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8feet

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  1. *Takes deep breath* ah yes... The Mosin Nagant, even in Multiplayer that blasted thing was a pretty. *sniff*
  2. :?: Comment #3 I have to disagree that Quick-Scoping is considered overpowered, besides this isn't Multiplayer. Zombies was made for fun and the option for the player to Quick-Scope at his/her disposal that must be made available to have variety. The main goal of this topic is how to make the Snipers more useful both as a support and a primary weapon in a 1-2-4-8 player game. While I have to agree about the part that both Sniping and Quick-Scoping should have advantages and disadvantages, and that's why we are going to have this discussion before BO2 comes out...
  3. Comment #2 Well, looks like we are in a stand off here... It appears there are those who believes that the sniper should always have the One-Hit Kill Headshot while the other thinks that it should end around the high rounds. Hmmm... it has something to do with Quick-Scoping and Semi-Auto shots. So what if you guys prefer that the Bolt-Action one should have the One-Hit Kill Headshot all the time PaP'd while the Semi-Auto is nerfed to only have a limited round base headshot?
  4. Update #1 Comment #1 So yeah, I took the just recent idea of the One-Hit Headshot Idea at the palms of hands. Wrapped it around waywardly, and threw it out at the swamps of Shi No Numa. Basically, I started from scratch. This time not as a simple "idea" but with a concept that I calculated from past records of thee zombie infested world... Hopefully this will balance and usefullify em a bit! ---------------------------------------------------------------------- Both in WAW & BO1 Sniper Rifles against Zombies is ultimately useless and unappreciated. For that there should be change. Here are the possible options and explanations to how to make Sniper Rifles useful in Zombies... Bolt-Action Sniper Rifles Normal Bolt-Action - One-Hit Headshot up to Round 20. Damage: 2,800 - One-Hit Bodyshot up to Round 13. Damage: 1,400 PaP Bolt-Action - One-Hit Headshot up to Round 50. Damage: 50,000 - One-Hit Bodyshot up to Round 43. Damage: 25,000 Redesigned as a ranged, no/quick scope zombie killing collateral machine. Unlike its original design used in WAW and BO, the weapon was buffed up yet still balanced against the undead. Here's the main reason why Bolt-Actions back is the days were traded by Semi-Autos or just used for fun. 1. One-Hit Kill Bodyshots are only effective at the rounds 7 and below. 2. One-Hit Kill Headshots only last at the rounds 26 and below. True, the headshot damage was nerfed to -6. But in exchange this increases the Bodyshot's damage by +6. Reason, at the rounds 8 and above at that time. You would rather prefer a Automatic gun then try to get a headshot. Now that you've been given an extra amount of rounds. This enables you to have more time to Pack-a-Punch it for the real deal. Semi-Automatic Sniper Rifles Normal Semi-Automatic - One-Hit Headshot up to Round 15. Damage: 1,800 - One-Hit Bodyshot up to Round 5. Damage: 600 Pap Semi-Automatic - One-Hit Headshot up to Round 35. Damage: 12,000 - One-Hit Bodyshot up to Round 18. Damage: 2,400 Rethought as a support focused high-rounds inhibitor. Back in the days, a PaP Semi-Auto is ultimately better then a Bolt-Action because both shares the same damage. So why the buck would you try to Pack-a-Punch that weapon which has the same damage, but with a slower rate of fire? Thus the Bolt-Action was labeled as a challenge tool rather then as an effective one... So, to balanced both this sun of a beach. This Semi-Auto was then nerfed furiously, but in a useful way. The weapon is designed as a support weapon that let's your allies take out the undead much quicker on the higher-rounds, as quicker as like in the early rounds. That's right, its a time-traveling weapon used to go back in the early rounds while the counter says your physically around the future, aka it shoots paradox pellets. Thank you for your time and God Bless!!!
  5. I want Ballistic Knife (For medical purposes) Monkey Bombs (Classically best special grenade) V-R11 (It wasn't used much for it wasn't an ideal zombie killing machine, but I like using it as a support weapon. Gives Immunity and Instant-Kill to my allies now that's teamwork!) Crossbow (PaP is the only reason why I would want it back) PPSH (Gimme dat gun) Thundergun (I know its easy mode if this gun comes back, but balance it up a bit and hopefully it would be considered as a legit strategy weapon) Raygun (Always) Mustang and Sally (nuff said) God Bless!!!
