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perfectlemonade

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  1. Thanks guys. Yeah, I feel that Nuketown is a lot like Moon in the sense that some aspects of it are ridiculously easy, while others are extremely difficult. Glad I helped you out, Lenne! 50 shouldn't be too bad for this map... I'll definitely be going for that when I get the chance. Thanks again! Have a GREAT Thanksgiving for those in the US, and have a great Thursday for those not. :D
  2. Would you stop insulting me based on the few examples I used (not even all of them) to help prove my point? The only people who care about Mule Kick and Deadshot being gone are the people who used them, and you just have to face the fact that you're in the minority, and thus, will be put lower on the priority list. Ask ANYONE online. Seriously. Go online, find as many people as you can, and ask how many people care that DS/MK are gone or if they used them all that often. "Meh, sometimes" or "If I'm just playing around" and the like aren't valid yesses either. You'd be surprised at how bad this game is for high rounds without Mule Kick. You know how awesome Mule Kick would be on Survival? High rounds might actually be... FUN. Instead of this endless monotony. Mule Kick is needed on maps without power guns. Mule Kick would be #1 priority on these maps, behind Jug and Revive, if it were in there. Deadshot is pretty 'meh'. It would help, but I'm pretty sure you can get permanent Deadshot anyways, so it doesn't really matter. But Mule Kick... well, I'd rather have Mule Kick than Flopper on these maps, tbh. Jussayin.
  3. Nuketown Zombies: Solo Guide + Video Hey guys! It's perfect, and it feels good to get back to making strategy threads and videos to help some of y'all out! Today, we're talking about Nuketown Zombies, a map that I was, by far, the most excited for going into this game, and I feel it's certainly lived up to expectations. While Tranzit was a bit of a letdown for me, I fell in love with Nuketown Zombies the first time I played it. The utter desolation; the billowing mushroom cloud reaching into the heavens—it was all so nostalgic. The dreariness of this map, in all honesty, has a bit of a retro, Der Riese feel to it, and that is certainly a good thing. I am very glad Treyarch included this map. The fact that it is Survival-only, alongside its atmosphere and ties to Black Ops and the events of Moon, has made this map, by far, my favorite feature of Zombies so far in this game. That being said, this map can be a bitch to start on! You've got perks falling from the sky and you've sometimes have to play upwards of ten rounds without Jug. It's quite complicated and can be rather daunting for those new to the map. Well, I've tinkered around with some stuff and I've figured out, I think, what is the best setup for this map. So, with that being said, let's get into the thread! An Overview of the Map Nuketown Zombies is a teeny, tiny map. It is no bigger than the original multiplayer map (it is, in fact, a bit smaller, as obstacles have been placed in your way to make getting around the map far more linear). This can be both a blessing and a curse. How so? Well, recovering from a down is easy, as there are NO ZONES, which means, no matter where you are on the map, zombies will not respawn ahead of you. Don't get what I'm saying? Well, you know how, with the big maps like Call of the Dead and Moon, if you get too far ahead of zombies, they'll respawn in front of you and mess you up? Well, this is due to zone mechanics. So, if zones are eliminated in a map as small as this, then you don't need to worry about zombies respawning ahead of you if you need to buy back your perks after a down. A clear disadvantage of this, of course, is that zombies will spawn all over the place. It often takes a minute+ for you to gather up a horde on this map (the fastest strategies for Black Ops, meanwhile, could gather a horde in ~18 seconds!). Alas, though, I'm already digressing. So, how does this map work? Well, perks fall from the sky. Excluding Quick Revive, I have found that the order in which perks/Pack a Punch spawn in on the map is completely and totally random. I sometimes get Juggernog to spawn on round 3; I sometimes go 15 or 16 rounds without it spawning. It is all chance. This makes starting a total pain. If you don't get Juggernog by at least round 8, I would just suggest restarting. I mean, I know it's gonna suck, but chances are you'll go down at least once