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InfestLithium

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Everything posted by InfestLithium

  1. It happens when your zombie shield is being attacked and you constantly switch it out back and forth. Over time, it is destroyed but the game will register some hits as shield attacks when you don't even have one. You may experience another screen shake (animation for a broken shield) and the glitch will be removed.
  2. Welcome to the community, friendo! I'm still trying to wrap my head around that username...SummersEve. I keep thinking about a calendar and I am trying to hard to picture this, haha. Anyways, it's great to have you now as an official member! Three years is a long, long time. I'm surprised you didn't make one sooner! Enjoy your stay, and keep slayin'! :)
  3. Welcome to the community, Wallyo-friendo! It's glad to have you on board, especially since you have decided to change from lurker to full-time member. Enjoy your stay, and keep slayin'! :)
  4. The loops technically occur when our crews die in the storyline rather in the gameplay itself. The original four never died from what we know, so they are progressing through each area and time. Does it still distort the time flow? Yes. The new crew has died once in Die Rise, but was brought back to life by Richtofen. They could've easily have died a few more times than that, but we truly do not know. Does it still distort the time flow? We aren't too sure yet, since they've only encountered teleportation once and it's unknown if they broke through time. The Mob of the Dead crew are obviously in loops. They are force to survive in purgatory on Earth by reliving that dreadful New Year's night. Every time they try and die on their own, they are brought back to the beginning of the cycle as their torment until something can be done for the cycle to be broken (Al killing the crew). Does it still distort the time flow? In a sense, yes. There seems to be two timeflows that we must take into consideration here: what we consider as the real timeline, and what is parallel to it. The cycles in Mob of the Dead are parallel to the actually events that occurred. The other two crews never experienced this before, but it can happen if they were to go back in time. But yes; all this is one huge rift; a distortion if you will.
  5. Welcome to the community, friendo! If you want to find some awesome slayers such as yourself to this those high rounds in Mob of the Dead, you may want to check out this little nifty Teammate Finder forum: viewforum.php?f=13 Ah, what UFC fight did you watch? I love seeing some UFC matches when I get the chance. Enjoy your stay, and keep slayin'! :)
  6. Hm, this thread really has become the battle of simplicity versus uniqueness. I like Zombies where it's at. Maybe it is because I care about all aspects of the game and not just straight-forward "will I get to Round X today?". I care about perming small tasks in order to achieve something. It allows me to feel satisfied because once you set yourself up, the odds of you having a bad time in Zombies are extremely low if you know what you're doing. The gripe that most people have in Black Ops II Zombies has nothing to do with the maps or the weapons or the characters or the traps or the buildables - it's the sudden 180 approach from what Zombies used to be. For some odd reason, people are stuck in this weird limbo that if it doesn't retain its old former self, that it's bad because "it's different". To be honest, I don't want to play new maps where I say "Oh this is like ____________" because I actually prefer new maps that don't replicate one another. That's just my two cents though. We all have our own preferences, and I understand where everyone is coming from. Some points I agree, and some I disagree. Either way, my love for Zombies doesn't change because I still get to slay some freakbags whenever I feel like regardless what is in my arsenal at the time.
  7. How did the plane take off without you guys? At least one person would have to board the plane for it to activate.
  8. Welcome to the community, friendo! That's not a bad observation! We have speculated that the perk machines do not belong in this time period, and are actually placed in this time by Lucifer - controller of the zombies during this era. The Electric Cherry, as you have said, actually belongs to this period and no other. What is interesting is how you pointed out that it could be the first perk machine ever...I like it!
