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Tom852

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Everything posted by Tom852

  1. Moon, all the way But I like Moon only until the EE is done and until all players are fully set up. Afterwards it's boring. I still rate it as my favorite. Ay, Black Ops 2 is not doing well in the poll....
  2. Of course it's depending on the gun setup and playstyle, as well on the map. For example, in Nacht I think I would not buy Stamin Up. But in TranZit, Moon, COTD and so on with a bad team, that you always have to run far to revive, I absolutely buy it. I would also rather buy it with LMGs and AR's, but not with Ray/M&S. As well, with Ray/M&S no Double Tap II, but with anything else of course. As a general ranking, I'd say: 1.Quick Revive Solo 2.Juggernog 3.Double Tap II 4.PHD Flopper 5.Stamin' Up 6.Tombstone 7.Speed Cola 8.Quick Revive Coop 9.Double Tap 10. Deadshot Daquiri
  3. 2.RAY GUN, for sure OK, in 50+ I might switch to the Jetty, but the overall time spent in the game is rather I'd wish the wave or the Thundergun back.
  4. I recently had a thought, after running around for 20min cause I wanted a Ray Gun, that TranZit is like a try of going towards open-world environment (GTA, Far Cry...). Now after seeing this topic, those open world games always have a Statistic Tab. There, it's of course just for interest. My point is, that they implemented those leaderboards for your personal interest. I mean, it's fun to see how much perks you have drank or how much miles you ran. I think, the leaderboard about these were just made to satisfy a pseudo-statistics system. I mean, the downs board is absolutely pointless. The more you play, the more downs. You're rank tells nothing. But it's one of the boards I look most at, because I wanna calculate my K/D I personally can't imagine, that people hunt for rank 1 in those boards. Or if there are such people....
  5. That's pretty nice to know, although you have to "invest" a down for that.
  6. Great idea, I like it a lot. Even with the bank. Yes, you could buy all X perks once without any effort, but you also have to nearly empty the bank for it. If you die, you're there with 0 perks and nothing in the bank anymore. Until you get 200k back together (in the same game), you have to play maaaany rounds. Until you get another 200k to fill up the bank, the game probably already crashed or you died again or something It would be difficult, to keep the bank filled in case you always wanna spend your points first for the perks, rather for the bank. Nice idea! I think many people can forgo some perks (just thinking of Deadshot). Stamin is not so popular too. If you think of Black Ops 1, say you would just neglect those 2, you would never get into major point problems, although you have your 6 favorite perks. Maybe it would be cool to make it a bit more expensive, but with a cap maybe. /OT: I anyway do not know what this bank concept is. I think it was never meant to have nearly infinite points in Round 1. It was always a "maximize points to afford Bowie, Jug, Doors". Now it's just "run to the bank and do what you want". That's ugly and not a classic BO Zombies in my point of view.
  7. I agree. Well, the dashes stand for the activity. The worst player can have 5 and the best 0, that's ok. But the emblem, uff. It's nice, it's better than nothing. I see if players are new (bones), practiced (skull) or good (dagger). Shotgun never seen. But the problem I have is: I play a lot and recently now just did a ton of nice high round games. And it seems impossible to reach the Shotguns. I'm stuck at my dagger for 2 months or so. (yeah yeah I know when the game was released). While I'm stuck at my dagger, I'm asking myself what this thing with the bones is. You play 2 games and get the second bone. Play 3-4 games more, and you are at the skull. Then, you are stuck with your skull for like 1 month. After you got from rank 1 to 3 in 60min, you need to play another 100h to go from 3 to 4. And then 10000h from 4 to 5? What is that scale? I don't know if it's just something like the K/D. But if it is, yay, I noobed too in the beginning, then I tested a lot. My K/D was only at about 80. Then I started to play for real, as said having a lot of 2000Kills/1-4 Downs games. MY "recent" K/D is for shizzle above 500, but the overall is still at 140. My feeling tells me that the 140 is taken for the calculation, not the recent 500, ergo my current skill is not represented by the emblem.
