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aegisknight

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Everything posted by aegisknight

  1. At least through Black Ops, there were always better guns than raygun. I generally preferred a PAP'd wall weapon, what they lacked in damage was made up for with the infinite ammo and lack of crawlers everywhere (and in the early rounds, many more points). A second gun was always best to have a wonder weapon if you could get it, or mustang/sally if you couldn't. If flopper wasn't on the map, I'd kill myself with the ray gun more often than I would panic fire with the mustang almost always. With mule kick I would occasionally pick up ol' ray, but a second wall gun (less need to run to the wall) or a special (ballistic knife or awful lawton if I was with those needing frequent revives) still usually had more use to them. But I've never played this game mode, so it would depend on how the rules work
  2. looks more near sci-fi shooter than "gritty realism" that has been forced down my throat for the past few years with just about every FPS. I wasn't looking too much forward to it before, but I am a bit now
  3. well richtofen already had materials and staff on-site that it would be possible for him to commandeer, I personally believe he contacted and enlisted the help of the Soviets.
  4. well richtofen already had materials and staff on-site that it would be possible for him to commandeer, I personally believe he contacted and enlisted the help of the Soviets.
  5. jpop. there is a difference between the kind of "metal" previous songs were and "Coming Home". I have listened to metal outside zombies as well, the screaming in Coming Home sounds forced and out of place anyway, improperly done.
  6. I don't have the PC version so I wouldn't be able to do it anyway, I am just curious
  7. so I know there are a lot of people who play PC mod zombies with custom maps, so here's my question: can you change the spawn limit? As in increase the cap to near infinite? This would bog down nearly any computer set up, of course, but I think it would be a really interesting way to play, the way it would "actually" work in a zombie breakout that we seem to all so enjoy. I think it would make a great stand-alone game mode, like speed zombies (since the rounds are both faster and you will not last very long anyway). Some things would have to change, of course; I think maybe combining nuke with fire sale, with having no spawn for 30 seconds after they all die off would make it marginally possible, and probably a completely different approach to level design, but it would be awesome.
  8. Thats not really how it worked. Richard Nixon was in charge during the moon landing, and the rest of the Apollo missions. In terms of international relations, he is a rock star; he broke up the Shino-Soviet bloc (meaning Communism lost its most populous country and Russia could not even theoretically go to war with capitalism), and since the chance of the Cold War ever going "hot" were reduced basically to zero, he also created the first SALT program (strategic arms limitation treaty) and ABMT (anti-ballistic missile treaty), both of which froze nuclear (and in some cases conventional) weapons levels and outlawed some forms of weapons entirely. It was under Nixon, and around the time the Apollo missions drew to a close, that we actually went in the opposite direction with Cold War policy; the United States and Soviet Union entered a period of mutual "toleration" instead of constantly itching their nuclear trigger finger. The missile gap myth was exposed, MAD (mutually-assured destruction) was no longer necessary, and budgets to the military and NASA (NASA funding and the space race was unpopular and seen as a waste of money that could be going to social programs by the american people) were cut. We did not go back to the moon because it was not popular to do so, and without the "space race" as justification in the first place, it was hugely unpopular to continue pumping money into it.
  9. Okay, so I tested it out, and you indeed cannot get another Quick Revive after the machine disappears through the perk bottle drop. I do know that you can get quick revive from the bottle BEFORE the machine disappears, but I do not know if you can get 4+ drops if you just never touch the machine.
  10. For Kino, the best usage would be to replace it with the thundergun. If that is not an option, just run pretty far out, then mow down your group. You can't use them very effectively as defense without flopper; I personally always take at least 1 hit before my panic response kicks in, which is too late for M&S sans flopper.
  11. I have not confirmed that yet, its my biggest question with all this. Right now I'm playing Call of the Dead solo going for a personal record, but I'm on my last "purchased" quick revive. I am hoping to survive well enough (but just poorly enough) to have the machine disappear but kill him until I have full perks again so I can confirm this or reject it. If you indeed cannot get QR beyond the 4th in solo, then this theory would not be especially helpful. It isn't too much of a challenge to build up the zombies behind you to safely purchase your preferred perks on Ascension.
