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Everything posted by MegaAfroMan

  1. MegaAfroMan

    It has been a long time...

    Greetings CoDz, sorry that this isn't really a true introduction per say. To those who don't know, I used to do some stuff here. Anywho, the site looks absolutely gorgeous. I give mad props to the team. I see some familiar faces there. You guys have done great things here. Maybe I'll see y'all around, huh?
  2. MegaAfroMan

    It has been a long time...

    Oh we certainly did, didn't we? Staff chat was a lot of fun sometimes. I hope you've been well. @Lenne IW zombies helping at all? I've personally found it rather fun. Any thoughts or attempts at trying to broaden the scope of the site? I mean, I don't honestly know if it'd help at all with the existence of Reddit already sort of owning all Message Board populations. I just would like to see this place be busy like the good old days.
  3. MegaAfroMan

    It has been a long time...

    Hey Lenne, I've been doing well! Currently living with a special someone, I have a job I really like, and I'm making slow progress towards my educational goals. Things are going well. How have things been here?
  4. Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. With Shadows near completion (probably) and The Giant looking empty (sadly) I think it is a good time to share my thoughts about this unexpected treat we discovered in the acheivements and honestly this was probably the only slam dunk that far surpassed my hopes. There is no real Easter Egg involved, but all my other posts started with that section so I felt the need to include it here. Unlocking this mode isn't difficult. People said you had to do the first two missions, but I was taken to the safehouse before the first mission even began, so I don't know if Treyarch hotfixed that or if people just missed it but yes it is fairly easy to open up. The cutscene is forced but it is fantastic and I'd honestly watch it anyways. The gameplay is a slam dunk. The new power ups, the return of old ones, the mechanics, the challenge rounds, the locations, the enemies, all of it is just amazing. I honestly didn't expect anything like this to happen but I was blown away. It is honestly more tempting to play Dead Ops than Shadows on most days. If I had to complain, I would complain that it is not accessible from the zombie screen and that it doesn't appear to have any matchmaking. But honestly I play alone or with friends usually so I don't much notice the lack of matchmaking. Well this was brief but without raving on about simple things there isn't much else to say but 'well done'! If you have thoughts, I'd like to read em, so leave em below!
  5. The camo was a gift for any special edition. I got mine from buying the digital deluxe edition. The panzer in the calling card is just a carry over from the original weaponized 115 pack that Treyarch put in BO2. I'm all for recognizing when Treyarch does sneaky things, but it is a massive stretch to say that they chose this calling card in BO2 for release with a Micro pack in order to let it become a fan favorite so they could bring it back in special editions of BO3, just to foreshadow the return of the panzer in DLC 1 of BO3.
  6. MegaAfroMan

    Thoughts on Microtransations

    Something I think a lot of people don't think about much when they compare modern games to how things used to be, is both the change in how much space and detail goes into games as well as the changing value of money. A PS1 game was usually 50 brand new, but a dollar from those days would be worth around 1.50. Those games were measured kbs to mbs at most. Now games are on the order of gb. They are at minimum 1000 times larger. Sure it has become easier to work with that much data, but if you were to evaluate games based on data per dollar we are at an all time low. Now because of inflation since, a new game today should cost 75 USD brand new. They don't though. They only cost 60. So game companies give us games hundreds to tens of thousands of times bigger for only 80 percent the cost we used to pay. It makes a lot of sense why micro transactions DLC and especially season passes are almost mandatory. Personally micros are okay to me as long as they are purely cosmetic or purchase in game currency at fair rates. Mass effect 3 MP had micro for the currency used to buy weapon and gear packs however the in game earning rates were fast enough that 6 matchesbon lowest difficulty let you buy the most expensive pack. So spending real money didn't really save you much time or effort. CoD micros being purely cosmetic do not bother me.
  7. MegaAfroMan

    Should I worry about going down?

    Of course if you're XP grinding then yes maybe QR isn't quite as necessary considering you eventually will hit a point where kills per minute drops and your round survived bonus stagnated If you're going the distance though and trying for rounds, not having QR is just silly.
  8. MegaAfroMan

    Should I worry about going down?

