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Ehjookayted

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Everything posted by Ehjookayted

  1. I can honestly say I'm disappointed. The thread creator has been here for a year, from his blue colored name, and yet he fails to understand that zombies has become bigger and better than we ever would have imagined. Think about this, with MW2, you got CoD 2 which was pretty cool but it wasn't a HUGE fuss. The only reason this has become a point of contention, is because zombies is almost as popular as the MP and people want to see the older maps. Treyarch decided to please the public, yes. But who are you to say how much your prestige edition is worth? No one cares about the RC car and avatar? Okay, but they're products worth money. Plus you get a metal case. Sure it was, what, $100? But that's what you had to buy since you didn't have an option. Look. Your point would have started intellectual discussion and talk about business, etc. IF you had come forward respectful and with a well-developed argument with logic. Furthermore, you had a chance to redeem yourself, apologize and say that you were ranting, sorry, etc. BUT then you threw yourself a pity party. Hey, I'm not hating or flaming you. I just want to let you know that you screwed yourself from the beginning with a weak and pointed argument that makes everyone antagonize you no matter what, just because of the language you used.
  2. These are all her known quotes so far. This is according to http://callofduty.wikia.com/wiki/Moon/Quotes I couldn't find a sound board though. Pack-A-Punch "I hate Edward! He has lied to daddy since I was just a little girl. *laughs*" — When waiting for the Pack-a-Punch Easter Egg "But I want my body back, and I will destroy that evil Richtofen for taking daddy away!" — Samantha upon completion of the Big Bang Theory Achievement. "I WILL DESTROY YOU FOR WHAT YOU'VE DONE TO DADDY!" — Said when filling up the four jars "EDWARD! YOU WILL TREMBLE IN FEAR! I'LL SLICE YOU APART AND EXPOSE YOUR ROTTEN INNARDS SO YOU WILL BE JUDGED FOR WHAT YOU HAVE BECOME!" — Said when Richtofen is nearby ""YOUR TEARS WILL TASTE SO SWEET, WHEN YOU BEG FOR YOUR MISERABLE LIFE!"" — When filling up the jars "YOU DID THIS! I WILL HAVE NO MERCY ON YOU FOR YOUR ARROGANCE!" — Said when filling up the jars "I WILL DESTROY ALL THOSE WHO HELP YOU!" — Said when filling up the jars. Note: This explains why the zombies attack the other three characters, not just Richtofen. Zombies "Zombies! Go bother Nikolai." — When swarmed. "Pop goes the zombie..." — Explosive kill "Let's play hide and seek!" — Upon getting a kill. A reference to the Fly Trap. "Come on! You guys have helped Edward, help me!" — When surrounded "Get away, puppet!" — When getting a kill "'singingAshes, ashes. DIE!" — When getting a kill "Daddy, don't let them hurt me anymore!" — Getting hit by a Zombie. "Looook, I made it rain!" — Getting a kill "Time to play with dead thing!" — Getting a kill "Next time, Uncle Edward will give you stronger legs! Edward! Give them stronger legs! You're terrible at this!" — When making a crawler (Reference to how Richtofen is controlling the Zombies now) "Down comes the baby, cradle and all. Shh..." — When getting a kill Mystery Box "Oh, goodie! Hahahahah!" — Receiving a good gun from the box "You cannot hide in there forever Edward!" — Receiving a teddy bear from the box "Let's play a game!" — When getting a Machine Gun from the box. Also could be a reference to the Fly Trap easter egg "He he he! Samantha's been a naughty little girl!" — When getting an assault rifle from the box "My favorite little toy!" — When receiving a Ray Gun from the box "Oh, no! This is not fun." — When receiving a pistol from the box "Oh! I can't make them play dead with this!" — When getting a pistol from the box "I WILL MAKE YOU DIE!" — When getting the QED Ammo "No fair, I don't have anything to kill with!" — When out of ammo "All I have left is my knife. And it's a big knife." — When out of ammo. "uh oh! that does not sound good!" — when out of ammo.
