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InfestLithium

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Everything posted by InfestLithium

  1. Probably acts to that of a Kap then. Strange, the schematic for it shows pure mechanization and nothing else of any Wonder Weapon-styled elements. This is probably just a new gun that we may toy around with while killing some zombies. I have a feeling that the scope may be very useful in some cases.
  2. Seems like a momentary obstacle which may give us some small insight on what Samuel is capable of. The origin of the sound is still up in the air. Were those moans of the souls trapped within the zombies, or where they something else? That trigger was just left out entirely in Resolution 1295.
  3. Question: are there traces of other sodas in or near the candy shop other than booze? Because this is actually a pretty awesome find.
  4. What is your K/D ratio at this point, and what are your other stats? Sometimes you have to balance out those stats so one is not overpowering the other. Usually you should see a new change after 15,000 kills. I know that the system may take a while to update the ranks.
  5. Welcome to the community, friendo! We'll get you from noob forum poster to expert zombie forum poster (see, now THAT's a promotion). Finally, someone who also has Call of the Dead on the top of their list! You and I will get along very, very well. Enjoy your stay, and don't be afraid to post a lot. I promise we don't bite...that hard.
  6. I like this. Like, a lot. Simple and straight to the point. It's easy to see how there are different "categories" to all these letters. One points to something of UFOs, one points to mechanical weapons/people (robots), and another flat out places our feet into Paris. I'm very intrigued on how the mechanization process will go down. Is it actual robots, or are we dealing with something of which we have never encountered nor even heard of in this story before? +1, friendo. :)
  7. It all reminds me of Bioshock for some reason. This is a nice discovery, friendo! Thinking of such adaptions as a possibility in this new map would be...well, fun! Who wouldn't want to mess around with this mechanical giants?
  8. Welcome to the community, friendo! You chose the right place to get yourself nestled in. Trust me when I say that you'll make tons of great friends here. Enjoy your stay! :)
  9. Weapons are my forte. You can't exactly live long enough if you only buy perks, and equipment can only last for so long. A good weapon and some concentration will take you a long way to the point where you may not even need Juggernog even in the late 20's.
  10. All analogies aside, it's just a simple take-over of object. If you side with Maxis, then Maxis is within Samantha's body. If you side with Richtofen, Richtofen remains inside of her body. (On a side note, how more dramatic can you get than looking for your own daughter while in her shell of a body?)
  11. Everyone doesn't want a prequel. But the date may not infer such a thing. In fact, it may just as well be a clue for what kind of Side Mission we'll encounter by this piece of historical text.
  12. Apparently from what these posts are referring to, there are green lights on the teleporter that light up. It seems as if they are assuming that you can make all of them light up and something will happen as a result. But I wouldn't really consider it to be true; this map has been out since Black Ops was first released and nothing new has come out of it. Not that there won't be, but green lights on the MTD don't seem to have any relation to anything.
  13. It's probably just Treyarch finding a reason to force people in working together so the Side Missions can be completed fully. I wish they had taken into consideration what Call of the Dead and Moon were capable of accomplishing. A step or two out of the equation wouldn't really hurt anyone. Is hitting a few bells/going forward in time to retrieve an item from your dead body or hitting moving targets such an implication to the story? No.
  14. I'm bookmarking this for reference. This is just bloody brilliant and perfect-o. Brains galore to you, friendo.
  15. Looks like I'll get ready to call my sick days. ;)
  16. I don't see where we get 191X from. All that is noticeable is the month and first two digits of the year. That means it's still 19XX, unless my eyesight is really that bad. :P
  17. Sometimes, the zombies will not register the windows being boarded up. I've encountered this several times when the map was first released.
