The Twirp
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Just tested this max ammo thing in a solo game. Templar Zombies began to attack generator 2. I took them out using nothing but the ultimate ice staff. Every single zombie was on the generator as I killed them. None had stepped off, none had been distracted by a monkey, etc. I did not receive a Max Ammo after killing them. The only difference between this and other times (in which I have gotten a max ammo) was the weapon I killed them with. Killing them with Ultimate Staves does not give you a max ammo, killing them with other weapons does.
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I'm skeptical... Like BSZombie said, Survival mode just didn't add up. All Extinction sounds like to me is an attempt to mix Zombies and Survival without completely stealing the Zombies idea. From the achievements, it actually kind of sounds like Left for Dead in terms of gameplay. Getting to certain areas in a certain amount of time, etc. Also, this topic needs to be moved to the Infinity Ward or Future Zombies section or something, not in Origins. :P
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From my experience, this is false. There have been plenty of times I have killed them while they were on the generator and I did not get a max ammo
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I feel like we need more criteria for why we don't like them. For example, I dislike Brutus because he is annoying gameplay-wise. I dislike Marlton because his voice is so annoying. There are different reasons I dislike certain characters With no criteria given, I am gonna have to go with George Romero, for obvious reasons.
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Twas I! Are there other factors that would impact it? I'm playing right now and there are no Max Ammos dropping. I think it may have to do with the Ultimate staves. I believe un-upgraded staves give Max Ammos, upgrades staves do not. I am not 100% sure, but from my experience this seems to be the case.
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I agree with everything you said, except for this. I actually think the opposite about the guns. Black Ops 1 introduced weapons that acquired awesome and unique uses once pack-a-punched, such as the ballistic knife or crossbow. Nearly all Black Ops 2 guns that are PaP'd get a damage boost and an extended clip, and thats it. Its kind of boring, in my opinion. As for the perks, I do enjoy some of the news ones, but not all. I believe Quick Revive replacements such as Who's Who and Tombstone affect gameplay too much. I liked Vulture Aid and Electric Cherry, although Vulture can have a pretty drastic change on gameplay as well. Overall I like the perks, but not the weapons. And that's my two cents ;)
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Interesting, haven't run into this yet. So does that mean the only drop you cannot dig up is an instakill? Or maybe that is possible, I have just never had one :P
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I actually noticed this while playing the other day. It is definitely not the mystery box light or the retriever, it is a small little dot just hanging out in the sky. It may be nothing, but I don't know for sure. I tried shooting it, throwing the retriever at it, etc. I felt kind of like a cat chasing a laser pointer when i was finished :roll:
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I feel you. I feel like this map has a steeper learning curve than other BO2 maps, due to all the stuff you need to know to survive (turning on generators, how to navigate through the mud, how to deal with the Panzer, etc.) This makes it difficult for new players to catch on which makes em want to leave. I can't count how many times I have said very clearly "I am turning on the generator! Get ready to have extra zombies spawn in the middle of the room!" when activating generator 1. What do the randoms do? Stare at their window, get smacked from behind, leave the game. :x
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How long have you been a call of duty player?
The Twirp replied to EyesofRinnegan's topic in Multiplayer
First Call of Duty game: Call of Duty: Black Ops Must successful Call of Duty game: Call of Duty: Black Ops Best Call of Duty IMO: Call of Duty: Black Ops My "peak": Call of Duty: Black Ops Last Call of Duty I found enjoyable: Call of Duty: Black Ops 2 Did I stop playing Call of Duty? No Why?: Still like it, haven't played as much as a lot of people since I started in BO1. I eventually bought CoD4, WaW, and MW2, played through all campaigns (except WaW) and did a lot of multiplayer in each. Played a lot of multiplayer, max prestige on BO1 and BO2. Have moved more towards the zombie side of things lately. In case you didn't notice, I like me some Black Ops 1 :lol: -
This is what I was thinking. I believe they went a little too overboard with how much the buildables effect the way the game plays and goes. I understand what Infest was saying about the buildables not being necessary, but some maps just don't seem to work without them. Such as Origins, Die Rise or TranZit where the only wonder weapon is a buildable. It eventually becomes a necessity for high rounds.
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Hey all, I have been wondering what everyone's take is on all of the buildables we have in BO2. Do you like them? Do they change gameplay too much, make things too easy? What are your thoughts? WaW zombies had pretty much no form of buildable items, at least that I can recall. Black Ops 1 had very simple versions of it, such as the movie reels in Kino or the trap in Five. In Black Ops 2, however, nearly every map seems totally dependent on these buildables to do anything, more and more with each released map. TranZit had four buildables, of which only one was really a necessity for high rounds. Die Rise I think had it right to a certain extent. I like that the trample steam is not a necessity, but it definitely makes things easier. The Sliquifier...? I don't like the idea of a buildable wonder weapon, except maybe the Origins staves. Mob of the Dead required you to build the plane. It had other buildables, but they weren't necessary. Buried is where things became ridiculous. 4 different buildables, and none of them were a necessity. They seemed like they were just random different ideas that devs had of weird ways to kill zombies and just threw them all in there. One of the buildables has zero use, except to use another buildable! Origins is completely surrounded by and nearly functionless without buildables. Everything in the map revolves around the staves. While I do like the idea of the staves, I feel as if the entire zombies gameplay is starting to rely on these buildables. I miss the days of hitting the box over and over and over until I finally pulled a Thundergun or WunderWaffe. Once you learn the buildables and part locations, I believe it just becomes a monotonous amount of running to get the part, put it on, get another part, put it on...and so forth. There is also the MotD/Origins vs. TranZit/Die/Buried form of buildables, with the "Quest Items" menu and everything. I prefer the Mob and Origins versions myself. Thoughts?
