Dezmolite489
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Everything posted by Dezmolite489
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http://callofduty.digitalwarfare247.com ... mbies-map/ Found this linking Treyarch to Calico. Is the architecture an oversight on treyarchs part? I do know they like to be precise and as accurate as they can based on the previous maps, but maybe this ones different? Oh well, I'll still kill zombies if the space needle was located in Alaska on one of their maps. :)
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My team and I had problems as well. No matter what we started with, it never sparked. The only one that did was green in the last position. Spent 2 hours on the whole thing and gave up because I had to go to work. I'm thinking its just way too buggy at the moment. Ill have to try it again. I've actually had a similar problem with maxis' side on die rise. I could never complete it.
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Is Grief & Turned still affecting rank?
Dezmolite489 replied to DeathBringerZen's topic in General Zombies Discussion
I'd be curious to see if they disappear after going below a certain k/d. I got my shotguns at 178 k/d off of a perfect game (host dashboarded, ending game). I've heard of people boosting for shotguns by starting custom games at 25 or so in town and just training. I thought showing a mid-high round consistency was also very crucial. Since there's no "high round" marker for turned or grief then it might not count until your k/d drops super low before a derank. If starting a game and quitting at round one will derank you, then I believe somehow rounds do effect your rank which is irrelevant to turned and grief. Maybe ill try this out with my girlfriends account since she only has one because I had an open account in the family plan. Doesn't even know how to navigate the Xbox for Netflix lol. -
If we were in the same realm, in order to see the fireworks the world would have to be linear. As we know from the map selection screen, this is not the case. The fire works are isolated to the new year celebrations in San Francisco.
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Filling in the Storyline -- Theories of What's Happening
Dezmolite489 replied to bagel_'s topic in Mob of the Dead
I'm enjoying the read. Great stuff. Quick question, I understand the cabling timeline but during the EE we get a date of New Years Eve 1933 for Weasel's death and 14-15 days after that for the other 3 in the electric chair. Therefore, we would have to conclude that their hell couldn't have started directly after death but some time later. How could we find a correlation between the date of 1933 and the construction of the GGB? Could they have started their "cycle" directly after death and as the world keeps changing, they keep fighting but don't remember it? So for the first 2-3 years there was no PaP? Or when they died did they go to a parallel dimension that mirrors the existing one. One that exists with Zombies instead? The whole GGB construction and the date that's dated in the game doesn't necessarily make sense. I'm sure something will come to light shortly. -
I've heard that if you're in a custom game that it goes off of the multiplayer pub match rules/settings. But I've never done it.
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Step 1: get hell's retriever Step 2: get the audio confirmation that you've killed enough zombies with the retriever. Can be done at any location. Step 3: save a zombie or two on your current round and go to the bridge(just makes things easier) Step 4: kill remaining zombies and stay a full round with ONLY the retriever. You will get an audio confirmation when you're complete on the bridge. (NOTE: if you need to shoot or accidentally fire, just go until you hear the audio. If you're playing multiplayer and you shoot then just stay 2 extra rounds. Even if your team mates leave. This will allow you to get the redeemer) Step 5: go back to the prison and throw your retriever into the hell pit. (It should start blinking in you're inventory and stay that way) if you go down after doing this step you may get the red one back. Just toss it back into the pit. It should take it. Step 6: wait until the next round starts Step 7: go into afterlife and get you're upgraded projectile of death ! Step 8: enjoy. Hope this helps.
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To get everybody a redeemer just go to the bridge as early as possible to make it easier. I like round 10 . Now just have everyone use the axe until the start of round 14. DO NOT SHOOT. That is important. It will screw up getting the redeemer. Keep in mind that shooting only effects the player doing the shooting, nobody else. Also, throwing your redeemer into the pit with everybody simultaneously is a good idea but unnecessary. As soon as you get back on round 14 just go lob it in the pit. I've even used it for half a round then threw it in while back at the prison. If you go down before you can claim the redeemer, just throw your red one back in ASAP.
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Additional Hell's Redeemer and Golden Spork info. and debunk
Dezmolite489 replied to nbraun80's topic in Mob of the Dead
To add to this I have received the hell's redeemer a few times doing the same thing and this is what I've noticed. -Team mates shooting on the bridge DO NOT effect your personal outcome -The hell's retrievers DO NOT need to be thrown simultaneously with your team mates Also note that I've heard the sound 5 times during one round (4 during and 1 at the end). The sounds DID NOT indicate we all got it because 1 person couldn't get the redeemer. Also NOBODY had 30 kills when the first sound occured. The 1 person also shot after all the sounds were played which might have nullified any other tomahawk kills. This causes complications in setting up a step by step guide because I do not know the exact steps other than just do what I do. In order to receive mine, I make sure we all go to the bridge by round 10 when I can stay there until 14 and survive by using the hell's receiver. It's still a one hit kill after charging during this time. Another note, I had thrown my retriever into the pit and it had taken it. Immediately after this I had been downed and it gave me the red one back. At this point all I had to do was throw the retriever back into the pit and it took it right away. No other steps were necessary. Hope this helps in setting something up. -
Hey guys, I recently heard weasel mention when the song is triggered that it seemed "familiar". Now the song was first released by sound garden in 1991 and covered by cash in 1996. Therefore why would it seem familiar? Could this tie in to time travel or just be familiar because they were all stuck in a rusty cage? What are your thoughts?