  18. I'll toss in my hand for Moon Co-op: http://oi47.tinypic.com/21e6qf.jpg
  19. The Paralyzer/Petrifier, PDW/Predictive Death Wish, and Mustang & Sally. One to hold down the hoard, one to create some headshots, and the other to clear the path. You can't go wrong with this combination unless you aren't really moving around the map (which face it, is the majority). ;)
  20. No, there is no way that you can get double Bowie Knives. You can OHK (one hit kill) zombies til Round 10 with the Bowie but only til Round 3/4 with the Ballistic Knife. If you use them on the Denizens, they take usually 2-3 hits. After a certain round, the earth will crack open just a bit. The bridge also collapses regardless who's on it. When you're building parts, make sure that you face the workbench in a specific spot. Sometimes you will be right in front of it but there is no dialogue. Make sure you are position correctly to avoid this from happening.
  21. Sometimes, you may have a Pack-a-Punched weapon in the fridge and bust it out as un PaP'ed the next time you open it. And from what I can recall, select weapons (Ray Gun and Mustang & Sallies) cannot be stored.
  22. I'm not a strategist like the guys you've listed and I'm definitely not a slaying expert, but I've had a great deal of recovery experiences while playing this mode (still on my top favorite to play on). Where you go down is such a vital element in predicting whether or not you will survive long enough to reclaim your previous status. Because you'll be alone, you need to plan things a bit ahead of time. Nothing before you start the game, but just enough to the point where you know how to escape if things go down the toilet. You can't leave a crawler if you aren't prepared to even reach that far down into the round. Every specific spot and style of slaying has its own advantages and flaws. Buddha Room The most common area to train given its large area and double floor fixtures, but difficult to recover from when your perks are gone. One way I get out of this sticky situation is by going up the ramp (where the teddy bear is), slowly walk across the platform, and drop down without jumping. Rather than working your way in a open circle, go up the broken ramp slowly and jump towards the left. There is no need to run since you want to control the flow of your zombies. Doing this allows you to keep a simple train of zombies. Now you have an opportune moment to take down the horde. But why not go for some perks when you have the chance? It's simple - you don't know when the elevators are coming up or down, so you're risking valuable time and possibly your whole game. Solo: Having a Trample Steam set up where the beginning drop off area is will help you avoid a nasty drop into a crowd of zombies tenfold. You can also place this near any other zombie spawn, but I like to put it in that awkward hallway so I don't need to come face to face with a nasty zombie. Co-op: Keep one person training with the same pattern minus going up the larger ramp. The way you decide to set up a formation depends on how your team decides to execute the plan. If someone goes down, have them come up the ramp to safety while another person takes control of the train. Tip: If you decide to risk looking for Juggernog, keep your Trample Steam. After leaving the Buddha area and jumping to the second floor of the next building, place a Trample Steam in the direction of the ramp. I would usually advise doing this when there's not too many zombies left so you don't risk your trap being destroyed; crawlers still count as entities so you can have half your crowd full of crawlers and the other half runners. Now drop to the first floor and run through the hallways glancing for open elevators. Do they have perk machines ready? If not, then go upstairs and do the same with the power room. Juggernog generally is within one of the two elevators, so there's no need to check the ones in the far tight corners (like the Remington area), though you may find Pack-a-Punch or Double Tap II. If none of the elevators were right when you ran through them, jump onto your Trample Steam and redo your strategy. The Ak74-u lies on the top level of the building's 'porch' so you will definitely have an opportunity to grab some ammo. Upside-Down Hotel Room Right after passing the first Mystery Box spawn location (when first going into the upside-down building), there's a rather open area that even allows you to go down another floor. I like running this area in particular because I have instant access to the elevator shaft if things go sour and a long-shot towards the rooftops if I am in need of Juggernog asap. [i'd advise that you place a Trample Steam facing the open area of the floor beneath the rooftops where the lone elevator resides in the corner. Make sure that its placement is as far to the edge as possible so zombies don't begin attacking it and you prevent yourself from running into it.] Once you go down, you have two options: make your way towards the elevator shaft and attempt to train in the Buddha Room, or flop your way to the rooftops using your Trample Steam. At this point, you should know whether that lone elevator holds Juggernog or not. Solo: This