  9. The impact of Superman, who debuted in 1938, on the American comic book industry can scarcely be over-estimated. And it was immediate — superheroes - including Doll Man, Amazing-Man, The Sub-Mariner and The Wizard, were climbing on his bandwagon even before 1940. Part of that early proliferation of Superman imitators was Shock Gibson, whose first adventure had a cover date of October, 1939. Speed Comics #1, where that adventure appeared, was published by Brookwood Publications, which disappeared from the industry in 1941. It was bought by Harvey Comics, which, as the source of Richie Rich, Wendy the Good Little Witch and many other kid characters who started in the 1950s, had a much more noticeable impact on the field. It isn't known who wrote Shock's first story, but the artist was Maurice Scott, who has few other credits in comics. The title of that story was "The Human Dynamo", which is occasionally cited as Shock's superhero name, tho "Shock Gibson" is the name almost universally used in referring to him. Robert Gibson was his name before he powered himself up. He was experimenting to see if electricity, which had already improved people's lives in so many ways, might also be useful in improving their personal selves, by enhancing their strength, health, etc. He found that by proper application of electricity to his own body, he did gain super strength, as well as the ability to emit powerful electrical bolts, magnetize things, weld metal with his bare hands, and even fly. But instead of sharing his discovery with the world, he kept it to himself and became a superhero, using his newly-minted nickname, "Shock", as part of his monicker. I'm starting to see a pattern here. Note the date that Shock Gibson was first published in. The Editor notes all over the drawings on the in-game drawing means that this drawing was done before 1939, or that someone tried to replicate it. Could this be one of Al's drawings? He seems to have some tie-in with the Editor. Also, it's interesting that Shock Gibson just so happens to have the same powers that we have in Afterlife. Hmm...
  10. To those who are saying that training is impossible: so then it was easy to train in Verruckt? This map is NOT made to be easy, that is for sure. You have to do what you would normally do in a zombie outbreak - hold out and survive. Sure, you can run the thinnest loops known to slayerkind, but that's not fun whatsoever. There are multiple areas the hold out at: [*:20ijs82w] The Warden's Office is a great place to hold out. Infinite Uzi ammo awaits you, and you'll have a possible Mystery Chest spawn with a guaranteed Speed Cola. There are approximately four windows, and you have a terrific trap at your disposal. [*:20ijs82w] If you haven't opened the door near Double Tap II, you'll be in good standing since there are very few spawns for zombies. There is also a Remington nearby, and an Uzi down the circular stairway if you really want to obtain it. [*:20ijs82w] The gate right before Juggernog is probably my biggest area that I love to hold out for those few extra points. If you only open the way through the generator room, you can achieve your Juggernog and Tommy Gun. There is a ton of space to do a few loops near the gate just in case you really need to train. It's such a long strip of ground with the spawns in the far back. [*:20ijs82w] Everyone is favoriting the Gondola, but did you know that it makes a great tool for reaching those high rounds? Sure, you may be blazing through a ton of your ammo, but it may be worth it if you have a powerful weapon on hand and the Hell's Retriever. When on the Docks level, have one teammate face the back and the other face forward. When things are going harsh on you, take the Gondola up and holdout in there while aiming straight ahead for zombies. The Electric Cherry perk machine is close by, so utilize that to your advantage. [*:20ijs82w] The Docks themselves are sustainable for holding out. You have a possible Mystery Chest spawn with an upgradable Sniper Tower and the Tommy Gun also nearby for that infinite ammo possibility. It gets crowded quick, so you'll need some sharpshooters if you plan on making it out alive. There are so many possibilities in this map. After playing it more than 50 times now, I absolutely love it. The ambiance is perfect for Zombies, we have a new selection of weaponry, our traps and buildables come to join forces, and we have a new way of accessing the Pack-a-Punch machine that really makes it a challenge. Blundergat, Blundergat, Blundergat!
