Jump to content

Megaton A

Member
  • Content count

    488
  • Divinium

  • Joined

  • Last visited

  • Time Online

    3d 12h 54m 43s

Community Reputation

8

About Megaton A

  • Rank
    Space Monkey
  1. Never Ending Round 5?

    Well, looks like my mystery has been solved... and patched. Apparently it had to do with actually killing zombies when the rocket ignites after hitting the switch. According to the newest patch notes; -Resolved a bug where an increased number of zombies would respawn after being killed via the A-10 Rocket platform trap. That sucks. I loved having a crazy amount of zombies on round 5.
  2. ray gun shot gun?

    It's just yet another a theater mode glitch. The gun doesn't actually appear this way in-game, only when you go back and view in theater. I saw another one someone posted that looked like a monkey bomb holding a machine gun.
  3. Never Ending Round 5?

    You always get fire/exploding and electrified zombies after hitting the switch.
  4. Never Ending Round 5?

    I'm really confused/interested in how this works. Yes, once you pull the switch, zombies will start spawning back in the teleporter area. Some electric, some explosive. It's meant to make it more difficult to hit the switch by the teleporter to spawn the Ragnarok part. Now, the first time I tried this (also on round 5) I had zombies spawning in for what seemed like ages. Wave after wave kept coming, and about 45 minutes later I was still on round 5. To be fair, I wasn't constantly killing zombies that whole time, but as I was running around the map I killed quite a few and they kept spawning. After I finally got down to the last zombie, I had upgraded one bow, and had earned enough points to PaP my gun twice, buy three more perks, got downed, bought 4 perks again, and still had points left over. Then I did the same trick, spawned in another wave, and it wasn't as many this time. Probably about two more full waves. Since then I have tried it a few more times, and only got a handful of zombies. Basically only the ones that spawned in while the rocket was test firing, then after the doors opened they stopped. So I've got a few working theories on this; 1. Treyarch saw how exploitable this is and already hotfixed it in to spawn less zombies. I find it doubtful that they would have fixed this so quickly, but I guess it's a possibility. 2. There's a glitch that causes far more zombies to spawn than what is intended. 3. There's some unknown variable that dictates the amount of zombies that spawn. I'm leaning towards 2, but hoping there's a way to re-create it when you want to. I'm wondering if maybe the first couple times I did it, I was spamming the square button on the switch repeatedly and somehow it tricked the game into spawning multiple waves of zombies (as if I had enabled the switch multiple times). Or, maybe staying in the teleporter area longer will cause zombies to spawn for a longer time. The last few times I did it, I know I ran out the door as soon as it opened. Not sure about the first time. Other than that, I can't think of anything I did differently the first couple times. All attempts have been solo, on the same round, with the base bow unlocked, and with Jugg. I also never actually hit the switch (the one next to the teleporter) to get the part, as I was intentionally using this to get more zombie spawns. I plan on doing some testing with this when I have time, but if anyone else knows how this works, please let me know.
  5. Treyarch screws solo players again

    Some of us enjoy the challenge, and the process of completing these "quests" in the game. Finishing it is its own reward. What do you get for completing any game? The sense of satisfaction of completing it. Well, the past couple generations you get a worthless "achievement" or "trophy", but most people don't play and complete games for a gamerscore, we just enjoy playing and completing the games. It's really silly for a developer to say "Well, this game was designed for you to play solo, and many mechanics customize to solo play, but you can't 'finish' the game solo, because we say so." What if you got to the second to last mission of the campaign, and you just couldn't progress any further unless you had 4 players? Would that not be ridiculous? This is the same thing. The game is designed for solo or cooperative, certain mechanics work differently to cater to solo play, but when it comes to the main quest Treyarch just says "Oh, you don't have a full group? Screw you. Run in circles for a few hours until you get tired enough to make a mistake or turn the game off out of boredom." Let's face it; the reason Zombies has remained as popular as it has, and set Treyarch apart is because of the easter eggs. They took a simple endless horde mode, and gave it a purpose. A goal. And then stripped that goal from solo players for no good reason. And no "You need 3 players to zap everything" isn't a good reason. All they had to do was change that step for solo play. They changed plenty of other things for solo play. 3 years and they couldn't come up with an alternate step that made sense?
  6. One week later with Shadows of Evil

