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Stop Mocking Me0

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Everything posted by Stop Mocking Me0

  1. I see the whole apocalypse as a form of redemption. It's clear the groups don't WANT to have to fight the hordes, but do it to achieve their goals. Almost as if the zombies are a punishment inflicted by past sins, once one achieves their goals, their life of hatred and murder is over. Like in MOTD. Thing is, richtofen LIKES to be evil, but it's not REALLY his fault. He was driven mad by the spark from the MPD. Before he was a simple super-scientist. SO does he DESERVE to be punished? On the maxis side, one could argue he did everything out of love. But is that truly a good thing to do? Samantha has done everything out of anger and has been ripped from her throne. She's like zuko from the avatar series.
  2. The sword should only be upgradable via special actions (sword in the stone anyone? ) as are all build able weapons… Don't forget this is a period of lances, crossbows, and wizardry. Do not forget to use potions, wands, and gunpowder!
  3. Moon is one epic map. However, to complete it's full easter egg, one person in the lobby must have completed the COTD and Shangri-la EEs. Many people on CODZ have done this so If you play with them you won't have to worry about DLC. Especially sense NO ONE plays shangri-la anymore….
  4. Hmmm… That's a tuff one… The best way I think you're going to get one is through a 3D printer….
  5. POINT IS, BO2 did NOT have these similar Easter eggs and we didn't like that….
  6. Anyone can grab staff parts, but only one player can pick up the stone and build it.
  7. And the QED from the moon? I don't see why not...
  8. OOOOoooooooohhhh That's a tuff one…. See it's between 2 right now: 1- The AX7's not-ready-to-die which is amazing, new, and implemented fantastically. or 2- Nact's hidden barrel theme (LOVE that tune!) Runner ups: -MOTD's Where are we going (935 passcode? EXCELLENT! ) -Verruct's lullaby for a dead man (Funniest one to activate of all) -Origin's Aether: I REALLY want that tune to be the new loading screen music in 2015.
  9. All perks can be gotten from the wonder fizz, including ones that are not on the map. It will be a BIG factor in 2015 maps. Perma-perks are nonexistent. Don't let anyone tell you different: NO the shield doesn't last longer if richtofen builds it. NO you don't get more souls during double points However there are SOME things that SHOULD be heeded because other wise you risk glitching the map out: NO claymores during the "skewer the winged beast" step it CAN cause the zombie to fall beneath the map. DO NOT pick up other player's staffs EVER it can and will cause them to glitch out to where you can LOSE a staff permanently. Strong connection while riding the tank, less ye be no-clipped beneath it….
  10. Points would work the same, earning the same. Doors would also work the same, however there is now inclusion of a "250" door along with the regular 750, 1250, 1000, and 1500. Furthermore players can also chose a tool to help with them: Shovel: Can dig up dig mounds origins style: Proficiently useful in areas with dirt, not so much solid ground. Crowbar: Can smash small boxes and open cabinets: Useful where boxes can be found, oddly enough these are the places dirt isn't. Hacker: Does not work like the moon one, all it does is open safes and electronically locked doors. Rarer to use, but typically produces a better reward. Each of these tools can be used to find points, certain weapons, amo, and other things around so one doesn't have to constantly search for the box for their next lifeline. Furthermore: Trading benches: Can be found just about anywhere. These can be used to trade weapons, parts, build-ables, and points.
  11. So, this thread is going to be ALLL about tactical weapons: From tactical grendades (Monkeybombs, gershes, QEDs) to tactical weapons (Balistic knives, crossbow) I'm going to start with some ideas of my own: The laser gun: We've seen it in AW trailers and looks to be a cool addition to gameplay. I personally don't think it should have too much damage, but should constantly fire. Upgraded it gains a charge feature: Push left, hold RT, release for a large blast, the longer you hold the trigger, the bigger the damage. It also gains width in the beam of the weapon and one of 3 special capabilitys: -Medic: Firing at downed players will actually revive them, should they be caught in the beam long enough. (There is no added width to this beam) -Shield: Charging now doesn't result in a beam, but instead it charges a force field the protects the player from zombies in the front. You can not kill with the charger out however, you must rely on team-mates or quickly take out zombies before the field dies (lasts 5 seconds without being charged) - Death ray: MUCH stronger version of the weapon, by holding LT and operating the RCT one can change the SIZE of the beam, smaller being more deadly, larger hitting more zombies. Charging also is much faster. The tomahawk: Simple enough, you get 3 tomahawks, they are retrievable, one alone can be used as a melee weapon one round stronger then the ballistics. When upgraded the tomahawk becomes the siren's claw: Working much like a hell's retriever, the difference being one must go collect the tomahawk, after it has been thrown. It still links to other zombies however. The Canon: A deployable weapon: You must be prone to use. When fired, it launches a HUGE cannonball at zombies. Whipes em out, or knocks them down. The iron ball will then need to be retrieved before the cannon can be reloaded. Upgraded it becomes the pirate's chest: Same concept only multiple amo and it explodes after reaching a certain distance. The valve: tactical grenade, once shoved into a zombie one can melee it to "drop" the valve and release the blood from inside the zombie. Instant kill. The bear traps: Toss one down, let a zombie get cut in half, captured crawler does not die. HELPFUL!
