lead_psychopath
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Everything posted by lead_psychopath
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Good Teammate/Bad Teammate
lead_psychopath replied to LiL TS 420's topic in General Zombies Discussion
Exactly! I'd be a terrible player if it wasn't for better players showing me the ropes! -
Good Teammate/Bad Teammate
lead_psychopath replied to LiL TS 420's topic in General Zombies Discussion
Three things that drive mental: 1)Quitters. I'll try to revive you, and a lot of the time I will. If I don't, I'll cover you to get a gun/perks. I'm totally with you on the people quitting as soon as they go down. 2) Dictators. I play zombies to have fun. I don't play to have some guy throw a hissy fit if I don't do something that he wanted. I know how to play zombies, I haven't just started to play the game. I love people discussing strategies with me, but please don't demand that I do something. (one of my favourite Origins games in the last while was with a fellow codzer, we didn't say much, just when we needed to do something, but it was a really enjoyable game!) 3) For the love of god, if you know I'm running in a spot, please warn me if you're going to run near me! If they don't do any of those 3, I'll play with anyone. Even if their highest round is ten! On a side note, one of my best online friends I met as origins came out, our highest round back then was 8. Now its 49! -
Black Ops 2 Patch (2/26/2014)
lead_psychopath replied to Dahniska's topic in General Zombies Discussion
Wow, calm down mate. Did I say anywhere that I wanted it to change? I'm not a "story player". I enjoy it as much as the next person, but I prefere the gameplay and the supernatural side of things. But dude, you flew off the handle?! I was speculating at wether they had changed the ending or not in the patch. I wasn't particularly hoping for a change in ending, but it would've been nice to find something that had changed in the patch. -
Black Ops 2 Patch (2/26/2014)
lead_psychopath replied to Dahniska's topic in General Zombies Discussion
Damn. What a shame. Well, they could win the trust back of a lot of fans if they do throw in some extra bits. -
Black Ops 2 Patch (2/26/2014)
lead_psychopath replied to Dahniska's topic in General Zombies Discussion
I've just had a thought, I wonder if they've changed the Origins easter egg ending, or added something to it? Highly unlikely, but imagine if they had! -
Black Ops 2 Patch (2/26/2014)
lead_psychopath replied to Dahniska's topic in General Zombies Discussion
Two things I'm wondering: Firstly, I wonder can they introduce loads of changes in a patch, but not have them instigated ( I can't think of a better word)? What if they have put a wonderfizz on all maps, and fixed a load of things, or maybe added different things, but they will release a hot fix to make all of the patch changes to happen? I'm not sure if that's possible though. And secondly, remember a few months back there was that "leak" of the map Eclipse ( a remake of Shangri la), I'm kind of wondering wether there might be more DLC announced for BO2. -
A new zombies map- Egypt.
lead_psychopath replied to lead_psychopath's topic in Research & Development
Just thought it would be a cool challenge as a finale as such, maybe create a total new zomboss? Thanks man, I'm asuming that you like the idea then? ;-) -
This post is probably going to be looong, so please bear with me. Timezone: Same as moon, but time travel is also included (for the easter egg) Where: An Ancient Egyptian pyramid. Zombies: Mummy zombies! Who: This is the interesting part, I have an idea for a totally new group, for now, I'll call them 'GWCC group'. A little bit of background story for them. The group are part of an Allies secret service group. The four characters are: Dr. Gavrel Grunwald- a slightly loopy Jewish scientist. Seems to know far too much about everything(scientific and esoteric) and always has a strange air of deja vu about him. Vincent Walker- a British secret agent. Very bond-esque. Constantly talking about how things remind him of missions he has done. Cusi Cui- A Peruvian tribesman. He is high-priest, who often talks about 'out of body' experiences. His knowledge of the Aether and Agartha is extensive. Giustino Cino- An Italian soldier. How he got into an international secret service group is unknown, but he does talk about his dear friend 'Reznov' a lot. They are a group that has been assembled to stop Richtofen before the events of moon occur. They know much of what Richtofen is doing, although he is oblivious to them. The previous DLC has led to this point in their adventure, much like Richtofen's story, every map involves them doing something to advance their progress to stop Richtofen, and at some point they have heard of another Vrill generator, called the 'Black Sun', which brings them to the Ancient pyramids of Egypt... The weapons: there will be two new Wonder Weapons. 