    Wow, I'm pleasantly surprised by this thread. I kind of assumed that all the "hardcore" Zombies players saw SoE as the greatest thing Treyarch have ever created. But I'm seeing a lot of people that feel the same way I do. I've watched a lot of vids over the past week or so on SoE, but I haven't been able to play BO3 as much because I've been playing a lot of Fallout. When I did play, I found myself playing more of The Giant just because it was so much more simple to jump in and play a game. I didn't have to manage some transformation mode, and restart because "Whoops, I wasn't fast enough to hit that one switch with one of my transformations, so now I'm at a disadvantage. End game. Wait for scoreboard, custscenes.... just to start over, screw up again, end game... Eurgh. I'll just play the map where I can get straight to the point." Tonight I finally sat down and made a real go of SoE. Finally got the PaP unlocked, got the WW, got the sword, ran to round 34. That's pretty much me done with the map. I can't complete the EE solo so there's real no reason for me to go through all that trouble again. I got to a decent round, that's enough for me. I didn't even feel like going through the trouble of upgrading the sword since, again, I can't finish the EE so what am I working toward? Don't get me wrong, the map has a lot going for it. It has great atmosphere, it looks amazing, has a decent amount of little secrets, the boss is well balanced (though shows up way too frequently as others have mentioned) and once you get set up it's rather enjoyable. It's just too damn annoying and tedious to get to that point. So unless I happen to have some friends online that want to play it, I don't see myself wanting to do much more with it. I played Origins over and over for months... because I knew it was possible to complete the EE solo. Even though I failed repeatedly, I had a goal besides running in circles for hours. SoE? No reason for a solo player to keep going through the trouble.
  7. Shadows of Evil all high round strategies! Updated 1/4/16

    PaPing the wonderweapon was patched? Has the patch not come to the Xbox One yet or something? Because I just did it tonight. First time I ever did it, actually.
  8. ​Perhaps. What made me think of it originally what the spot where it shows up in the teaser. It says "115", and then has the symbol right next to it. Almost like they were trying to spell it out for us. 115 = symbol. But again, I'm probably way off.
  9. ​Perhaps. What made me think of it originally was the spot where it shows up in the teaser. It says "115", and then has the symbol right next to it. Almost like they were trying to spell it out for us. 115 = symbol. But again, I'm probably way off.
  10. Zombies gunsmith and the ray gun M3

    Interesting. I made a long, detailed post about how I think a "Pick-whatever" loadout system could work in Zombies in the thread about how the ranking system might work, but this site seems to have weird issues and it didn't bump the thread or show up that it had a new post. I definitely think underbarrel attachments could be cool in that kind of system (since different optics/sights don't make a whole lot of difference in Zombies), and I could see a Raygun attachment being kind of cool. I think a loadout system could be really fun and, if done right, could be balanced too.
  11. A closer look at BO3 zombies.

    ​Interesting... I decided to look up WWI German officer hats, and I don't see any that have the braided straps with side buttons like on the zombie in the trailer. However, compare my previous pic with the Soviet Navy officer's cap; Again, the logo on the hat in my screenshot is tough to make out, but of all the caps I've looked at, this one seems to have the closest resemblance, as it appears (to me anyways) that the cap in the screen has a somewhat circular emblem on it.
  12. A closer look at BO3 zombies.

    It would appear that that's not a concern. Even BO2 didn't sever those ties. ​Of course it is. BO2 didn't have any Nazi Zombies. There's a reason Origins takes place during World War 1 and not 2. WaW's entire Nazi Zombies Mode was removed from the German versions. BO1's Kino was heavily censored and all future maps didn't have any Nazis in them to avoid any further complications with German censorship. I must have been misinformed. Did they make any statements in that regard, or just a subtle transition? Coming back to clarify [edit]. Group 935 is not, and never was a Nazi organization. They were simply sponsored by the Nazi party when the war began, at which point, Maxis, needing funds, accepted their offer (very possibly at smiling nodding 'accept Der Feuhrer's generous offer' gunpoint). So they could effectively use tasteful references to Nazi influence and such without violating German regulations; but the true story is of Group 935, which I hope they will somehow carry on. ​It's not that Germans object to Nazi imagery being portrayed in a negative or positive light... they just plain do not allow it at all. When I was on tour in Europe, we got kicked out of a German hotel... and being the drunk smartass I am, I started "goose-stepping" down the street and doing a Nazi salute. The two Austrian guys that were with us almost tackled me, screaming that I could get arrested for doing that kind of thing there. It's (understandably) a very sensitive subject to them, and apparently I was being an insensitive prick. Nazi Zombie Army was released in Germany, but the Nazi symbols in the game were removed, as they are banned by German law (though I'm unsure if it still had "Nazi" in the title? Probably not, I would assume). I assume Wolfenstein was released with censorship there, also. So yeah, Treyarch could absolutely do Nazi zombies again, they would just have to remove the direct Nazi imagery like they did in the past for the German release. I would assume the decision to stop making the zombies "Nazi" was more to make things easier and avoid having to make a different version of the game for that specific country than it was them not being "allowed" to make them Nazis. Especially since the rest of Black Ops and Black Ops II didn't involve that time period. Why go through the trouble of having to censor that one game mode alone when you could just stop making them Nazis to begin with? But now... longer development time, most time to localize and censor... it's possible they would bring it back. There's definitely some kind of logo on the hat, but I can't make it out. It does have the braided strap with buttons on the side like a German officer's hat, though...
  13. Ranking system: How will it work?

