Dahniska
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Everything posted by Dahniska
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Yeah it moves anytime after the 4th hit, so you can take 4 guaranteed each game with no risk of fire sales. Fire sales are terrible, horrible. You never want these in Origins as your weapons of choice are the staffs and these function independently of the box. Even in co-op this rule stays. The box guns are fun but in the end a waste of time. Like I said the Mark 2 and monkeys are nice to have but not worth fussing about as the alternatives work too. Having a better chance of Max Ammo drops is worth so much more than Fire Sales, I can't even begin to express it. To be honest in a high round Solo game all you ever want are Max Ammos and maybe an Insta-Kill; Nukes are less than ideal as they make the zombies spawn weirdly which can cause problems. Double Points and Zombie Blood are worthless once you get set up. Definitely don't need yet another useless power-up.
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Frame-rate lag: why it occurs
Dahniska replied to Awful Lawton's topic in General Zombies Discussion
Nice thread. I ran into frame lag like this early in a game of Nuketown... nice to know that claymores help. -
Origins is one of the most challenging Zombie maps ever made if not the most challenging. To any beginner the challenge is rather daunting... there is a lot to Origins that you must learn and become comfortable with to be able to succeed in this map. It's my favorite map though. I've played this map more than any other and I love it. I took more downs than ever in the first month this map came out and started asking myself "do I suck, or is this map just really gay?" and in the end I realized that the map was just a lot harder than the others in this game and that I just needed to get better. So I played it a lot and now I don't consider a game to have really begun until I hit Round 80. That's because I practiced. With effort, you'll become comfortable with Origins too I'm sure. The other guys listed some tips that help them, so I'll add in some things that help me. -First off you need to learn how to make and upgrade all staffs. At the end of the day if you're playing Solo you'll mostly just be using one or two of them but you should know how to make all. For the very best high round strategy you need to have all them made. With some practice you'll become pretty quick at getting this done. Then you'll find out which staff you prefer to use (in the end the Ice is the best - proven fact - and the Wind is second). -You need to learn how to save points to buy everything. Unlike most of the maps in Black Ops 2 you cannot use the bank and there are a lot of things to pay for. It is imperative that you learn how to maximize your points so you can get set up early on while it's easier. -Don't use the box to start up your game. This is huge. It's a waste of points half the time and the risk doesn't justify the potential reward. There are only two things that you should want from the box in a Solo game of Origins: monkey bombs and Ray Gun Mark 2. Thing is you don't need either of them as you can earn the Air Strikes (which are almost as good and function similarly) and upgrade your Mauser to do what you would use the Mark 2 for: killing the Panzer quickly. Hit the box after you've gotten your staffs and you've opened up the map. That way whether you get these items or not, your game continues without a hitch. -Don't focus on the One Inch Punch. This reward is not good in Solo as the rounds and Zombies come too fast to justify bothering with these. You can use the upgraded staff melee or the Zombie shield to get the Air Strikes just as well. -Get Jug ASAP. Can't stress this enough. The zombies in this map are off the charts gay about double-slapping you. Jug is a must. -Use Stamin-Up. This perk is essential cause of the large map and the amount of mud. You won't regret it. -Try to have a Zombie Shield at all times. It'll save your life so much it's unreal. As vital as Flak Jacket in Multiplayer. -Before entering a robot footprint, look up. And pay attention to your character's quotes as they will drop lines to warn you of the robot's approach. The sirens and the vibrations on your controller provide additional aid in making sure you won't be surprised. -Dig all you can. Getting the golden shovel and helmet is useful to do early on, and make use of the information that more dig spots respawn when it is raining. Free money and Zombie Blood along with the additional power-up turns out really useful, not to mention the occasional free gun. -Avoid using the Tank. This thing will get you killed one way or another, unless you're getting the Lightning Staff pieces at the end of a round or trying to get a power-up reward from it, I would highly recommend to avoid it. -Camp after you get set up for at least till Round 40. This is just my suggestion but I found that in this map, the zombie spawn points and speeds are pretty gay. Training is really hard and it's easier to just camp with the Ice Staff or a PaP'd weapon for the mid rounds (15-35/40). These are just a few things that helped me. Hopefully you'll have success in becoming better at Origins and find it more enjoying.