by the time you get Jug on round 15, and a Revive that early is never worth it. There's, also, no power weapon on this map. That means your best option, for killing later on, is a Ray Gun and Sally's. Just remember that you have no Flopper, so whatever you do, you have to do it carefully! In fact, I've already written all about Sally/Ray Gun bounceback, the importance of splash damage on Black Ops 2, and all that good stuff! I'll link it right... NOW (click) Okay, so where will we want to train? Well, my favorite spot is the backyard by the green house. As you can see in the video, it's manageable. Things can get dicey at times, but with practice, you can certainly master it. As I said in my commentary, this spot really reminds me a lot of the sidedrop. How so? Well, the spawns in of itself are strikingly similar. Zombies come from basically all directions and in no set pattern. Sometimes, zombies will spawn heavily on one side; others, they will spawn heavily on the other sides. You can, however, easily adjust for this by playing it by eye. What do I mean by this? Well, like the sidedrop, zombies spawning heavily on one side, something designed to mess you up, I'm assuming, can be dealt with rather easily. By identifying these 'lopsided spawns' early, you can simply neutralize them by spending more time on one side than the other. How about an example? Let's say that you notice a lot of zombies are spawning in the garden. So, what do you do? Why, you just hang out closer to the house, waiting for the zombies in the garden to finish spawning, before completing your loop. This little tip can save you a lot of pain—I only wish I would've figured it out earlier! If I had, my first down would've been on 46, not 35, and I would've gotten at least 50. Oh well. It happens. Round by Round Round One Grab an M14. This bad boy feels a lot better than it's Black Ops counterpart. I believe it's still a one-shot headshot on round six. Knife all the zombies. Round Two Shoot 8 times with your M1911 and knife. Grab Quick Revive, if you feel safer with it. Round Three Shoot twice in the torso with M14. and knife. By the end of the round, the second perk should've dropped. If it's Jug, save up for that. If not, you're aiming for 6000 points (3000 for truck debris + 3000 for Bowie Knife). Sure, you could save up for the GalvaKnuckles (I've found them. They're in the truck, just in a less obvious spot), but, by the time you'll really be needing Jug at round 8 or so, you may have just bought the Galvaknuckles, which will put you in a tricky situation. Round Four Open up doors to figure out if it's Jug that has spawned in. If not, hold out with your M14 until you've got 6k and get the Bowie Knife. You'll be knifing with this until Jug spawns in. Rounds Five-Nine Keep on knifing. If you don't have Jug by at least the end of round nine, I just suggest restarting. Feel free to spin the box. You're looking for a Ray Gun, but I was rolling with an RPD well into the 20's and it was still beasting. It's all up to you, really. Just be sure to keep your M1911. Rounds Ten-Twenty By round ten, you should no DOUBT have Jug, so you can finally feel safe. You'll want to just 'lightly train' in these stages—blasting them away with Sally's (you're aiming to have Sally's at 15 or so) or your other weapon. Be sure to buy Claymores and get Monkeys. Rounds Twenty-One - Endgame This is when you actually start kiting. Watch out for walkers and, like I said, try to identify the spawns and adjust for them. It will make running this location, which can, I'll admit, get a little crazier at times, soooooooooo much easier. You should be good on ammo until the mid 40's. That's when you'll need to start recycling your Ray Gun midround. IISteveII, quite possibly the best Zombies player on the planet, got round 68 on this map the other day! He was using up 3 Ray Guns per round. Yeah... So you better get used to recycling. You'll be doing a lot of it. Tips and Tricks Tip One: Stack Claymores! Cannot stress the importance of this. Claymores deal devastating damage and will go a long ways in saving you ammo. I highly suggest finding a good corner and putting them down every round. However, there is a limit to how many can be on the map at one time (to prevent G-Spawn, I'm assuming), so it's best to just use them up on the first horde once you reach that maximum. Not only this, but Claymores can also be a 'panic weapon' up until the mid 20's. Run with these out, and if you get cornered, just plop it down in front of them. It's a poor man's Mustang and Sally. (Thanks to MixMasterNut for telling me this neat little trick). Tip Two: Memorize The Perk Placements I've seen quite a few players recovering from downs and going up into a very bad spot, thinking Jug would be there when, in reality, it's still just a collection of boxes. It should go as a given, but just remember to keep a mental tally of where everything is on the map. More tips, such as respecting splash damage, can be found HERE. Alright guys, I think that's about all for now! I hope I've helped some of you, and if there's anything I've missed, please do say and I'll be more than happy to add it in! Thanks and PEACE. -perfect