  6. Comment #0 I took another moment of the idea. I believe the Bolt-Action idea seems balanced, for now. Unfortunately, the Semi-Automatic one seems over powered if it includes the One-Hit Headshot idea... I'll be thinking over how to balance it and hopefully it will enable the players to choose between the two sniper rifles and not abuse the semi-automatic one-hit headshot... Update #0 Round 10 + 5 per round = Penetration minus 1
  7. :?: Comment #3 I have to disagree that Quick-Scoping is considered overpowered, besides this isn't Multiplayer. Zombies was made for fun and the option for the player to Quick-Scope at his/her disposal that must be made available to have variety. The main goal of this topic is how to make the Snipers more useful both as a support and a primary weapon in a 1-2-4-8 player game. While I have to agree about the part that both Sniping and Quick-Scoping should have advantages and disadvantages, and that's why we are going to have this discussion before BO2 comes out... --------------------------------------------------------------------------------- :ugeek: Both in WAW & BO1 Sniper Rifles against Zombies is ultimately useless and unappreciated. For that there should be change. Here are the possible options and explanations to how to make Sniper Rifles useful in Zombies... :idea: Bolt-Action Sniper Rifles Normal Bolt-Action - One-Hit Headshot up to Round 20. Damage: 2,800 - One-Hit Bodyshot up to Round 13. Damage: 1,400 PaP Bolt-Action - One-Hit Headshot up to Round 50. Damage: 50,000 - One-Hit Bodyshot up to Round 43. Damage: 25,000 :arrow: Redesigned as a ranged, no/quick scope zombie killing collateral machine. Unlike its original design used in WAW and BO, the weapon was buffed up yet still balanced against the undead. Here's the main reason why Bolt-Actions back is the days were traded by Semi-Autos or just used for fun. 1. One-Hit Kill Bodyshots are only effective at the rounds 7 and below. 2. One-Hit Kill Headshots only last at the rounds 26 and below. True, the headshot damage was nerfed to -6. But in exchange this increases the Bodyshot's damage by +6. Reason, at the rounds 8 and above at that time. You would rather prefer a Automatic gun then try to get a headshot. Now that you've been given an extra amount of rounds. This enables you to have more time to Pack-a-Punch it for the real deal. :idea: Semi-Automatic Sniper Rifles Normal Semi-Automatic - One-Hit Headshot up to Round 15. Damage: 1,800 - One-Hit Bodyshot up to Round 5. Damage: 600 Pap Semi-Automatic - One-Hit Headshot up to Round 35. Damage: 12,000 - One-Hit Bodyshot up to Round 18. Damage: 2,400 :arrow: Rethought as a support focused time traveling high-rounds inhibitor. Back in the days, a PaP Semi-Auto is ultimately better then a Bolt-Action because both shares the same damage. So why the buck would you try to Pack-a-Punch that weapon which has the same damage, but with a slower rate of fire? Thus the Bolt-Action was labeled as a challenge tool rather then as an effective one... So, to balanced both this sun of a beach. This Semi-Auto was then nerfed furiously, but in a useful way. The weapon is designed as a support weapon that let's your allies take out the undead much quicker on the higher-rounds, as quicker as like in the early rounds. That's right, its a time-traveling weapon used to go back in the early rounds while the counter says your physically around the future, aka it shoots paradox pellets. Thank you for your time and God Bless!!!
