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InfestLithium

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Everything posted by InfestLithium

  1. If you start maybe a few inches the left-side of the middle, you'll get onto that ledge every time. Too far left, and you'll hit an invisible wall that will push you down instantly. But I'm glad that there's now a visual on it! Great stuff, friendo. ;)
  2. In case I haven't done so yet, I'd like to welcome you to CoDz friendo! A mechanism similar to the Gersch Device is very possible. We do know that there appears to be a rift - or rip in time/space - currently. Mending the rift (Richtofen) or distorting it even more (Maxis) will seem like the central theme for the overall Black Ops II storyline. We will be either going into different time frames to alter the rift or leaving that power to the said entities for them to decide. Since Moon and onward, it's quite plausible to say that everything has occurred within 1-2 years, so we aren't jumping from era to era like we have before.
  3. It make take a few times before it actually happens. When you grab the Insta-Kill, I'd strongly suggest to stay in an open area where you are unlikely to even be touched by zombies. Wait until the icon fully disappears, and resume killing. Around the second time of picking up the Insta-Kill, there's a small chance that you will receive the Red Insta-Kill. If not, just repeat the first step until you get it. That drop/skill takes a few amount of tries, so don't get too discouraged if you don't obtain it on the first try. :)
  4. I took a crack at this, and got something along the lines of "ENAAJ". I don't think Morse Code would specifically work in this because we are trying to go by non-changing visuals rather than space segments which would allow us to differentiate letter from letter. For instance, your T could easily be the E I mentioned, or even vice versa. A good example of using Morse Code correctly would be the green signal in Call of the Dead and Town's streetlights.
  5. I'd have to call this on the barrier skill as well - that's the only thing situated with anything barriers, really. Though I wouldn't exactly consider it useless. It delays zombie intervening on your parade for a good extra second per board (approximately 5-6 seconds more in total). Plus, it looks cool. :lol:
  6. Welp, looks like the secret it out. Thanks Zielinksi, always showing up to the party almost two years later. I'll believe him 95% of the way. He may even be teasing us since Tac did a fantastic job of connecting Mars to Shangri-la. How the ancient area ended up on a different planet with zombies Asian-tribal descent while you can maintain contact with two British explorers using switches to be sent back in time really does interest me. Could the whole biosystem be uprooted via teleportation of some kind - perhaps by ripping the fabric of time and space prior to the map - and sent to Mars? This may explain the vortex on the loading screen. [Props to GRILL for feeding this information.]
  7. Perhaps more points when knifing? I've gotten that effect several times, but I usually obtained the metal barriers as a result. It might even increase the damage done to zombies behind the barriers. Kind of a long stretch, but nothing seems out of the ordinary besides that green flash in your video.
  8. A schedule can only work if everyone agrees to it. They are very easy to mismanage, and be quite troublesome if you're off by even one particular time/day. The first come, first serve basis will work accordingly because it forces other uploaders to pick up the slack and match the rate in which videos are shipped out. In no way am I promoting speed over quality. If it really is bothersome to have that, then perhaps make the videos strictly by the consensus of the original uploader (one who manages channel) via filters. This means: [*:36n3vlrm]no duplicate videos [*:36n3vlrm]guides for Easter Egg steps must be covered in a maximum of two parts (unless it hasn't been solved yet) [*:36n3vlrm]strategies, persistent upgrades, and new discoveries can only be uploaded once [ex. Buddha Room, dragon rooftops] [*:36n3vlrm]storyline discoveries (or anything related to it) must be conveyed efficiently in one video and cannot be replicated Filters such as these will repeat repetitive videos and trivial content that does not benefit anyone other that the uploader.
  9. Grief would be something of great importance to adding new elements in existing maps. New items, new mechanics to griefing, and possibly new objects to further the grief tactics? I can see Nuketown being a great map for this occasion.