  12. I mentioned an Atlantis level in a guide I made several months ago as a bit of a joke, but honestly I am about 90% sure we will see an underwater ruins/city level in our next installment. It wouldn't really be all that different from Moon really, even the PES/low gravity mechanics could easily be re-used. It would more or less be a hybrid design of Moon and Shangri-La.
  13. the study of nuclear propulsion engines is still alive and well, there is much promise still to be found in that field. Long-range spacecraft would need to be powered through means beyond chemical and battery equipment, it is generally accepted this would be accomplished with some sort of combination of NERVA-style nuclear rockets and ion thrusters (which could most easily be powered with nuclear engines). Kennedy did push forward the plan to go to the Moon, his famous speech was given in 1961. However, he died in 1963. We did not actually land on the moon until 1969, under Nixon. Nixon ended up cancelling the remainder of the Apollo missions and other deep cuts to NASA's budget because the Space Race was never especially popular with the American public to begin with. Even after the moon landing, only 53 percent of Americans believed the achievement was worth the cost, most believing the money should have been put towards programs at home http://www.smithsonianmag.com/science-n ... ogram.html http://www.gallup.com/poll/3712/landing ... -view.aspx The Space Nuclear Propulsion Office was mostly during the Mercury space program, we thought just dropping nukes out the back of a spacecraft and riding the resulting explosion was a cheap and efficient way to get a man into space. The nuclear test ban treaty made this illegal, which shut down that office and that program. The NERVA nuclear rocket program was set up not to get around this, but to provide a much better solution. Its proposition was to be a successor of the Saturn rockets we used to get the Apollo missions to the moon; the next target of NASA after landing on the moon was a manned mission to Mars using NERVA equipment. It was the cuts in funding due to popular pressure that ended this.
  14. you can usually get a view of anywhere on one side from the other if you open up some doors, so thats your only option. That said, I had George Romero get very confused yesterday while I was playing solo. He should have died, but instead he just stood still with the red aura, tapping his light club in his palm like he was waiting for something
  15. Kennedy didn't have any such plans, he died before the Apollo program even really got off the ground.
  16. I don't see the m&s as vital on this map since there are fire trap in not-horrible spots. Especially at higher rounds, the traps are far more useful than any weapon, getting the thundergun has more than sufficed to round 30. Past that I generally start using traps anyway. The main strength I see in this method is that it facilitates multiple acquesitions of quick revive: it can still be obtained once the machine is gone. Since you don't need m&s, and therefore don't need flopper, the worst case zscenario is the backup I mentioned where you just guard jugg with the thundergun until you get more bottle drops
  17. I have been playing around on Ascension lately, and I began to think: monkeys cannot take your perks if they cannot get to them. So with this in mind, I came up with a strategy I think works pretty well. But I dont know its long-term application, so I would like feedback from players more experienced than myself. So here goes: round 1 and 2 knife and use up pistol, round 3 open up the upstairs, buy mp5k or m14. Round 4/5 open up power and turn it on. Now buy Quick Revive, and down yourself. Repeat until the machine is gone. Save up 2k, buy PhD Flopper. This will be your last perk purchase. Now save up 8k and hit the box until it disappears, hopefully scoring a Thundergun and some Gersch Devices. If not, see where it goes. If it spawns near pack-a-punch, by Flopper, at the Spawn, or mule kick room, repeat until you get thundergun and gersch, perhaps ray gun if you are not offline (more on this in a minute). If it goes anywhere else, your only box options are now through Fire Sales. From here, simply run at the flopper lander, one of the easiest spots in the game. When monkeys come, you only have to defend this one perk, and you will slowly collect the rest. In my experience, Juggernog has always been the first or second perk I have been given, so its not very challenging to wait until it is dropped. The process will be a bit faster if you are offline, since Mule Kick will not spawn. In theory you could simply leave Mule Kick locked off as well, but in practice it means that the fire trap (and to a lesser extent, box location) between the Flopper train and Pack a Punch is inaccessible, which means you basically have to take out all of your zombies with the limited Thundergun and Gersch ammo with MP5k, which I believe is unrealistic in the high rounds. If you are online, you pretty much just have to sacrifice Mule Kick every time it is given, which slows down the perk acquisition rate. The problems with this strategy are obvious; you cannot pack a punch or explore most of the map, but the strong point is formidable: a very