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Tom852

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Everything posted by Tom852

  1. Great Input Infest! On consoles, you can make dummy accounts, is that correct? If someone wants to test the stuff a bit, that would be cool. First, I think its nice if all know the sound and stuff of gaining/losing: Gain Green Orb. A short background sound is played. Character Quote: Misty: Hmm, now that sounds like it might be important! Marlton: Odd... I never heard that before! Samuel: I knew that was there all along! Russman: Well, would you listen to that! Loss Negatively pitched sound is played. So what I would be interested in, is: - Same vicinity, is that true? - How to test: Get perk, go away from your dummy by teleporting and see if you loose it. Do that 10 times in a row, never revive him, always be far away. - If another teammate is already reviving, does that still count as 'you failed to revive' and lead to a upgrade loss? How to test: Let your dummy account die over and over, while your friend revives and revives again, while you have the perk. See if ya loose the upgrade. Best in round 1 or so. - How many failed revives are necessary? 3? Is that counter reset if you succeed reviving a few times? - How to test, fail to revive and count. Obtain perk again, fail to revive again but when you would loose the perk, you revive successfully once, twice, three times and see if the following fail revive is taking the perk away.
  2. Seriously, please, no wrong information sold as "fact" in here. Feel free to test it: Earn hs perk, don't do a headshot for 24 kills and you will hear the loosing sound. Absolutely nothing to do with rounds!!
  3. Hi I'm currently investigating the persistent upgrades a little bit. It's of course nice to know how to get them, but as important to know is how to keep them active. It would be also cool, if we could figure out some more precise instructions than "repair approximately 100-300 barriers". I just write down what I know so far and what I wonder/think, and if you know something else, you could share it Barriers [*:11q75n0k]Obtained at 74 barriers repaired. [*:11q75n0k]The 74 counter is not reset if you don't repair barriers for a while. [*:11q75n0k]In the first rounds (ca. Q: How exactly is the system working in the first rounds? Limit per round? Limit per window and round? [*:11q75n0k]I assume, it has nothing to do with points, since I earned the perk already multiple times while I got on more points for barriers. [*:11q75n0k]Carpenters have no influence, carpenter barriers do not count as repaired. [*:11q75n0k]Q: Are barriers repaired in a previous games taken over to the next game? [*:11q75n0k]Lost if no barrier repaired for one full round. [*:11q75n0k]If earned in round x, lost in x+1, you can already regain it in x+2. Headshot [*:11q75n0k]Q: Is my assumption correct, that HS damage is doubled? Tripled? 1.5? [*:11q75n0k]Earned if 2 zombies are headshotted with one bullet. [*:11q75n0k]Can be earned with headless zombies made, I think I've seen that once happening to me. [*:11q75n0k]Can be earned while insta kill is on. [*:11q75n0k]Q: Why is that not working in round 1? [*:11q75n0k]If earned and lost in Round x, can't be earned in x again. Not sure about x+1, definitely earnable again in x+2. [*:11q75n0k]Lost if 24 zombies are killed without headshots. [*:11q75n0k]The 24 counter is reset if some Q: How many? zombies are killed by headshots again. Revive Played only solo recently, so no clue. I mixed facts and assumptions up there, so some stuff can be wrong. I'm pretty sure about the 74 barriers though. Once I started a game having the perk, lost it in 1, repaired nothing until about 18, then it was exactly 74 again. First I thought, the first earn of the perk needs more, but it is obviously something that not all barriers count in earlier rounds - however I can still be wrong. So, what do you know?
  4. Isn't the window at the end of pap a problem for the turret?? If I try that, later or earlier I miss a zombie coming out that window and he then destroys the turret. What platforms did get patched?
  5. I think it's definitely worth to get the game with all DLCs I am absolutely blown away how awesome Black Ops 1 is. The maps offer such a great variety of ambients, of size, of boss zombies, of everything; the characters are in general great, and the Easter Eggs are very cool to do. On BO2 for PC, there are only 3k online at it's best (don't understand it though, best graphics, most individual settings can be made, easiest to capture videos and everything....). Nuketown is still only available for premium package buyers on PC. Nearly impossible to find 3ppl to play with you there. Last time I had a look 90 players were on NT *ouch*. In BO1 it could be the same problem for you besides Kino and FIVE. But normally you can find at least one dude to play with you. If you catch kids or not is not depending on the total amount of players, that is just the distribution of players... Feels like 80% are
  6. The Richtofen laugh is a default sound played when the glitch protector takes place. For example, when you go to inaccessible spots, when you throw monkeys out of bounds, and so on. Therefore, Richtofen's laugh means no relation to the easter egg. Funny vid though Didn't know you can go vertical with the Jet Gun.
