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InfestLithium

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Everything posted by InfestLithium

  1. I wouldn't be too surprised if this were the case.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Hey friendo, welcome to the forum! Have yourself a look around, explore some discoveries, and post up any and all ideas. Hope I see you around! :)
  8. Glad you could make an introduction friendo! It's actually pretty awesome to have another fellow designer on board; I can't wait to see what you may post up. Any videos you'd like to share, I'm sure we'd love to see them in the Media Section. Hope to keep seeing you around! :)
  9. If you want to rank up fast and quick, there is one easy way to do so: Play great, consistent games for long rounds. This means staying in a game whether you start off fantastic or not. Get yourself situated with your strategies and surroundings. For instance, I prefer to stay close to people so I have backup and vice versa. Use a strong gun as your primary and an emergency weapon (Mustang & Sally, Ray Gun, Monkey Bombs, EMP, etc). If you're serious about ranking, I strongly suggest you try out Survival on Town or Farm, as they are great maps to pull of high rounds.
  10. Rectangle yellow-ish light? That had been on the Bus Driver already. It's just a design for him, nothing too special. If you EMP the bus, the light will turn off and then back on once the bus starts up again.
  11. I haven't seen anything new about the Bus Driver. A screenshot/picture please?
  12. People demanded more special skills in Zombies. Treyarch delivered in attempt to satisfy the general population. Obviously the CoDz community in particular is not happy. Oh well - just another skill I won't be needing anytime soon.
  13. Hey friendo, welcome to the forum! It's good to see that you have a lot of enthusiasm to talk zombies. Question is, can you hold up to your words? If so, then I hope to see you around often an hear what you have to discuss! :)
  14. Hey friendo, welcome to the forum! Glad you could finally join us; there's a lot to search and explore. I hope to see you often and even see some of your own ideas/theories. :)
  15. I don't think there is much a difference besides the non-spawn sessions at the end of a round. I played a few games recently, and the only thing I noticed is that they are no longer afraid to hit you from a distance. But they actually seem easier to navigate through if you get caught in a crowd.
  16. There will most likely be no Survival Mode for Diner. If we go by the Leaderboards (which have updated to reflect what's in store for the DLC), the only options we have available at the moment are Die Rise and Turned on Diner. It's a shame that we can't have survival on every map now.
  17. Hey friendo, welcome to the forum! There's going to be a lot of Die Rise/"Great Leap Forward" information coming in, so make sure you stay tuned. I'll be sure to see some of your content on YouTube - I love seeing what the community has to offer. I hope to see you around often! :)
  18. In the Bus Depot, you can grab a group and hold out in the empty side room. For this setting, I like to have my Mnesia (since I can easily regain my ammo) and a rather powerful weapon such as an LMG or a Galil/MTAR. Don't open the 750 door, as you only want those four barriers to be your only obstacles. Use the power doors via Turbine to exit/enter. When the group is ready to camp, come in from the outside through the power doors and settle in the spawn room until the doors fully close. Then open the first power door and hold yourselves near the last exit. Zombies will only come through the windows, so have two next to the opened door and two near the power exit. It's a simple strategy that allows a rather easy exit. If you're not a fan of that, you can also use the power station to your advantage. There are two approaches to this; outside the shed and at the top of the brick building. Simply put, have a person covering the front of the stop, one near the opened barrier, and two towards the back to watch for ground zombies. As for the building, stay near Tombstone with two people covering the window and bridge while the other two watch for the lower platform and the cliff (where zombies come from the outside). I'm not a person to camp in zombies, but these areas work for me aside the Town strategies. They allow for easy escape and utilize weapon ammo pretty well.
  19. What if you have the placement limitation similar to the League Play in Multiplayer? Regardless if you're great or novice, the moment you begin the mode you must completely play through five matches. Once you do, all of your averages will place you in a rank that the system sees fit. From there, the only way to rank up and reach another set (Iron, Gold, Master, etc.) is to continuously have great games. If you don't prove your worth, then you will downgrade.
  20. I just played a game of Local to see if the Teddy Bears worked, and it seems that they still play Carrion. I want to assume that your sound may be a little messed up in-game or something similar to it. Try playing another match and see if the three activate. Remember to hold "X" (or Square for PS3) and make sure the activation sound occurs. There is no true order, really; just as long as you activate the three bears, you'll get the song.
  21. Welcome to the forum, friendo! viewtopic.php?f=139&t=27930 Any and all information regarding the newest update can be found here.
  22. Hm, that's very interesting indeed. I have never seen an Insta-Kill do that before. Perhaps the drops that come as a reward of doing the Maxis side have a bit more power than we thought it to be. When you picked up the Insta-Kill, more than likely it was a brand new skill that was hidden. Because it happened to be that particular drop, you going down seems to have triggered it. My only guess is that it allows you to take down zombies just like a regular Insta-Kill, but occurs whenever you go down in a given game to allow more safety for revival. I'd like to see how the other drops play out like this. Great discovery Blitz!
  23. Didn't even realize that the update did that...why so early of appearance? But my goodness - the Great Leap Forward as the official map name and not Die Rise? I guess we can safely assume that there will no longer be another "Tranzit"; rather, each map will more than likely have its own mode to go by. I can't wait to see what's in store for it to be called "Die Rise". [Looks like PINNAZ wins Psychic of the Year. ]
  24. I'm guessing that they want to up the difficulty of not having time re-collect yourself and get what you need before ending the round. I thought that this still happened before the update; I would be in a match where I was the one babysitting a walker and it would die out for no reason after, say, 6 minutes of watching it. The same applied to crawlers even if you didn't leave the vicinity. But going off what you said, it does seem that zombies tend to die out faster than usual. Treyarch wants to make things more complicated for us. First, they remove crawlers as time-decoys. Now, they are forcing zombies to respawn quicker so the rounds will begin asap...perfect. It's not a huge deal, but it definitely is a hasty decision to make now considering we don't have all the time in the world anymore. Oh well - more challenge won't hurt.
  25. The statistics should be determined just as you said. The ranking system is indeed not broken; it's just really confusing since there are so many factors to consider yet we heavily really on only two aspects. But you're right - staying consistent is the only way to rank up. A good zombie player will be careful of how well they perform in a match, but a great zombie player will enjoy the game while navigating through the match to reach higher rounds without paying much heed to the numbers but rather the gameplay itself. You can't go wrong if you put your best foot forward in every game. You just might be surprised how well the hard work pays off. Having a skull & knife emblem is all that bad, considering a majority of zombie players are still stuck at ranks below that one. In all honesty, emblems mean absolutely nothing when it comes to gaming. Sure, anyone can walk around carrying a badge that showcases higher prestige. But if you can't play to match the badge, you're as good as the split-screeners who join a lobby and never ready up (oh yeah - I went there). Personally, I let the end game results and high round do the talking - win/loss ratio for Grief.
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