  3. This is a wonderful post mate; the only thing I suggest is to break up a couple of the sections into paragraphs for an easier read! You've really taught me about the awesomeness of DOA. I never knew there was so much to it. It's just so different from the other maps that people don't have a chance to experience it. So great man. [brains] for you
  4. Hi there guys, I'm a PS3 user who is super stoked for Moon this week, but I've got a couple questions. I've only played Moon split screen like 4 times at a friend's. So here's my question? What are the places in solo/co-op where you can run a train and kite the zombies easily? From my times playing, I've successfully run the AK74u area and the Bio Dome with ease. I've also watched many videos of Moon so can you guys confirm or deny whether or not these are train-able places? Solo AK74u/Mule Kick area Bio Dome (2 places in there) Lab Room w/ Double Tap Tunnel 6 (Stamin-Up) Co-op AK74u/Mule Kick area Bio Dome (2 places in there) Lab Room w/ Double Tap (compressed air) Tunnel 6 (Stamin-Up) Lab Room w/ MP5K (compressed air) Starting room (compressed air) Power room I know the excavators make the map challenging and add variety, and the cosmonaut can sometimes throw you for a loop, but in terms of kiting areas, does this map rival ascension? I'm not sure so it's up to you guys to let me know. Please try to avoid confirming or denying based on your skill. Think about whether or not a very good player could do this. Or if you are a very good player let me know how you'd run that area. THANKS! YOU GUYS ROCK! [brains]
  5. True, I haven't played the map extensively since I have a PS3 but using the Wave Gun while on the 360 at my friends house has been amazing. How big is it's fire radius though? I've only used it twice, but from videos it looks like the Thundergun has the biggest zombie clearing radius?
  6. What's up Dr. Coffee? Enjoy your videos and those are great. Look forward to seeing some awesome stuff from you in the future on this site. Have some [brains]
  7. No worries man perfectly understandable The only thing I have is 15 minutes of gameplay footage from round 161 which I retrieved from a friend, I did have the final part with kills, headshots etc and all of the rest of the game footage but lost it due to a hard drive failure a couple of months ago. But here's a screenshot from the footage I have left if that'd count: Hey superhands, why are your points ending in a 4? Or is the zero just cut out of the screenshot?
  8. None taken, but it's more a question of does the Wave Gun make this map too easy? Or do the excavators and 1/3 gravity offset its status as the best wonder weapon?
  9. SUPERHANDS YOU ARE AWESOME. This is guide is brilliant, man. My 31 will be so much more improved with this now. The guide will look so much better with this effective strategy and original (weapons-wise). [brains] for you. The only thing I'd add is that drops are based on points and a PaP'd MP5K in higher rounds would rake in points, allowing you to take advantage of drops. Insta-kill is great for clearing 2 waves, a nuke a whole wave. Otherwise, this makes my Ascension guide look weak. :lol:
  10. Hey Eye, bit confused about these 2 parts. What is the area you are restricted to for these weapons? Specifically are you allowed to go down the stairs after buying M16 ammo before going back up to the top area? And for the stakeout are you allowed down to MPL room, the power area itself is impossible on solo....well, maybe it would be ok on OSK but once it's PAPed impossible! I need to know the limits Well for PaP and reg. versions of the M16 you can start outside the stairs but must successfully kite around the sickle room. For OSK stakeout, use the power room. For when you have it PaP'd run the train in the area between the MP5K and the fire trap. Hope that helped, Chopper.
  11. Mad props sir Always good to fight the haters! Besides I love reading your sig. "32 on wii kino" DAMN FINE IMPRESSIVE YOUNG MASTER [brains] [brains] for you negative brains for haters
  12. It's required, because what would a zombie game on Ascension be without a round 30? 30 brains for the whole challenge done. 10 for just the regular versions.
  13. Challenge: The Collector & The Explorer Sponsor: Ehjookayted AKA EyeCntSpel Community: CODZ Complexity: Moderately Difficult Expiration date: November 8th, 2011 Reward: BRAINS!!! Bonus: BRAINS!!! Mission: Starting on round 10 (when all the zombies are sprinters), on Ascension, run a train in every room with a weapon to buy off the wall, buying that weapon. Switch rooms every round. Must buy sickle, but not use it, the whole game, before round 10. Example: On round 10, run in the MP5K area, NOT THE PLATFORM, using the MP5K only. On round 11, run on the platform, using only FRAG GRENADES. Round 12, run in the Junkyard, using only CLAYMORES, etc. Monkey rounds should be done normally. Rooms and the weapons required. Starting room (M14) Starting room (Olympia) MPL room (MPL) MPL room (PM63) Power room (Stakeout) Lander/Sickle room (M16) Flopper platform (Frags) Beneath platform (MP5K) Stamin-up room (AK74u) Junkyard (Claymores) Feel free to ask questions! Oh and if you can do the Space Race achievement (PaP before round 8), you can have M&S! ONLY if you get trapped. 10 locations can be done in 12 rounds (2 monkey rounds). Redo locations with the PaP versions of the weapons, except for claymores and frags. This is 8 locations in 9 rounds (1 monkey round). So basically past 30 with this challenge.