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Ever since my inner ring on my MW2 disc decided to split randomly I've been installing the game I play the most to the HD. Luckily I was able to use my old Xbox hard drive in the new slim version. It's totally worth the investment to upgrade your HD if you want to extend some of your discs' life spans and avoid random rainbows.
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Are the free perks really rewarded for 100% accuracy?
Dezmolite489 replied to NikolaisVodka's topic in Die Rise
I've found the voice of justice works exceptionally well during these rounds. -
I actually got this from RelaxingEnd... But this worked for about 5 rounds with an afk guy and he had no downs afterwards. It works best if you're white, just because you can attract most of the zombies. In the cafe room you can have the newly revived guy stand in the corner by the hole(where you can see the trample steam room.) set your trample in front of him and begin running a crescent moon type pattern and no zombies will reach him. You may get one or two per round but your trample steam will deflect them. I've done this up to round 34 with no problems. If he has enough time to get a PDW he can rack up about 5-10k just firing into the horde. Works well. If you set your trample steam up where he spawns at, you can shoot him into the corner if he's afk. Saves downs for sure.
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So the sound we hear at 15 is the sound of us not being able to retain perma jug after a down, not necessarily meaning it just vanishes. Therefore pointless for me during pub matches that usually only last until 30, but beneficial to solo where you can justify the 2+ downs getting perma jug where you'll get a lot more kills. Thus, keeping your k/d at a reasonable level.
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One thing I would check is in a public match. I'm not sure it would differ at all. Also, do you lose permanent jug prior to round 15 if you go down? I only obtained perma jug once but didn't see the point in it if I lost it every game.
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Don't let someone revive your original self in who's who
Dezmolite489 replied to Nasdaq401's topic in Die Rise
I could see buying a melee working as well. Also, you don't want to be spectating someone who is in who's who mode. I've had it glitch on me 3 times to where the stupid song would keep playing even after I had respawned. I've been through rounds like this until I just have to buck up and buy who's who and down myself. It was as if I was in a permanent state of who's who. Dx -
Don't let someone revive your original self in who's who
Dezmolite489 replied to Nasdaq401's topic in Die Rise
To get out of it you either have to PaP or buy who's who and down yourself. It's incredibly annoying, I agree. I just don't run who's who anymore at all. If I go down I'd rather just die out then deal with these issues. I can only think of a couple times where who's who didn't completely screw me. -
So everyone has their opinion on Who's Who. Some people hate it, some people swear by it. But I just wanted to make a topic about the glitches that come up and possible fixes. Being revived by a teammate while in who's who mode can cause the following glitches: 1.) Can't melee OR 2.) Can't switch weapons, can't use equipment,can't use Trample Steam. The fix for number 1, for all I know, can only be fixed by downing yourself after buying who's who again and reviving yourself. (Yay for unnecessary downs!) The fix for number two is a little simpler if you've got the points. Just pack a punch a weapon. If you have a weapon that can't be pack-a-punched again then you have to bite the bullet and buy a new one to pack a punch. (Note: this might work for number 1 but I haven't tried.) I find this useful if you're already all setup and don't want to add a down. Another HUGE annoyance that I have is when dead and monitoring a team mate while they're in Who's Who, the game becomes glitched to where the song plays over and over and over and over and over like you personally are in who's who. It will continue round after round until you buy who's who and down yourself. There's a reason they call this map Die Rise, because my deaths have been rising so fast due to glitches in the game itself. If anyone has any other work around for these glitches I'd love to hear them.
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New february 19th xbox Patch 1.07 update notes.
Dezmolite489 replied to Nasdaq401's topic in General Zombies Discussion
It sounds like they fixed the AN 94 slide glitch, can anyone confirm? I noticed I didn't slide as far when dropping today. I'm wondering if the out of play area patch fix was related to this. I sure hope so. -
One thing I realized was that if you jump OR you barely drop, you will die. I go directly in the middle and walk straight off not letting go of my thumb stick until I leave the ledge. I too had this problem. I also don't jump at any time going down this shaft. You can make the other angled landing without jumping. I find it to be wayyyy safer as I have gone down there as well.
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I have got the same thing using knuckles in solo around round 12. With 33-40 melee kills in a row. Maybe this is something that helps negate the added armor of the soldier zombies? I know I've melee'd that many in a public match before, yet it only happened on solo.
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I can't get this out of my head now. http://youtu.be/N9dw7Ys3XwE Use of mild language but its really not bad. The game says worse things. This is just an FYI.
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So Its a bellows then. Got it . I still prefer "Whoopy cushion thing" :)
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I have a strategy that a Random turned friend showed me. 1.)Pick up any parts in main room 2.)End of Round 1 Open door and grab remaining parts 3.)All 4 people jump on elevator. a.)RUN YOUR ASS THROUGH HALLWAY. It's stupid to stay here and get downed with a part >. 4.)Open Power Door, turn on Power. 5.)Ride perk elevator up in power room and go back to build room to build trample steam 6.) End Round 2 I like this set up because then you can use the elevator to move up to the PDW and drop back down so nobody is too far out of reach and you're not facing zombies with the pistol at a round higher than 3. I find it iffy to start pistol whipping them as there running at me :x The problem with this is that nobody is ever totally on board. So you get a loner who decides to stay in the hallway and proceeds to get taken advantage of by the living dead while everyone watches on the opposite gap with a tear in their eye.... It works if everyone knows what they're doing.
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Oh yea! And I believe the PDW gets a MMS as well. Also the boss zombies/crawlers/jumper/sh**heads drop a perk bottle as long as you achieve 100% accuracy during that round.
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