  4. Farm/Town Round 40: Solo Guide Hey guys, perfect here! I've invested a lot of time into Survival so far, and I've got to say, I am really digging it. In fact, I'd go so far as to say I much prefer it over Tranzit. I love the closed quarters feeling; the balls-to-the-wall, nonstop action; the scramble for ammo later on. However, though, I'm not going to drown you guys in my praise for Survival. This thread is meant to help those of you having some issues with Survival. I'll be covering Farm and Town in this thread; Nuketown Zombies in a later one; and maybe Bus Depot if I gather up the courage to give it a shot. Okay guys, I'm out! Enjoy the thread! Farm Round by Round Round One Just knife here. Zombies' health in Black Ops 2 is almost identical to that of Black Ops 1, so the tactics applied to early rounds will also apply to this game. Round Two Empty an M1911 clip into a zombie and knife. From my experience, however, zombies on fire are slightly weaker than those not on fire, so if you notice a zombie that's on fire, only shoot 4-6 bullets into it instead of all 8, then knife. At the end of this round, open up the door to the house and grab Jug and/or an MP5. My personal preference is Jug, as I find that hoarding up the extra 1000 points isn't too bad. But hey, if you feel more safe with an MP5, then that's fine too! Rounds Three-Six Kill with your MP5. Once you get up 6000 points, head over and buy yourself some Galvaknuckles. These bad boys do work—one hit kill through round 13! Most certainly a good investment of points. Rounds Six-Fourteen Once you've got your Galvaknuckles, knife with these bad boys. I prefer waiting until the end of round 13 to hit the box and get the rest of my perks, but hey, it's up to you! Once you've got your perks (there's only four on this map), spam the box. You're looking for Ray Gun, Monkeys, and an LMG (I like the HAMR the best). Rounds Fourteen-Endgame Okay, so since this map is so simple, the strategy you run at round 14 will be the same strategy you run at 50. I know, it's weird, but that's how they made this maps work. So there are a couple of ways to run this map. My video's strategy is not the best (this was my first ever attempt on Farm), so I'll direct you guys to two other ways to run this map. Exhibit A) Pishizor found this very useful trick in which zombies will only spawn from 3 places if you start in the barn. This is extremely fast; I like to start every round here, but the problem with this is that you cannot properly take advantage of extremely tight groups, which will make the most out of your Ray Gun and its splash damage. I will get into this later. Exhibit This is basically a variant of the way I ran it (running around like a madman). A simple ring around the tractor is doable and rather easy. It doesn't require much skill and the spawns are not too terribly slow. Walkers, also, are easier to deal with here than it the barn. Splash damage is also much, much, much better with your Ray Gun than with the barn strategy. So take your pick! It's up to you. Miscellaneous Tips Tip One: Recycling Midround I had to recycle my Ray Gun midround once this game (I know ZeusCannons had to recycle six or seven times, I think). Now, normally, I am strongly against recycling midround. On maps with traps, I will always use traps before I recycle. On Call of the Dead, I'd finish with the 74u. On Moon, I'd hit the bouncy pads until I got a Nuke or Insta Kill. Shangri La is the one map I'd recycle on. But, alas, I digress. On these maps, there's no Max Ammo trick; no Hacker; and there sure as HELL aren't any traps. So, when you run out of ammo, there's only one thing you can do: recycle midround. I know, it sucks, but you gotta do what you gotta do. The location of the box itself doesn't help much, either: you basically have to run down to the tractor, hit the box, take