    I'm going to say I wholeheartedly disagree with this. If you get above round 20 or so it is far nicer to have a do-over than to have to start another game. 40 is my top, not much but not bad. If I decided to ditch QR that game would have ended on 22. It really isn't that hard to reperk. The zombies continue to ignore you a few seconds after being revived, if you keep calm you'll make it out just fine. Pro Tip: Monkey Bombs, Lil' Arnies, and *IN PLAIN SIGHT* are your friend. Use them to distract while you recover. And always have QR.
  9. MegaAfroMan

    Ps4 communities

    Greetings all! Being a recent convert to the PS4 I found myself browsing the features available to me and was drawn towards communities. Now it was mentioned a little while back that we ought to have a community for this website. I myself do not have the authority to make that a reality, but I have made several communities to serve the purpose for any PS4 users who wish to use them until an official community can be set up. The communities can be found through my profile, MegaAfroMan, on PSN. They are all under the primary title of CoD Zombies with specific community pages for the three maps and a general page. Feel free to search it up and join or to ignore it entirely. Either way, have a swell day CoDZ!
  10. MegaAfroMan

    I'm feelin lucky

    it would be interesting to see the drop statistics in a normal game, and to compare it with drops swpaned via teleporters, drops spawned via pods, and drops spawned via this gumball. As far as I know, perk bottles never spawn naturally and I don't believe they spawn from pods, however they do very rarely spawn from teleporters and this gum. It'd be nice to see the odds of getting any particular drop.
  11. MegaAfroMan

    1st Step !?

    What part of Maxis's side in buried wasn't completeable after a certain point? I'm blanking on that. Oh, and OP, that's a lot of resources that'd need to exist in the files, that quite frankly would have been found by our PC brothers by now. From what I've gathered the actual code scripts that execute Easter Egg related effects in game aren't easy to crack, but there would be easily found sound files and quotes related to a Major EE on the Giant that simply aren't there. Plus what intel are you talking about? Dempsey said something in a quote. He also later admitted to having memory problems from 115. Take it with a grain of salt. Richtofen was screaming about a vessel for Maxis before realizing he was just repeating a quote from Origins. Our characterrs are pretty messed up from dimension hopping. Finally I agree with what has been said, it is excessively unlikely that an Easter Egg would ever be made which would only be completeable before a certain round, or would have steps that cannot be repeated if failed. It is also unlikely that gobblegum will ever play a big role, as it is level dependent for the classics, and internet dependent for the megas. Gobblegum required in EEs would mean there would be EEs that some players would automatically fail at before even joining a game, which is just ridiculous. The Giant is unfortunately empty. There may yet be small things, like notes or codes, but nothing big. It was a bonus map and a revisit. It's one step up from a boring remaster.
  12. MegaAfroMan

    GobbleGum Talk

    Oh, I missed one. Classic: Sword Flay (**) -situational. The timer isn't long enough to be super useful past round 15, and even with a bowie, this stops being a one hit kill melee by 30 (a little bit before I believe). It can be nice to get around round 10-15 though where it'll essentially give you a whole round of one hit kill knifing.
  13. MegaAfroMan

    GobbleGum Talk

    Read the OP. Pretty sure he only discusses real gobblegums and the usage thereof.
  14. MegaAfroMan