  7. I don't agree to the OP. The fall damage will not instantly kill you if you hadn't taken hits before. So that does not have to be a reason for it being in the map. I also disagree that the Ray is a no-no without PHD. The M&S is annoying, but with the Ray I personally don't even notice if I have PHD or not. A PHD would take the challenge - Well, I don't agree too. Have you seen how narrow and irritating the whole map is? It looks even trickier than FIVE or Shangri La. PHD will not define the challenge in that map as far as I can rate the map by the trailer. Another point is: Where is the challenge in Green Run? 4 perks + Knuckles + 2 upgraded guns in 1? That is no challenge. The bank is taking the challenge, not if and where and what is going on with PHD! Besides the lack of the points maximizing aspect in the first rounds, the game is massively slowed down with that f**** bank. Instead of killing zombies, people run around for one hour in round 1, it's terrible...
  8. The new ones are not so bad, common! AMMO AND CHEESE! To be honest, without having the risk of having to play Takeo, everything feels better.
  9. Just wanted to throw in, that you do not have to behave as dumb as an AI zombie Infected and stuff showed, that it is surprisingly well possible to flank and hit a gunned player as the dummy zombie.
  10. tl;dr I say all the time that the EE is "multi-map". I mean, look, if there is more in Green Run, it would have been found by now. But it must go on, why should there be a NavCard otherwise?? So, for me it's absolutely clear that the EE continues in future maps and/or that you have to go back to Green Run.
  11. We have a very nice thread about TranZit strategies by perfectlemonade: viewtopic.php?f=136&t=26878 I think, this is what you look for ;)
  12. You know there are 3 platforms and stuff?? Upload it to YT please and post the link.
  13. Matter of preference, nuff said. If I don't have the Semtex in Round 5 I feel lost.
  14. I thought the bo2 code was encrypted It WAS encrypted. Source? All I can find is that some freaks tested the guns for MP. Did you just copy these? I can read nowhere in the inet, that the files got decrypted. Remember, zombies is different. For example, in BO1, Snipers had a headshot multiplier of 10, which is pointless in MP. Therefore, in MP the multiplier is like 1.5 or something.
  15. I don't care much about glitches, but just for interest: Can the traps also be done indestructible? Or what are you talking about?
  16. Passed now the 150 K/D barrier with the latest round 52 game. No shotguns. AAAA!!!! Recent K/D 3 days is 439, seems not to take place. Grief stat still negative (L>W, 5loss-3win or so)
  17. The shield is not working as intended. Just a displaying glitch To keep my Youtube clean i don't upload these on YT, sry. You see clearly, that the shield is on my back, that i have a trap in my inventory, and the major point: I get the hits, that normally would be blocked if the shield was active. http://www.toms-veranstaltungstechnik.c ... shield.avi What I did to acquire: 1. Get Shield on back 2. Jump down in Power 3. Respawn [no shield yet] 4. Die 5. Get Revived 6. There it was, even before i picked up the el. trap
  18. I didn't eve think of that, but after you said it... Hmm, maybe they wanna keep it as a surprise, or what i rather think, there is none. Crap.
