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Everything posted by InfestLithium
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We have guys that already do some pretty great strategies including way's various videos and guides. it's not so much a loss of good guides or slayers, but rather we've transitioned from knowing how the Zombies engine works like exempting spawn points, instructions on difficult training movies like dragging out, and knowing how to time kills to just learning what areas of the map are the best for training (if possible), best arsenal to stay alive other than hoarding all the OP weapons, and using the structure of the map to one's advantage. It was only a matter of time before we hit the decline. Still, the strategies don't differ in quality; they just begin to ignore the tiny details. Honestly I would also like to see those old-school ways again. But until then, I guess we're just in limbo against everything outside of Zombies.
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They are on break for now, I suppose. Hopefully it stays dwindled down for good.
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You hit the nail on the head, Jay. I couldn't have agreed more with your points. I think though that with the map creativity, they had some good concepts but lacked with ways to make it flow evenly. Where there was a good instance going for it (i.e. bus in Tranzit, elevators in Die Rise), it only failed because of something external that made it awful (huge open area around bus with Denizens, slow elevator speeds and potential deaths due to glitches).
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It depends if they have a mic. Shangri-la with micless randoms was unplayable due to the fact that you needed all 4 people to stand on the switches to open PAP. Whenever I have that happen on Shangri-la, most of us realize when the round hasn't ended within 3 minutes while a crawler is left out or they see parts of the rotating statue stop. I would assume that everyone having over 5k points on, say, Round 10+ would like to Pack-a-Punch.
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Red dot up in the sky, seen from GG Bridge?
InfestLithium replied to RdJokr's topic in Mob of the Dead
This. When you look for the player arrows while on the Golden Gate Bridge, they always point to this particular instance. ZombieGK is right though about the bridge technically being underneath Alcatraz Island but a very good distance away from it. It allows the game to have a smaller map than actually having the bridge very far out of the map yet playable. -
I believe "The Rift" is simply, an actual Rift.
InfestLithium replied to GameChanger's topic in General Zombies Discussion
Considering that three missiles - all being launched from the Moon - gave a solid pounding on Earth, I would think the geological effect of rifts and shifting tectonic plates would not be considered "normal". Physical effects that alter the Earth (example being the massive floating chunks of the world orbiting Earth in Die Rise) could just as well create a new rift in Angola. It was just a matter of the right place in the right time. -
Small problem: the Zombies team makes every map. There is no indication from anyone whether one team made more of the map than the other. People have forgotten that while the Campaign team does give their input and help into a few of these maps, they don't assume control over it. That's the very reason why people are jumping around nowadays saying "oh all the good maps were done by the Campaign team and all the sucky N4 ones by the Zombies team". It's fallacious and not presentable. Every map is done by the Zombies team regardless who put more effort into what.
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I was playing with a group of randoms one night, and someone turned on the generator in spawn. My volume was down and I wasn't paying attention to the zombie that jumped out of the portal. Same for the other two guys. The one who initially activated it got swamped trying to rack up points and went down. Easy way to end the game at Round 1.
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For some reason, people feel that going down within the first five rounds in Origins means you will have bad luck the rest of the game, whereas those who go down beyond Round 10 feel they will not survive after going down (since they lose perks) so they leave as their way of defeat. Randoms could not and would not care about the impact of them leaving the game in terms of the match's quality. This reason alone is why I prefer playing with friends or those who tell me straight off the bat that they just want to hit some high rounds. It's almost a miracle playing a game beyond Round 15 without anyone leaving.