  11. I just thought of something that might make sense. In the cycle(s), the crew acts as if they have never had a disagreement, nor do they remember what happened on that New Years night. Their memories can only retain the fact that they want to get off this island. One of the characters at the beginning of the match even says "Hey, a checklist!" as if it's his first time really seeing it. They have a bit of deja vu from accessing the Afterlife before the match officially begins to resurrecting themselves. Allow me to continue. So they go about building the plane that was actually never built, but now they are legitimately building it for the first time. This cycle could've been going on for longer than we've known, hence why the outbreak is occurring. I'm a firm believer that the outside environment stays the same regardless if the characters are "reset". Think of how the plane still resides on the roof even though we take it. Already, they are breaking the cycle by doing so. Once the plane takes off, they are all trapped on the bridge. Their first intention is not to kill one another, so they take the electric chairs. This is where the confusion begins to kick in. Every cycle they do, the crew still believes that it is New Years (evidence is in Sal's quote "It's always New Years!" [he realizes there is a loop later on]). All those cycles they've done with the skulls, number sequences, and such are just the middle and really do not make any story sense up until we hear the radios. When the radios go off (the headphone drops), the crew begins to realize what is going on right now. The final cycle comes into play during the headphone phase. That is their last cycle, and they are slowly understanding that they are continuing a loop right now. They break the cycle even further by going back to the bridge where they believe they last went off - the electric chairs. Once they get there, whoever kills who determines how the cycle ends. The real-time event of Al being killed on New Years causes the cycle to continue, because it matches up with the original scenario that night. When Al is the one to be the person who kills, it doesn't match the original moment so he breaks the cycle himself. The infinite loop stops. To make better sense of this, imagine that our first cycle - when we build the actual plane - is 1, and the final cycle (where Al kills the others) is 9. The sequence according to the gameplay goes like this: 1, 2, 3, 4, 5, 6, 7, 8, 9 But 1 and 9 are the first and final product, and 2-8 are what happens in between. So let's make that distinction: 1, (2, 3, 4, 5, 6, 7, 8,) 9 In the story, however, we learn the history and background of the crew and what happened on that dreadful New Years night. Thus, 2-8 has been nothing but a sequence that allows us to understand the backstory behind this cycle and why it might be repeating. In linear terms, the inner cycles never happened. So now we are left with this: 1, 9 See what happened? In the gameplay, we followed through the cycles until we hit an ending (or continuum). In the story, however, the only things that truly occurred were the plane being built and crashing onto the Golden Gate Bridge, the crew finding out why this is happening, and them about to kill one or another. The middle technically never existed, but yet it did in its own fashion.
  12. The Hellhounds we encounter on the variety of maps seem to be of the same parent object (in this case, Fluffy). We know that she was pregnant when Samantha first received her, and it is very possible that these Hellhounds were the result of her pregnancy. I wouldn't think that they'd be replications on that end. Fluffy being Cerberus? Unless Fluffy was sent backwards in time and became altered to the point where she had three heads and look a bit...hellish then usual. It does not look the same, but it could be because the original Fluffy is supposed to look different than her offspring. Then again, I'm not exactly a fan of this idea; Cerberus just seems to be its own form and not based off something else like Fluffy. But I will take this into heavy consideration and see if I can research a connection between Fluffy and Cerberus. :)
  13. There are so many interesting features that we've never seen before in Zombies. If you have played Mob of the Dead (I mean, who hasn't?), then you know what I mean when I say the name "dogs". More specifically, the ones we presume are Hellhounds - at least to some great extent. But what if I told you that it was more than just a hellspawn? Cerberus - Watchdog of Hades Cerberus was a vicious beast that guarded the entrance to Hades and kept the living from entering the world of the dead. According to Apollodorus, Cerberus was a strange mixture of creatures: he had three heads of wild dogs, a dragon or serpent for a tail, and heads of snakes all over his back. Any interesting concept about Cerberus is its name that most people have called it by - the Hellhound. Greek mythology claims that Cerberus could and would devour the souls of the dead who dwelled in the Underworld as a form of punishment and even ate any daring mortal who somehow unfortunately stumbled across the entrance. Depictions of Cerberus were often mangled in thought to believe that the hellspawn had more than three heads, but 50 (according to the poet Hesiod). Of course, to this day we still grasp the three-headed dog concept. Interestingly enough, the Homeric literature refers to a dog who guards Hades' entrance but refers to him simply as 'a dog' and not 'Cerberus, the three-headed dog'. Hesiod, in 7th - 8th century B.C., refers to the creature as being fifty-headed. He also states that he was a son of Typhon and Echidna. Typhon was a winged giant bearing a tail of a snake who could control and command the storms. He was the son of Gaia, mother earth of the Greek myths. Echidna, on the other hand, is a half-woman-half-serpent monster in the Greek tradition, who had supposedly mothered all the monsters appearing in the mythology. Some of the later sources describe Cerberus as having three canine heads, a dog's body, a mane made of snakes and a dragon's tail. This kind of composition makes the creature appear extremely monstrous and fierce. But this kind of representation fits perfectly owing to the kind of tasks that the creature is assigned with. Legend says that Cerberus was so dreadful to behold that anyone who tried to look at him with a bare eye, was turned instantly to stone. Notice the portal that the Hellhound comes from. This portal does not remain after "Cerberus" leaves, nor do we even see it prior to its entrance. The portal it comes out of itself, however, is Hell. Once the heads are fed (ah, a rhyme!), they seal the portal from whence they came as to lock it for good. There is more information about another interesting possible entryway to Hell here: http://www.callofdutyzombies.com/forum/ ... 