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Now THAT sounds challenging. I might have to give this a shot (and pull most of my hair out in the process!)
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Hey dudes, sorry for the double post, but I have beaten my Dig Weapons Only record Got to Round 40 today, here is my proof (only 4 pictures this time, tried to cut back!): No staves, no Maxis drone, no wall weapons. ONLYUSEmeSHOVEL :lol:
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Alternate Game Modes.. Yay or Nay?
The Twirp replied to minator177's topic in Research & Development
Well, if I had to make a choice between the devs spending more time on game modes or more time on just one map, I would pick one map every time. Especially after seeing Mob of the Dead and Origins (I agree with your take on Die Rise, and would throw Buried in that category as well) I really would love to have new and innovative things in a single map that make it unique and, in turn, more fun. Take the Hell's Retriever for example. This thing was awesome! A fun new way to kill zombies, and it also gave the additional perk of grabbing out-of-reach drops. I like that it is only in MotD as well, as it is something that makes that map unique. Same goes for the staves in Origins. They are somewhat time consuming to make, but once you have them upgraded it is unbelievable beneficial. That's what I like in zombies: a challenge that is rewarding. I'm getting off topic, sorry I enjoyed Grief for a little bit, it was fun to mess with people. Tranzit took WAY too long to do anything. Turned was fun for about one game, then lost any fun factor whatsoever (in other words it was pretty much a complete flop). Survival will always be where I hang out. It definitely won't be on Bus Depot, but I'll be playing the classic round-based zombie slayin' game mode we all know and love. TL;DR -- I would prefer they took all their time on making one awesome map rather than three or four alight ones with "special" game modes. -
Managed to PaP by round 6. I was extremely frustrated, as I possibly could have gotten one on round 4 (ROUND 4!), but got down by a zombie that snuck up behind me I got unbelievably lucky with the drops in that round 4 game, nearly constant double points as well as one or two end of the round nukes, one with double points, and digging up mauser ammo several times. Why did it have to be ruined? :cry: Anywho, my sob story is over. Here is my round 6 proof, and I shall aim for 4 or 5 another day Fast-a-Punch challenge 17480 points, 112 kills, 41 headshots.
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Hey Boom, just fyi: the rounds and kills are switched around under the dig weapons only challenge. I sure wish I had gotten to round 1134! :lol:
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Yeah, a bit overkill I know but it was actually kind of fun putting all that together, I don't know why Also, completed the Bro Fist challenge by Round 9 (only two pictures this time!) Ended with 164 kills, can post a scoreboard picture if needed
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SO. MANY. PANZER. FIXES. :shock:
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Gave the Dig Weapons Challenge a go to get someone on the board. Got to round 29. Only proof I have is the theater recording, but it is nearly 2 hours long (and no one wants to sit through that!) so here are a few highlights from the game: Sorry for the long post, didn't have any other way to show proof I have the whole gameplay on my CoD TV if anyone wants to make good and sure (GT: The Twirp) I realize 29 ain't exactly a high round, but I took shortcuts that caused me to go down (my second down was by two zombies I was saving at the end of the round...........), so I'll definitely be trying to get to a much higher round soon :lol:
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Noticed 83457 posted this in another forum, full credit to him for this idea. Thought it would be good for this forum, too: When powering up the staves with zombie souls to upgrade them in the Crazy Place, use the Maxis Drone. Speeds up the process and could save your butt.
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I suppose it could be possible, but what would be considered a "good" perk if you received this perma-perk? I consider PhD Flopper to be an awesome perk, but if you don't have an explosive weapon, one of its main uses is rendered, well, useless. I would also consider Deadshot to not be a very good perk (personal opinion!), unless I have a sniper in my hands. Then that perk can be devastatingly good! With the box, it seems a lot easier to decide whether a weapon is good or bad. Perks, not so much. It is possible, but I think it would have to be done differently somehow. Maybe if you had the perma-perk, it always gave you Jug first? Or gave you perks you tended to buy more often in the past? Just throwing out some ideas :P
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You would have to pick up the stone for the walls to move. If you know where the walls land it's pretty easy. I actually run trains their regularly. Really? Maybe I should pay a bit more attention and learn how they fall. I always seem to go down in there so easily :?
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Finally, something I can get behind! No but seriously, the Kinect mic should only be allowed on Kinect games. Or not allowed at all, I'd be fine with that, too. I have a pretty slow internet connection, so usually take whatever randoms I can get. I very, very rarely will ever leave a lobby. If someone is loud or annoying I'll just mute em. If someone is a low rank, maybe I'll get to play medic (see signature below ). As for gamer tags, who cares what it is? Mine ain't exactly the manliest or zombie-slayinest (new words FTW) name ever. I could care less if I get in a lobby with xXxX1337_SNYPER_69XxXx :P
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Camping challenges are always fun. Like, once you enter the Crazy Place (must enter before, say, round 9 or 10?) you cannot leave, with no staves or Easter Egg allowed so the moving walls become most of the challenge.
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