  19. Hi The new Blops 2 trailer is realeased for less than 4 hours I think, and the new sections are already here. That is absolutely great. We obviously have one, that has the permissions and the knowledge for creating and edit new boards. Why, with all my true honesty, why is that person not finally finally finally finally taking care of other problems about the structure? [*:2ouv0fdm]Make all the sub-boards visible on the main page. There are subboards in General BO2, in TranZit, and in Map Based Strategy. No one uses them, cause no one sees them. For the strategy thing, there are already many boards listed from Black Ops 1. If there is a maximum of subboards that can be displayed, why do you not show the new instead of the old stuff? Imho, you can make all Black Ops and WAW stuff invisible, but show Black Ops 2. But best is of course to show all. Subsubboards can't be displayed I think, see c) for that. [*:2ouv0fdm]Have you ever thought about the forums we have, their naming and how it is for users to understand what board is for what? In BO2-General, there are two subboards. As a user, I read the title, not the description. Especially when it would be displayed on the main page, I even don't see the description. One board is called general story, the other is called general discussion. But the general discussion is actually the board BO2-General. Why is in BO2-General a subbaord BO2-General-General???? Or in other words, why isn't the title for that board "General Strategy and Gameplay"? The title is catchy, not the description. In BO2-TranZit, there is a subboard called GreenRun. Now, I do not know what DLC's are delivering to us. I don't know if Die Rise is TranZit or not. All I know for right now is, that TranZit = Green Run. So, where do I have to state my Green Run - TranZit stuff. In TranZit or in TranZit-GreenRun? Since there are lots of strategies, but also lots of stories and theories about Green Run, why is it not clear where is what? Especially, if the TranZit baord is meant as story an the TranZit-GreenRun board as strategy or vice versa, why is one "lower ranked" as the other? And if there will be more TranZit Maps, where will the strategy boards and where will the story boards be? Or was the MapBasedStrategy-GreenRun board for TranZit? I don't understand it!!! [*:2ouv0fdm]Talking about the Strategy section: The Survival maps of Green Run are extremely small. What is seen and found in there, is mostly seen and found in Green Run (TranZit). For strategy, only like 2-3 things differ. But basically what Rape Train works in Town-Survival can also be used in GreenRun-Tranzit. IF I have to post something specific for Bus Depot - Survival, my title will tell. But there is absolutely no need for subbaords "Town" "Bus Depot" and "Farm" in my opinion. I know, it is difficult to bring the complexity of game modes, strategy versus story and somewhere a "general" board under one hat. But I have a concrete structure in my mind. Let me know, if I shall write it down. Screw it, I do it. IMG URL since it will not scale I think:
  20. oh my god oh my god oh my god Vertical alignment, how awesome is that??? And turned, ayayayayayayay how much fun is that? Die Rise seems not be a TranZit map, but I don't care. TranZit is a bit... running around and around and around. Like running trains, but another running around. Not around zombies, around the map :D
  21. Wait a sec. I think with the Ballistic you have to calculate the earth gravity? Therefore it should not be that easy to revive from Diner to Town. Wouldn't you have to shoot somewhere in the sky for that?
  22. @5and5: So, the Bus kills everything that has taken just a bit of damage, for example one M1911 Shot in Round 50 will let a zombie die? And fully healthed still respawn, right? About the porting: I also managed to kill damaged zombies by teleporting: www.toms-veranstaltungstechnik.ch/zombi ... wners2.avi So what is then exactly the difference? Or in other words, under what circumstances will a zombie die that has taken damage, when you go far away? @Piggy: Yes, the armless is indeed taking my mind away. Check the following video. Yeah, it can always happen that a slow zombie is hiding somewhere - might have been the case for the first teleport. But after I stopped recording, I killed the last one there and round ended. So it was definitely the last one there. www.toms-veranstaltungstechnik.ch/zombi ... awners.avi If this is some weird exception or something, I could live with it, as long as we have something like a general rule that is valid for most teleport-kills ;)
  23. Hi I'm tumbling over those alternative killing methods: [*:2jxe474r]Kill zombies by bus [*:2jxe474r]Go far away (teleport) [*:2jxe474r]Turn on power The basic thought is, that when they took damage, they die, otherwise they respawn. So far so good. I think the following facts are true: [*:2jxe474r]Crawlers die [*:2jxe474r]armless die [*:2jxe474r]Full health zombies respawn The problem that I have is now located at the damaged, but still good looking zombies. :arrow: I can shoot a Zomb in Round 8 once with the MTAR in the chest, taking away maybe 10% of his health, and he dies. Shooting a zomb in Round 14 with the MTAR will, however, let him alive. So I assume, that it needs a certain amount of damage done, to kill a zombie. :arrow: But I can shoot a zombie 14 times with the M1911 in Round 2, taking away like 95% of his health, and he respawns too. I mean, how should I find a boundary for the damage it needs for a zombie to die with those measurements?? Now it comes: :arrow: Round 18, Galil, 2 zombies. One one chest shot, one two chest shtos. Teleport. One respawns. Two chest shots --> he survived. Made him armless --> survived. So what the hell??? Is my assumption correct, that all the 3 methods work the same way? And if there were like Ascension Landers to kill zombies, they would also work the same way? Does anyone know more about this?
  24. I'd like to repeat the unanswered question: Where you got those numbers from? Or in other words, how did you calculate the damage per shot?
  25. The grief point is very interesting. May a positive Win/Loss be required for Shotguns??? Welcome to the board zombiehunter ;)
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