'The Coleoptera Gun', and the 'Rod of Atum'. The Coleoptera gun fires a capsule full of 115 laden beetles. It takes down 5 zombies per shot, then when pack-a-punched it kills 15, and becomes 'The Scaraber'. It has an effect a bit like the Sliquifyer, where beetles will jump from one zombie to another, but the kills are always limited to 5 or 15. The Rod of Atum shoots out a bright light, and turns the zombies into ash. It kills 10 zombies, then when pack-a-punched it becomes Atum's Wrath, killing 24 zombies with one shot. There will also be one new tactical, 'The Viceversa Concecrating device', which is something that turns zombies into Egyptian Priests, that "absolve" the zombies. Similar to the monkey bombs, but they insta-kill zombies once zombies reach them, and the effect lasts for ten seconds. I was thinking animation-wise that the zombies could have like a soul effect, where zombie souls fly up into the sky, and then they collapse. This device can also be used like zombie blood, if you throw it against a wall and it hits you, you turn into a zombie for 30 seconds. The Map: You start off being teleported into a snakepit, snakes everywhere, but only for cinematic purposes. The area is really dark, but is temporarily lit up as you spawn in from the teleportation lights, but shows that there is a torch in the corner of the room. When you hold down X or Square on the torch, your character lights up. As the torch is lit, round 1 starts. The map has lots of rooms/tomb room, and is hollow all the way up the middle of the Pyramid. As you go through the map, height is involved, and it is five floors high. You can fall off the edge at any point, but don't worry, PHD flopper is here! In the initial starting room, there are chalk marked shapes. One in the middle that is Pack-a-Punch shaped, and nine others. The objective of the map is to get to the top of the Pyramid, where there is a large teleporter. In a normal game, once all four players stand on the teleporter, they all get transported back to spawn, where Pack-a-Punch has also spawned and can now be used. As for perks, each level has two perks on it and each have to be activated by killing zombies next to the perks, where the zombie souls charge the perk machines. As you charge each perk machine fully, it disappears and spawns back at the starting room. As each level goes up, the amount of zombies needed to charge the machine also goes up, so floor 1 would be 10 kills, second floor 20 kills... to the fith floor with 50 kills. The important/life saving perks are easiest to get- so Jug and Quick Revive would be on the first floor, with the more useful/strategic perks harder to get. The order I thought was: Floor 1- Jug & Quick Revive Floor 2- Deadshot & Stamin-up Floor 3- Phd Flopper & Speed Cola Floor 4- Mule Kick & Electric Cherry Floor 5- Double Tap & Pack-a-Punch Next, the Easter Egg. Step One- Get the teleporter working. Basically, just do the normal map till you have spawned in the PaP. Step Two- Find the crystals. There are four crescent shaped crystals dotted across the map made of Lapis Lazuli, Malachite, Amethyst, and a sphere of Element 115. Step Three- Add the crystals to the teleporter, which primes it for time travel. Each crystal has to be placed in its own specific place, which are colour coded. Step Four- Charge the teleporter for time travel. Someone has to change three zombies into Egyptian Priests with the Viceversa Concecratin Device on-top of the teleporter, once done, the teleporter will glow a purple colour (similar to element 115). Step Five- Use the teleporter to go back in time to find the missing Canopic Jars. You are transported back several thousand years, the pyramid is not very old, there are no snakes in the spawn room, and there is just one tomb in the middle of the room, with four wooden crates/ boxes around it. Shoot the Scarab gun at the boxes for the 115 Beetles to break the boxes. Each box has a Canopic jar in them. Step Six- Go back to present day, and attach the Jars to the teleporter. There is a time limit of 3 minutes in the past, then the players get transported back. You can go back in time many times, each time you just have to get three priests into the teleporter. Each Jar is colour coded, again, match the Jar to the crystal. Once complete, the teleporter will change colour to an electric blue. Step Seven- Teleport to NML to stop the O4. As they use the teleporter, the GWCC group see the O4 taking the teleporter to Moon. A full train of zombies will turn from facing the O4, to running at the players, but you will all