    GobbleGum Talk

    Okay, so I'm going to give my ratings here and opinions on your ratings. First though if Phoenix up only gives perks back after bleed out on 360, then I'm fairly certain it is bugged. I've used it on Ps4 and was told it gave perks back. Never yet had it used on me though, I've always been the phoenixer not phoenixee. Okay so I'll stick with a * ** *** format as well to make thing comparable. I'll also make special note of the ones I use and when/why I use them. Classic: Always Done Swiftly (*) - Honestly, I think this is pointless. I'm not sure if it stacks with weapon Stock to make ADSing like walking normally, but even then the sensitivity drop still makes this pointless. I've only ever used it to fill a slot and only have ever grabbed it if I have no active effects while trying to get a specific gumball. Arms Grace (**) -I don't actually use this one much. I favor coagulant by far. However if you don't have many megas to use, and you expect to bleed out on occasion, it certainly is a nice jump start to your next life. Coagulant (***) -This is a must have in almost every co-op pack that I have, with randoms and friends. It is not usually the priority gumball, but I do think it is one of the best timed gumballs out there. Not being able to bleed out for 20 minutes is basically a combination of Impatient and Arms Grace. It can really save the game by not forcing you to start over, and not pressuring teammates to try and make risky saves. I once spent an entire round downed on the catwalk slashing at zombies with my bowie knife and shooting them with a Turned RK5. Me clogging and killing them was one of the reasons we pulled back from that blunder. Obviously though this is useless in solo. In Plain Sight (***) -Also in almost every pack I have, and almost a necessity gumball. If I have no specific need, this is the gumball I like to keep on me for emergencies. It doesn't always activate quick enough to save your ass from being cornered, but it can be reliably used to assist in reperking or to do a quick mid round ammo run or pack a punch if conditions are hazardous. This is probably my most used classic. Stock Option (**) -Honestly I'd give it a (*) because reloading a pack a punched gun with fast mags and speed cola isn't a big deal, and there are many gumballs I'd rather have than this one, but from a logic standpoint, not having to reload at all is better than even the quickest reload if you're camping. So I'll give it (**). Impatient (*) -Better than nothing, but I'd rather have either of the other two gumballs mentioned thus far that effect you when you're downed. It can help if you're playing with people who will take the round slowly at the end to let you set up, but otherwise it really doesn't make a difference if you spawn in as the last zombie dies or a few seconds before. Can be helpful I suppose if you're struggling through the EE though in any given map. I would have loved to have had this in Black Ops 1 during Moon or Shangri La. Anywhere but Here (***) -I don't use this one as often, but it can save you if you have enough time to realize you need to be saved. It isn't as effective at saving you as In Plain Sight, but it can through luck, help save a teammate from bleeding out, and as such I think it deserves to keep a 3 star rating. Danger Closest (**) -Better than some, but honestly I don't use it much. Alternate Ammo Types are so nice, I don't feel the need to use Death and Taxes or the other Mustang and Sally clone. If I did, this would be great. But only lasting 3 rounds does make it a little less than reliable if you build your whole game around explosives. Armamental Accomplishment (*) -I honestly don't find use for it, but I suppose it could be useful. Fast Hands is probably the nicest part of it. As fastmags, pack a punching, and speed cola all reduce reload times so low that any effect this gum has is almost unnoticeable. Firing on All Cylinders (*) -Why would I need to shoot while sprinting exactly? Arsenal Accelerator (*) -I only use the Annihilator on Dogs, and that's only so it feels useful. The swords I could maybe see this being nicer with, but I mean, I'd still rather use many other gums than this one. Lucky Crit (*) -I want to like this one, but I only used it once, and it didn't make much of a difference while training and using blast furnace. Maybe while camping it'd be better, but I dunno. Only lasting one full round is a little short. Now You See Me (**) -This one is better than you'd think, as it can save teammates if you're really good at communicating, and can offer assistance in many tasks. Plus if you want to be a dick on The Giant, the spawn already gets a disproportional amount of zombies, so using this gumball in that spot will pretty much steal them all. Alchemical Antithesis (***) - This one is obviously useful. Ammo is more valuable than points after you hit a certain point, and it basically turns into infinite ammo for 60 seconds. This is in most of my packs. Mega Gumballs: In general a great Mega is probably better than a Great Classic, but EVERY mega suffers slightly from being a Mega. I'm much more hesitant to use them and I rarely have more than two or three in a pack. Aftertaste (**) -I want to like this one more, but in my opinion timing out after 3 rounds isn't great. I mean it is nice that it sticks around even after you down once and basically guarantees you'll have perks for those 3 rounds. But I don't get as much use out of it as I'd like to. Burned Out (**) -Absolutely better and stronger than you'd think but two hits isn't much. Dead of Nuclear Winter (**) -Spawning 2 nukes can be at least a return on points spent if used tactically in early rounds, and can be helpful in later rounds. Not great though. Ephemeral Enhancement (*) -This gum is pretty bad. 60 seconds of pack a punch isn't much and as a limited use Mega it's pretty disappointing. Would be better if it was a classic, but still pretty poor. Temporary Pack a Punch is just not very helpful. I'm Feelin' Lucky (**) -Random power up. Could be nice, could be bad. Two activations. Just kind of for giggles though. Immolation Liquidation (***) -I rarely get it, but it is fairly useful. Three activations is pretty great. Licensed Contractor (*) -It'll only be useful if you can spawn all 3 carpenters during a double points to rake in points in early rounds. Phoenix Up (***) -Absolutely glorious. Much more use when playing with randoms, but still a nice emergency gum to hang on too. If everyone goes down and you're having it hard, pop a bubble and everyone revives with their perks back! Pop Shocks (**) - Haven't used it, can't rate it much. Sounds rather ineffective, especially if the electric effect mimics Wunderwaffe or Dead Wire. Respin Cycle (*) 2 activations saves you 1900 points, but you need to spend 500 and give up this slot which could be used for far better gums to get it. So why bother? Unquenchable (***) -Pretty great, but sad when you down and lose those extra perks. Who's keeping score (**) -can be very useful if used early game, but I don't like to play early game with gobblegum dependencies. I'd rather play a set up that doesn't require random intervention. Two activations is fairly nice though. Cache Back (***) -Obviously nice. It's max ammo. Too bad it's only one activation though. I'd rather have Alchemical Antithesis anyday. Kill Joy (***) - two activations for instakills is always nice. No real complaints here other than it's a little boring honestly. On the House (***) -a free perk, especially one that can be added on after you hit the perk limit is fairly nice. Too bad it's random, but oh well. Wall Power (***) -Obviously nice, pack a punched wall gun is pretty nice. Too bad it is rare. Killing Time (***) -Tactically it's not as good as several other gums, but the effect is so cool it deserves three stars. Perkaholic (***) -duh.
  15. MegaAfroMan