  8. Update... 8feet here. Now you may wonder why I would like for this trashed perks to make a return. Its because it was used in the wrong way. I did some changes and limitations so that this perks will once again shape COD!!! Oh and just to let you know that, 2 perks are entirely new and my idea. My favorite one is at the last of the list. God Bless!!! Squad Perk Slot The Squad Perk's effects can only be activated when you've Earned (2) Assist Points, Saving a teammate, Finishing Contracts, Completing an objective, and destroying an enemy killstreak(Except Spy Planes, Dogs, RC-XD, and remote controlled explosive toy helicopters) The Squad perks affect's the character's lower body appearance. Reconnaissance Replaces your mini-map's "Red Dots" to "Red Arrows(like the ones from the "Blackbird's killstreak") that shows the enemy's exact position and direction. Lasts for 20 seconds. Reconnaissance Pro Adds a mini recon device that shows nearby enemies. Co-Reconnaissance Increases the time limit to 30 seconds. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Reconnaissance Perk" for 15 seconds. We have eyes in the sky... Commando Increases the player's melee range by 25% & movement speed by 50%. Lasts for 15 seconds OR if you get a kill. Commando Pro Removes kill limit, enables you to get more than 1 kill. Co-Commando Increases the speed movement to 75%. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Commando Perk" for 10 seconds. Let's CQC! Stopping Power Gives extra damage. Last for 5 seconds OR if you get a kill. Stopping Power Pro Removes kill limit, enables you to get more than 1 kill. Co-Stopping Power Increases time limit to 10 seconds Also, if another teammate assisted you instead. Your teammate will receive a temporary "Stopping Power Perk" for 5 seconds. Killing spree! Juggernaut Decreases enemy bullet damage. Last for 10 seconds OR if you get a kill(DOES NOT PROTECT against explosives, headshots, and melee damage.) Juggernaut Pro Removes kill limit, enables you to get more than 1 kill. Co-Juggernaut Decreases enemy killstreak damage. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Juggernaut Perk" for 5 seconds. Iron Curtain! Perkstreak Activates the effects of your additional perk! Must first set up wanted perk in "Create-a-Class" can choose in ANY category! Lasts for 30 seconds. Perkstreak Pro Every kill/s adds a additional 5 seconds. Co-Perkstreak Enables you to keep your additional perk when you respawned(But disables the additional 5 seconds for every kill effect) the time limit will still be running. Also, if another teammate assisted you instead. Your teammate will receive a temporary "RANDOM Perk(Except for Overkill, One Man Army, and Warfighter)" Lasts for 15 seconds, without the additional 5 seconds every kill effect. Perk-A-Cola!!! also I add a extra effect for the hardline perk... Changes: Co-Hardline Reduces the amount of assist required for "Squad Perks" by one. Hardline Reduces the amount of kills required for any killstreak by one. Hardline Pro Allows you to randomly choose another reward from a Care Package. When you open a Care Package, you can either take the reward or try again for something better by holding the [square] button. Co-Hardline Teammates who assisted you in taking out a target. Grants their assist point as a killstreak point. This effect will also apply to your assist points counted as killstreak point. Also, Reduces the amount of assist required for "Squad Perks" by one. Together, we are f***ing unstoppable!
  9. Update... I saw a glitch in the One Man Army idea, and it will overpower this perk again. So, I've done some changes to hope balance things out! Changes: As soon as you change classes by using this perk. Your currently deployed Equipment will automatically be removed to prevent you from using 2-10 claymores. If your currently deployed equipment had been destroyed. You won't be able to resupply the same type of equipment until you respawned. One Man Army Replaces your Prime Side Arm, allows you to change your class at any given time during a match. Does NOT resupply explosives(Grenade Launcher Attachments, Lethal Grenades, Tactical Grenades etc...) Equipments on the other hand, can resupply - except your currently deployed Equipment will automatically be removed. Also, If your currently deployed equipment had been destroyed. You won't be able to resupply the same type of equipment until you respawned. One Man Army Pro Switch Classes faster. Co-One Man Army If a teammate is beside you. Either you or you're teammate, can trade primary weapons by Holding to request a trade, both must hold to accept the trade. This is a good way to support your teammates if he/she run out of bullets or doesn't want to respawn just to change weapons - after the trade, you can either use the traded weapon or switch to a different class to get back into the action. REMEMBER to keep in mind that, after you switched to a different class by using the "One Man Army Perk" when you still haven't died. That class will be locked until you respawned. Hey pal! I saw a camper there in the next mountain range. Can I trade you with a sniper rifle?
  10. Game Mode All game modes in Black Ops are fine and is welcomed for COD9. But one mode is a MUST return, even if there are no tanks!!! War Similar to domination, but one flag to capture at a time. After it's captured, the next flag will be available for both sides. Depends on which team captures it. You may either retreat or move forward to the next flag. If all 5 flags were captured by either one of the team, then the game ends. But if the time's up and neither team captured all 5 flags, will start the final round were just 1 flag is all you need to win. Ok, listen carefully. This mode is awesome, its awesome, and its awesome. Just 3 words... Bring it back! Well, what you said is true. I just wanted to make sure to take a chance for Treyarch to see this as early as possible so that they have enough time to put it in. Because if its too late, then I'll have to wait another year to get another chance of this.
