play, because it is, but when you play it a few times there is no point in returning to it, and that is why I did not and never will purchase any of the DLC for it. No longevity to it.
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Those of you who are 30 or over will DEFINITELY appreciate the scene after the credit of 'Guardians of the Galaxy'. Oh yes!
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^Yeah, the bit when Groot "hulks up" on those guys is crazy, but the smile after it was priceless. lol
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Yep... really. They differentiate on strength based on colour. Green seems to be the toughest of the group followed by Red. White seemed the weakest. We tested this out a long time ago by knifing various ones and seeing how many knifes it took to kill them on the same round. I also think the colour determains how quick they take the perk machine. Green seem to guarantee a perk lose the minute they touch a machine even if you kill them within a second of them getting on it, where as the other 2 colours seem to be able to be killed while on the machines and you save the perk still.
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Noobs, here's a tip=do what the pro's do.
DeathBringerZen replied to ThunderGlove142's topic in General Zombies Discussion
Man... you seem to be doing a lot of complaining. Not everyone is a "pro" at zombies, and you can offer help to people rather than shit on them all the time in posts. I'm good at the game but you don't see me creating numerous posts shitting on poorer players. What exactly makes you such a pro? You sound like the type of player who blames others when you go down, even when they are nowhere near you. Apologies if I am wrong, but you come across that way to be honest. -
It may not be the best or fastest strat for 4 players, but I like to buy an M14 and Olympia in the spawn and keep the 750 door closed, leaving via the turbine door, get to town and pack them (all 4 players) then go back into the depot via the turbine door again and have each player hold down a window in spawn till between 25-30. Once that strategy has worn thin you then leave via the turbine door again, keeping the 750 shut still and have 3 players sit behind the bus depot where the navcard is located and have one person train outside of the depot and you can then have the other 3 players shoot into the train when needed, or for optimum speed, have the person training take out the hordes and swap a player out when ammo is running low. You can also have 4 people training at farm and have 3 players sitting over in the corner to the right of the entrance to the farm where the denizen warning board is and have one person train the farm. Very fast strat if you keep the farm gate closed, but it is not always a viable option on 4 player as the strat is weapon dependant and you will be unlikely to get the required weapons (pref a raygun each and M&S).
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I do the same except switching Stamina for Mule as I like to run with M&S, Raygun & Thunder when doing high rounds.
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The monkeys in Ascension vary in difficulty based on the colour of their jackets, and they are not easier to deal with when compared to the Nova Crawlers on Die Rise. On solo there is only 2 crawlers spawning in at any one time and they can be delt with easily with the Trample Steam or a decent gun. They also peak in difficulty after their 10th spawn in, where as the monkeys continue to increase in difficulty. If you have no ammo in the Thundergun after round 50 on Ascension you may as well let them take all the perks and then try to finish them off with traps until you can repurchase each perk again. Also, your video link just explains the exact same strategy I put forward to the OP in my first comment with the exception of him saying how to get all 6 perks, which is pointless on solo as you will ultimately loose a few of them when you eventually open up the whole map. It is only worth doing it to try and get Jugg free so you do not have to open up any of the doors leading to Jugg.
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I am going to take a wild guess, and say that the word "torture", was in regards to how terrible the game is rather than the difficulty of said game.
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What Makes a Wonder Weapon a Wonder Weapon?
DeathBringerZen replied to Flammenwerfer's topic in General Zombies Discussion
In my personal opinion, a wonder weapon is the (in most cases) map exclusive weapon that is usually the gun that will kill more than one zombie and keep working when the others fail. The big, badass gun that everyone wants... even those that pretend they don't. I don't care who made it or what's in it and neither do the people who have no interest in the storyline. It is just a common thing now within the community to call the "big" gun the wonder weapon and that's good enough for me. Getting overly technical about it is a bit silly in my opinion. We know the true definition from the storyline, but I think people who argue the case, especially in a public lobbies are hilarious. -
The dial at the No Mans Land exit in the workshop is not used for the lightning staff step and can be turned without causing interuption to the step. It does lock up though after the step is completed but you can turn it prior to the step as many times as you wish and it won't affect the step in any way.
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Yeah, but the whole point of it is try and get Jugg without opening it, then you can more or less protect Mule, Speed and PHD, keeping all 4 perks. If you plan on buying QR instead of say Mule Kick, then you can just protect QR and buy speed and PHD back if they get taken, but 9/10 times you can get to PHD from QR and covef it still. I admit it's not a great solution, but it's better than losing Jugg mid round on a monkey round, especially after round 50. The monkeys seem to become brutally difficult around that point.
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Well, one strategy I used to use was to get power on and buy only flopper, then I would try and hold that spot as long as I could trying to obtain Jugg for free from the monkeys. As long as it was not QR you got, you could obtain perks that were still in inaccessible areas and thus, the monkeys could not attack them... only Flopper. Eventually you will get Jugg and if you get power on as early as possible you can get the monkey rounds started early too. You can train in the spawn easily without Jugg and just head to flopper when it's a monkey round, and just flop down the stairs to kill them. Once you obtain Jugg without opening that spot you can open the entire map, PaP and then train down in the PaP launch pad room and train without real fear of dying. Then you can protect Mule Kick and Speed Cola from the steps and keep them permanently. Only perk you will lose if Flopper but you can buy it back again easily. You can, if done right protect Mule Kick, Speed and Flopper together by setting the fire trap down the stairs from Mule Kick and kill the 2-3 monkeys that drop in that area then drop out the hole in the wall and run to Flopper and you can usually save it before it get's taken.