  14. Elite Assassin, upload your picture to www.image-share.com Then copy/paste the link to the forum here.
  15. Here I am with Chopper-Nator. Wish solo counted, I'd be Dempsey, but have no fear. Chopper and I will be Richtofen very shortly!!!
  16. We all know Ascension as an easy yet boring map to get high rounds on. Through many of my games, I've developed a good strategy for high round runs. Today, however, that strategy was nearly perfected with Chopper-Nator. ------------------------------------------------------------------ ASCENSION ULTIMATE STRATEGY First Room Leave after round 3, don't buy any wall guns. Knife rounds 1 and 2, shoot a clip and a half at round 3, then knife. Hopefully you can get a Max Ammo or double points. Mid Rounds (Before Jugg) From the starting room, open the top door, buy an MP5K and chill and camp there going for head shots until around round 6. You should each have enough points for Juggernog, a box hit, and more MP5K ammo if you don't get good weapons. Whatever you get, don't trade in your starter pistol, unless its a Thundergun or Ray Gun. Hopefully you do get a good gun, to deal with Monkeys. Now for monkeys, an MP5k will do alright, shotguns are good, but knifing them will be one stab, even without the sickle. For monkeys, protect what's important to you. For this strategy it'd be Juggernog and PhD Flopper. Stamin-Up is easy to protect so there's no harm in protecting it. You can use claymores, but make sure you only use them for perks near stairs (Speed Cola and Flopper), as Monkeys can get rid of them if they aren't angled on stairs. You should always get a free perk this first monkeys. If it's quick revive, plan on letting it go. If it's Stamin-Up, still open that area up. If it's Flopper, it'll already be open, and if it's Speed Cola, don't open it up. Before Round 10 (with Jugg) This should only be a couple rounds, but camp in the same platform area. This should be relatively easy. The reason for this short period of camping is that the zombies are all not sprinters yet and are not difficult, but annoying to train. Nothing's worse than having to waste ammo on the 3 straggler zombies of varying speeds after you've killed the 15 sprinters. Until Pack-a-Punch Once you hit round 10, separate into 2 training locations. In my opinion, one person should be at Stamin-Up and one at Flopper. These are both great trains, Stamin-Up being very underrated. The 74u here makes a great weapon to use. If P1 (Flopper train) uses just the MP5K and if P2 (Stamin-Up guy) just uses the 74u, pack-a-punching is possible at round 11 or 12, depending on when you get monkeys. If you get monkeys on 11, it's probably best to have only Jugg and the perk you got for free. Defend the perks the way you see fit. Leave a crawler at the end of 12 (or whenever you have enough points) and go Pack-a-punch. P2 should get Stamin-Up at this time if he/she does not have it. Running circles in the PaP room is made substantially easier with Stamin-Up. PaP your starter pistols. If you don't have it because you have a T-Gun/Ray Gun, don't bother pack-a-punching. This just opens up the PaP room. Ideally, however, one person should have Mustang & Sally. They're extremely efficient against monkeys and save your @$$ always. Until round 35 Now the beauty of the strategy begins. P2 with 74u should switch for MP5K for a round. After round, both should hit the box for an LMG, Galil, Gersche Devices or Matryoshka Dolls. Don't sweat not getting the latter two if you can't. You need a long-lasting points gun first and foremost. The RPK and HK21 will last un-upgraded until around 19/20. Galil is the same. After you start chewing through ammo, upgrade. These guns will now last until about 25/26. Only use these guns to kill the zombies. Drops (Max Ammo, Double Points, etc.) are based on points, 2000 collective points to be exact, multiplied by 1.14 with each round. 