  11. Ok I made some changes... Hope this works, oh and sorry but I can't rename the perk because it would looked awkward. Thanks and God Bless!!! Face Gear Decreases headshot damage, has no protection against Snipers. Face Gear Pro Reduces the effects of flashbangs and protects against NOVA gas. Co-Face Gear Reveals the position of a flashed or stunned enemy for you and nearby teammates. I want to point out that. In call of duty, it takes 2 pistol bullets on a exposed head to get a headshot. So, I suggest that if you fire a bullet to the head. 1 bullet is all it takes. But if you want to make your head hard enough to take on 2 bullets. Then this Perk is up for the job. Guerrilla No falling damage, decreases damage from dog bites, decreases tomahawk throws, and no direct hit damage from normal grenades. Guerrilla Pro Temporarily, doubles movement speed when damaged, decreases damage from melee attacks, and cancels out the "Firefight Pro Perk" stun effect. Also, prevents the "Dead Aim Pro Perk" ADS-aim. Co-Guerrilla Can instantly kill enemies without the Guerrilla Perk while dolphin diving towards them, for you and nearby teammates. Ok, a lot of people knows that it takes 1 knife to kill a player - and many of those were knife panicking. So this perk let's a player take up to 2 knife hits before he dies. Same rules goes with the tomahawk.
  12. Welcome to the Call Of Duty 9 Ideas & Suggestion Thread Please offer some of your awesome ideas & suggestions that will help shape up Call of Duty 9! Feel free to comment on my ideas that will help balance any overpowered advantages -------------------------------------------------------------------- 8feet here... Once again to give another list of ideas for the next call of duty after MW3! You see, true it maybe too early. But being late won't reach Treyarch's drawing boards. So guys! Time to share the next call of duty beast ideas for our beloved developing team Treyarch! -------------------------------------------------------------------- Navigation... Subjects - Ideas - Purpose - Comment -------------------------------------------------------------------- Perks "Co-*name of perk* Pro" What's "Co?" Well its the a new idea that pop out from my head when I was thinking about my previous idea known as "Squad Perks" and "Co" stands for "Cooperation" Player's can have both upgrades and will affect the perk's name like "Co-Grave Robber Pro" Co-Perks Co-Perks is a new edition to improve teamwork. To earn Co-Perks, players must help their fellow teammates by completing Co-Perk challenges - similar to Pro Perk Challenges - The Co-Perk's effect is separate from Pro Perks. This idea was from my old idea known as "Squad Perks" when I heard that MW3 has team perks I was very excited. Except that, it was confirmed that there WON'T be any team perks which disappointed me. So, I've taken my hope towards Treyarch. Pro Perks Similar to Black Ops, no need to change. Just reduce the challenges difficulty. I liked how Treyarch did the Pro Perks. But I also want to point out that, can the Pro Perk challenge's difficulty be reduce? Protection Perks Slot The protection perks affect's the character's head and torso appearance - helmet, vest, mask, etc... Flak Jacket Flak Jacket greatly reduces explosive damage and allows you to survive any indirect explosive attack. Explosive crossbow bolts are lethal if they get stuck on you and explode. Flak Jacket Pro Deflects fire damage and reduces the effects of concussion grenade. Co-Flak Jacket Allows you, and nearby teammates without Flak Jacket, to reset the fuse of a thrown grenade when picked up. I'm on FIRE AhHhH!!! Just kidding. Face Gear Decreases headshot damage, has no protection against Snipers. Face Gear Pro Reduces the effects of flashbangs and protects against NOVA gas. Co-Face Gear Reveals the position of a flashed or stunned enemy for you and nearby teammates. I want to point out that. In call of duty, it takes 2 pistol bullets on a exposed head to get a headshot. So, I suggest that if you fire a bullet to the head. 1 bullet is all it takes. But if you want to make your head hard enough to take on 2 bullets. Then this Perk is up for the job. Covert Covert works just like Ghost from Black ops & Cold Blooded from Modern Warfare 2. You are undetectable by the Spy Plane killstreak when you have this equipped. You show up on the radar if you fire a weapon that doesn't have a silencer. Covert Pro Undetectable by aircraft, infrared and sentries. Enemies won't see your name or a red crosshair when targeting you. Co-Covert Nearby teammates - without the "Covert Perk" - will also be undetectable by the Spy Plane killstreak, can help both you and your ally flank the