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"Jet Gun" is NOT a Wonder Weapon!
DeathBringerZen replied to WaWandBlackOps1ZombieLover's topic in TranZit
Yeah, but some people consider any weapon that contains 115 as a wonder weapon, and also, the PaP machines we see in other maps outwidth Origins are at least manufactured by Group 935, as they are cloned/replica machines of the original one, and come in a new, manufactured casing.- 32 replies
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@Dhaniska All the areas you mentioned are extemely easy, I'll give you that, but the spawn ins are not always easy to read and sometimes a few stray zombies can screw you over, but that spot on Origins is really easy to read and manoeuvre around. Again, it is only an opinion, but I find it much easier than outside the farm, or on the bridge. Maybe the pack-a-punch area in Ascension and the Biodome are comparable, but the speed of the spawn in edges it for me. Edit: Actually, outside the farm with the gate closed has a pretty fast spawn in and is quite easy to read, but the bus maybe makes it a bit more of a nuisance, so... yeah, gonna stick with Origins as being easier. :P
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"Jet Gun" is NOT a Wonder Weapon!
DeathBringerZen replied to WaWandBlackOps1ZombieLover's topic in TranZit
Yeah, I misinterpreted the OP and assumed it was another 'The Jetgun is shit! Boohoo' thread. My point is that it is supposed to be a wonder weapon, and the only thing that makes it not one, is the story bashing members of the community who have to scrutinise over it due to their principles. Most people just see the one person only, beast of a gun that kills more zombies per shot than any other weapon as the wonder weapons of a map, and to argue that point is, as I said, to scrutinise. We do accept though that there is elements of the storyline that discussed a wonder weapons program, but then if you were to look at it from that perspective, then all the weapons are technically "wonder weapons"... as soon as they are pack-a-punched that is.- 32 replies
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Maybe when the game first came out, but there has not been anymore than around 300 people on Moon since 2012, and I have not seen 10k people on Kino since the game launched. Never anymore than a few thousand on it at the most on Xbox. The most you will see on the WaW maps on BO1 is double figures with the exception of Der Riese which normally has around 400-500 people on it. Kino has around 2000 max and then from Ascension to Moon it varies between a 100-300 max.
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There is ways of dealing with people in other glitch spots that require knife lunging to get into them. One is to pretend you are joining them in the glitch but intentionally lunge into them when the zombie passes them and you will lunge into the player killing both of you. I loved doing that one back in the day. Another neat trick is the one on the cabins at mule kick on CotD. You would join them in the glitch but keep hopping between the cabins making the zombies run off. The glitcher would try to jump over to the other cabin so you would jump in there way knocking you both to the ground then just stay in that area killing off all zombies to prevent them using one to get back up. Yeah, I'm with you on being pretty damn disgusted at the way Treyarch handled the glitches back then. I hate glitchers more than anyone, but I gave up trying to screw them over a long time ago. Did dabble in a bit of 'glitcher hunting' on Tranzit back in the day, where I would get a friend to join me in games and we would hunt them down with a turret and turbine. Was so funny to hear them cry when we downed them using the turret!
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Not sure what system you play on, but on Xbox there is barely anyone still playing. Roughly around 150-200 people per map with the exception of Kino which has around 1500-2000. Regarding the "nerds glitching", that is one of the most off putting things about playing public nowadays on BO1 (and BO2). Why would you want to play with a bunch of glitching idiots!?
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The camping spot you showed me might be tricky, but the actual training part is beyond easy. You literally just start on the hill, move along the wall and all the zombies are behind you instantly. It is the easiest training spot I know of on ANY map. Panzers are also very easy to deal with, as you well know. I showed it to a kid who is garbage at zombies and he got to 88 flawless! Yeah, you should try dealing with Monkeys on round 50+ and tell me it is still "practically just breathers". Ascension may be an easy map if you spawn abuse but the zombies are much more agressive on BO1 and the side stepping zombies are a nuisence at times. Also, recycling the Thundergun mid-round on that map is no easy feat on solo. The staff(s) on Origins can see you go to the mid to late 80's before giving any kind of trouble, and even then there is a few max ammo's you can rely on (like the box ammo or the ammo from the panzers after raining fire that you can save till later on). It is down to personal opinion, and having got to 100 on Origins and 106 on Ascension, I would say that Origins was MUCH easier for me.
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"Jet Gun" is NOT a Wonder Weapon!
DeathBringerZen replied to WaWandBlackOps1ZombieLover's topic in TranZit
If you are looking at it from a storyline POV, then you can argue that the weapon needs to have some kind of involvement with Group 935 to be classified as a "wonder weapon", and if that is the case then you are in the wrong thread. Make a thread titled "What wonder weapons are make by Group 935" and your arguement will be valid. This thread is titled "The Jetgun is not a wonder weapon", but in reality it is. It is the only gun on the map that will get kills forever, despite how garbage it is. People who play the game and have no afinity towards the storyline will call the Jetgun the wonder weapon, just in the same way they will call the Bludergat the wonder weapon on MotD. You definition lies in the storyline sense... mines is based on common sense.- 32 replies
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