    Issues with new system

    Although the new swipe speed has given me many moments of frustration, all in all I like the change. I've managed to adjust enough now to simply making sure I take passbys a little wider than I used to. Plus I feel like although camping, at least on The Giant, haven't tried on shadows, is definitely more viable with ammo granting gumballs and PaP effects, the strongest PaP effect (Blast Furnace in my opinion simply because it can and will kill a whole horde, will give you points for the kills, and will count the kills as yours) is almost useless when just camping. Training is still rewarded with Blast Furnace, sliding, certain gumballs (power up spawners especially seem to perfectly fall right into you if activated while running forward.) and Widows Wine. Overall I appreciate the new difficulty. I don't think it necessarily is applied right to offset the new features though. A zombies game now either goes really poorly or really well. There doesn't seem to be an inbetween. Either the zombies beat the crap out of you and make it impossible, or you skate by them and it is a breeze with no ammo concerns and gumballs galore. But in the end, I still like it a lot and don't find it "unacceptable".
  16. MegaAfroMan

    Making zombies?

    How do you do this? I've gotten the keepers from the ritual item and the ones from the subway to respawn, but it only happens when they die from the completion of a sacrifice. Otherwise I get 6 zombies on round one 7 if I open an area and enter beast mode with the last zombie left. Haven't gotten more than 15 though from the previously mentioned totaled.
  17. Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. Now one week later, with the Easter Egg believed to have been completed (finally) and most of the little things now surfacing I'd like to share how I feel about the map, and I'd love to hear how you guys feel yourselves. I'll break this down into a few sections starting with the Easter Egg itself. I very much enjoy the feel to it, and the implied connections to our main storyline, and I think it starts off really well. But then suddenly it gets pretty quiet after you unlock pack a punch, which is rather disappointing. If you never notice the swords, you might not even proceed from this point, and if you do, well the final step is purely trial and error. It seems like there is really is no rhyme or reason for what they make us do nor is any good explanation given for all the weird quirks around the map present at and after that point. The final reward is a short cutscene, which although the "I don't have time to explain" line is one of the most annoying things to be on the receiving end of, I actually think it is okay here, because the reason why Ricky needs the key is implied with the whole damage to dimensions and having a universe to set right and whatnot. It is stupid that there is no ingame reward of value, it is stupid that the last step and only the last step requires 4 players. All in all I was rather underwhelmed too when it was finally discovere dthat the only step people were stuck on was the last one. I'd also like to second that killing zombies for EE steps is a little dry and it only really worked on Origins because that map was full of wide open spaces. With staminup you could survive almost anywhere as long as you didn't have the full brunt of the zombies on you. All in all that EE was underwhelming. The little features as far as I know are: cosmetic masks, swords and upgrading them (which is forced for the EE), and the currently unknown upgrade method for the buildable wondergun. Oh and donut mines. Unlocking Packapunch is a bitch. It's not hard persay, but it is honestly very annoying. It is better than Mob, in my opinion which had you rebuild the plan all the damn time, but the only still takes too much effort early game which slows down the action. I think they really tried to make it like the Origins Generators, but forcing players to have to unlock ANYTHING in an 'alternate form' which is only available a limited number of uses per round is stupid in my opinion. It slows down the game play. The generators in origins were not a problem because you didn't have to enter 'power the generator forme' which you can only do once per round... Okay. Now to talk about the little things briefly. The swords, are cool enough but they aren't as amazing as the hells retriever/redeemer. The upgraded sword is okay and when you let it do its own thing it can be used without dooming yourself but the process to get that upgraded or even just to get the swords is so tough if you don't plan your game around it from the beginning that it isn't really worth it. The masks, what is the point? The donut mine is cute, I have no complaints. The buildable wondergun, I think they should hotfix the packapunch glitch and just let it be packapunched normally. I don't really want to have to deal with some short trail probably involving killing zombies just to upgrade it. In other news, what is up with the eye color change in the Margwa? Why does the train have a hitbox? What are those blinking eyes stuck to billboards that you can shoot? Why are there grapple points in pack a punch? Why is there that completely unnecessary grapple in the junction? Maybe there is more to see, but they really haven't given us any logical paths to follow. Alright so the map. I love the atmosphere. I think it feels great. The music is downright sexy. The visuals are a great mix of colors. However looking good doesn't always equal playing good. I loved the vibe of Mob, but it was a tough map to survive on and I'm getting a similar feel here. This is a fair bit mor spacious but not by much. I've been spoiled by origins, which besides the drab color scheme was a rich map with content and space to survive in without it being too spacious like TranZit or any of the Exo maps. This map is tough, and in my opinion it is just a little tough for the tasks they want you to complete. Because of the limited uses per round of beast mode, and the tight spaces where most of the challenges (swords mostly) need to be completed in you have to rush and budget extremely carefully. I've yet to play with randoms, but something make me feel like opening Packapunch is going to be a bit of a nightmare. However I like the flow of the map. It isn't impossible like Mob is when you have 3 or 4 casual players, and it has very nice weapon and perk placement. It is challenging, but still acheivable. It could be better as I feel like getting the ideal first 5 rounds is too heavily emphasized, but it isn't bad. All in all, I'd put this map on par with maps like Shangri-La and Mob of the Dead in terms of my personal rating. I spend much more time playing the Giant because it is quicker, more forgiving if your first 5 rounds don't happen perfectly, and honestly the only features that Shadows has over The Giant is Widows Wine, the sheild, and the Wonder Gun. I hope they do better and go more Origins-esque myself, but that's just me. I'd be okay with seeing things around the Ascension to Moon level of complicated and map size popping up again honestly. Feel free to share your thoughts, I'd like to read em.
  18. MegaAfroMan