approach is better because you won't need to fret about incoming zombies from in front of you. Once you reach the sweatshop, you will have the necessary perk machines all in one building. If you feel insecure or don't see the right machines on your trip, work your way to the rooftops. Still no perk machines in sight? Go towards the Trample Steam room, [grab Quick Revive or Who's Who/Speed Cola if necessary], and drop down into the cushions. When doing this strategy, I love having an upgraded B23R. It's a good secondary weapon for getting out of sticky situations and you'll usually have ammo for it whenever you need it. The same also applies to the MP5 in the sweatshop. Co-op: I would not advise having your whole team in this general area. This is mainly a Solo advantage. If you choose to run this with teammates, you will at least have some backup on the rooftops (slayers love to be in that area) and can tell you whether or not a certain perk machine has arrived. Tip: Because you have such a long way to travel, it's a good idea to keep your sprinting to a minimum. This will prevent zombies from spawning in front of you. At the same time, it will force conga lines to occur. This is where having a secondary weapon comes in handy. Dragon Rooftops This area is deadly when alone, and is a real pain in the ass because of how its formatted. This spot is a designated camping area with more than two people. Of course, it does have its advantages. + Main perk machines (Juggernog, Double Tap II, or even the Pack-a-Punch Machine) reside here + MP5 is only a short way down, and can offer some assistance when equipped with Double Tap II + Unlimited semtex = chance to create crawlers upon impact + Escape to another building Many slayers will also utilize the sweatshop floor (right below the rooftops) as a great training/camping area. Whichever option you choose to survive in depends on how you play the game. Solo: You won't stay on the rooftops forever. Once the hoard becomes too much for you to handle, make your way down below and open up the doors that are close to the middle. What you've just created is a circle (well, square really) that enables you to train slowly but efficiently. The MP5 comes in handy big time since you may come face-to-face with a couple of zombies. The great thing about this path is that you will have the perk machines almost always ready for you. An elevator can take anywhere from 1-4 minutes to reach every floor, including the rooftops. If you feel overcrowded here, you can access the rooftops once more and either jump from the semtex area, the Trample Steam room, or even down a floor near the lone elevator in the corner (the lone elevator risks you opening an unnecessary door, but isn't a large implication on your training). Co-op: Simple strategy is simple. On the rooftops, nest yourself far back under the rampway until either a teammate offers to cover you when your elevator comes up or hold off until the end of the round. Should disaster strike and the rooftop proves to be a pain for everyone, evacuate towards the sweatshops. Here, make sure that only half the doors are open. There is a sweet spot where a room that is directly half of the entire floor. This area is called the half-point, and should have one door on its left side. As long as it remains closed, zombies can only comes from the lone barrier behind the group and in the front. When downed, there is an elevator on your left-hand side in a different room that may hold Juggernog. If it doesn't, it will be a little further ahead. Again, this is a great clutch area for your teammates to cover while you rack up enough points. Tip: Do not fear going downed in this area. You will encounter a situation where you are stuck. If you don't feel safe in the sweatshop, abandon the area. This is mainly a camping area, but indeed offers a chance to train for some time while there's Juggernog around. If you can hold off for just a few minutes, you'll have your perks before the five minutes is up. There's more areas that can go into further explanation, but the general concept still follows since each of these areas all connect to one another in some aspect.
  23. Very nice friendo. There are a few corrections on some of them but for the most part, they're down right to the exact wording. Hopefully you can also do Richtofen's quotes on Nuketown from the Moon transmissions and Buried. Excellent work, keep it up. You and your gal are doing a terrific job. +1
  24. I feel that the change is to show where the comic book (story) would begin, and progress throughout time. We also obtained comic book pages for NDU, and we never even got a true loading screen from that map. It's giving us a little back history of each map and a little more insight that it may be something of a memory to relive (not too canon, however).
  25. The longer scoping was probably to avoid quick scoping rates. Obviously that's still going on. Treyarch has been trying to appeal more towards it least popular weapons in Zombies. With the addition of Buried and the ability to get a PhD Flopper persistent upgrade, it's actually fun to run with an RPG or War Machine.
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