the gun, drop down, and repeat. It sucks and it's slow and it's tedious, but that's the nature of this map. Tip Two: Using Splash Damage To Its Full Potential I've said it before, I'm saying it now, and I'll say it again: these maps are a LOT like No Man's Land. How so? Out of everything I can tell you, this is the most important tip I can give you: splash damage is the one defining factor in achieving 35+ on these maps. Before that, yeah, it's not a big deal, but once you need to really start being economic with your Ray Gun, that's when splash damage starts to play a huge role in this game. Because, you see, it's logic really. In No Man's Land, your shots don't need to be perfect for the early stages. But after that, they have to be perfect if you're looking for that 330+ game. Why? Well, perfect placement on your shots will lead to more ammo saved, which will lead to that saved ammo being used on zombies later on. With perfect shot placement, a Ray Gun can take out a horde on round 40 with about 12 shots. For the average Joe, however, it normally takes a clip. This can all be attributed, of course, to splash damage. Zombies must be as tightly bunched as possible later on, or you will find yourself running out of ammo way too much than already needed. The addition of walkers midround makes this slightly more difficult, but you can work around those. Tip Three: NO EMP'S Yeah, yeah, I know I had them in my video, but a) I did not even see Monkey's in the box cycle, so I was assuming they weren't on Farm and it was my first experience with the EMP grenade, so I had no clue of the damage it is capable of. What am I talking about? Well, for those that do not know, EMP's will disable any perks for a period of time and make powerups disappear in its radius. You can see how bad this can turn out for someone throwing out his EMP's when he sees that Max Ammo. Or when the EMP accidentally hits Jug. Yeah.... Don't pick up these things on Survival. They're worthless. They're good on Tranzit, for the Avogadro, but other than that, they don't do much. You're better off with nothing than EMP's, in my opinion. Tip Three: Handling Insta-Kills Rejoice! You've picked up an Insta Kill. Okay. Now what? Well, I suggest finding a good corner—the barn will work just fine—and whipping out your LMG. Then, spray and pray! Remember, though, to not get over-confident. That'll result in a down. Nades will be the death of you in this game, especially with that fire. Oh lawd, dat fire. Don't worry, though; we'll talk about the fire later (what it does to the zombies, what it does to you, etc.) Okay guys, I think that's it for Farm! I've got some more tips for y'all, but I'll say that for the Town bit. __________________________________________________________________________________________________________ Town Round By Round Round One Knife. Be careful of one hit + an explosion. It'll red screen you you. If you touch the fire, you're dead! Round Two Shoot 8 times and knife. Grab an M14. Round Three Once you've gotten up enough for Jug, go to the right of the Pack a Punch and up the stairs. There's a door and that's where Jug is. You'll need 3250 for both the perk and the drink, so make sure you have enough! Rounds Four-Six Horde up points by Stamin Up. Shoot (x)Round - 1 with M14 then knife (let's say you're on round 5. Shoot the zombie 4 times in the chest with the M14 then knife it. It should die every time). Open up the door to the bar and grab the GalvaKnuckles once you've got 6750 points. Rounds Six-Thirteen Grab your perks and try to get your Ray Gun, while still stabbing with your Knuckles. That being said, an LMG will suffice for these early rounds. Shoot, a SLDGHAMR will suffice until the mid 30's! And as for perks, I'm still a little torn between Stamin Up, Double Tap, and Speed Cola. Double Tap is awesome, but so is Speed Cola and Stamin Up. At the end of the day, I think it's up to you. Rounds Fourteen-Endgame By this point, you want Sally's, Monkeys, and at some point, a Ray Gun. Now is when you'll want to start this auto train method that I've devised. It's super safe and it will not fail you, no matter the round. So, as shown in the video, basically what you want to do is start at the Quick Revive room. Once the zombies have all started to spawn in, take a leap of faith to the street below. All the zombies will come at you in a nice line and you can train in the street by Jug. Kill them, being sure to watch out for fire (I'll talk about fire later), then head up the stairs to