2000 --> 2280 and 2280 x 1.14 and so on. While it may seem like this would take a while, you rack up an insane amount of points. On only round 33, Chopper had 200K points. What does this mean? You get an insane amount of drops. More Max Ammos, more Insta-Kills, more Death Machines and more Nukes. These increase your firepower, save ammo and what not. Insta-kill is wonderful, as you can pull out Ray Gun/M&S fire a couple shots and kill the whole wave. With this strategy, getting to round 30 in 75 minutes is all well and possible. To round 35, use a mix of both. By this time, you might have run out of ammo in your LMG/Galil and probably will have. At this time, P2 can move back to Stamin-Up area and train there with power weapon and 74u un-upgraded. P1 should buy an MP5K. Shoot your wave with two full buys of your respective sub-machine gun and finish them off with the M&S or Ray Gun. Upgrade the Ray Gun around 30 or even before. At the end of 34 or 35, leave a crawler and hit the box for Dolls, Gersches and Thundergun. Each player gets a whole box. P1 hits till teddy bear, box moves, P2 hits till teddy bear. Kill the crawler when you're ready for the End Game Strategy. End Game Strategy Now you will get closer together. Player with Thundergun runs trains near the auto-turret. The routes are tight, but with cut-backs and corner grouping, it's fairly easy. Player without T-Gun runs at Flopper. In the mid 30s to mid 40s you can trade off using T-Gun and traps. For the early part it's trap by PaP and T-Gun. What to do with trap near PaP: Communicate and tell Flopper guy to run down. Meet him and take zombies to trap, one player hits trap, the other shoots zombies with one clip of MP5K/74u. All zombies in wave will die. Take stairs up and then drop down at the hole and return to hoarding areas. For Thundergun: Player with Flopper station runs to corner with MP5K then runs all the way down to trap. Player with T-Gun runs to that corner and up to Flopper. Zombies will all follow P2 (guy with T-Gun in this example). Quick crescent hoarding tactic and Thundergun shot wipes 'em all out. P1 takes trap route back without actually using trap. Alternating should work until time for master end game strategy at 45-ish. This will include trap by 74u/Stamin-Up. Use Thundergun first, then trap by PaP and then trap by Stamin-Up. For Stamin-Up Trap: Hoard zombies in same area. This time P1 runs past P2 while P2 is corner grouping. P2 follows and can shoot with 74u one clip or two. Both players retreat to Junkyard. P1 hangs back by lander; P2 groups zombies using staircase and then jumping off. Players run back out. P1 can shoot with MP5K. P2 buys trap. Return to areas. Conclusion This strategy takes a while in the 30s, but in the 40s, with high respawn speed, it's fast, somewhat dangerous and provides variety when zombie games tend to get boring. Your points will continuously go up. For end game monkeys, never open up that bottom door from starting room and never open up the door at the other side of power. Using T-Gun, traps and auto-turret, monkeys will be easily dealt with. In insanely high rounds (if you were to get to 85+) using this strategy, one player would continuously hit the box for T-Gun while the other would control all the zombies (always shooting them!). To shoot is very important, seeing as if you don't, the zombies begin to die off and will respawn near your partner, and you don't want that to happen. As a last note- What to do when someone goes down: Let the other person's zombies join your train, bring all your zombies out and revive them. Quick revive is not needed at all (unless it's your 5th perk). After they are revived, don't kill any zombies until they have bought their needed perks. Usually Jugg, but sometimes Jugg and Flopper. What to do if someone dies completely This should NEVER happen. But if it does... finish the round with whatever gun you have, kiting on the Flopper platform. When the round begins, kill the last of the zombies in the MPL room, hopefully spawning him/her near Jugg. Let him/her get Jugg and buy an MP5K. Give him/her the Flopper area. Leave a crawler at the end and let he/she do what he/she needs to do. How to pause the game to stop for the night If you are going for a 60+ game, you can pause the game like this: Have a crawler, repair all the windows. Let the crawler bleed out; find where the zombie is re-spawning before it breaks out of the window. Get on the opposite side of where the zombie is respawning and hold down []/X/F. Notice how it can never break through the window. Now, take something with weight and tape it down to your controller/keyboard. You can do this as long as you like. The zombie will never die. This has been tested for 2 hours. However, since zombies die off only when they are in the map, inactive, or are crawlers, this creates a way to stop the game. Be wary of overheating or game crashing if kept on too long. There is no solution for that. ------------------------------------------------------------------ I hope you guys found this helpful; it has taken me a couple months of games and research to perfect (almost) this strategy. I'd appreciate the feedback and love Video coming soon.