skilled zombie player will get significantly higher margin of error at the highest rounds. The reason for this is because the dropping of perks at every monkey round includes dropping of Quick Revive. Flopper is easy to guard, first by just flopping down the stairs, and at higher rounds with choice thundergunning (and more flopping). The drawback is that it can require up to 5 rounds of nogg-less play. I have not tested this strategy out past round 35 to tell how much of a problem this would be later in the game, but I am sure some of the other strategists can enlighten me how much of a problem this would be. But I have already worked up some work-arounds. At a certain point it may be feasible to open Juggernog as well, and instead foresake Flopper, using the thundergun to fight off the monkeys. The advantage of this would be again building up a full set of perks, but with the same drawback as playing line with Mule Kick; if you get flopper for free, you then have to go nearly 10 rounds waiting for your next opportunity for QR. Is it worth it
  18. from what I can tell, you theoretically should always go down on the 4th hit (200 health with nog, 50 damage per each hit). I believe that if you have less than 50 health there is a delay to the regen, but you won't actually get the red screen unless you have 35 or less. Actually landing between 50 and 35 isn't easy, it means that you were hit 3 times, had a bit of regen, then were hit again at exactly the worst survivable point. In this case, you will go down in 1 hit and there is a delay to your regeneration, but you still don't get the red screen. This has happened to me so many times that I have a good feel for when its coming and I can prepare for it. I'm not so sure its a glitch, I just think it is a relic from campaign/multiplayer (when gun damage was more variable) that causes this confusion/problem with zombies, who always do a set amount of damage. I believe the recovery delay was put into the campaign/multiplayer to make it less annoying to kill enemy players in multiplayer, since shooting them to the brink would mean they can still be finished off quickly, rather than nigh-invincibility (allowing them to peek around a corner easily, making most of the sniper rifles worthless) However, in our context it is just frustrating since you can't tell where you stand.
  19. I would put the cap at around 20 as well. The only wonder weapons you have to work with are the Ray Gun (you'll get splash damaged to death) and the Winter's Howl, which has a severe ammo shortage. Even 20 is very seriously pushing it with WW's. Not sure why you mentioned bowie knifing, since the bowie wasn't invented until Der Riese. Getting to round 40 period puts you in the top 370 on the Verruckt leaderboards
  20. pie is correct, it is the first assault rifle (in WaW, it is listed under the "rifle" category for this reason) the BAR stands for Browning Automatic Rifle, it is a curious piece of equipment. It was designed to have semi-automatic and automatic settings, so it could be used either as a rifle (with surprising accuracy for its time) or as a supressive fire light machine gun. It saw service from the end of World War 1 all the way through Vietnam, and remains one of the highest-praised weapons in US service history. Its role was strikingly similar to what we now delegate to Assault Rifles; able to hit a target at distance while also being able to provide covering fire. Its immediate successor was true assault rifles (although it was never standard issue), and due to its functions I classify it as a proto-assault rifle. However, for much of its service life it served more as an LMG, one or two BARs were assigned to each unit with the sole purpose of providing covering fire to M1 riflemen during World War Two, and much the same with the M14 during Korea. There is a similar story with the FG-42. It was designed as a selective fire weapon (semi-auto or full auto), with a 10 or 20 round box magazine, but it was produced in a few derivatives. At the end of the day, it was designed with the same purpose as the BAR, but for Nazi paratroopers. It is hard to classify, since its derivatives include both the STG (the first assault rifle) and the M60 (machine gun), but due to its actual uses in combat and production intents, I would classify it as an Assault Rifle as well.
  21. so then when would most people have figured this out?
  22. the ones for the black ops map packs haven't really impressed me that much. They tell me what is in the maps, sure, but I'll find that out for myself soon enough. I much prefer watching the ones like Kino, Der Riese, Shi no Numa, and Verruckt. They make the game seem larger than life, extremely awesome, rather than just a dry overview of features. The ones for WaW also gave clues to the storyline, which I loved. I just watched them recently and feel like I still learned some things I otherwise wouldn't have. You get none of that with the newer ones. The zombie labs seem to me like they were just given too big of an advertising budget and are looking for ways to spend the money, it doesn't tell me anything about gameplay or the story itself. Sure it looks cool, but in the long run its worthless.
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