Jug and hop down to the street. Kite by Stamin Up using basic cutbacks. Kill. Rinse and repeat. It's that safe. Super easy, super safe. The only tough part about this map is killing without Flopper. But that we'll talk about later... er, now, I guess. Miscellaneous Tips Tip One: Understand The Fire The addition of fire into this game is something that kind of fascinates me. I'm still trying to figure it out completely, but here's what I've found so far. A) Zombies are weaker when lit on fire. This can be helpful in higher rounds, but it's not a game changer. Fire + Red Screen = Death. The fire itself is not too damaging, but if you're red and you hit the fire, you're done, bro. Also, Sally's and fire really, really, really do not mix. Trust me. C) Zombies on fire will explode. Herp derp. Like no one knows this already. Tip Two: Hitting The Box Midround Like Farm, you'll be running out of ammo a LOT past 40. But, unlike Farm, this map has a Pack a Punch, which is pretty much the best thing of all time. Now, with that being said, you'll still run out of ammo, but it won't be as often. So you'll need to still hit the box. But, the problem is, these box locations are unspeakably bad. It's like Call of the Dead. We all know how much those box spots suck (if you don't, well, trust me, they suck). Soooo we're gonna have to take our losses here and live to fight another day (round). So what do we do when we're out of Ray Gun ammo? Well, you swap it out for a wall gun, then you hit the box once. Whatever you get, use up all the ammo, PaP it, use up all that ammo, and swap it out at the box again. Before you ask, yes, this will take an unspeakably long time, but it will also be a LOT safer. You will not be losing any Quick Revives to something, relatively speaking, as trivial as recycling a Ray Gun. And, hey, a HAMR/SLDHAMR can do work on 50. So there ya go! Pick your battles. It's not worth the Revive. Tip Three: Understanding Your Limits However much I love this game, it's not Black Ops. It's just not. They took away a lot of things from it and added even more. Maybe that's good, but there's something they took away that really upset me: PhD Flopper. I think everyone can agree with me when I say they were more than disappointed at the lack of PhD Flopper on this maps. We felt betrayed. Lied to. Deceived. Okay, so maybe it's not all that bad, but still. You get my point. Now, I get why they removed it—it all but eliminated skill needed in the early rounds—but still, I mean, come on. Flopper has become a cornerstone of Zombies. It was the face of Black Ops DLC. It was something I really looked forward to when the new maps would come out. It was a fun perk to mess around with, and now? Now it's gone, maybe forever. I'm sorry I'm getting a little emotional here. :'( But no, seriously, it sucks they took it out. So you need to learn how to play without it again! And how do you do that? Well, you need to understand how splash damage works. Basically, all you need to know is two Sally/Ray Gun shots and a hit from a zombie will make you red. Fire, once red, will kill you. And that's about all you need to know. Respect your Sally's and respect your Ray Gun. If you do that, well, you're in pretty good shape. Okay guys, I think that's about it! Thanks for reading! I'll have a co op Town/Farm Guide and a solo Nuketown Zombies Guide up as soon as I can! I'm out! PEACE. --perfect
  5. The Avogadro + Bus = Pure Horror. Isn't that right? I encountered the avogadro in the bus once. I too almost cried. I ejected myself into the fog and was promptly burned, zapped, and latched onto simultaneously. GAME OVER. Yeah, it wasn't the most fun I've ever had in zombies. ;_;
  6. The Avogadro + Bus = Pure Horror. Isn't that right? :lol:
  7. EMP's are a one hit kill, Galvanuckles are a two hit kill, Bowie is three hit kill, knife is four hit kill. I think.
  8. Awesome vid man. Watched the entire thing. It's great to see epic content from you again!
  9. Hey man! Sorry no one's replied, but what you need to make sure to knife ONE and only ONE electrified zombie/George on Insta Kill. If you knife more than one, it won't work. Hope this helps!
  10. It will not work. What me and my partner did was go into a public match, each of us with a guest controller. Then, once the game was about to start, we both signed out of the guest controller so we were left with a 2p game that will record on the leaderboards. It's a pain and a big step down from Black Ops, but hey, it's better than no leaderboards at all.