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A Weapon Guide (Updated/07)
Dahniska replied to MysteryMachineX's topic in General Zombies Discussion
You misspelled it MMX. If you don't believe me, go to Origins and PaP the Skorpion. You'll see. -
Everyone camp by Quick Revive, take turns reloading, best gun for this is obviously the PaP'd HAMR. Alternatively if you got good coordination you could camp by the door to Jug without opening it, though you gotta be on-point with killing the zombies before you get double-swiped. After you get to 40ish, if you can get that far, one strategy worth trying is one that a lot of people use: one person runs trains by Stamin-up while everyone else sits in the corner near it. If you can work together, everyone leaves the area to go inside of the bar before the guy brings the train there to kill it with Ray Gun Mark 2, then back to the Stamin-up area together to repeat. Of course, you'd have to work together perfectly for that which is rare to find in 4-player lobbies lol.
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A Weapon Guide (Updated/07)
Dahniska replied to MysteryMachineX's topic in General Zombies Discussion
The PaP'd Skorpion can also come with a Target Finder. Btw, I've never seen the PaP'd Skorpion not have attachments. Same actually goes for every gun that can have attachments, if my memory serves me right. Black Ops 2 of course. -
Power ups using Lightning and other Staffs Discussion
Dahniska replied to Reaper2909's topic in Origins
I tested this on Solo and the tank power-ups wouldn't respawn until 9 rounds or so had passed. Maybe the round limit is different on Co-op? -
I'll say that in my opinion Origins is the best. The only thing that hurts Origins is the tedium of getting set up. That and the glitches here and there. Otherwise a pretty fun map with a lot of everything; weapons, locations, strategies and more. One of the best things about Origins that makes it special among BO2 maps is the weapon selection. Not only does it have the 4 staffs, but a lot of other special weapons you can't get anywhere else in Zombies including the SCAR-H, the Skorpion Evo, the Balllista and the MGO8 LMG.
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What's up guys. I'm playing Origins and I started pondering about the zombie models in this map. Now as most of you probably remember, back when the first Origins information was being revealed, one of the first things we were shown was the blue-eyed Templar zombie in the trailer. There seemed to be a lot of significance about this particular type of zombie. Now that Origins has been out for over 6 months, I'm coming back to this. After spending countless hours playing Origins, I don't believe I've seen anything concrete to explain what the big deal about these zombies is. What we do know about them is that they only spawn in the excavation mound (where they seem to have been buried at some point), and in the tunnels that access the Crazy Place. This might hint that they are guarding the staffs/Agartha. But in-game I've seen nothing concrete to prove this beyond doubt. Also, I've seen no explanation for why their eye color is blue, as opposed to the white-eyed zombies in the Crazy Place or the yellow-eyed ones found everywhere else. So that leads to the big question: Why did Treyarch emphasize these zombies so much before the map came out, but didn't leave us substantial clues in the actual map? What significance do you guys think these zombies actually have? And why are their eyes blue?
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A Weapon Guide (Updated/07)
Dahniska replied to MysteryMachineX's topic in General Zombies Discussion
Sickle isn't in Shangri-La, but in Call of the Dead. Could you by any chance find the damage per shot of each weapon? I can imagine it would be hard to get but useful to know. Nice list. -
I don't think there truly is a wrong way to play Zombies, but if you're focused on trying to to seriously grind through rounds, there are certainly better and worse ways. For example Mob of the Dead. It's not wrong to never get the tomahawk, but if you're trying to go far, you will regret not having gotten it if you didn't. There is a certain joy though of just hitting the box and grabbing a random weapon and seeing what you can get out of it, like the dual wield Five-Seven or the SMR. I guess it depends on if you're driven by a desire to just kill zombies, or if you're trying to achieve some goal. If you're trying to achieve a goal of rounds or whatever, there are proven better and worse ways to do so; but if you're just looking to chill and do whatever, anything goes.
