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LocoMofo85

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LocoMofo85 last won the day on August 19

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About LocoMofo85

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  • Birthday 04/16/1985

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    LocoMofo85
  1. Numbers in Green Run Question

    I think 90% of these numbers were put there to mess with the people who over analyze the ever living fuck out of every last detail on every last zombie map. Treyarch has a wonderful sense of humor. :D
  2. What the Eye Colors of the Zombies could very well mean

    The glowing eyes has always represented Element 115. Design just changed over the titles. Now they may be running a retcon to cover this up.
  3. Sabotaging Richtofens Plans

    All those tidbits are wonderful, but again, I'm talking full scale, playable story line mode. Not any variant of survival. They way I'd like it is a campaign/story mode that doesn't sacrifice the COD Zombies elements and vibes too much, particularly where the zombies are concerned, and spawn mechanics. You don't have to abandon waves to facilitate a campaign-style map, it would just make it harder, which is what I want. This could be done for certain maps, and still have modes like survival and grief.
  4. Sabotaging Richtofens Plans

    Posting extremely late, but, I disagree with this. Classic zombies is AMAZING, and there should always be a survival mode, but COD Zombies could greatly benefit from a more compelling, engaging story mode where you actually have detailed story progression, much more complex maps, and actual objectives to complete maps and move one cohesive story line along to a conclusion or perhaps alternate endings. Treyarch might feel like some cutscenes would ruin the Zombies experience, but we the players have been grinding waves for almost a decade now. Some major growth is desperately needed. Blops 1 is and will forever remain my favorite Zombies game, because it's the same thing over and over just with new maps and extras, and they've gotten progressively worse since Blops 2.
  5. Tested for light emission on TranZit/360/Live, standard edition disk. Could not find light emission. Further thought put in lead to a few creative design theories: Element 115 reacting with the explosion What remains of the human soul departing the body That's just in the event this is simply a creative design choice. The element 115 theory got me thinking, though. What if it is some form of Element 115 energy? Ideas on how to test Energy Applications: Various devices including but not necessarily limited to the TAM 23, Turbine, Electro Trap, and Turret My idea is perhaps setting them out activated and kill as many light zombies as close to the device as possible, hopefully feeding it self-sustaining power or something? This could also be tested with dropped items, if you can leave a device at a certain location, and kill light zombies around it, maybe it will power up and start working on auto, without consuming your item slot? (Wishful thinking ^_^) Most of this testing would require multiplayer. Perk Machines. Total tally of 'Under Lamppost Kills' (in other words try killing up to hundreds of light zombies under the same lamp in one session. Not easy, but.) For some reason I personally feel if there is some hidden secret here, the location of application would be just far enough from the nearest source of lava that timing would be of the essence, because zombies will only stay on fire for so long.
  6. My mind is drawn directly to this for some reason. It's odd that it exists, even more odd that it exists only in TranZit mode. There must be some use, some small application. I'm in Tranzit right now, as soon as I get to the diner I am going to camp and start testing some stuff.
  7. New ideas for zombies

    In addition to archaic survival mode, a Campaign Mode, but far more subdued and within the COD Zombies vibe. Just a mode with actual objectives people can't ignore because it's not generic survival on a closed circuit map. Throw in more elaborate maps, more exploration, same easter egg etiquette. For me personally, a campaign mode would make it more engaging over-all.
  8. Stat Inquiry (Gibs)

    Thank you. I don't usually use explosives, hardly ever. My dismemberment count must come from my love for headshots. Often when aiming for the head, a hand will get in the way and be blown clean off. I have a fairly high volume of gibs for someone who only really deploys monkey bombs when I have them, or the odd strategic simtex.
  9. Stat Inquiry (Gibs)

    You may have saw my thread explaining that I was quitting Blops 2 Zombies. Well... I can't stay away, even if it means suffering through shit sessions with complete incompetents. I have an inquiry for all the CODZ veterans relating to Career Stats. Something that has been driving me crazy. One of the stats is commonly called "Gibs". It's far right, middle row. The icon is a zombie hand extended in anticipation of a fresh down. Word around the campfire is, this Stat represents how many times zombies have damaged you. My problem is, the numbers don't add up. There is virtually no way in hell, that I've been tagged 21,755 times. There is just just no fucking way... lol. I'm no mathematician, but it's just impossible, period, lol. Especially since I only have 26,902 kills. My theory on this, is that it actually represents the number of zombie hands you have dismembered. it's the ONLY logical explanation, unless the calculator is severely broken, and counts every zombie hit as roughly 100-200, rofl. Please help me here... It's driving my crazy.
  10. Who is The 'Demonic Announcer'?

    This is very likely, far more likely than basing it on his personality, I totally agree. But even form the start you have Maxis, the father figure, brilliant scientist, but he is reluctant to create weapons for the Nazis. He sort of painted as the protagonist from square 1. Then you have Richtofen, hired by Maxis as his subordinate, which ticks Richtofen off. He also grows paranoid and suspicious of Maxis, thinking that he will betray them and claim their work as his own. He longs for power, longs to gain access to the Aether to become all-powerful. I mean his character certainly fits those shoes to a T, whether the writers intended for it or not.
  11. Who is The 'Demonic Announcer'?

