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Showing content with the highest reputation on 02/18/2019 in all areas

  1. 3 points
    (Black Ops 4, Zombies, PS4) I've noticed a scary trend in gaming over the last decade... First time I noticed this trend was when I couldn't play the Battlefield (3 or 4, can't remember) SINGLE PLAYER campaign because I wasn't connected to EA servers... Unfortunetly, it seems Activision has followed the trend. I really wish we could play zombies single player while offline and still earn and unlock things, and progress in levels. I can't imagine any reason why the game can't, at the very least, store our progress from offline games to be uploaded later when we connect! I got the game a few months after launch, so it seems I was spared the worst of the bugs and glitches. (i've only ever "blue screened" once since buying the game on Christmas) but I fear what may eventually happen: I am in round 65, i've maxed out many weapons and gotten thousands of headshots...suddenly I see: "Internet Connection Lost" some potential issue with Activision, PSN, or simply my own WIFI or electricity! What happens then? Do I just lose my hours of work from my current game?? This has not happened so far, but I chalk that up to "lucky me..."
  2. 1 point
    Hey all! I'm trying to suss out the values of grenades and I would welcome any help. I've been doing some testing, but I'm usually dead before 40 on normal, so I don't know the staying power of some of these equipment. I'm also not in love with bo4 zombies, so I'm not doing as many tests or games as I normally would. Frag: What round will it start making crawlers? What round does it stop making crawlers? I really have not used this much and would welcome any knowledge of them. Wraith Fire: This seems to be the community favorite. 2 uses, it lasts a while, but by 20-something it is weakening zombies more than killing them. But Instakill + WF is always a win. A solid choice. Equip Mint can combo with it. Sentry Gun: 1 use, slow recharge. First impression is that it is poo. However, when using it while grouping them up, I quickly hit 100 kills with it, then 250, then 500. So this thing is actually a sleeper beast. Mid 30s, it clears the room. It only lasts 10-15 seconds and is a pain to run ahead of the train and set down, but once using it is mastered, this kicks more ass than it seems. What round does it become junk? Does it start making crawlers or anything stupid like that? Acid Grenade: 3 uses, very slow recharge. I thought these might be a hidden gem, but mostly they stick to zombies that I did not intend to hit, and damage me and my shield. The recharge is so slow that I'll just toss 2, then throw 1 whenever I have 2. Even Equip Mint can't save this in my opinion. Am I missing some great potential? Is it good in high rounds? I'll take facts or opinions. Please and thanks. Happy gaming!
  3. 1 point
    I'm posting my thoughts on running trains and opening the map. But, I suck at bo4, so I'd welcome any advice or better training strategies, if anyone has anything to offer. One can easily run the whole ship, but by playing it safe, one uses lots of ammo to kill 1 or a few zombies, so I usually play it up close and hectic and die mid 30s rounds while trying to merc whole crowds similar to the older zombie games played. (I usually run counter-clockwise due to giant hands and small controllers. It's just easier for me to push the 2 tiny sticks together). Stokers can fire homing missiles through any basic white walls of the ship (at least on xb1). The missiles seem to be stopped by any other surface, like pictures, railings, trim, any brown walls, et cetera. ####### Forecastle: I keep the 2 lower doors closed (to State Rooms). I open State Rooms from the Grand Staircase (only for the Shield Part), behind the Swordfish wallbuy. This also opens Millionaire Suites to State Rooms, 1 level down on the Staircase. With those Forecastle-to-State Rooms doors closed, Forecastle is fairly easy to run. Basically I group them up on the Perk deck, often going under the Starboard side steps (near State Rooms door), then I run up the other Starboard steps to the front of Forecastle, and wreck them on the steps as they group up to come up. I cross the top, and jump over the zombies coming up the other steps by the perk. Repeat as needed. ####### Dining Hall and Grand Staircase: I open from Grand Staircase to Dining Hall, and I leave the Galley steps closed (I'm not sure that that part matters). I group them in Dining Hall, then I enter the Staircase area and headshot at doorway, move around corner past Staircase (in front of steps), headshot more. Then I head towards Galley, headshot by perk. Repeat. This is fairly easy. (Stokers fire missiles through white central walls, be wary). ####### Poop Deck: After running several paths, I find the steps on either side of the Workbench to be fairly safe. I go up the starboard side, come down the port side (by Workbench). Then I'll either go across the lower deck of Poop Deck, or I'll cut into the top of Third Class Berths, and come back out heading to the starboard side steps again. I don't find the PaP area to be very safe, so I avoid that. (Stokers fire missiles through white walls of 3rd class berths, be wary). ####### Grand Staircase alone: Ive left the Dining Hall doors closed, and ran around (front and back) the Grand Staircase on this level. It is a bit hectic. Dining Hall alone: With the Grand Staircase door to Dining Hall closed, I have run the Dining hall with some success. Open from Galley/Mid Ships deck. Both of these are less than the Grand Staircase and Dining Hall together, in my opinion. ####### Mid Ships: This gets too hectic for me, I've not had much luck. Cargo Hold: This is terrifying. I can run real dangerous tight circles, but it is madness to attempt. This would probably be a decent 4 player camp spot as I think no zombs come from the portal side of the room. Engine Room: This stresses me out, yet does not seem to be too hard. The issue is turning to fire, only to catch on something or have a zombie appear behind you. I haven't given it too much attention because I don't feel comfortable with this. Camping near the portal (and PaP location) is not bad, with the portal as escape. Camping would be better with 2 or 4 players, so you can watch both sides. ####### Try these out, or offer me some pro tips, or just read and move on. Either way, happy gaming!
