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xFaTaLx RaMpAgE

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Posts posted by xFaTaLx RaMpAgE

  1. Well said, Rissole. It's going to be called the [REDEFINED] Master Zombies and will be completely brand new guides except for Solo Superhands' and How to be a Good Zombies Player.

    So don't worry. :)

    Brand spanking new guide.

    For example, my Dead Ops guide is nearly a year old so I am going to make a brand new one that is way different from the first. As time goes on we not only add on to old strategies but we make new ones which are far superior than the originals.

  2. Dead Ops Arcade.A game which few have come to know and love. Dead Ops may not be as popular as zombies, but it is just as fun. At first I said ehh, I think I will play Ascension or Shangri-La instead. DoA was something different, so why should I try it? Eventually Ascension seemed boring so I decided to play a game of Dead Ops. Once I played it there was no going back. Dead Ops has many things that have a degree of appeal beyond that of normal zombies. Dead Ops has so many aspects to it that it is impossible to describe them all to a strictly "zombies" player. It is my personal belief that DoA is more in depth than any zombies map is. (we're talking gameplay here NOT storyline) What Dead Ops lacks in storyline it makes up for in gameplay. For one, the color scheme is so vibrant- blue, red, orange, yellow, green, white, grey. You name it, it's there. Dead Ops is alive, the colors are always changing and the setting may look completely different from one minute to the next. In zombies the setting may change, but you are in the same map for hours on end. Usually you are even staying in the same area running a train, so it's lather, rinse, repeat. 

    The beauty in Dead Ops comes in its unpredictability. You drop a nuke, but where will the zombies spawn next? The weapon you have or the multiplier you are protecting can change at any moment. In Dead Ops you can never let your guard down. In zombies if you get hit once or twice you still have plenty of time to react. If a zombie slaps you in DoA, it's game over. Another unique aspect is the treasure. Picking up treasure gives you a higher multiplier, which gives confidence. There aren't many things more satisfying than picking up a big fat gem to get a maxed out x9 multiplier except for things you can do with it. 

    The zombies in DoA vary so much. Engineers, dogs, and martyrs are all very different but bring entertainment to the game. It's like no mans land or Der Riese with zombies who fall from the sky in random spots. Although they can screw you it can be pretty funny at times.  DoA would not be the same without the dreaded dogs. As much as everyone hates them, they are essential  in making DoA so great. Zombies and dogs do the craziest things. They do backflips, 180s, run in circles and who knows what. 

    Then there's the cosmic silverback; how many times do you face anyone like him in zombies? None. He steals your treasure and isn't afraid to kill you in the process. He is an absolute juggernaut. You can unload into him and he still doesn't die. The monkey rounds are more fun than any round I have ever played. The feeling of relief when you hear his last growl and gems start flying everywhere is indescribable. The cosmic silverback is the icon of Dead Ops Arcade, and rightfully so.

    Dead Ops Arcade is great because of the guns and pick-ups in it. Each gun has its strengths and weaknesses, and may spawn on you at any random time. One second you might be holding a death machine, and the next you might have a flamethrower.  Items such as teddy bears and barrels keep the game interesting.

    This is Dead Ops, a game made great by the intricacies it holds. It is my hope that in the future more players will enjoy Dead Ops as much as I do.

     

    Dead Ops has potential to be really popular. Most people who play it like it way more than regular zombies, because every game is so much different. If a second DoA was released it could become really popular if advertised. A big reason why DoA isn't that popular is it was a hidden game mode where you have to enter a code to get it. Despite this factor, more people have played Dead Ops than any single dlc map. People play it, and if handled correctly DoA could be the next big thing. Instead of hiding it in a secret computer on the main menu, have commercials for it showing the cosmic silverback, room of fate, etc. so people know more about it. In the first few months of its release there was so much mystery surrounding Dead Ops that people didn't even know if it went past round 40. I have seen loads of comments on Youtube where a noob calls out someone for hacking because they have an unlimited death machine. For some that is common knowledge but for others it obviously isn't. If people know about the game they are playing they are much more likely to enjoy it. 

    Another advertising ploy can be used by comparing Dead Ops with geometry wars. The two games are so similar yet geo wars is way more popular. If you advertise directly towards geometry wars fans there isn't any doubt that you would pull in many players from that. Also note that Activision owns geometry wars and Dead Ops so they could use this. 

    Thirdly, there are still plenty of people who play DoA on a regular basis, myself included. We all would do so much for another Dead Ops. ImALilBetter says that he would "drop 100 bucks for Dead Ops alone." I would too, and I have a strong feeling that every other high caliber DoA player would also. There are still so many players playing Dead Ops. I get just as many, if not more, DoA videos from my subscriptions on youtube as I do for normal zombies. Bluntman1631 was talking with me the other day when he said "look at the hundreds of videos on youtube that are for Dead Ops Arcade. how can there not be a Dead Ops 2?"