    One Week Later with The Giant

    Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. Now that Shadows has finally been solved (probably) and The Giant is still looking pretty quiet I'd like to share my views on the map and read about your own. So first off the Easter Egg or lack thereof is extremely disappointing. I was really expecting an actual easter egg quest. Not just an updated Fly Trap with a mostly terrible reward. As far as I know the only other easter egg besides radios is the perk machine, which is cool enough sure, but I wish it wasn't randomized, and I wish it didn't require monkey bombs as the box never seems to want to give me them. By the time I usually do thaw the machine I already have my perks anyways, so there isn't really a point. It's just something to do. The map is Der Riese for the third time. I'm not terribly upset but I was honestly expecting a more intact Der Riese really. I mean is this implying that Maxis Samantha and Richtofen were really hanging around an already burning ruined and abandoned facility? I think the new zombie AI (I swear they are more vicious) is balanced bythe new Pack a Punch effects and the Gobblegum. Although I really feel like the Wunderwaffe is kind of sad now compared to any gun with Blast Furnace. I think the map is fun but that's not exactly a huge credit to Treyarch for repacking a map they already sold twice. I really was disappointed there wasn't more new features. But oh well, it is still fun and I'll still play the hell out of it. If you have thoughts to share, I'd love to read em, so leave em below!
  19. MegaAfroMan

    Shadows of Evil: Tips, tricks and Points of Interest

    I don't think I got to use the GG machine after a dead draw, but I do think it gave me a refund. I'll have to test again though. Okay, maybe the keepers from picking up the ritual object would change. I thought you meant the ones from the ritual. I'll check that out on PS4, I've never tried that.
  20. MegaAfroMan

    Shadows of Evil: Tips, tricks and Points of Interest

    I don't know if it works any different when you start the match with charges in the Megas and empty them in game, but I do know if you make a pack with 4 empty mega gums, you can and will spin dead draws. I do believe I got the 500 points back though, so it's still slightly more beneficial if you really only want one usable gum or two usable gums. This is on PS4. @83457, what do you play on? The flying creatures will occassionally respawn into other enemy types on primarily zombie rounds for me, but never, ever have the keeps respawned into zombies. Nor do new zombies load in beyond the round amount just for waiting. Zombies will despawn when you get too far away, it just won't end the round like it did for BO2.
  21. One thing I do know, is if you have empty mega gum in your pack, you can still spin it, but it will be glowing white and will inform you that you are out of *Mega name here* . Then the gumball machine will chew it up and I believe you get your 500 points back. I would think not taking the gum doesn't actually use it up, as it is a choice you have to make when you put rare gums in your pack, but I don't know.
  22. MegaAfroMan