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What's your best WTF moment?
Dahniska replied to Hells Warrrior's topic in General Zombies Discussion
I also got an error similarly on 108 when a robot foot crushed my horde. Coincidence? -
Weapon Locker Preferences
Dahniska replied to BrayJayTheZombSlaya's topic in General Zombies Discussion
@ Chopper: You are correct my friend in your statement that the AN-94 has that advantage over the SCAR (Imo, the AN-94 should have also been a box gun since it is a bit too strong compared to most wall guns). However, Boom is also right - the SVU is the strongest and most overpowered wall weapon in Zombies in terms of kill power. Perfectlemonade did a run to round 70 on Die Rise if I recall correctly, using the SVU almost exclusively. On the topic of the DSR, it is a little bit stronger than the SVU but the SVU is more effective overall due to the fact that you can spray (allowing you to shoot more shots into your train each loop safely), due to having basically twice the ammo of the DSR and due to the fact that you can buy ammo without recycling the weapon. The SVU gets a little bit overlooked though cause most people are stuck on the AN-94 or because it feels weird to have to use a scope when training.- 29 replies
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- Favorite Weapon
- Weapon Locker
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Weapon Locker Preferences
Dahniska replied to BrayJayTheZombSlaya's topic in General Zombies Discussion
I'm pretty certain the SCAR-H and the HAMR have more damage per round than the AN-94. Love the SCAR, sadly you can't get it in any of the N4 maps, just Origins. The Galil should be pretty close to the same strength as the AN, just not sure which one is stronger between them. The Executioner and the Python (and Remmington New Model Army) should also do more damage per shot, though of course the fire rate is less. Oh and I'm sure everyone would agree that the Boomhilda has more damage per round than any of these. As far as my own locker, ever since TranZit I've just left a Galil in there. If I could I would leave a Mark 2 in there, but Treyarch won't let that happen, so...- 29 replies
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- Favorite Weapon
- Weapon Locker
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Don't like people who tell me how to play (when they are able to play themselves), people who quit cause they went down/changed their mind about playing, people who brag about how good they think they are (doesn't matter how good they really are, no one likes braggers) or people who insult others without being provoked. However I do like people who are polite and respectful and who don't leave games. I also love people who are open to learning. The people who become the best are those who are always thinking about what they did wrong and looking for ways to improve. I like people like this.
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Can you imagine how fun Buried's Final Ending reward would be on TranZit? Oh my gosh, just thinking about it. Also this pretty much sums it up, the rewards (other than the corresponding achievements) for the easter eggs don't justify the work it takes to do them as far as gameplay goes. Origins is the only one on BO2 that a lot of randoms will want to do and that is for the upgraded fist reward that noobs are obsessed with. Though honestly the fists aren't even good anyway.
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"Fire/Elemental Knife" is a glitch that you can do by downing yourself in a robot head after acquiring the upgraded fists. When you respawn your melee animation is the normal knife but with the power of the upgraded fist. Most overrated small reward ever, people who are lazy love it cause you can turn Origins into a Buried wannabe by sitting in corners with this.
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If playing with friends I will always talk. If playing with randoms my favorite thing is to pull my mic out and listen to the other people talk (assuming they aren't squeakers). If the map is one like Mob of the Dead, I will rarely play unless I have talking (and intelligent) teammates. But if it's a bigger map with ways for me to survive on my own, I much prefer to not talk and let the game take its natural course. I also am sick of the whole "I call ___ staff" and "alright guys, let's start filling the boxes so I can get my fire knife" thing. I just want a nice, normal game - if you have the skill to make your own staff, go for it. Don't try and tell me what to do. The other gay thing is that often even in lobbies that do talk, people will leave games after they die a few times even if everyone else is doing just fine. Sometimes they'll even do it after they say "I won't leave this game" before it starts. I don't find that having a mic almost ever changes that.