  4. 1 point
    Phew...round 40 sounds high to me. My top rounds dont hardly get beyond round 30. I don't own BO4 so I cannot answer your questions. I'll post my own opinions about other grenades in the CoDZ series, however, and I would like to hear yours and other people's as well, if you would like to. One thing you must know is that I am absolutely no tactican/stategist. Frag grenade: the Classic. I use it to create crawlers, and throw them into tight hallways when filled with packs of zombies. Kinda the usual thing. S-mine: Very usefull! I buy them in the classic maps and plant them in the ground to create several 'escape routes' for when I get stuck on my training route. Monkey bomb: Most of the time I forget I own these wonderweapon after obtaining them from the Magic Box. If I remember in time, however, it is a very helpfull tool. Matryoshka doll: I absolutely love the idea behind this: A nationality-related special weapon only obtainable in one specific map: Ascension. The same would go for the Sickle, though that one can be found in Call of the Dead as well. The practical usage of the Matryoshka, however, isn't that great. Many times I manage it to commit unintended suicide with it. Still, a nice addition of Treyarch. Gersch device: Kinda the same with what I typed at 'Monkey bomb'. Q.E.D.: The funniest grenade in my opinion. And the most dangerous one... Many times I use this grenade I still discover new capabilities of it...many times causing my own death. EMP grenade: Or better known as the troll grenade in Grief. Don't use it alot in TranZit/survival mode, though I like it for not being overpowered. Quite the contradictionary, actually. Time bomb: The concept is good, though most times I use it I travel too much to the past so I don't really feel like continuing the game anymore. It really fits with the map, however.
  5. 1 point
    I only do the poop deck pap area. I don't feel comfortable anywhere else.
  6. 1 point
    Post the info that you find, please and thank you.
  7. 1 point
    genius! I'll try this split screen idea. i think laser sight 2 keeps the hipfire crosshair from expanding, even while moving
  8. 1 point
    Off the top of my head... (go to custom mutations if needed, all attachments are unlocked). Take the SAUG and put on dual wield and lots of attachments will become unavailable. They go dark or "greyed out" as I called it. Edit: this doesn't necessarily mean that I'm right about the hades hipfire. Maybe split screen 2 hades with different attachments on each screen, and compare the hipfire "reticle" size between the 2? What does laser sight 2 add over laser sight 1? I'm curious...does it hold steadier as you move, or are these laser sights shrinking the hipfire "reticle"? I'd love to know for sure, myself.
  9. 1 point
    I noticed that as well, but have no explanation for it. Gotta say this new point system seems a bit dodgy.
  10. 1 point
    I think Black Ops 4 was probably the most blatantly broken CoD game at launch. That game was not at all ready for the October release date and it showed. Treyarch as a whole can be pretty sloppy on certain matters. I mean, it is an absolute joke that the Gorod Krovi Easter egg has still been completely broken for the last 2 years. As for Blackout itself, I don’t want play it often, but I do think it is a pretty solid entry into the Battle Royale genre. It’s a bit disappointing that Activision couldn’t compromise on perhaps making it free, because it looks like Apex Legends may be a bit of a problem for it now.

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