  11. It's quite an odd gun. I also think it kills better if you're not facing the zombies. Weird, I know, but if you're facing them, it sucks you in and you get hit.
  12. HEY GUYS! I've got big, big, big, BIG news for yall today. So, in the past week, people have been failing to achieve truly high rounds on Tranzit due to only one reason: they are not able to kill. Well guys, I am here to tell you today that I have figured out the Thrustodyne Aeronautics Model 23, AKA The Jet Gun. Everyone was complaining, whining that it broke after only a set number of damage inflicted upon the undead, and you had to pick it all back up again. Well, people, I am here to tell you that is a load of shit. The Jet Gun, contrary to popular belief, is nothing like that. In fact, it is a total beast and is probably the best Zombies gun like, ever. So, what's the deal with the Thrustodyne? Well, here's the deal with it. It's a lot like the flamethrower. It is has infinite ammo. But how so? Well, there's a little pressure gauge. It's the dial on the left of the gun. You shoot the gun, and a continuous vortex of air sucks in zombies. You know how it works... Well, once that gauge maxes out, the weapon breaks and you have to build it again. So don't make it overheat and you'll be fine! Hope yall use this to your advantage in your pursuits of high rounds on Tranzit! I'm out! PEACE.
  13. ... In the past, people have always made a 'Highest Round on "X" Map" and I noticed there wasn't one for this game. I'll be adding threads for Bus Stop, Farm, and Tranzit too. :p
  14. At first, I didn't like this game. I thought the controls were tough to deal with. I didn't like the sounds the guns made; I didn't like Tranzit; I didn't like the atmosphere; and I sure as HELL didn't like the fact they took out 3 perks and removed Wunder Weapons. That being said, I've given this game some more time. I've probably invested about 20 hours or so into Zombies now, and I have to say, it's grown on me. I said this in a comm, which I will be posting along with an in depth strategy guide for both Farm and Town, but this game, in all honesty, reminds me of NML. I think any other NML player here will agree with me on this front. There is no Flopper; no power gun; lots of ground spawners. Instead of racing against the clock, you're racing against the rounds. And, yes, I can see why this has pissed off some people, they're doing this because Treyarch didn't like people reaching unspeakably high rounds. One could argue that this is just their answer for the game failing us for high rounds (resets; game-breaking glitches; etc), but I think Treyarch's reasoning behind putting extreme limitations on the rounds we can reach is that this game was never designed to be played for more than seventy, eighty rounds tops. I don't think, when Zombies was conceived by the mind of God-knows-who, they pictured people dropping 100's and, in World at War's case, 1337's, left and right like it's no big deal. They wanted people to panic, to be clawing for ammo, to really have to struggle in the high rounds. And I think they wanted there to be a point where it was just impossible to go on any longer. Because, you know, you can't ever win. You can only lose slower in Zombies. It started with traps going away. In Call of the Dead, they wet their feet. For this game, they just finished what they started. Now, that being said, I would like to see a return of an Insta-Kill weapon. I'd actually like to see something like the VR-11 again, where you really have to get creative. The VR-11 was the coolest thing Treyarch has ever given us, in my opinion. I want to see something like that return. But guns like the Thundergun and Wave Gun? Well, there's just no fun in that. This game is fun. It's a big learning curve. The reason a lot of people don't like it, I've realized, is because it's not Black Ops. But there will never be another black ops. They're taking this game in a different direction, and, you know what, I don't think what they've done isn't half bad. They've gone back to the roots of Zombies, and that is something I can respect. Have faith, people, and have an open mind. This game is not meant to be more Black Ops DLC. It's meant to be Black Ops 2. And I think, on that front, they've gone above and beyond. It's Zombies Season! Lighten up and have a good time! I know I sure am! -perfect
  15. Wow, you're back! Did you play on Xbox? On Ps3 just yesterday it told me you were offline for a lot of days... Anyway, my highest round (solo) is... 10! Why? I just got bored of playing... I did not play online survival on Town, though. But it's quite a good map for grief! Yeah I don't play on PS3 too often. That's at my dad's house, and I only go over there every so often.