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If the Weaponized 115 camo actually looks like Origins camo, I will most likely buy it. I haven't bought any camos for BO2 but if this is what it seems it will be, I'm getting it.
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Your Feelings About The Future Of Zombies.
Dahniska replied to Matuzz's topic in Research & Development
I like what they did with Black Ops 2. I also liked Black Ops 1... but not as much. I'm a high rounds player, myself. I do agree with Chopper that Black Ops 2 doesn't allow for 100+ round gameplay as much as Black Ops. The lack of traps (except Mob) and the generally low quality of Wonder/Insta-Kill weapons makes 150-round games hard to pull off on Black Ops 2. Origins is possible to do it on but the challenge is indeed whether or not your system can handle it. Mine gave me a "maximum anim info exceeded" error on Round 108. Mob of the Dead is a bit more easy to do the high rounds on. Other than that, Buried also gives errors (or at least so I have heard - the map is too boring for me to try to find out for myself if this is true or not). Die Rise is ruined for 100+ round gameplay due to the Sliquifier patch. TranZit was hard before the Jet Gun got nerfed, now it's even worse. The other small maps (NTZ, Farm, Town, etc) can't do 100 rounds cause the strongest weapon is the Mark 2. Despite the difficulty in getting those rounds (assuming one has the skill to do it), I enjoy the gameplay on Black Ops 2 and I agree that the game should cater more to the average player than us no-lifers. I feel like Treyarch was on the right path with Origins and Mob of the Dead. The best map style in my opinion is one that those maps embody - maps that you must earn your way through, that give you things to do and earn, that give each player a chance of having some good weaponry options no matter if one or four people are in the game and that provide fun and replayability. When I'm playing with friends who want to go for rounds, Die Rise is usually not desired, or TranZit, or Buried. We like Mob and Origins because each person can get a share of the high-round action (Hell's Redeemer or Staffs) without sitting in a corner. These maps take skill and teamwork... which is what Zombies should be like. On the subject of trying to make a survival mode for each map, I don't think that would be a good idea. Treyarch even gave us Town and Farm to experiment with that very concept... and they are popular. But doing that with each map would.., take away the uniqueness of that map. The work it takes to set up in Origins is what makes that map a challenge. Even trying to imagine the map without the staffs and the work of earning things you get doesn't seem right, to me. For those who want a game that takes 5 minutes to set up, Town is there. I don't think all maps should be like that. Being good at Origins means you know not only how to play Zombies, but you know how to play Origins. Origins is special because there is a lot to it... The fact that it isn't simple is what makes it unique, and having survival mode like Town would take away from that, in my opinion. Similarly, can you imagine if you had to gather all the pieces for the Thundergun on Kino to build it on Round 2? Or if you could get the Wunderwaffe from the box on Call of the Dead? Why bother to play the map the way it was made when it would be easier if you could just get the rewards without working for them? What about the persistent perk added with Vengeance that makes you only lose one perk when you go down? Am I the only one who considers that to be something that ruins the game by taking away the challenge of getting Jug back? The challenges that each map contains, which make it time consuming to get all your stuff or reach the endgame where you have everything you want are what makes the game fun and challenging. Why would you want that taken away? I know I shot out a wall of text there, and I'm sorry for the long read. But in the end, I'm saying I like a map that is challenging and appreciate even time-consuming, challenging maps if there are good rewards. I love the direction that was taken with Origins and Mob of the Dead and, considering that the next-gen systems have more power and should reduce the errors of high rounds, I'm confident that I will love the next Zombies game if plays similar to Black Ops 2's best maps. -
I always hurry to open the door leading from spawn to Generator 2 in Origins. That way hopefully everyone leaves the other one closed so I can use the camp spot by semtex. I avoid opening the door near semtex so I can camp there better. I avoid opening the door next to Jug on Mob of the Dead, and the one going upstairs from the acid trap, and the one going down to the laundry room from the MP5. Makes it easier to train around there. I avoid opening the escalator near the M14 on Die Rise since it's a good camp spot with the Sliquifier. I also avoid opening the door from Flopper to the inside of the lighthouse on Call of the Dead for the same reasons as above; makes the spot a better training spot. Also the door by the AK74u in the map I like closed, to make both inside and outside better training spots.
