lead_psychopath
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Everything posted by lead_psychopath
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Future weapons: Past, or future?
lead_psychopath replied to Stop Mocking Me0's topic in Research & Development
I'd like a mix like all of you! But I'd like to see more different wall weapons. I don't understand why WaW and BO1 had different starting room weapons, but BO2 had the same as BO1. They could've put the KSG or remington as the starting shotgun, and the smr/ fal osw as the m14, just decrease/increase power as needed. -
What the hell were you doing to get a 50 that fast Layton?!
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How could Extinction be Extended after Dlc4?
lead_psychopath replied to Black Hand Smith's topic in Extinction Mode
Seeing that IW has been using plenty of story topics from zombies, I recon we're going to see a nuked earth. But I definitely think we'll be seeing extinction again, so my thoughts would be that several countries create arks/bunkers, so that when humanity emerge, there will be some technology left. Just my 2c.- 3 replies
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- Extinction
- Ghosts 2?
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Is there any map you can't get into?
lead_psychopath replied to Marlton's topic in General Zombies Discussion
That's exactly why I love Nuketown, it's plain and simple zombie slaying! I recon if they had thrown in the Wunderwaffe DG2 as well, it would be way more popular. -
Glad to see it, well done guys!
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The "Wunder-ful" Wunder-Weapon Discussion!
lead_psychopath replied to killerussian's topic in Research & Development
I LOVE the plasma discus weapon. Totally amazing. When you mentioned the unnamed weapon, it made me think of a carpet bomb, so what about "the Carpetier"? I'd also love to see more explosive wonder weapons. Imagine having a load of mines. Timed, proximity, remote. But ones that would still one hit kill past round 30. You could even upgrade them, so they could have elemental power. Fire would release a tidal wave of flames, ice could blast up a huge iceberg that decimates zombies in range. Lightning, earthquake etc. Maybe like claymores you can only carry 2. -
more red antennas helipad? nacht der untoten
lead_psychopath replied to demesphor's topic in Nacht Der Untoten
Apart from Shi no numa, all of the WaW zombie maps are taken from the campaign. Nacht- airfield. Verruckt- can't remember the name of the level, but it's from the assault on Berlin level. And Der Reise is taken from Nightfall (again, not 100% of the name on that one). -
I personally wouldn't be that bothered if they remade really old maps. WaW would be ok, and Cod 4, maybe as old as cod 3, because I didn't play any of those maps as they came out. But remakes from MW3 and Black Ops are a bit thoughless for sure. Dome really did annoy me.
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I like that idea! But geeze man, how early did you get to the bridge to get the retriever/ gat kills?
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Completing Point of Contact and Nightfall
lead_psychopath replied to vinnievu115's topic in Teammate Finder (Extinction)
Which platform are you on mate? You say gamertag, so I'm assuming Xbox? -
You know, it wouldn't be so bad if they did bring back maps like terminal for free. But it is mental that every single DLC now has a remade map. As Bo2 was out, I was all for remade maps, and certainly on the Activision forums, many people were like " no, I want new maps!!!". At the time I couldn't understand it, I'd love any map, new or old. But having played remade and new maps, I'd take new over old any day!
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I just find it super duper tricky. It is just like the mode suggests, Chaos! Im trying to think of ammo, gun, reloading, killing, the bar. Holy crap it's mental!
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1) correct, but I haven't unlocked them myself. 2) yes, I bought the "regen health faster" as my first purchase, couldn't get a upgrade on that one. 3) To answer 3: again, I haven't done it myself, but I think for every colour change, it gets stronger. For example the Medic upgrade. Say it lasts 30secs on the first upgrade, by the third its 60secs. (15 sec increase per upgrade) 4) I think that is a once off. 5) The pool gives you 3 teeth, and you get one tooth at a time per barrier hive destroyed. (so on point of contact you could get 2 teeth) 6) As far as I've seen, it's always 3 teeth added to the pool. My answers aren't 100% correct, but the majority of them are.