  17. While Moon is the most diverse map and requires diverse weaponry, is the Wave Gun overpowered? I'm including the zap guns in the Wave Gun as well. You get roughly 60, 1 shot-kill per 1 zombie, shots and 14 wave eliminators un-pack-a-punched. PaP'd it doubles. So much ammo, one-hit kills. Is the Wave Gun overpowered as a gun? Yes, on Ascension, the Wave Gun would destroy, but I feel that Moon has so many other things like the Excavators, that give you a hard time, that the Wave Gun is the perfect gun for this map. Gun to gun, WG is overpowered. On Moon, it's a perfect fit. Just my opinion.
  18. Getting treyarched? As in your Thundergun failing? Yeah, it has a chance to fail with every shot. It's the way the weapon was made, not a treyarch developers oversight/mistake.
  19. True. The word rape has such a negative, one-dimensional connotation, however. In actuality, it can also mean an act of violence, plunder, seizure or abuse. Seizing the zombies lives via a train.
  20. I'm going to test figures you gave on drops but from a gut feeling I think they are pretty spot on. Is this something you have tested, read about or discovered from looking at coding? Do you know if it's the bare minimum required by the game, ie, after 2000 points have been collected a drop has to come but can also come before that is collected? I'm trying to create a spreadsheet with lots and lots of game data. I interpreted this from a great website shown to me by a friend. http://denkirson.proboards.com/index.cg ... hread=2555 This has so much zombies info. That spreadsheet will be easily completed with this site. Also, I'm writing a full and large guide for zombies with tons of info. I could use the help and data you're putting together. You might want to PM me if you wanna talk details.
  21. Drops are based on points, after every collective 2000 points you get a drop. This is modified by a 1.14 multiplier every round. While the Thundergun and Wunderwaffle cannot give you drops, the points they give you count towards that modified 2000. When you shot George, you must have triggered a flaw in the programming since you get 10 points when you shoot George. Killing George activates in the game script to permit you to get drops. Since you killed all zombies with the Wunderwaff and shot George at the same time, the game scripts must have crossed over. Just a theory though.
  22. I'd agree with you, Tom. However, I know that drops are based on points, a collective 2000, which multiplies at a rate of 1.14 per round. Whatever this guy did seemed to eliminate the multiplier. AH. That could be it. I will try it, see if it works, and leave if I see randoms doing it. I prefer to be righteous and not use glitches. Even though the whole concept of rape training is essentially glitching... Well exploiting game mechanics is a better term. Gotta love it though.
  23. I was playing with randoms the other day and a guy said "Haha, you guys didn't see that. I just did a glitch and we're getting so many drops." He wasn't doing the corner laydown (which no longer works, still don't know why randoms try it), but I notice we were getting drops about twice as often. The only thing I saw was that he was messing around with George in the beginning as soon as he spawned while he was in the water. Do you guys know anything about this? Is this guy a hacker? I don't like glitches but this is just interesting to me how he did this.
  24. I might have stumbled upon another area, the Fire Pit room. It works well with 8-12 zombies. The issue here can be the furniture as well as the zombie crawlers spawning in from the lobby. It isn't truly a place to run around and circle non-stop but it is a great place to group up zombies when running around for your life. You can then run out to the alley or the lobby or just turn on the fire. I discovered it today when trying to horde zombies then revive my bud. I know the Sleight of Hand room works well with the staircases as well.
  25. UPDATE: I'm testing this strategy on solo, and is extremely effective when it works; however, there are a couple problems. NEVER, EVER get a carpenter or board up the windows, it screws up the train as the zombies will gather at the windows and pour in 5 or 6 at a time, which makes the train impossible to run. You will have to drag them back to the back part to shoot, and then use advanced cut-back strategies to horde them again. I've done this twice without a Thundergun, but you will get trapped eventually. I'd really like some input with this strategy, as I know it works beautifully on co-op. However, it would save tons of time on solo, as a you avoid gas crawlers completely, get unlimited access to the 74u, and can Thundergun horde easily on higher rounds. Look into cut-back strategies, shooting points, hipfire vs. ADS, as well as counter-clockwise vs. clockwise.
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