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Got signed out about 5 minutes ago for my game to update. I've looked and haven't found what has been patched yet, so if anyone knows what was fixed, please post it here! Hopefully Treyarch finally got around to fixing a lot of the glitches that still plague Zombies such as the Die Rise wall glitches, the fist/knife glitches in Origins, fire staff and more. Edit: According to my sources, all that was added was "a number of security system enhancements". Such a shame, could have fixed some stuff in our game, oh well. Source: http://www.highmoon.com/thread/200843463
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What could have made TranZit better? Let me make a list off the top of my head. -Electric Trap and Turret don't require Turbine. -Minor cooldown for Jet Gun, and less startup time. -More and better wall guns. The Die Rise trio (AN-94, SVU and PDW) should have been in this map. -Better box weapons. Maybe another map-exclusive Wonder Weapon would have brought a lot more interest to this map. -Pack-A-Punch stays open once opened. -An option to make the bus move or stop immediately by paying 500 points. -Make it impossible for Zombies to enter bus through the roof, and make there be less windows. -Possibly a more rewarding Easter Egg, with some type of weapon/tactical/melee reward upon completion. Or maybe some type of presistent/special perk. Just a few ideas.
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Moon is actually pretty boring to play. Gameplay is really slow paced overall. I guess some people enjoy it but I find it so boring that I couldn't keep going too long after 30. I had to quit cause it was so slow and boring. Origins on the other hand is very, very replayable as it has more things to do than any other map, lots of room with many training spots, 4 upgradable Wonder Weapons that each perform in a unique way, terrain and other hazards, a really challenging boss zombie, several map exclusive box and wall weapons, multiple melee options and so much more. There's a reason that this map is very popular and gets more people playing it each day than any other DLC map in Black Ops 2. It isn't the same as Mob of the Dead. It has some features in common, understandably as it is in the same game made by the same people, but each map feels unique and plays differently. Similarly, while Die Rise and TranZit share the same cast, they are totally different. On the TranZit side you have a huge, flat and open map featuring several (low-quality) buildables, bad weapon selection and lots of train spots. On the Die Rise side you have a small map with a focus on verticality, much fewer training spots (in fact this map is more tailored for camping than a lot of maps), two high-quality buildables, good weapons including one of the (pre-patch) best Wonder Weapons and a unique boss round. Not to mention the general atmosphere of each is very different - dark, low visibility, fiery end of the world vs clear skies with plenty of light. Buried has the least replayability of any BO2 map. At least me and all the people I've played with think so. The map is made to make it almost impossible to train and everything about the weapons, map layout, perks and more encourages you to sit in your favorite corner for the duration of the game - after you went around the map buying everything you wanted on Round 1 with money from your bank. There is literally no challenge whatsoever to this map other than trying to get out of your corner mid-round. I got to Round 70 on this map and couldn't handle how boring it was so I just ended it instead of trying for 100 like I do with other maps that have the tools to allow me to do so. Anyway that's all I have to say on that. Some of it is opinion, but continuing this conversation about how different each map is or isn't takes away from the focus of this topic, so yeah. On topic, I'm a bit sad about the news that I'll have to wait to 2015 to (hopefully) get some new Zombies maps in hands. I do enjoy good MP on CoD but Ghosts was a big letdown on that end for me. All we have this year is more MP... hopefully Sledgehammer games does a better job than IW. If it doesn't I could see CoD starting to lose a lot of fans, which could hurt Zombies too though it's MP fans who would be upset.
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Cafe, outside it, and once in a while from down the hallway towards the warden's office. If you open the door to the infirmary from the cafe then they spawn up there as well... though I recommend leaving this closed too. If you leave the door to the laundry and the door to the infirmary closed then almost all the zombies spawn from inside the cafe and right outside it, which means you can gather hordes faster and you have less chance of being cut off by a straggler from one of the above locations.
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