enemy. Sneaky, sneaky... Purple Heart Increases health regeneration when taking cover and NOT under fire. Purple Heart Pro Instantly heal yourself after you kill an enemy. Co-Purple Heart Heals nearby wounded teammates quicker. I'm Healing, don't disturb me! Guerrilla No falling damage, decreases damage from dog bites, decreases tomahawk throws, and no direct hit damage from normal grenades. Guerrilla Pro Temporarily, doubles movement speed when damaged, decreases damage from melee attacks, and cancels out the "Firefight Pro Perk" stun effect. Also, prevents the "Dead Aim Pro Perk" ADS-aim. Co-Guerrilla Can instantly kill enemies without the Guerrilla Perk while dolphin diving towards them, for you and nearby teammates. Ok, a lot of people knows that it takes 1 knife to kill a player - and many of those were knife panicking. So this perk let's a player take up to 2 knife hits before he dies. Same rules goes with the tomahawk. Support Perks Slot The support perks affect's the character's accessory appearance - backpack, side pockets, etc... Grave Robber Replenishes your ammunition and lethal grenades when you walk over blue bags that are dropped by dead players. This won't resupply launchers. Grave Robber Pro Doubles your starting ammo with extra magazines. This also replenishes your tactical grenades. Co-Grave Robber Grants nearby teammates half the ammunition you receive when you walk over blue bags. Also, resupply your Equipment - except if you deploy your Equipment, your currently deployed Equipment will be removed. Pass me some ammo! Hardline Reduces the amount of kills required for any killstreak by one. Hardline Pro Allows you to randomly choose another reward from a Care Package. When you open a Care Package, you can either take the reward or try again for something better by holding the [square] button. Co-Hardline Teammates who assisted you in taking out a target. Grants their assist point as a killstreak point. This effect will also apply to your assist points counted as killstreak point. Also, Reduces the amount of assist required for "Squad Perks" by one. Together, we are f***ing unstoppable! Featherweight Allows you to move faster, but depends on the equipped weapons mobility. Featherweight Pro Get over obstacles quicker and dive faster. Co-Featherweight Enables nearby teammates to keep up with you. Remember, your allies are your cover. March with haste! Overkill Primary Weapon & Secondary Weapon (Assault, Sub, LMG, Shotgun, Sniper) Prime Side Arm & Second Side Arm (Pistol, Launcher, Spacial) Adds a Second Side Arm, does not remove Prime Side Arm If current weapon is Primary Weapon to switch to Second Side Arm Hold ,to switch to Prime Side Arm Tap If current weapon is Second Side Arm to switch to Primary Weapon Hold ,to switch to Prime Side Arm Tap If current weapon is Prime Side Arm to switch to Second Side Arm Hold ,to switch to Primary Weapon Tap Overkill Pro Replaces the Second Side Arm to Secondary Weapon, players can choice to switch back to the Second Side Arm and vice-versa. Co-Overkill Allows you, and nearby teammates, to swap weapons faster. Armed to the teeth! One Man Army Replaces your Prime Side Arm, allows you to change your class at any given time during a match. Does NOT resupply explosives(Grenade Launcher Attachments, Lethal Grenades, Tactical Grenades etc...) Equipments on the other hand, can resupply - except your currently deployed Equipment will automatically be removed. Also, If your currently deployed equipment had been destroyed. You won't be able to resupply the same type of equipment until you respawned. One Man Army Pro Switch Classes faster. Co-One Man Army If a teammate is beside you. Either you or you're teammate, can trade primary weapons by Holding to request a trade, both must hold to accept the trade. This is a good way to support your teammates if he/she run out of bullets or doesn't want to respawn just to change weapons - after the trade, you can either use the traded weapon or switch to a different class to get back into the action. REMEMBER to keep in mind that, after you switched to a different class by using the "One Man Army Perk" when you still haven't died. That class will be locked until you respawned. Hey pal! I saw a camper there in the next mountain range. Can I trade you with a sniper rifle? Upgrade Perk Slot The upgrade perks affect's the character's stance appearance - the way how the player stands, holds the weapon, walking and sprinting. Firefight Increases your weapon's bullet penetration, but it doesn't increase bullet damage. Firefight Pro Adds stun effect to damage targets. Co-Firefight REDUCES flinch when you, and for nearby teammates, were shot by someone. Also, let's you