have decent weapons and perks to fight them off. Once the teleporter is charged again, the group get onto the teleporter to go to moon. They teleport to moon, but the teleport animation doesn't quite finish, and they are transported back to the Pyramid. Step Eight- Re-align the teleporter. Go back in time, and the tomb will now be glowing a faint green. Shoot at the tomb with 'Atum's Wrath' and it will disapear, leaving the 'Black Sun' Vrill generator. Step Nine- Back to Moon. Dr Grunwald uses the Black Sun on the teleporter, and it turns an orange colour. When they teleport, the group lands in the MPD room on Moon, just before Richtofen takes control of the Aether (lucky eh?). Samantha disapears, and the two Vrill devices are attracted to each other, and form a portal in the air above the MPD. Step Ten- The grand showdown. Out of the portal spawns zombie bosses from all times- Panzer Solidat first, followed by Brutus, a Screetcher Zombie and a Napalm Zombie together, and finally, George (who has a lot lower health than COTD). Each boss spawns in as you kill the last. You now have a choice, do you let Richtofen continue, or do you stop him? If you choose to let him win, you all must go down on the George round. If you want to stop Richtofen, you have to kill all the zombie bosses, in which when George is defeated, the Vrill generators overheat, causing a blast of energy transporting the GWCC group back to the Pyramid, where they all have been given every perk from the whole series of zombies, along with no restiction on the amount of Wonder Weapons available (so each player can have one of the wonder weapons). Well, that's it guys, opinions please!
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Just logged into psn to download it, but it's not available yet, still hops straight into the main menu when I log in
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What's your favorite Door?
lead_psychopath replied to ETEl2NAL407's topic in General Zombies Discussion
I tend to open whatever door I need to, I don't really have a favourite. Actually, maybe the truck on nuketown, 3k down the pan, but I have explosives, a gun and an upgraded knife at my disposal. Mwahahahaha! One door I alway keep closed is the bank door on town survival. Its ao much easier to run with that door closed. -
I think that a timer would've been brilliant! I dont know how many times I've gotten bored of the bus, to start running to the next are, only to have the bus catch up with me. The teleporters in an order would be perfect, or even if you could select where you wanted to go would be nice. And also, I would've liked to see the buildables nearby, or at least closer together. Or the ability to hold more than one if they are that far apart.
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I still think we should have an EE and a story, but it should be really difficult to work out how to do it. But at the same time, I think (personal opinion based off of most of my friends list) that for most zombie players, it's the gameplay that makes people play the game. The story for the majority of players is totally overlooked. People will do the EE, but that's as far as most players give a hoot about. Myself, I'm more about the weapons, and occult/supernatural side of things. I love how treyarch can wrap totally fabricated ideas, into a realistic(ish) setting. My ideal zombies game/map= New storyline with new characters, but with constant references to the O4/ old storyline.l, but set in WW1/WW2. A ton of new weapons, not just wonderweapons, but grenades/tacticals too. some new perks. A easter egg with hardly any clues, but could be completed with 2 players. As I've written this, I've actually forgotten things I originally wanted, I'll edit it if I remember. On a different note, maybe I should make a different thread for this one, but I had an idea for a different storyline a while back. What if you had a parallel group to 935, but working on very similar projects. The other group know of everything Richtofen and 935 are doing. This is where it could get messy, but I'll continue. So like moon, we could have a load of maps leading up to a grand finale, but because of the new groups Intel, they are able to stop Richtofen before the events of moon, re-writing zombies events. BO2 may never have happened. This wasn't meant to be a big post, just a quick one, but nevermind!
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Two ways with Brutus, headshots headshots headshots. And the second is don't turn the sweeper into the vitriolic withering. One close range hip fire shot aimed at a Brutus' head will kill him. As for the skull by jug, either get it going back up on gondola, or jump by jug, but with a light weapon, smg or a pistol.