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Good stuff - I love seeing the ties with Satanism and something far more sinister that a girl. While I don't follow suit with Samantha fully being some sort of demon, I will for the sake of argument in this thread. What I find fascinating is how she is able to hit the core of each character. While you're in Zombie Blood, she talks to a character and basically puts them on a guilt trip along with their "mini biographies" that are supposed to make them feel superior of their persona while she mocks them for not releasing her. The one I always remember is Samantha telling Takeo that the way of the samurai, his culture, his heritage, his honor will diminish and fade to black while the traditions are being lost. He then says something along the lines of her speaking his soul. But I will say this: she is not the same little German girl that we knew in the recordings prior to her residing in the MPD. What was in that pyramid that she claimed was so evil and monolithic that even made her fear it? Whatever it was, it became instilled in her. Origins is not a separate reality but rather the past altered. She was never meant to have existed in that timeframe. Hence, why Maxis says he has no such daughter. It's not because he doesn't recognize her or he never had Samantha. Rather, it is because she became a part of a time period in which she was not born yet. That interference alone screwed up what once was into something that should have never been. May I add a notation to the Zombie Blood reference once more? When in that, she will often say hints towards the steps of the Easter Egg in a very demonic voice. She never sounds like this outside of Zombie Blood. Ancient Evil being a part - or even a whole - of her? I do say yes. I would even go as far as saying that she became integrated with the Ancient Evil which forces me to assume that the insidious entity does dwell in Agartha. Because Samantha has apparently ended up in there, it could be very well possible that they inhabit the same soul; the Ancient Evil going into her or her going into the Ancient Evil. This is what struck me though: why would Samantha talk in two different vocal tones yet consist of the same point of being released? Simple. While she wants to become free of Agartha and freely go back to a world where everything is okay and all this destruction is just a game to her, there is also another motive. Samantha uses the O4 to free her and the Ancient Evil does exactly the same. Who would not feel any need to help a little girl that "just wants to go home"? That's what is has been all along. Samantha intervening in time is the catalyst. In easier terms, she was the key to the door. And now, the Ancient Evil has a way into control once more. But sharing power is a difficult task, so someone needs to be released. And we know for certain that Samantha just wants to make everything seem like a fictional tale to herself. The Ancient Evil wants in on it too, though. It uses Samantha to be released. That being said, we aren't just releasing Samantha from Agartha - we are also releasing the Ancient Evil into our world. Could it be that even in Agartha, only one entity can have the power? With Samantha soon out of the equation, it looks like the throne belongs to the Ancient Evil. But wait. That means the Ancient Evil would also retain its power over the zombies to some extent. And would you guess what that Ancient Evil may have been? Lucifer a.k.a. Satan. Now try and look at Mob of the Dead. It was a cycle, but not just one. It's far-fetched, but the arrows match up a little too perfectly. There are a great deal of conclusions on what can be made of Samantha.
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all clocks on every map could have a connection
InfestLithium replied to R102609's topic in General Zombies Discussion
Clocks are an interesting factor in the Zombies world. We know that time is valuable because of time travel. At the same time, they only play such a very minor role in which they are there to make us chuckle. The only thing you will ever get from looking at the clocks is telling what time it is/was and what's happening. For instance, we knew the times that FIVE and Ascension ere occurring thanks to the world clocks in the starting room. I don't think that all maps have a clock, though. Did Shangri-la or Moon have one at all? Or Buried for that matter? -
Ah, good good stuff right here. There are some very interesting quotes by the characters that will make some good discussion. Kudos for bringing 'em out, friendo. :)
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I like where they went with the Buildables idea actually. They got very repetitive over time but it soon became apparent that they needed to revamp a lot of the ideas. For instance, the Zombie Shield was reincarnated three times throughout Black Ops II. Look how much people rely on it now. Then you look over to other "attempts", such as the Wind Turbine or Trample Steam that only proves effective when used resourcefully. I'm not calling out certain buildables; however, it has become apparent that Treyarch had too good of a concept yet lacked sufficient ideas. To be fair though, I think Black Ops II was just one large sandbox idea that gave us innovative ways to play Zombies instead of the routine round 'em up, hit the Mystery Box 400+ times, and run circles until you hit the high rounds. Putting special bosses to create a challenge made slaying much more interesting but only to an extent. With buildables, you can find countless ways to kill zombies. A shield that protects you and is incredibly powerful for melee, several weaponized-tools like a swinging chainsaw, body propelling devices, mini turrets via ground or air, and even weapons that are extremely powerful. Guns, staves, upgrading kits - oh my! I am not saying that the old school way of killing zombies is boring, that's a discussion for another day. I just honestly believe that buildables added some zest into playing. Sure, they become routine because some people are so lenient on them for survival. It's really what you make of it and whether or not you enjoy having them around. Nobody is forcing you to make a buildable in order to survive a match. That's just your mind forcing you to call them "necessary".
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Free perk bottle out of a glowing dirt mound while in Zombie Blood, after obtaining the Golden Shovel is true. To find the glowing mound, however, would mean scavenging as much around the map as possible with the limited time you have. Someone told me last night that letting the Panzer Soldat capture you and punching it with the One Inch Fist would make him drop a Wunderwaffe DG1.
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Whats REALLY inside the fallout shelter in Nuketown.