    One week later with Shadows of Evil

    I know I'm probably in the minority that thought that upgrading the staves in Origins was fun and less tedipus than the rituals and swords in Shadows, but I think they had it pretty close to spot on in Origins. Pack-a-punch was fairly simple to unlock with the generators, which I hold to be infinitely better than the rituals because they aren't in hidden areas only opened through a limited use alternate form. I could have a pack-a-punch set up and round 20 game going on Origins with 1 ultimate staff within about 1-2 hours, which isn't ridiculously bad, it's only when you insist on doing all four staves, getting the airstrike beacon and the fists that the set up took ungodly amounts of time. But yes, I do like how quick and easy The Giant is. I think Pack-a-punch, perks (at least the basic 4 and maybe two accessory perks), the base form wondergun, and the the tactical grenade should all be accessible without doing any quests. Tell ya what Treyarch. If you want to hide the new perks or cameos of old perks away (PHD FLOPPER *cough*) through hidden subway stations only found through quest steps, or bury the alternate acid based form of the wonder weapon in an Easter Egg, or give us an additional tactical or special weapon througn a questline, then go for it. But leave Pack-a-punch, the basic perks, and wondergun out of it so people who want a quick and easy game can have a game with no specific objectives other than survive.
  23. MegaAfroMan

    Pick a side *rant

    Just because it seems to be relevant right now, I'll also add that while I think the Alternate Ammo Types are too easily acquired and are very lopsided in strength (Dead Wire really seems like a joke thrown in to force you to re-repack), I'm VERY glad to have them. Origins was one of my favorite maps purely because ALL players can have a weapon that is relevant into the 30s and higher. These Pack a Punch effects allow any player to take their preferred gun into the rounds with them.
  24. Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. Now with Shadows probably finished and The Giant seeming empty I feel like it would be a good time to discuss views on the base mechanics across both maps and the new features like Gobblegum, weapon kits, ranking and more. So I'll start with the little things, like the ranking system and leaderboards. I like the leaderboards, I like the rank, but I miss lobby leaderboards still. You can tell more about someone based on highest round than you can by level. Prestige especially doesn't add much, as I'm not sure if I'll ever prestige. In MP prestiging is helpful because you cannot unlock everything in one go, but in zombies you can, so the perma unlock seems honestly extremely stupid. They should have given us a token to change a common mega gum into an infinite use classic gum or something, or a token to guarantee a certain Pack a Punch effect is more likely, or even just a ridiculous amount of Divinium would work. So the weapon kits I actually really like, although I wish the attachments were a little more impactful and I wish there were fewer slots. I can attach almost all available attachments to most guns all at once and it is a bit weird. I'd prefer having to choose with benefits and consequences rather than just being able to attach everything and say eff it. Gobblegum is really neat actually, I am very pleased with how it turned out, although I think a few gums are rather worthless, like the classic gum which speeds up recharge for special weapons, I really don't use the swords or the anihilator, so it seems pointless to me. But oh well, it's still an interesting mechanic and I approve very much. The new AI definitely adds a bit more challengeto the game as you have to give the zombies a bit more attention and space than was necessary in BO and BO2. It almost harkens back to World at War and I like the added danger. The new pack a punch effects are really cool, although they are sort of unbalanced. Dead wire seems really weak. I only seem to see 3 zombies die from it when it triggers. Turned is weird. I've seen it lead to the deaths of entire hordes (although you don't get credit for it) or I've seen the turned zombie freak out and hunt on straggler before exploding himself. Fireworks is cute and depending on your gun and your aim it can be absolutely lethal, although I don't seem to have as much luck with it. Thunder Wall is cool, and if fired at 3-6 zombies is acts as a baby Thunder Gun and works as a semi-panic weapon. Blast furnace is by far the best in my opinion, as it can kill an entire horde of 24 all at once, and gives you points for the burning and for their deaths and give you credit for the deaths. I personally would like to see Dead Wire and the other effects receive a bit of a power boost rather than a nerf to Blast Furnace. I also would have liked to see them be a little harder than paying 2500 to get but that's just me. I'm pretty happy with it though as is. All in all I really like all the new base features to the game, and I think they did really well with all of them, except may the prestige awards, although I do not yet know what prestige master gets as a reward. If you have thoughts I'd like to read em, so leave em below!

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