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InfestLithium

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Everything posted by InfestLithium

  1. No, you can't insert points into your bank account offline and expect it to be there when you play a Live match. I wish it were possible, but unfortunately, it's not.
  2. Hm, you made a thread to stop the threads discussing the Juggernog+ skill so others will not have to endure it and make it as hidden as possible. Very ironic. Nevertheless, you can't stop a community form talking about something. Just as Jason stated, you can hide something that the developers intentionally inserted into the zombie gameplay just because you feel that it's "noobish". For all you know, it could be of great assistance to most offensive and defensive players. Sure, it makes the game easier than it should be. But the reality is, you do something very simply to avoid such a catastrophe: Don't get the persistent upgrade. Nobody is forcing you to obtain it, and you can easily ignore. If you get it, then you get it. A player's skill is not determined by what they have, but what they can do with said instruments and tools.
  3. Then I'm afraid you're stuck until you can get some kind of payment in the Marketplace. Your best bet will have to be getting that points card. You got to make it work, friendo. On the topic of the Sliquifier, what would that baby be like Pack-a-Punched? I'd like to say that it has a more adverse effect on the zombies slipping/sliding/what-"ing"-they-will-be-doing. Or perhaps it will actually liquefy them so they are (like said before) nothing more than a puddle of goop, which the latter zombies will slip across?
  4. It's better this way too. Buy 800 points, then buy 400 points to get your 1200. I believe it only costs $15 total, which saves you about $5. That's how I've always done it with the Black Ops DLC packs. If you don't like that method, you should open up a PayPal account and get it connected to your bank funds. You choose how much it is allowed to retrieve/send, has confirmation systems, and even sends an invoice to all parties involved.
  5. For all we know, the dragon could be anything - I have a feeling it may be related to the Denizen-like creatures that were spoken of in the recent reviews. Then again, your idea is very plausible. I'd like to see a mini-boss that constantly follows you around until it is dead like the Hellhounds, but more ferocious. The Bus Driver pertains to the Consolidated Coach Corporation Busline. I can 99.9% believe that we will never run into him on a vertical map such as this. Unless they did Consolidated Coach Corporation Airline. :lol:
  6. Hey friendo, welcome to the community! There's a lot to discover, and there will only be more information coming in with the new DLC coming tomorrow. Enjoy your stay, talk zombies; I hope to see you around often! :)
  7. You are correct, friendo. There is a parade in China to signify the Chinese New Year. There is also something to go along the New Year. From what history tells us, there was an evil mythical lion-like creature called Nian who rampaged several villages and preyed on villagers. The only way to ward it off was to create a loud ruckus with drums and firecrackers. Villagers even placed red lanterns because it was widely believed that Nian was terrified of the color red. Hence, the "passing of Nian" became synonymous with the New Year. I know it's not a dragon, but it is awfully similar to one, and the Chinese parades even have Nian's face on a dragon's body float. Weird, huh? Here is an image of the typical dragon float: The dragon is the symbol of strength, good luck, and supernatural forces. It's considered a mythological creature consisted of several animals combined. What Flammenwerfer is correct; one in particular that may pique your interest is the Wood Dragon. The Wood Dragon (1964) The Wood Dragon year began on February 13, 1964. The dragon is known for its attributes of force and power. Followers of the Wood Dragon are said to be very sexual with one another, and are deemed very lusty similar to the dragon. Other than this, the Wood Dragon is quite similar to many other dragons, in which they posses magical abilities.
  8. The OP is saying that there are 70 possible combinations to using the streetlights for EMP'ing. There may be an offset chance the order may do something with Maxis, but not with Richtofen. It's not necessarily a waste of time if it does come out to solving the tertiary system; but because it's not exactly a very crucial step, I wouldn't hold onto it too much. Still, it's great to have every bit of detail we can on it. ;)
  9. The only thing that pops up in mind to zombies with the Sliquifier.
  10. The dragon sign - which is what it looks like really - is a pretty good distance away from the tower. For all we know, it could be where the Pack-a-Punch resides. If you dare venture to that particular area, who knows what will come in your path (I don't think zombie dragons will be making an appearance anytime soon). We also have to bear in mind the Achievement states to encounter it before Round 2. I have never heard of any zombie bosses that came before Round 5/6 based off Hellhounds and Space Monkeys. I have an odd feeling that this requires us to go out of the tower (if possible) or access a certain area to approach the "Dragon".
  11. I'm a bit confused. Are you talking about the tertiary system that Maxis says? You were EMP'ing the streetlights, so I assume you did Richtofen's side. In that case, I'm pretty sure the system does not apply to him. But when doing Maxis' side using the Turbines, there are said to be four particular locations that you can use to complete the Side Quest for the Achievement: - Bus Depot streetlight across the Mystery Box - Town streetlight in front of the shed - Underneath the pylon (usually done already when EMP'ing "Him" - Town streetlight near the exit before the lava pool Richtofen does not require any particular locations to EMP; just as long as you can reduce the energy current on four streetlights within a 3-5 second timeframe.