    Who? Who is usurping what? What isn't important to the larger scheme of things? This is my understanding of it, as it has always been, and given recent research into the plot itself, canon; what we know for certain. This is all about the Apothicons, always has been, always will be. But they aren't the type of character you put front and center, hell, they never even make it on stage. We are talking about extra-dimensional beings here, and I'll get into that later. The Apothicons distributed the Element 115, this entire situation is of their doing, and their doing alone. Maxis and Richtofen were merely the poor, unfortunate souls who discovered it. The intentions of these beings are fairly unknown (again, canon, not speculation/fan theory), but we can safely guess it's nothing good, nothing that will benefit humanity. When Richtofen was taken to the moon to interact with the MPD, this was no mistake, or MDT error. He was supposed to touch the MPD, supposed to hear the voices. The Apothicons chose Edward for his specific personality; weakness. A man who clearly demonstrates characteristics like paranoia, jealousy, anger, a self absorbed, arrogant man... The perfect pawn to seduce and manipulate... And that's all he is, a pawn who's lust for power and knowledge lead to his corruption, and servitude to the Apothicons. But before we get into all that, before Richtofen even swapped places with Sam to gain access to the Aether, Sam was there. We all know Sam was teleported to the moon where the MPD awaited a human host. Scared, she went inside... I believe the Announcer WAS Samantha Maxis up until Richtofen took her place. I mean, it's evident from a writing perspective, she was there, he was not, period. But this wasn't part of the Apothicon's plans. I believe they wanted Richtofen, not a little girl. Evidence of this is found from the character themselves, referring to this voice, and the power-ups it spawns as "little girl", Richtofen himself being quoted as saying, "A gift from Sam... but why?" (MY own fan theory real quick. I think that, maybe, Samantha wasn't as good of a pawn, and therefor she never played along with the Announcer role. And that the voice we've heard from the very start, was actually Richtofen, transcending time to do the Apothicon's bidding.) Later Richtofen swaps places with Samantha. Now he is the Announcer, and in control of the Element 115 zombies. Getting back to the Apothicons and the nature of their existence. One thing we know for certain, they aren't from around here... Not this galaxy, or any in our own universe. They are extra=dimensional, they aren't necessarily going to be able to interact with us, on any level. Now we get into my fan theory. I believe the Apothicons chose Edward because he was easily manipulated and seduced, more-so than any of Group 935. He also possessed more capacity for evil than the rest. Based on this, he was chosen, and sent to the MPD. The voices he started hearing were not Apothicons, but rather the Apothicons using his own mind to interact with him. Because again, they are extra-dimensional. I believe this is the reason they needed/wanted a human host to enter the Aether in the first place, to act as an ambassador of sorts between the Apothicons, and our dimension. (Or perhaps a human conduit of sorts was essential to oversee the human subjects exposed to 115) It's the only logical explanation, and I do like to think Treyarch didn't just throw darts at a list of ideas in order to build this storyline, rofl. Long story short, the Announcer has been both Sam and Edward. Edward is just a pawn, a weak, flawed man who was used by these beings. He's not some god of the undead, or evil genius.
  12. I may have a theory on this you can test. What if the light is caused by what you could call "overkill damage"? So for the sake of a loose example, take a flaming zombie, give it let's say, 5% of it's max health remaining. You come along and deliver a killing blow valued at let's say 40% damage, and as a result, the explosion creates a light animation. Just something to consider when testing this out, maybe try different damage levels prior to the kill. You've got my interest and I will be looking into this later tonight.
  13. I'm going to look into this. On Live as well as solo, I'm on 360 as well, standard edition Blops 2 disk.
  14. Early round strat?

    Survival on Depot I assume? Well I always like to hunker down in the depot for the first 5 waves (roughly). I do this for ease and comfort of geostrategic positioning. Once you open that door, things get messy and we lose a considerable amount of control over our environment. Within the Depot, there are only 4 windows, one for each player. It's extremely easy to control this area until that door opens. I also like to show up at the box with substantial points to spend on it. Usually I buy the M14, just in case the box decides to be difficult. I too love the camp spot behind the building, but it's not easy unless you have an experienced team. Usually when doing well coordinated sessions of this map, There is a bit of a system to that camp site. First of all you need the proper hardware. There is no speed cola, so camping in a death trap spot with an RPD, probably not your finest hour. ^_^ I prefer an Galil, Mtar, Ray, hell even the H4M3R has improved reload speed over the RPD. If you have a good team, your allies will exercise some common sense and actually develop a routine where at no point in time, is every player reloading. This is the worst case scenario. 4 players in a death trap unloading their ammo with reckless abandon. I actually subscribe to the belief that in order to camp here, you need at least 1 player with an LMG, RPD, H4M3R, anything with a large enough clip to cover your allies whilst thy reload. That is pretty much my strategy on Depot. Always adapt, always have a contingency plan or exit strategy. Positioning is important to me, as I hate training. It's so repetitive and boring, not to mention risky by nature. I am more of a logistics and statistics type player.
  15. I never really noticed the light effect, at least not in any capacity that would warrant suspicion or extended interest. The Electro Trap is beautiful, but it's a pain in the ass. The reason you don't see most people using it is because it requires a Turbine to power it, making it very clumsy and troublesome to operate, often requiring the assistance of another with a Turbine. The Trap will actually kill zombies almost instantly up to about round 40-50, a sustained power source being the only catch. Back in the day my brother and I would use them to block doorways in order to camp for a minute. We put it in the Bookstore Doorway in the Town area, back by the Olympia. I miss those days, when things like that still had novelty. ^_^ I find most of the Blops 2 gadgets go unused. The Springboard in Buried was one of my favorite. Everyone found it to be useless, but I wouldn't give up on it, lol. Most people are aware of the camp spot in the Saloon. You can go upstairs, and there's this on L-shaped hallway with a dead end, but a hole in the wall where you can drop down back onto the main floor. Well I got this idea... lol. What if we set up the Springboard precisely where we'd land when dropping out of the wall, and in return, it would launch us clear of any zombies crowding the main bar floor. It worked fairly well, wasn't fail proof, but it made that spot a lot more secure, and fun, lol.
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