and nearby allies does extra damage against objects - helicopters, aircrafts, sentry guns, barrels, cars, etc... Bring in the rain. Dead Aim Enables you to hold your breath longer when steadying a scoped weapon. Dead Aim Pro Moves the auto-aim from the torso to the head when you aim down the sights(ADS). Co-Dead Aim Increases the auto-aim effect for you and nearby teammates by 10% when you aim down the sights(ADS). You need a haircut. Steady Aim Increases a weapons hip fire accuracy and also reduces shotgun spread. Steady Aim Pro Enables you to aim faster after sprinting and recover faster from a knife lunge. Co-Steady Aim Quicker melee attacks for you, half the speed added for nearby allies. Banzai!!! Sleight of Hand Gives a faster reload time by reducing your weapons reload time in half. Sleight of Hand Pro Gives a speed boost to how fast you can aim down the sight of your weapon. Co-Sleight of Hand Prepares Lethal Grenades, Tactical Grenades, and Equipments faster for you and nearby allies. Can also throw further only for you. Draw motherf***er Warfighter Allows you to put 2 attachments to your primary weapon, except secondary weapons Warfighter Pro You start with one extra lethal and tactical grenade, except smoke (Smoke Grenade). Co-Warfighter Increases Blast radius for you and nearby teammates Boom goes the corpses! Ability Perk Slot The ability perks affect's the character's uniform appearance Tactician Capture, Plant, Diffuse objectives 2x faster. Tactician Pro Improves your killstreak's capabilities (Longer time limit, bigger radius blast, more active, better armor, etc...) also, jams your target's killcam. Co-Tactician You can spawn near a teammate that's closest to the enemy by pressing while in killcam. Also, Teammates are more likely to spawn near your location. I need backup! Saboteur Allows you to see enemy explosives, equipment and Tactical Insertions. Saboteur Pro Allows you to sabotage enemy Care Packages and also turn enemy equipment friendly. Co-Saboteur Increases your awareness for nearby enemy equipments better by putting icons on top of them. Also, let's nearby allies spot, ONLY, enemy explosives as red highlighted colors. Bomb squad, move out. Second Stand Gives you the ability to survive a normal death by dropping you to the ground. You can use your pistol to defend yourself from enemies. Ends after 10 seconds or if you take a single hit from the enemy, and in both cases, you will die. Second Stand Pro Teammates can revive you. Also, let's you survive a little longer with a extra of 10 seconds. Co-Second Stand Gives you extra 10 seconds longer to survive and let's you take up more then one hit from the enemy. Also, nearby teammates, without Second Stand, will be given the ability to survive a normal death by dropping to the ground and can use their pistol to defend themselves from enemies with a limit of 5 seconds or if they take a single hit from the enemy I'm a zombie with a gun! Adrenaline This extends your sprint time. Adrenaline Pro Gives you unlimited sprint. Co-Adrenaline No damage from enemy attacks while dolphin diving. Decreased damage for nearby teammates. Dramatic dive FTW! Ninja Silents your movement. Ninja Pro Invisible to enemy motion devices. Co-Ninja Increases enemy sounds for you and, almost, to nearby teammates. Also, hear and reveal nearby enemy though their voice chat. Ok... now they're talking about My Little Pony Friendship is Magic Squad Perk Slot The Squad Perk's effects can only be activated when you've Earned (2) Assist Points, Saving a teammate, Finishing Contracts, Completing an objective, and destroying an enemy killstreak(Except Spy Planes, Dogs, RC-XD, and remote controlled explosive toy helicopters) The Squad perks affect's the character's lower body appearance. Reconnaissance Replaces your mini-map's "Red Dots" to "Red Arrows(like the ones from the "Blackbird's killstreak") that shows the enemy's exact position and direction. Lasts for 20 seconds. Reconnaissance Pro Adds a mini recon device that shows nearby enemies. Co-Reconnaissance Increases the time limit to 30 seconds. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Reconnaissance Perk" for 15 seconds. We have eyes in the sky... Commando Increases the player's melee range by 25% & movement speed by 50%. Lasts for 15 seconds OR if you get a kill. Commando Pro Removes kill limit, enables you to get more than 1 kill. Co-Commando Increases the speed movement to 75%. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Commando Perk" for 10 seconds. Let's CQC! Stopping Power Gives extra damage. Last for 5 seconds OR if you get a kill. Stopping Power Pro Removes kill limit, enables you to get more than 1 kill. Co-Stopping Power Increases time limit to 10 seconds Also, if another teammate assisted you instead. Your teammate will receive a temporary "Stopping Power Perk" for 5 seconds. Killing spree! Juggernaut Decreases enemy bullet damage. Last for 10 seconds OR if you get a kill(DOES NOT PROTECT against explosives, headshots, and melee damage.) Juggernaut Pro Removes kill limit, enables you to get more than 1 kill. Co-Juggernaut Decreases enemy killstreak damage. Also, if another teammate assisted you instead. Your teammate will receive a temporary "Juggernaut Perk" for 5 seconds. Iron Curtain! Perkstreak Activates the effects of your additional perk! Must first set up wanted perk in "Create-a-Class" can choose in ANY category! Lasts for 30 seconds. Perkstreak Pro Every kill/s adds a additional 5 seconds. Co-Perkstreak Enables you to keep your additional perk when you respawned(But disables the additional 5 seconds for every kill effect) the time limit will still be running. Also, if another teammate assisted you instead. Your teammate will receive a temporary "RANDOM Perk(Except for Overkill, One Man Army, and Warfighter)" Lasts for 15 seconds, without the additional 5 seconds every kill effect. Perk-A-Cola!!! Game Mode All game modes in Black Ops are fine and is welcomed for COD9. But one mode is a MUST return, even if there are no tanks!!! War Similar to domination, but one flag to capture at a time. After it's captured, the next flag will be available for both sides. Depends on which team captures it. You may either retreat or move forward to the next flag. If all 5 flags were captured by either one of the team, then the game ends. But if the time's up and neither team captured all 5 flags, will start the final round were just 1 flag is all you need to win. Ok, listen carefully. This mode is awesome, its awesome, and its awesome. Just 3 words... Bring it back! -------------------------------------------------------------------- Well, that's all I can think of for now. Help me reach this tread to Treyarch as early as possible for Call of Duty 9! Thank you and God Bless!!!
  13. Could you show or post a link which proves where you have psoted this? Don't worry about spell checks. This is the Moving platform idea. I'm currently finding the other one except I forgot were I posted it Lolz;D!!! maybe its in the official Call of Duty forums. Search engine is not working! http://callofdutyzombies.com/forum/viewtopic.php?t=7000 God Bless!!!
  14. 8feet here... It really surprised me to see two of my ideas in the new zombie map! Note: I'm not actually sure if they did some changes, but I did saw one of my ideas running to how I explained it! 1. Maze Escape Route - Activate the maze to cut of the zombies! Raises walls to block them off. Video time = 2:27 2. Cart Escape - I originally called this "Moving Platform" my idea was to let players escape on the platform in 3 ways while able to shoot zombies on the go. Video time = 2:28 Video time = 2:36 Video = Thanks again Treyarch and God Bless to everyone! Evidence... Here's the Cart Escape evidence http://callofdutyzombies.com/forum/viewtopic.php?t=7000 Unfortunately, the evidence for the Maze Escape idea was removed thanks to a some moderator. The only proof I can lend you guys is this topic I made years ago that proves that I made a topic with all the ideas I can think of. The Maze idea was on my latest update, and that's the time when THAT moderator removed it! Thanks to Groby2345 to quote the last remains of my work http://www.callofduty.com/board/viewtopic.php?f=62&t=207598&st=0&sk=t&sd=a&sid=7fjb3fkjta24a9l6jbpnkairv1&start=20 And this is the topic which was suppose to lend you straight to my latest update except if you press the link it will say "The requested thread does not exist." http://www.callofduty.com/board/viewtopic.php?f=62&t=207598&st=0&sk=t&sd=a&sid=7fjb3fkjta24a9l6jbpnkairv1 Others... Hey guys, I find this funny because when I was searching for my evidences. I stumble to one of my old comments and I found out that... Maybe I gave the idea for the ballistic knife upgraded version known as The Krauss Refibrillator http://www.callofduty.com/board/viewtopic.php?f=62&t=226454&p=2613190&sid=7fjb3fkjta24a9l6jbpnkairv1#p2613190 Got to the bottom of the tread and read Nikolai's quote! I found another one in the time capsule. Everyone knows about MW3's team perks right? Well I don't believe this but I think I figured out where that idea sparked from... http://www.callofduty.com/board/viewtopic.php?f=70&t=241814&st=0&sk=t&sd=a&hilit=squad+perks
  15. Too end all of this just read this... Richthofen: Takeo, hand me the screwdriver... That's all! God Bless!!!
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