InfestLithium replied to ShafterX's topic in General Zombies Discussion
I knew it! Marlton...is in Afterlife! I keed I keed. Good stuff on uncovering the tidbits of what exactly is in that shelter, friendo. :) -
Group 601 is an organization similar to Group 935, except their goals and intentions aren't exactly in stone even to this day. Lots of people saw a good connection between their approach and the occurring theme in powering three towers for Black Ops II. Note that similarities? Here is an interesting link for further inspection on the group: http://www.callofdutyzombies.com/forum/ ... 3&p=166711
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Easter Egg problem: pedestals not spawning
InfestLithium replied to SuperR3t4rded's topic in Origins
I didn't know about having all the Generators active. Something to definitely keep in mind. From what I can remember, it's 6 that spawn regardless how many players are in a given match. Note that you can get your Ultimate Staffs back before releasing the Maxis Drone into the pit near the plane. Having the Staff of Fire+ was extremely helpful on Solo. -
That is where we correlated the painting from; Green Run. The whole image has three particular sections which are various paintings in that map.
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Easy 25+ solo rounds (in case you're having trouble).
InfestLithium replied to 83457's topic in Origins
Not worth the flopping, considering that you don't want to run into the altars or other obstacles. Bear in mind that the zombies will spawn from up above platforms, then drop to the ground. They come from all around so proning yourself is not a good idea. Nevertheless, having Flopper anyways is a plus. I used this method and got to 43 in as little as 2.5 hours. I made the mistake of grabbing the Zombie Shield after a new round started, and had zombies spawn within the tunnels blocking my way back to the portal. Very useful method but a serious time lagger if you don't have the right arsenal. I used: - Spatzz +447 (PaP'ed STG) - Boomhilda - Juggernog/Speed Cola/Quick Revive/Deadshot Daquiri/Double Tap II - Zombie Shield, Maxis Drone (EXTREME ADVANTAGE), Claymores - Golden Shovel, Golden Helmet, one free perk slot (which I used poorly for Double Tap II) I found that having the Shield was a bit of a disadvantage for me because I would get too cocky with it and face the horde behind me more than I should have. The Boomhilda Rounds 30+ aren't too effective but act as a great single-killing gun when I need to save one zombie without damaging it. Note that even putting so much as one bullet into a zombie will cause it to despawn upon going back above ground. If you have little to no reason to go above ground, then don't do it, especially when the round starts. It might also we wise to invest in Mule Kick for a horde-killer, like a Ray Gun/Ray Gun Mark II. You'll be spending anywhere from 3-10 minutes trying to finish off a round. I got extremely blessed by the Zombie Gods to grab so many Max Ammos and Insta-Kills during the middle of the round. A Semtex is insanely wonderful when trying to "tag" your chain of zombies. Don't even bother with the One Inch Punch. Your first 30 rounds will go by awfully quick if you Pack-a-Punch your whole arsenal, so there is no time to dwindle around with unnecessary items. -
Easy 25+ solo rounds (in case you're having trouble).
InfestLithium replied to 83457's topic in Origins
Yep. For sacrificing the ability to have a staff, you are allowed a large open area with just you, your gun, and some zombies. These are some awesome tips and tricks, friendo. I too never really knew about the Crazy Place tip until I started experimenting a few days ago. I know that the Panzer Soldats don't really stack up, but they will wait for you the moment you jump through a portal. -
I like this idea. The whole copy-cat move Americans have made over everything. First they steal data & blueprints, then the technology, the weapons, the research, and even the entire operation of experimenting directly with element 115. I too wondered why Broken Arrow would destroy any evidence of the outbreak even though the original outbreak was not from them...or was it? Perhaps they were a major ingredient in increasing the magnitude and number of zombies after the bombing of the entire planet.
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Overpowered elemental flopping? IMPOSSIBRU. Sad to see how many glitches were patched up. I can't believe the audacity of people to exploit all these. It's not hard to play the game legitimately. I remember getting the falling out of the map bug, though. I was just about ready to throw my Xbox out of the window at that point.
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It's a holder for the Staff of Fire when doing the Easter Egg. There are a total of four holders; three in the giant robots and one in the location the video shows it in (Dig Site). Sorry friendo, no other 5th staff exists.
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Only one small problem: the events in Buried with the N4 are in a different time period than Shangri-la's event. Recall that Call of the Dead happens in 2011 whereas Moon occurs somewhere in the 2020's. For a long time, we estimated that CotD and Shangri-la could have never happened if Moon indeed took place in the 1960s/1970s. This, however, proved very wrong once Black Ops II was released. It revealed to us that Moon and maps beyond it would evidently take place 2020+. Shangri-la, however, took place in the 1990's at least. That being said, Buried didn't happen at the same time of any other map. Call of the Dead and Shangri-la followed before Moon, not after it. Thus, they still existed and the Earth was hit by missiles which didn't affect the original timeline.
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I still have mine glowing. Is it affecting those who have already activated the Maxis/Richtofen final step (the box in Buried) or people who have not done it yet?
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