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Everything posted by InfestLithium
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You're not going crazy, friendo - I've had the same thing happen to me. Not exactly in the depot, I should say. Rather, I set it down near the barn in Farm and it shot across the sky towards what seemed like Town. Never saw it again. :(
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I figured the CIA/CDC came in a tad before Tranzit occurs. It's really hard to point in evidence leading to it, but it seems more logical for the them to first-respond to the event in Green Run. Just as they have Nuketown, they come to survey the area and take note of what has occurred due to the ballistic missiles. In Grief, it's a matter of who will be the one with all the info and survive. Survival is the same aspect, after Grief occurring. Then Tranzit comes into the picture.
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It's actually a very close to even ordeal, but I'd have to stick with Maxis. Richtofen may have more steps and the horrid cause of blowing out the bank to grab two pairs of EMPs, however, Maxis requires you complete his steps without any perks. Of course, using the Turbine-Perk glitch may help you, but for those who prefer a legit style of gaming, Maxis can be a pain in the ass. 1) You have to wait around for Him to arrive. Some use the storm as an indication, but it's not too easy to time his appearance. Luring him under the pylon without him getting caught in the cornfields is a whole different story. 2) Turbines break too much. If you even do so much as die, you are forced to travel back to the Depot to grab yourself another one. It doesn't help when having to EMP Him while your turbines are laying around. 3) Did I mention no perks? I mean, getting zapped automatically gives you the red screen of death, and being in a very small area with zombies (if you're playing beyond Round 8) can get dirty very quickly.
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Making the Avogadro stronger (veteran members please read)
InfestLithium replied to Tha Super Devil's topic in TranZit
I don't recall any audio clips where Maxis says to make the Avogadro stronger. The only way to make him "stronger" is to carry on [hehe it's a pun] through the rounds. He simply becomes more durable like the zombies. If there was such a way to fortify his power, I'm assuming it would be having to place the two turbines under the pylon for the Maxis Easter Egg while EMPing him. -
I just assumed that it's only heavy breathing. Soft, yet heavy and airy breathing really. Even if it were whispers, I don't exactly think mind control is hereditary thing. David Mason is not hearing numbers in any way shape or form. But if it were whispers, perhaps it would be based off the memory where Raul Menendez holds him hostage.
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Hey friendo, welcome to the forum! I like your spunk - and I can't wait to see more of that around CoDz. I'm sure you'll have a fantastic time here. :)
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Black Hat PDA: The Greatest Thing Ever
InfestLithium replied to Electric Jesus's topic in Multiplayer
Black Hat PDAs are essential to anyone who is a serious team player. These suckers come in handy extremely in games like Search & Destroy, Demolition, and Capture the Flag. Like EJ said, attach your Engineer class and you're set to become God of electronics. Honestly, there is no backslash to this item. Unlike most of your other secondary items, a BH PDA will never turn against you. None of your enemies will ever know you have one on you. Once again, it can hack through walls, from a distance, and virtually hack anything that is not yours. I'm surprised that a majority of BOII players don't have this. -
That is a question which is up in the air. Honestly, nobody knows how 115 originally spreads. The rockets would not contain 115 in them whatsoever. The only leading evidence to this is Maxis' cause. Since he launched the rockets to impact Earth in various hotspots, he is trying to lessen the damage that Richtofen will do, not increase it.
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How has a player obtained more than one NavCard? I have seen numerous posts on how someone can respawn after dying, or hitting the Mystery Box and suddenly having "another card". The multiple cards shown along the points represents WHO has it. Sometimes they will not show; even your own. I did a little investigating on this, nevertheless. Last night, I played about 4 matches of Tranzit with a new team every time. In all those matches, I kept track of who appeared to have a NavCard and who didn't. Most who said they already did it had their card next to their points 40% of the time. Near the end of the matches, I noticed that once the game finished, everyone (including me) who claimed to pick up a NavCard obviously had them. [Note that I specifically played games with those who had mics. Not a single soul on our team refuse to talk.] This is all based on my personal experience, henceforth why I bring this up. The card will either show or not show at the beginning of the game, but towards the end in the later rounds, they will eventually be displayed.
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That's totally fine with me! Just keep this thread glowing with more strategies - I like where you're heading with this.
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Morse Code can only be done when there is a delay followed by a repetition of broken patterns to symbolize letters. In definition, you cannot perform any Morse Code if the tap (or in this case, the light) does not break into any patterns or fluctuate. The traffic lights in Town are perfect examples of Morse Code. And from what I have seen myself, the lighting in the window of the apartment is a still image. Apparently the code syntax for creating lighting was not created to ignore the reflection from the window. That is why you can see it until it's broken.
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Hey friendo, it's finally nice to meet you! I never got well-acquainted with the veterans on this site (except for Tac), but it's finally nice to see just how Strwrsbob is! :)
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Had it been pre-recorded, the audio would loop continuously as you play Nuketown. But after a certain round (was it Round 5?), you cannot hear him anymore. That's directly after hearing the bus honk. This is the suspected moment in which he escapes from the bunker, hops onto the bus, and is next seen in Green Run. As for Richtofen, the audio was actually being broadcasted live to signal to the players that the events in Nuketown were happening at the very same moment Richtofen begins to take control of the zombies on Moon. This explains why the zombies' eyes change to the color blue. It's too perfectly timed to be some kind of audio loop.
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It disables them for a brief moment, but they regain their power once more after a minute or so. In the event that they break, you can pick up new ones and place them at the two spots needed (Diner and Depot) since you no longer need the turbines under the pylon anymore.