    What I think would be interesting would be a combination of classic zombies, the way multiplayer works, and a natural progression of the presistent upgrades we got in BOII. For instance, the maps are the same as always... you have wall weapons, the mystery box, perk machines, etc. However, you also have a rank-based multiplayer style loadout with unlockable gear and upgrades as you level up. Maybe they could even do something similar to the pick 10 system (Z-10?). So you can pick a starting weapon, customize the camo for it, add attachments, pick a secondary weapon and do the same, pick a perk... but all of these things take up a slot and you can only take so many things into a game. So... you get to level 15, and (like multiplayer) you have a couple perks unlocked, a few of the weaker guns, etc. You have Double Tap unlocked, so you can start the game with that, a shotgun that you've unlocked, etc. Now you start with Double Tap, but you have to use the perk machines to get more perks in-game. Since Double Tap is a part of your loadout, you keep it even if you go down... but it counts towards your 4 perk limit. Perhaps you could even take grenades off of your loadout in order to add another gun or perk... or swap your grenades to start with Semtex (or whatever variant grenades the game has). Or maybe you want to start with no perks or guns, but instead take a distraction grenade (like monkeys) into the game, or maybe the ability to take a fifth perk.... as long as you've ranked up enough to unlock those things. As you rank up, you unlock better gear and perks... so once you hit 55 (or whatever max level is), you can start with Jugg and/or a Raygun. Perhaps once you hit max prestige you can even start with a Pack a Punch weapon. Or with each prestige you gain the ability to Pack a Punch one weapon (but again, it costs a slot to use the upgraded version). They could also incorporate the bank from BOII into this. Just like that game, you have a bank somewhere in the map where you can deposit points, but instead of a direct withdrawal in-map, you can start a later game with a withdrawal of points... at the expense of one of your loadout slots. They could also have unlockable customization items for your player character that are nothing more than aesthetic and don't take up any loadout slots. This system really wouldn't be that much different from the persistent upgrades from BOII, just more transparent and easier to work with than "Suck really bad for a few games and unlock Jugg for the first few levels", and would add even more replayability and goals to Zombies. They could even incorporate weekly and daily challenges for bonus XP (like "Get 600 headshots this week", "Purchase 10 perks from perk machines today" or "Revive teammates 10 times today"). Mind you, I'm not saying that this is how it will work... just something they could do that would make sense to me. Edit; Expanding more on my ideas (and responding to question #5), after thinking about it more, they could also give each DLC map its own ranking system. That way not only would everyone be starting from scratch with each map (as it should be) and nobody would be starting a new map totally OP, but they could also incorporate in the ranking system any new/different perks or weapons that are added with each map. So using older maps as an example, it would be like "I'm level 50 on Mob of the Dead and just unlocked Electric Cherry, but only reached level 20 on Tranzit because I hate that map and don't see any need to unlock Tombstone".
  14. Pop Goes the Weasel (Easter Egg) VIDEO TUTORIAL

    Its the Exact same steps except with 2 people The only advice I could give for 2 players is you have to make sure you make the most of your Afterlife since you only get 2 per round (as opposed to the four you would get with as many people). I like to leave a zombie every round for the first few rounds or so just to make sure we're making progress and not wasting our afterlifes by not using them.
×