  10. Sliquifier, Sliquifier, Sliquifier. If you plan on hitting high rounds with ease under minimum time, this Wonder Weapon will work well if you know how to utilize it. Use the chain method (grouping all the zombies as close as possible and shooting one load into the horde) to clear zombies out. Your arsenal seems very...well, typical. LMGs are a no-no on this map. The AN-94 is a great weapon to have; just make sure you at least have Double Tap II handy to maximize its full potential. The Ray Gun is a serious offense in this, since the layout of the map will punish you greatly for having the weapon (too easy to down yourself). One thing you must largely take into consideration is your ability to train. You can find all the perfect training areas in the whole map if you wanted to. Without the proper techniques, however, you're walking bait for the zombies. I'd suggest looking at slayers such as TheRelaxingEnd, ChopperNator, Superhands, and KingJaq for visual examples of amazing mechanics and strategies. The current areas you are running trains are actually the top choices for the common player. The Buddha Room is very expansive with pillars to help keep you clear from zombies for a few seconds while the Food Bar below SVU-AS room) is wonderful witht eh Sliquifier for chaining given that you learn hardcore techniques such as cut-backs or drag-outs. I honestly would not pick the rooftops to train; rather, a camping spot when a team is present. Playing beyond Round 20 is nothing compared to what most people encounter nowadays to be honest. Once you hit the 50's, you're generally in the clear to either finish the match or persevere through the storm to reach all-time records. Reaching here will make clearing rounds a bit shorter since almost all of the zombies run at the same speeds and consist of similar behavior that will allow perfect conga lines.
  11. Heyo, friendo! If you're looking for people to help you complete the Easter Egg, look no further than here: viewforum.php?f=13 Once the video is finished, you can share the results here: viewforum.php?f=12 Happy slaying! :)
  12. If you stand on the pillar in the Buddha Room looking towards the front of the building (walls facing Ak-74u), you'll see that there is no way to access any speculated floor from the outside. As Caddy mentioned also, the elevator drops down a bit further so you can hop on top of it.
  13. I would gladly find it for you if I could somehow get enough QEDs to accomplish the tasks, haha. But this is a nice theory, zombo! +1 for you and bagel (excellent diagram, by the way). I agree that Richtofen wants some kind of dimensional rift to be repaired so no further entryway to the Aether can be made. The diagram explains well how such an entrance can be accessed. The purgatory that once held Gersch doesn't allow its prisoners to obtain power, so it's not much of a threat. Like bagel said, the Gersch Device itself did not cause a distortion in space, but a simple portal in between both dimensions. The Kassimir Mechanism, however, ripped the fabric of space itself instead of creating a round-trip ticket to the Aether. The rift is nothing more than a puncture in the direct connection between both dimensions (Earth & Aether). Think of a one-lane bridge connecting from North America to Australia. There would be just enough space to get by, and perhaps access the Aether directly. Note that Maxis does not speaking of the rift whatsoever. Perhaps he is actually making the tear larger so he then is allowed into it once he gains enough energy substance....interesting!
  14. I believe this has been going for for quite a while now. You could say that elevators in motion cause zombies to be at standstill; otherwise, they will move at whatever speed they began with. Once the elevator starts to move, you can have two things occur: - the zombies will stutter-step from time to time while attempting to swing their arms at you - the zombies will remain still and look at the purty lights until the ride stops
  15. Mustang & Sally will do the trick nicely. It has a larger blast radius, and will guarantee splash damage that has the power to wipeout other Jumping Jacks nearby. I'd suggest taking each one out instead of doing collective groups to ensure the 100% shot accuracy. Being in an outside environment really helps, since Jumping Jacks can only attach to objects on their sides rather than the additional ceiling (making it harder to shoot). Otherwise, Trample Steams galore with Galvaknuckles/Bowie Knife.