  16. Well guys, you know the drill! What's your highest round on Town so far? Mine's 40! :D
  17. That was a very short "long story"... I don't know what you're talking about? Why would you change my post in your quote to make me look like an idiot? :roll: Just messing, bud! :lol:
  18. Your thread was a bit different than mine. So hype!
  19. Two years. Two years. Two years, millions of zombies slain, nearly a dozen maps conquered, secrets unlocked, insane moments of greatness etched into Zombies lore forever. Undead gibed, electrocuted, blasted, frozen, fried, sucked into a black hole, exploded, shrunken, cooked. Dogs, monkeys, a director, astronauts, zombies on fire, zombies screaming. An overrun theater; a paradise fallen unto darkness; an abandoned cosmodrome; the moon; the Pentagon; a shipwreck. And now, it's time to put the game we have all come to know and love to rest. Frank Woods is a wheezing old man, and now it's 2025. Now, the earth is a spinning ball of death, fire, destruction, chaos. Now, it's time for Black Ops, the almost mythic relic that has changed the way I will look at gaming forever, to pass down the torch. It is time, my brothers, for Black Ops 2. It's been a great two years, my friends. I'm seeing off Takeo, Nikolai, Tank into the sunset with no regrets. I've accomplished everything I've wanted to with this game, and I think I've helped others achieve their goals as well. That has made it all worth while. But it's time for us to move on. And now, we are not faced with a cramped space, tight corridors, but with an entire world for us to run around in. Who knows what we will find? What secrets will we uncover? Well, I suppose only time will tell. Here's to a great two years. And here's to More.
  20. Hey punkrock, I've got a PVR, and I'll be uploading and making tons of strategy threads for Tranzit come tomorrow afternoon. I'd like it if you would maybe add some of those to this thread...? In other words, I want to help you on this thread. :D
  21. Kid, get over yourself. I'm still waiting for my answer on how you got 135 on Call of the Dead. But yeah, I guess you'll just have to wait and see. It seems like wishful thinking, but hey, you never know!
  22. The last perk is the same color as Stamin Up. Do you really think they'd cut Stamin Up, especially on a map as big as Tranzit? Think about it.
  23. It was my pleasure, bro. It's awesome to see you finally reach your goal! :D
  24. There's a limit with how far this 'no leaks' thing goes. No one has seen Nuketown Zombies yet, and I mean no one, so we will all be in for a surprise when we first play that. I, for one, will not be watching any videos on that until I play it myself. I want to be legitimately shocked. That being said, like Way and Mix have already stated, there's a line. The game will be out. Albeit, Treyarch has an embargo on videos on Tranzit before November 14th, but still. I mean, it's not a leak when the game's out. If you don't want to be spoiled, don't look. Simple as that. I think this all ties back into the purpose of the no leaks rule. Yes, a big part of it was, I'm assuming, not having the game spoiled for those who want to be surprised. And okay, I understand that. But another huge part of it was respecting Treyarch's wishes. If they wanted the game to be leaked, then they wouldn't really care about all this footage popping up. But they do. We want to look like the bigger person in this sea of leaks, and I think that's the factor that has led to this extremely strict no leak rule. Of course, I went off on a tangent, as usual, but you get my point.
  25. Word. This game has leaked so bad. It's on Pirate Bay and there were at least three streams last night, each playing Zombies. I watched it—I won't deny it. I saw some names on Codz in the comments, and I was talking with some Codz people about it on Skype. I've been looking forward to this game for a year. I'm just so excited that I really cannot control myself. I had to at least appease myself a little, to make this last week go by quicker. That being said, I know some people do not feel this way and want to be legitimately surprised. I can respect this. I'm big on respecting people and their feelings/opinions. By discussing leaks with people that don't want to know about them, you could single-handedly be ruining their gaming experience. Just throwing that out there. Come on, people. Use your brains.
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