  8. Isn't that called "bugs"? Bug = Error in the game Glitch = Error in the game that players can use as an advantage. On PC, I can right now just think of a) Game crash when watching leaderboard (is reported already) Zombies killed on top, inside or at windows of the bus don't do a proper dying animation / can't see quite often if they are dead or not. [ c) you have been disconnected from the COD servers.... :evil: :evil: :evil: :evil: ]
  9. Happy new year! Am already in the morning after and its terrible (Headache and such....)
  10. Tom852

    Strategies

    [*:3cu347pi]Stay at bus till 2-5, buy M14 for support and Quick Revive (solo only) (possible hatch spawn 1) [*:3cu347pi]Use bus to diner (possible hatch spawn 2) [*:3cu347pi]if hatch found [*:3cu347pi]stay diner, get points, get knuckles [*:3cu347pi]Kill many zombies and use box in the meanwhile [*:3cu347pi]Use bus across lava, then use shortcut to diner [*:3cu347pi]Buy Jug [*:3cu347pi]Go power, get AK in case no good bullet gun available and activate power, then continue with (v) [*:3cu347pi]if hatch not found [*:3cu347pi]directly continue with bus across lava, use shortcut to town (hatch location 3) [*:3cu347pi]buy Jug [*:3cu347pi]go power, buy AK, activate power [*:3cu347pi]If hatch was in town teleport to diner, if not walk to farm (location 4), then to diner [*:3cu347pi]While always killing everything on sight, teleport to: [*:3cu347pi]Desired perk locations [*:3cu347pi]Box location for new guns [*:3cu347pi]Get fresh turbine from Bus Depot [*:3cu347pi]Jet Gun part locations in case i wanna build it
  11. [brains][brains][brains][brains][brains][brains][brains] [brains][brains][brains][brains][brains][brains][brains] Never noticed a Ray/M&S or Ray/LMG or Ray/Galil is good (nuff ammo even though you might have to use the Jettie or Fridge once) up to 50 and afterwards the Skullcrusher is simply not of any use anymore due to 2minutes needed for a wave? Therefore, the Skullcrusher or any other wallgun just slows the game down. Favorite TranZit Primary: Galil upped Secondary: Voice of Justice Equipment: Shield Lethal: Semtex Tactical: EMP Perk 1: Jug Perk 2: Double Tap II Perk 3: Speed Cola Perk 4: Stamin Up Favorite All Black Ops Primary: Galil upped Secondary: JGB Equipment: Hacker Lethal: Semtex Tactical: Gersh Perk 1: Jug Perk 2: Double Tap II Perk 3: Speed Cola Perk 4: Mule
  12. I thought about a Double Tap-analog for explosive guns like Mustang and Ray. But the problem is, that it makes those super strong guns super hardcore And tbh I don't really see the point in the explosion when going down. Just to damage one wave I should pass out? Hmm, I would not do that.
  13. [*:1q64mzyx]Fire/Lava Protection (not working with explosions) [*:1q64mzyx]PHD (not working with fire) [*:1q64mzyx]Denizen-Invisibility [*:1q64mzyx]Mule [*:1q64mzyx]Ammomatic (still dreaming of it) [*:1q64mzyx]Increased Headshot damage persistent upgrade as normal perk your idea is awesome too! I would not be afraid of like 10 or 15 perks, letting you choose your playstyle. E.g. with fire immunity and denizen immunity, you could run a chilly train on some lava pool or so, but you have of course no more space for all other great perks. Or with Mule and Ammomatic, you would be out of ammo problems, but you don't have space for other cool stuff again. I don't like the persistent upgrades concept. They are just dumb cause you loose them too easy. E.g. if you pick up a nuke, the game thinks you have not killed enough zombs with headshots and takes it away from you... wtf. Or how da fuq should I revive a dude on the other side of the map? -->Fast revive gone. Not talking about the barriers that just go away like randomly.