  16. I agree with you on this one. I love Hardcore intensely, and it's a shame that Core receives a large quantity of modes yet we only have those four. The setup is simple - remove the HUD, decrease health/increase damage output, no radar w/o scorestreaks. Is it that difficult to manage the same for other modes? Maybe Treyarch is really trying to limit the amount of modes to avoid workarounds in ranking up quicker. Looks like they didn't cover the rat hole on that one.
  17. Wow, so much negativity flowing through these posts - ill-mannered, or just posted at the wrong time in the wrong place. If you dislike the "harassment" stated by the OP and feel that it's immature and degrading, state your viewpoint. If you don't care for subtle messages conveyed by horndogs that usually do this sort of thing in any online video game, state your viewpoint. The great thing about opinions is that there is no right answer. This isn't a debate; there is no need to try and persuade someone else to waive their perspective once you have said yours. I apologize if I sound demanding or irritated, but this kind of arguing is what damages the community. Whatever happened to "say something nice or don't say anything at all"? C'mon friendos, this really isn't the thread to get worked up on.
  18. I don't mind getting Nuketown 2025 as a regular map plus purchasing Nuketown Zombies as a standalone DLC. In fact, this is what I've been dreaming for since I heard of such a map. I honestly was not going to fork out $60 to grab the Season Pass just for that, even if all the other DLCs were "promised" to come with it.
  19. You'll have better luck finding some awesome freakbag slayers here: viewforum.php?f=13 Happy hunting, friendo! :)
  20. Welcome to the community, friendo! It's great that you are also knowledgeable of the storyline as well as a fellow slayer. You'll find that many, many of us share those same characteristics. I've love to hear your input on everything zombie. Enjoy your stay and keepn on slayin' some freakbags. Don't be too shy now! :)
  21. If it's obvious, then please clarify why we don't see the Sliquifier in Tranzit but Die Rise instead. Also, why are all the parts scattered throughout the map if he supposedly built them?
  22. What we know so far is that the Sliquifier was indeed unfinished. Hence, we have buildable parts for it as some kind of "beta weapon". I wouldn't exactly say that it was brought to life some time before the crew arrived in Shanghai, but the parts themselves are rather...intricate. Any speculations on how the liquid in the Sliquifier works/formed can be found in this insightful thread: viewtopic.php?f=139&t=29270 From what I can recollect, no buildable thus far has ever been able to be Pack-a-Punched (I'm looking at you primarily, Jet Gun). Even though you can obtain the Sliquifier via Mystery Box after the original is lost, you still cannot upgrade it. I want to say that it's because the gun is already powerful as it is and is already at maximum damage output/potential, but hey - that's just my two cents. ;)
  23. I believe that they are indeed reused textures. For the sake of laziness, probably so. At the same time, I can't help but also assume that they were meant to give us a rather clear date relevance. Kino der Toten (when the O4 arrived) occurs somewhere near 1967, yes? Doesn't Green Run before the N4's coming also lie within the same timeline? After all, the area was used as a government experimentation site because it became deserted. Green Run and Kino der Toten have the same era in common. FIVE was used to allow us slayers to situate the similarity between that map and the Campaign level when you go in to kill Steiner. The settings are similar because the timeframe does indeed connect, and the objects & instances found throughout the map - such as vehicles - also support this.
  24. You have to make sure that the orbs are placed when the Trample Steams are correctly in their positions. A way to determine if they are correct is when Maxis says that they are, and when you cannot pick them up anymore. When placing the orbs, make sure that the Trample Steams you place them upon are different. This is a crudely done representation of what the Trample Steam configuration should look like. Once the Trample Steams are in place, the only dialogue you should have is "Hold 'Square' to place balls". If not, you must replace your Trample Steams until you get that quote. Once you have done so, you should be able to place them down. The result is this: HikPjzx0bew @ 3:24
  25. Basically what jinro said. Accuracy can only be maintained if you are shooting. This method is most preferable with the Mustang & Sally. Using the Galvaknuckles is considered meleeing, so all you'd need to do is melee and not take a single shot throughout the whole boss round. Voila - free perks galore!
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