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That's what I was like on my game of nuketown last night! I'm still chuffed! You guys have some pretty cool accomplishments! 1900 kills by round 28 is freaking insane man! I love carrying a team too, it's a massive ego stroke! ;-)
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So when the map first came out, I had the same problem, I was doing everything right, but sometimes it worked, sometimes it didn't. DBZ said it bang on with the rounds, you cannot get it without getting past round 10. The other thing that I now do, thanks to a friends recommendation, is throw the tomahawk in from the opposite side to which you normally do, but still aiming at the same spot. I don't know why it works, but I've had it work for me for a long time now, whereas when it first came out, maybe out of every 5 games I'd get the redeemer once. But, before leaving, you have to kill 10 zombies, and on the bridge, it's at least 30, but you also have to finish the round. The sound it makes when you've done the step is the same as when you first go into afterlife.
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So tonight (it's really pathetic but..) I finally lasted till Jug came last on Nuketown, in a game of solo. Normally, if it's not here by the 2nd drop on solo (not including QR), I give up. Or I try, but still use all of my quick revives by round 15. But for the last few days I've been really lucky on NTZ. I keep getting Jug by round 10, and getting the RG mark2. But for whatever reason I cannot beat my best on solo (r36). Tonight I was just on a roll, I was kiting like crazy, didn't get any downs till about round 14, and even then they were because I kept being sloppy, running into corners as if I had Jug. Anyway, the end of the story is that I still died on like round 20 something, but I've never actually managed to survive till Jug was the last drop before. Although it wasn't an amazing game, I've been left feeling chuffed all night! It led me to think, what have you guys done that's made you feel epic?
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I can't see them bringing in hell cats myself. Wouldn't they be far too similar to the hounds? Personally, I really hope they don't bring back WW buildables. All in all, I really didn't like buildables a huge amount, but as traps they were okay. I'd sooner see buildables to change an environment. Imagine in order to progress the map, you'd have to build a makeshift ladder, or assemble stairs. What if you could corner off an area, or re-build a wall. Rather than weapons and traps, I'd love to see what else buildables could offer.
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This is a joke. But, how about the Meowser? A buildable Wonder Weapon that shoots out cats. Shot into more than 10 zombies, it causes a burst of purple and loads of zombie cats run out of it. Four parts- Part 1-Broken Wunderwaffe. Part 2-A Catapult (geddit? ) Part 3- Dead Cat. Or live cat, but it would be a bit cruel to kill a live one for the sake of a gun. Part 4- A vial containing 115 and a weird purple liquid (much like the sliquifyer) You don't build this gun, you put it into pap and it costs 5000, and it builds it for you. It would look like the Wunderwaffe, but with a purplish tint.
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Thanks!
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Ok, the rift idea is brilliant. Completely brilliant. But how about it has to have 2 players for it to work, you get two of them, it lasts for 5 rounds, and you get a new one every max ammo. Edit: Didn't realise you meant it as a weapon, I'm kind of using it as a tactical grenade, like a semtex, that opened a rift. It sounds very much like something that next gen could do though. Just a scenario. Imagine Nuketown (yes, clearly I'm obsessed), you and a friend are kiting in the both back gardens, you have a rift set up in both of the tightest spots in each garden (under the stairs maybe?). You've set up the other rift by the bus. Get into trouble- hop into the rift you pop out by the bus. This thread is getting some seriously cool ideas. But how about this one for tactical grenades- similar to the QED, but rather than anything coming out, what if it blows up, and the explosion is one of the blasts from a charged ultimate staff. So you could either get a whirlwind, ice whirlwind, lava blast or electrical bomb thingy. You'd only get two, and it would be like monkeys, get them every max ammo. I've even named it- Wunder Bombenexplosion (German for 'wonder bomb blast' according to google translate)
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Nuketown Perks, Problem?
lead_psychopath replied to ChocolateKaiser's topic in General Zombies Discussion
Jugger drops at any point in solo, as one of the perk drops. Quick revive is always first on solo, it drops before you have time to finish round one. As 83457 said, there's defo some sort of bug there, you should have received more than 2 drops by round 20, the last drop being around round 23. All the drops are down by round 25, because of Richtofen taking over the zombies (not a legit reason, just an assumption). I agree with everyone that said they shouldn't change Nuketown, but I really wanted to see a patch that brought in more perks for NTZ, there's so many spots for more perks.
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