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Sorry Eternal but on that one I disagree with you. It's been shown many times on each map that there is always a "best" or a "superior" strategy. If you were talking about multiplayer you might be right but in zombies there is always an ideal endgame strategy. Always. If you mean wr run or going past 100, you are right. But for the average player trying to hit 50+, there are a few easy ways in this map. Just from my experiences past 50; Buddha room kite. Takes some skill. Buddha room column. Takes little skill. Escalator by pdw: Some skill, getting drops, surviving jjs. Ledge outside gk room, post patch: frightening, but easy. Jjs, before and after the patch, are the biggest issue. Each of these can get a medium-skilled player past 50 in Die Rise. So, to elite players, eternal's post may be lacking, but i think that he is correct in context of most players experience. Shrug. That's my take. Which is the gk room mate?
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Can anyone stream and be on the sidebar, or is it a select few?
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On that one Eternal, I'd disagree. The banks make it easier, for sure. But I wouldn't take it out of a high round strategy, it just seems pointless to waste time. But it does depend on what type of player you are. I really do believe they put the bank in the maps where there's a lot to do/ buildables that take a long time to make. But you're dead right on the different strats. It's whatever works for you at the end of the day! And oh boy have I been downed on the elevators so many times!! @Ulysses1975 We do need a co-op game mate, I'll pm you.
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Very in-depth strategy. My 2 cents: I'd do a few things differently myself. You haven't mentioned the bank. So many of the steps are kind of redundant if you have money/want to use the bank. Everything can be done in round one. You'll have to do a few circuits of the map, but it is handier and quicker in the long run. I'd start off by grabbing a part to the trample steam. Then jump straight into the freight elevator, and take out about 40k (sounds like a lot, but keep reading). Maybe more if you want a bit of le-way. You will save masses of time if you already have a PaP SVU in the fridge, but it's not that important. Kill 5 zombies by shooting, not stabbing, incase of a Nuke. Go build the Sliquifyer, grab it, and remembering where you dropped the part for the trample steam, pick it up again. Go turn on the power, and buy the perk that's level with the room, jump onto the other lift, and let it bring you to the roof. Stay on it till you hear the bell, and jump off immediately. Buy that perk. (hopefully the two perks you should have will either be Mule Kick, Jug or Double Tap II). Go get Mule Kick, which will either be in Dead Man's Corner, or the other lift that's left. Save one perk slot for Quick revive, just by the trample steam. At this point, I usually have Mule Kick, Jug, DT and QR. I don't know why, but with this combo of perks, 9/10 my free perk is Speed Cola. I hate Who's Who, so I usually miss a few bullets on purpose with the jumper rounds, so I don't get it. Jump across to build the trample steam, and using the lifts to go up to get parts, build it. Buy the SVU off the wall. Grab a trample steam, and go down to the Buddah room, buying the Galvaknuckles on the way. Jump back to the power room, and go back to the roof. Pack-a-Punch Mustang Sallys and the SVU. Go all the way back to the Buddah room. Standing on the second level, directly opposite to the broken pillar. Start the next rounds. Using the SVU, try and get as many headshots as you can. Standing at the very edge of the platform where you are, just before you fall off, opposite you, there is a window where zombies come in. Kill them before they come in, and after 10ish headshots, you'll get the longshot perma-perk. You'll get 360 points for a body kill or 400 points for a headshot kill!! I've had over 400000 points around round 30 before now! Round 2->25, camp in the same spot, but after round 10 place the trample steam a little bit in front you incase you get over run. I find doing it this way, I don't get any ( or very few) downs. Round 25+ basically, exactly what you said Ulysses, shoot a sliquifyer onto the base of the broken pole, stand at the top, wait for half of a train to build up, and shoot one sliq bullet into the crowd. Just to help you get past round 40 mate (I was stuck on 36 for about a year, then beat it and suicided on round 53 the other day): 1) When you get forced off the post, drop down, don't jump. I find if I jump I also die. The other thing you can do is drop down the left side. It's slightly harder to run past them all, but there are few zombies that side. 2) Don't be paranoid about ammo conservation. I wasn't starting to run out of ammo for the sliq until round 48 ish, and I was wasting a lot of ammo, literally shooting a 3-4 shots onto the base. 20 bullets will last a full round 30-45ish, and you definitely will get a max ammo in two rounds. 