    Zombies. A game we have all come to know and love for a variety of reasons. It has brought us together as a community, the best community on the internet to be precise. The members of CoDz have a bond with each other which is unlike any other. With such a bond I believe (strikethrough) I know we can accomplish anything we set our minds to. Look at the people on this site like Superhands, Choppernator, Tom, Ehjookayted, and many others who have changed the game of zombies itself. Their awesome videos, strategies, and most importantly their love of the game have revolutionized the way zombies is played today. Now let's take a look at the theorists- people such as AlphaSnake, Tactical insertion, Mixmasternut, BlindBusDrivr, Monopoly Mac; The list goes on and on. Their incredible theories and devotion for learning more have even changed the way story of zombies itself. Treyarch themselves took many ideas from the beloved users of this site. Whenever this community unites to accomplish something, we get the job done and then some.

    Now I call upon you, the peoples of CoDz, to unite. I envision a game mode in Black Ops 2 called Dead Ops Arcade Two, but without your help I do not see this coming true. That is why I need you, the community, to back me up. Dead Ops has so much potential we can't let it go to waste. When we show Treyarch how much support there is for Dead Ops and its future, what other choice will they have than to make a Dead Ops 2? This is our time to show Treyarch what we can accomplish when we band together. I refuse to let Dead Ops go down without a fight, so who's with me?

  3. Combat knife, Bowie knife, killing with guns, PhD flopper, kicking babies, napalm explosion, fire trap left on floor by dead napalm guy, spikemores, monkey bomb, frag grenade, Semtex grenade, direct impact grenade/Semtex/monkey during instakill, minecart, shrieker, waterfall trap?(the one where the stone says do not press X/ Δ), waterfall slide after PaPing, shooting a monkey with jgb(makes it disappear), keep a crawler or zombie around too long and it will bleed out, shoot a zombies head off and it dies a little later, shooting ballistic knife.

    To add to this list if you run near a napalm zombie it will explode (kills itself). You can also shoot, throw grenades, or lay spikemores on babies to kill them

  4. Combat knife, Bowie knife, killing with guns, PhD flopper, kicking babies, napalm explosion, fire trap left on floor by dead napalm guy, spikemores, monkey bomb, frag grenade, Semtex grenade, direct impact grenade/Semtex/monkey during instakill, minecart, shrieker, waterfall trap?(the one where the stone says do not press X/ Δ), waterfall slide after PaPing, shooting a monkey with jgb(makes it disappear), keep a crawler or zombie around too long and it will bleed out, shoot a zombies head off and it dies a little later, shooting ballistic knife.

  5. Thanks for the kind words! :)

    And yeah, when dealing with the sheer difficulty of running around with side drop with no Jug, it is pretty daunting. But you also have to take into account that, with Flopper, you can use M&S to defend yourself without fear of killing yourself. Once in a blue moon, though, it could work. But only with certified BAMFs such as yourself.

    This is a very well written thread.

    I agree that you don't actually need Jugg to survive, if you adapt.

    My game with Steve last night....we both survived without Juggs as we adapted.

    As I said in my video, the down I had in the STG room on SNN was solely down to not wanting to waste time killing the hoard slowly. I used 2 betties, knowing that I would have a full new hoard in an area that is pretty much impossible to survive without Juggs.

    It's mainly about adaptability to circumstances. I think that is what truly separates the people you are listing (I thank you wholeheartedly for that btw).

    Letting someone die rather than reviving.

    Again, from my video I posted today there was a situation in Verruckt Bar where I could have saved Way. He posted as much on the video. Looking back I could have actually revived him, and am a tad embarrassed that I didn't.

    I will explain what I was thinking at the time though. I knew I had 3 zombies behind me, and wasn't sure where Steve was. The problem would have been if I had revived him and then Steve had gone down during it. In that case I would not have been able to escape. Turns out I didn't escape anyway, due to a bad kiting decision. I could have done another 2 cutbacks in that crappy area and survived rather than go down the way I did. These things just happen.

    But if I had got Way up, I would have had to clear 3 zombies and then escape straight into the Thompson room to try for Steve again. I would not have made this under those circumstances.

    If I did the challenge again I probably would have taken the risk, it just didn't seem right at the time.

    With Flopper or Juggs. I would take Flopper personally. It has the potential to lead to more kills, but (and I saw Super say this earlier on Skype) to finish a 10 minute game on the side drop or back swamp is mind numbingly hard. The best I have done on the side drop with no Juggs is 180 kills at 5 minutes, with 38 + 12 left. I got killed when they went to 3 shots. So I spent 3 1/2 minutes in that area, kiting as quickly as possible.

    Could I do that, at that level for 8 or 9 minutes? 1 in 100 maybe.

    However Flopper would enable 330 kills on the PAD with relative ease in my opinion, with the right spawns.

    If you use m&s to save yourself it will likely be while gathering a horde. This means that you will not be killin a full horde, because not all tw zombies are there yet. This would be a waste of ammo and would therefore restrict te amount of kills possible.

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