49&t=31099 But the discussion remains on how this beast comes into the map in terms of appearance and entrance. In order to break through the mortal world, it derives a portal leading into our dimension via these portals. Could this also be a way into Hell itself, and further prove a satanic play of Hades/Lucifer in this scenario? Let's continue. As mentioned above, Cerberus is the hound of Hades with three heads. He is Hades' most loyal companion and servant. Some classical sources state that these heads represent three phases of human life, viz. infancy, youth and old age. Another theory says that the three heads of the hell-hound symbolize the past, the present and the future. It has been mentioned that Cerberus fed on raw meat of the humans and so he ate all those mortals who dared to cross the Styx in order to enter the realm of Hades. In a way, Cerberus stands for the sharp line of distinction between the world of the mortals and the world of the dead. The myth of Cerberus attempts to highlight the fact that life and death are two distinct concepts which can never overlap with one another. If any such effort is made by any individual, he may have to face grievous consequences for the same. This also applies to the dead and their souls that reside in the underworld. But how does Cerberus tie-in to zombies exactly? Well, let's assume that the soul of zombies departs from its shell - aka reanimated body - and is dispersed into whatever afterlife is chosen for their haven. We know that the element 115 is also extracted as a result from them being "dead again". When we look into Mob of the Dead, however, there is a different approach to look at since 115 is not as expansive as it is the latter story: Source: http://atrueott.wordpress.com/2010/06/04/cerberus-guarding-the-gates-of-hell/ What is being visualized here is simple: when the zombies are killed once more underneath the head of this confounded beast, their body and soul is sucked into the ferocious fangs of the Hellhound. It could be that the dogs are hungry, but would you ever consider that it was also a way to retrieve back the soul of the undead as to not allow them to leave? The souls cannot leave the Earthly grounds and it is by duty that the Hellhounds - or Cerberus - devour the last remnants of the zombies' souls as to never allow them to leave Hell.
  14. When you stand next to perk machines, there's a faint high-pitched voice coming through, as if it were some radio transmission. It's a jumble of illegible words like it's being played backwards or something. I can hear it all the time when I am standing around Juggernog.
  15. Very long read, but with tons of juicy information that'll keep you hooked all the way into the end. I very much like this. Things got so serious and dramatic when you mentioned wiping out Group 935 in order to prevent the 115 that was never part of the war until now...that itself is quite the paradox. Great theory, friendo. +1 :)
  16. Not a bad theory, although I think we've outdone Germany-related maps for now. Also, please post here about future map ideas next time: viewforum.php?f=138 And the title is a bit misleading, just saying. :)
  17. I'll take that with a whole pitcher of salt then. Why I'd love for there to be some kind of object that would help us later in the DLC maps, there are no other obtainables up to this point in time.
  18. It's easy to the extent that you know the procedure. It's only difficult because you'll be going into Aferlife several times, so you're forced to make a few rounds in the process of all this. Plus, every plane trip equals one extra round added on. I personally didn't complete the Side Quest until Round 23.
  19. Ah, so he has to lock every single thing down...how could I miss such an obvious strategy? Thank you for posting this! I'll have a go at it in Solo when I return home. At least Brutus doesn't move at the same speed as George did. ;)
  20. There is a topic already existing about high rounds: viewtopic.php?f=149&t=30901
  21. You may have to go back and ride the gondola until you are directly on the part itself. Usually, you just have to be exactly where your teammate died and grab the part during the right instance. I believe after a long while, the part will eventually reset itself back to its original place.
  22. Realistically, everything points straight towards the devil. I'll just go ahead and vote Lucifer because it's seems to fit extremely well. ;)
  23. Exactly. I don't quit in a match unless I musthead off somewhere and I know that the game is not important for me enough to delay what I need to do. You can't really determine a method of tracking rage quitters versus those who need to take a mandatory leave because the game registers a quit as a quit and nothing more. I'll agree on readjusting the leaderboards. Have it the way it used to be, that's all. If a person leaves, oh well - the game will just count the other players then and not the one that left.
  24. This is very, very impressive friendo. It may lack a great deal of evidence in the latter portion of the theory, but it certainly connects well enough to not necessarily need it. Perhaps then we will see more of this Brutus "demon" later in the maps. Now that you mention it, it really does click in how he could be an integral part of the voices. +1 and more, Fated. :)
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