3) After round 30, get every single drop. Carpenter, nuke, whatever, it doesn't matter. A friend once belived there is a permaperk that gives you more drops if you collect every single drop. I believe him. I haven't seen it confirmed or mentioned anywhere else, but round 45+ I was definitely getting about 6 drops per round. 4) When you shoot your bullet into the crowd of zombies, aim it at one the left hand side. I find when the zombies do break from the goo, and run up, its always the left hand side that lets me down. At least if you get one on the left side, it leaves some goo behind. 5) Don't panic with shooting a few bullets at the base. Like point 2, I really don't find ammo a mega problem till round 50+. 6) If a zombie does break through, shoot the sliq at it. Sometimes, if you're careful, you can get even further up the pole, where you won't slide off. 7) Round 45+ take out the first two waves with your SVU, or M&S or a DSR. I've managed to preserve ammo that way, especially if you're getting past the hallway mark. 8) Any drops that you do get at the bottom of the pole, jump to get them. It might seem crazy, but the zombies are so busy sliding around, they very rarely hit you. On a side note: Sometimes, Round 25-30 I'll shoot the goo at the bottom of the pole, but use the M&S to kill the zombies, just to speed things up. Hopefully this post isn't mega long. I like your strat, just thought I'd give you what I do as a comparison. As for time wise, it might seem long, but I've actually managed to get to round 36 in 90 mins doing this, so it is quite quick method.
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I seriously can't believe there's another thread about the redeemer, over a year after the map has come out. DBZ, I've had teammates do it your way, but I've never managed to do it myself that way. Danishka's way is perfect IMO. It's the way I've always done it, and it always seems to work. @eternal and Mega. I can confirm, 100 times over, that you cannot do the bridge step before round 10. I've tried it on round 6 solo before, hasn't worked. To the OP, if you can't find a thread, even with the search function, use Google. Google what you want, with CODZ at the end of it, it often brings up what you want. And finally one last thing I'd like to throw in, is when you chuck the 'hawk into the fire pit and it doesn't work try throwing it in the other side. I used to get so stuck on that bit, could never get it in a co op game, only solo, then a friend told me to do it on the side of the dogs- worked every single time after that.
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Nice little guide man, good for total beginners. Just two things I'd suggest/change that made me much better at the game: 1) Jug is more important than anything else. Realising how good jug is when I first started made my rounds go from about 15- 30. 2) Don't hit the box until you have jug. Use a wall weapon till about round 10, they're more than strong enough.
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strange power generator thing that blows up
lead_psychopath replied to thegoldenspork115's topic in Nuketown
Yeah, I think that too. But some other interesting finds: If you knife the light switches on the outside of both houses, they blow up and hiss. Also, on the generator thing, if you shoot it with your starting pistol once, it doesn't explode, the cover comes off of it. Shoot it a few more times and then it explodes. -
Top 5 Best and Worst theories of all time
lead_psychopath replied to Black Hand Smith's topic in General Zombies Discussion
How about the fear theories? Fear Russ with the first letter of each dlc title Fear teddy with the last letter of each zombies map. To me they were a bit silly. Especially when Uprising came out which blew the Russ one out the water!- 5 replies
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- Top 10 list
- Theories
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Likewise, ive found two intel! Found loads at this point in Nightfall!
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You also lose it if you fall off the map in either Buried (by Pap) or anywhere on Die Rise.
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