  12. Well, then let's dissect it a bit more. If we go by the image, it's safe to assume that slipping will be involved in some form. With what has already been perceived before me, the Sliquifier is more than likely a Wonder Weapon which creates a small layer of ice to form on the surface, causing zombies to "slip" to their eminent demise. What demise is that, I am not too sure - it could be into a wall, down the elevator shaft, so on and so forth. Liquid nitrogen can reach an extremely low temperature of −210 °C (freezing). With the right reaction and catalysts, it can become deadly and extremely cold enough to form ice crystals. Perhaps this Wonder Weapon holds a similar element/compound that will freeze upon spray. http://web.physics.ucsb.edu/~circus/liquidn2demo.htm It might as well be an sno-cone maker. :lol:
  13. I'd like to think they just fly off into the endless sky (then back down like a watermelon). When I think of a "flinger" plus the layout of the tower we're in, maybe the zombies are catapulted into the air only to be either: a) smashed into the ceiling which is technically a walkway/stairway since the map is an Escher-style layout tossed up and back to make a big splat But this trap should be very interesting, to say the least. In fact, it might be the perfect defense when we are in a tight corner.
  14. I know that in Solo, having Quick Revive will allow you to revive yourself. But in a Zombie Multiplayer session, perhaps there is a new persistent upgrade that will allow the same? They may have caught wind of many players being unable to revive their teammates in Tranzit because of how expansive it is and the unreliable streetlight portals. I don't think it would be a new perk, as it would be a kind of opposition to Quick Revive.
  15. Welcome to the community friendo! It's good to see somebody that enjoys playing Zombies with their buddies regardless of what's the objective. It does keep the excitement going, really. Have yourself a look around; I'm sure you're bound to find other slayers who want to explore and solve the Side Quests (that's what we decided to call them nowadays). Hope to see you around often! :)
  16. What if the transmitter is the tower we are placed in? I keed, I keed - great job as usual, PINNAZ. It's nice to see a new blueprint put on the table regarding what device we will encounter next. I love your thinking about the tower; seemingly, the device can be used for wireless energy for delivering said energy. While there can be ideas on the power going to either maxis or Richotfen, I too have a feeling this will not be the repetitive case. Rather, some area/external receptor is going to receive energy and process it like an engine, or even storage system for a much larger scheme. That, is where we will begin our third chapter of the Black Ops II story.
  17. Just a quick mention of "Quick-er Revive": if you are in the middle of reviving someone and fail to full revive them, you will lose the skill on the spot. It's a shame, really. I think the patch may have made it a bit screwy.
  18. Great Leap Forward is the name of the map. The Leadboards categorize the maps vertically, whereas the modes are horizontal. That's why you have Green Run, Nuketown, and Great Leap Forward aligned together; they're all maps. You'll never see it a mode in this column. Why? Because that's how it is categorized. Die Rise is the name of the mode which is played on the Great Leap Forward map.
  19. I. This thing can be earned in TranZit by doing something. I. Perka-Skill II. This thing makes all zombies you kill have their heads explode upon death. C. Multi-Head III. This thing lets you revive your teammates faster. D. Quicky IV. This thing allows you to rebuild barricades with steel boards. C. Mega-Bars V. This thing allows you to survive four consecutive hits from a zombie. G. Jugger Plus VI. This thing is an add-on to Insta-Kill that lets you kill zombies by contact. F. Red-a-Kill Well, at least this is what I could put in. UPDATE: While playing a game of Tranzit, a teammate tossed an EMP at a horde I had on me and received a green burst. None of us had killed any of the zombies. The burst occurred right as the zombies were hit by the EMP. The teammate tried to accomplish it again, but nothing happened. We didn't notice anything different with our characters or zombies afterwards. PINNAZ can vouch for me on this one.
  20. I wouldn't be too surprised if this were the case.
  21. And what was so "bad" about Shangri-La, exactly? I know from what the OP says, it does sound awfully similar to the map; however, it's not as bad as it might seem. We've never experienced vertical layouts before, so it definitely will be very different from what we're used to. The elevator may also be quite similar to Five's elevators with the small twist of being able to fall into the shaft. The perks inside the elevators make it even more challenging to access them quicker. The new "mini-bosses" may be similar to the astronaut monkey with an additional drop. As for PHD Flopper...well, it reminds me of Verruckt again. More challenge doesn't necessarily make a map suck. If you can navigate through high rounds, great. If you can't, work out strategies and continue trying again.
  22. You need to continuously raise your K/D ratio throughout all your games. The way the system is set up, there is a separate ratio you must meet. But that's not important; in most of your matches, you need to keep high amount of kills with as few downs as possible. In this case, you could easily play a few matches with at least a thousand kills and one/two downs and hit Shotguns. So keep playing great matches and keep track of your statistics in the lobby. (Make sure to focus on the other factors, such as headshots/revives/accuracy). It's a very wacky system, but honestly, you can have a better time playing for fun rather than focusing entirely on your rank. Play Solo Survival if you're serious about hitting a high rank; if you're more multiplayer-oriented, I'd suggest Survival on Farm or Town.
  23. More than likely, it is. Note how JZ emphasizes "zombies not playing nice". The new skills founds are not exactly zombie-oriented, but more player. If they fix the quick-death on lonely zombies, that'll be a pretty large boost back to feeling comfortable with gameplay.
  24. Y'know, it wouldn't sound like a bad idea at all. Tight spaces, vertical layout, seemingly interesting pathways with quite a lot of dead-ends. Perhaps if they made the Flame-based Wonder Weapon, it would have a very limited fuel system but produces a very high damage output. Sounds like it would be more of a path-clearer and defensive weapon than an offensive one. After all, this map seems like it screams survival.
  25. Mmm, that is true - but if you are determined and play well in, say, Tranzit, then you shouldn't take too long to rank up. Grief is the only area that most "rank players" refuse to actually play well in.
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