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Been' doing some thinking about NDU in Green Run...
InfestLithium replied to Bronsauce66's topic in TranZit
It's a good theory, do not get me wrong. But there is a very common flaw that you (alongside many others) have missed - there is no Nacht Der Untoten in Green Run. What you see is actually a structure much similar to the original; an allusion, if you will. Even if you are not aware of where the actual NDU is located, think about the surroundings outside of NDU versus what has been called its "prototype" in Green Run. And the post above me also made it clear - no Nazi zombies here. In addition, Green Run is not a military base. The closest thing we have to this is the Hanford site, which is south of the map. This facility is involved in nuclear testing, so it's easy to assume that Green Run has something to do with it (just take a look at the power station bunker and PaP room). While this is true, the whole map itself shouldn't be a militaristic zone, even if it's in the general vicinity. The bus note is rather correct. This is not your average transport vehicle if you're visiting both recreational areas and top-secret/government facilities. -
Once again MMX, you have provided another beneficial guide for the common zombie slayer. This time, for Grief - and I really love this! Consider this very thread Bookmarked in my tab. Also, I'm not sure if too many people are aware of train collisions. When you're hitting beyond Round 8, there will be so many zombies spawning that people will either do two things: camp out at the edge of the Bar/Apartment, or run trains. I recently found that you can increase the odds of instant downs for the other time by doing something I call train collisions. It's not a small piece like you have examined where a certain action/event can do major harm, but this is kind of combinations with what you've said. Here's what occurs: the drop-off areas of each building are extremely dangerous if it is a failed leap. Now when you drop down, you get a hit marker (unless you were lucky in avoiding a hard landing, which isn't very common). Now you as the opponent can run a train around the Bar or right next to the apartment. When the opposing team tries to jump off after getting crowded w/ their own zombies, they will more than likely fall into your train and get eaten alive. There's about a second delay for the player's character to recover and run. This is the prime opportunity for them to get swarmed and be sucked in. Time it with a knife or your gun, and bam - they are practically frozen. I know it's a rather cheesy strategy, but hey - it hasn't failed me yet. ;)
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viewtopic.php?f=136&t=26860 This was recently posted up, and it's a very good strategy guide for taking down Tranzit. And if you wish to view other strategies regarding the best spots to train, how to survive with given weapons and/or equipment... viewforum.php?f=135 This forum holds are your answers, friendo. :)
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Does that mean not to fix the turbines? If you've confirmed it, then this is reasonably related to Tranzit mode in some form. Perhaps it's a nod towards completing the Easter Egg if a player hasn't done it so on Green Run (since Maxis' first request is to complete the turbine). But why not to fix it? It just doesn't make sense. We had this before with the Firing Range, but no Firing Range-styled zombie map.
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Hello Star, and welcome to the community! So you're a Zomb-She, eh? Sounds like you should grab yourself a medal for it. Anyways, enjoy your stay and hope to see you around!
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Screenshot please? I'm looking around for it, and I cannot find this white board anywhere. But if what you say is true, I don't exactly believe that Cargo could be a potential zombie map. We might have gotten lucky in the past with one or two maps being based off multiplayer maps, but I can't see Cargo being one of them.
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There is a way to do private match. It's more of a system glitch, but it requires you to have a secondary controller on standby. Custom games are the closest things to private games.
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Strategies are all over the place for Green Run. I love it. Personally, I enjoy running a train at Diner with my upgraded DSR, unlimited Zombie Shield, and regular MP5. While everyone enjoys running the Mystery Box dry and leaving the Diner, you'll find me there (usually the last one alive) running circles and smashing through a whole crowd with one shield. Unlimited money, my friends. Unlimited money maker.
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Clearing things out about the timeline...
InfestLithium replied to zombie_exterminator's topic in General Zombies Discussion
This was the best way I could condense the message to anyone reading this post. Wherever you got the idea that Nuketown is modern day, it is very, very incorrect. Try looking here: viewtopic.php?f=100&t=11967 Honestly, this is your best bet as to finding out how the locations match up in the zombies time frame. You're still pretty spot on, but a lot of your assertions are incoherent regarding the aesthetic structure of Hanford. Nevertheless, good job on this. :) -
Very nice take on that! I'm sure, however, that the set up in which the power room is displayed honestly does not regard any clock formations. The map is guessing how the general layout is. For that matter, we can't really say what position it is. Alongside that, where does the formation of the power room have in the Easter Egg, or storyline? I'm not shooting you down - I just want to take into consideration your perspective of what's going on so I can see from where you're sitting, that's all. :)
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Green run is traversing different levels of space and time
InfestLithium replied to Zamininc's topic in TranZit
It's a nice speculation (and well put), but I don't believe that the whole map is different "time levels". Aesthetically, it's supposed to display particular areas of Green Run. Never have we really had a zombie map where the whole area (Hanford) was given to us. I know you are not saying that Green Run IS a paradox, but pointing out the different eras via possible locations is not the major concern for the map. Every site on the map was set up in collaboration to give players a different feel of...well, a town. You have urban and rural areas combined, alongside an allusion to literary the place that made zombies famous. [Also, it is not Nacht - it's just an area that is awfully similar to the map we know so well and love.] What I do find interesting is your details on the characters themselves. Once again, however, it's just another way to separate the differences and important characteristics of our new crew. They come from various locations across America, much like how our original crew came from different countries (even if that is a much larger scale to consider). But I do like your thinking - keep it up! :)
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