  14. What Flammenwerfer said. I think they want you to run 5 times across the map for your ray gun. I don't understand it, because it's just annoying. I don't agree on the teamwork point. They definitely don't remove something because it would lead to some downs for some people ;)
  15. I can debunk this. I did about 5 30+ with 2 40+ all in a row but no changes.
  16. Ya this is a bug. It happens when you take the turbine before the perk symbol appears.
  17. I am a noob according to this, hehe. I kill the last zombie, cause I can't stand those uber-noobs that think they need a crawler to buy their Double Tap. I hide the last part for the turbine, cause it's easier and faster to do the first 4-5 rounds with the help of the 4 windows in the bus station than anywhere else. And if the hatch is already there, I'll buy them knuckles just after the first ride. What I can't stand are those idiots that think they need 4 perks, papped Ray and papped secondary plus Jet Gun and Monkeys in Round 1. All I need is a M1911 and a knife. In 4-5 I can think about something like a simple wallgun (M14 totally ok). In 6-7-8 I want my knuckles and I don't need the bank for that. And in 10+ we can slowly start to think about Jug.
  18. I'm guessing Treyarch wanted for whatever reason abolish rounds above 60. I personally like this. Now I don't even have to think of those annoying 20 hour games anymore and can finally enjoy the game by doing a solid 50 in 3-4 hours or so, until recycling Ray's and stuff is no longer in any relation to the progress. BUT!! The game is kinda not the same anymore without a nice insta kill module. It's just lacking something. So I'm not really decided. What I don't like is a wondergun replacement that is just a piece of crap like the Jettie is.
  19. Aight, here we go: [*:25ez86kx]Gersh Device. Kills a full wave, used to get drops in high rounds, to revive, to teleport. Just epic. [*:25ez86kx]EMP. An unbelievable useful grenade for midround box hits in high rounds. As well more than convenient as the breath-taker in other situations (break or teammate went down in tranzit and you have to keep the zombs away). Can also be used to revive. All negative effects can be avoided easily. [*:25ez86kx]QED. It's just the thrill of "what do i get, what do i get?" The negative effects are a pain though, so I can't rank em on 3. Sorry my beloved QEDs. [*:25ez86kx]Monkeys. Monkeys are nice to revive. But in other terms useless. [*:25ez86kx]Matryoshka. Dolls are nice to make crawlers in high rounds or kill full waves up to the 40ties. But the usage of these effects is pretty low. /not ranked since never used: Molotov.
  20. I thought he stays on the map if you turn off power, but am not sure anymore. Could be an explanation if I'm wrong. But it look very glitchy overall.
  21. I think you have to be more precise with your question. It is very hard to tell in general how to get to high rounds I personally like choosing a very safe circle. Tunnel is great, or outside the farm or so. How to run trains is a thing of practice. Maybe you also wanna check the Master Zombie guide, that contains this topic in a long text. It's important to know about dodging techniques, dragging out, cutting back and such: viewtopic.php?t=18800 I use a Ray and M&S mostly, but sometimes Ray / LMG or Ray / Galil. I don't like Wallguns Perks, well since you run a train at one certain location and you run with a light gun, you don't need Stamin. If you use Ray / MS you actually also don't need Double Tap. however you are killing faster with the Ray then, which is basically not so important. But with Bullet Guns, you absolutely must have Double Tap. Jug anyway, in solo QR. And just fill up with stuff you like. In Coop I like Tombstone, since it takes too long to reset yourself. Whenever I use a LMG, I wanna have Stamin again for running speed. What helped me a lot was watching some videos of good player to adapt a lot of things.
  22. Great strategy, short and clear text, containing the most important stuff! Well done. I think it's a great beginners guide. But I play completely different. It's very interesting to notice all the different styles of play ;)
  23. I do also think it's the same in Black Ops 1 and 2. We could now measure more accurate with the Nuketown counter, since it also counts Nuke Kills and such. And I think all tables we have seen are not 100% accurate. But if there are 135 or 138, who gives a shit.
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