  12. In my games I'm typically hopeful just for one to get the soul chests and airstrikes before round 15…. Typically my staff is forged by this point as well (and fully upgraded) but others typically aren't (even if they only have the fire staff).
  13. Eh, just time-bomb exploit it until you have a full bank again.
  14. Funny you should mention that, keep an eye on the gaming discussion section…
  15. If they make an all zombies DLC this should be one of the extra maps. I say this primarily because I expect the staffs to return. They were last seen during the templar era if I'm correct. It could be set in the middle of a castle with characters who's decedents would become Tank, Nikolai, Takeo, and Richtofen Actually you know what screw it I'm doing in-depth character analysis for this: Sir Walter Howguard: Knight from Europe, Dempsey's ancestor. Sent to castle Rachton under orders of the queen. What he finds is much more disturbing then plague however…. The red Handguard: A mysterious assassin sent by Ivan the terrible to infiltrate castle Rachton to kill the Lord Weston, allowing for Ivan's supply routs to function more fluently. Disappointment endures however as the Lord Weston is found dead already and turned undead. Nikolai's ancestor. Tungston Yao: A meer trader from the far east. Brillent with swordplay, Takeo's ancestor. High wizard Marther: A german "Alchemist" hired by Lord Weston to heal his city's ails, however in his brief 6 months of employment he has more then tripled the death rate. Richtofen's ancestor. Scene opens with a medicine man healing a dying man, whom promptly screeches awake and zombifies. Spreading the virus to nearby civilians. Meanwhile, on the far side of the castle, Sir Walter has entered the gates to find many plague victims filling with zombification. He looks ahead to see Tungston Yao fending off hordes with a mighty katana. He himself begins an epic display of swordsmanship before nearly being eaten from behind. He is promptly saved by The Red hand guard. Whom begins his own montage of death. Meanwhile the high wizard is experimenting with a potion, it is seen that he himself is quite ill as well. He takes a sip of his potion, just as his eyes turn a deadly purple. He then fades back to regular and his black spots vanish. Then the other 3 burst in when richtofen offers them potions, behind them a shadow and a small quake, fallowed by a roar and fire filling the screen… The map takes place within the walls of Rachton Castle. This includes the throne room, wizard's tower, battlements, village, and gate walls. It's a somewhat smaller map, but that's to be expected. You start in the throne room, you can exit through the big door into town, or take the simple door to the wizard's tower's base or the hidden door to the castle's battlements. I don't have time for all the detail but here are the highlights: - Perks on this map are flashy like in MOTD. -The box on this map is a chest like MOTD. -The wonder fizz on this map is actually a cauldron that pulls forth potions (Perks) when the machine is there the potion is bubbling green, when it isn't the cauldron is empty. -The PAP is found in the wizard's chamber as well as the staff builds. The PAP is actually a sort of electric portal designed by the wizard. Pieces: (No records, no upgraded forms) Fire: -Gotten randomly after the dragon burns a zombie to death. -Gotten from throne room by slicing rope with sword. -Gotten from filling one of the soul chests. Ice: -Gotten from destroying one of the paintings in the castle with the dragon. -Gotten from the town's tavern. -Gotten from filling one of the soul chests. Wind: -Gotten by firing the catapult trap at zombies. -Picked up in the blacksmiths -Gotten from filling one of the soul chests. Lightning: -Gotten by a zombie being hit with lightning. - Gotten by hitting the target with a weapon. -Gotten from filling one of the soul chests. No extra prize for filling the soul chests. Now as I may have spoiled, there is a dragon here. It flys around the map, mainly targeting the crowd of zombies, if there's players in it, it doesn't care. It can also blast the inside of the castle too. Furthermore one can obtain: Dragon ticker from the box: A special do-hicky actually a children's' toy product of Tungston Yao: It will focus the dragon's fire on one spot and attract zombies. Furthermore the castle walls have a catapult trap that can take out huge bounds of zombies with a crushing impact. Lastly, around the castle lightning is constantly raining down. One can control this with the lightning staff, but before that one must look out for "Flashes" that happen slightly before the bolt. There are 4 soul chests on the map needed to build the staffs. Cool weapons: While the box produces the usual: Here are some cool wall weapons: Crossbow: Works like a crossbow, only without explosive rounds, and arrows can be retrieved. Upgraded it becomes: The SM-bow: Allowing a burst fire of 3 arrows at once. Sword: An epic melee weapon, when used can cut through 3 zombies with one (Slow) bash. It' works til about round 14. Upgraded it become's the "stone" which basically does more damage and adds speed to it's strike. The box: Potions: Grenades: leave a myst afterwards that confuses and slows zombies. The dragon's toy The staffs are as strong as their upgraded forms in Origins, but do not have charging or reviving capability. They can not be upgraded. That's all I have now… You like?
  16. A51 would be round based… But I guess it would be cool to have one or two areas set on timed survival rather then normal mode…. IDK someone else could make that choice. As for the box, every special location has one, likewise there is also a wonder fizz for each special area. As for the lands between, there is 1 box and 1 WF in every cluster (a 3x3 square of chunks) likewise, every cluster will have: 1-3 buildable locations 1-2 vehicles for repair 1 Juggernog machine 1 of either QR, Tombstone 2.0, or Who's who 1 of either Double tap 2.0, or deadshot 1 of either PHD, Mule kick, or vulture's aid 1 of either Speedcola or stamin-up 1 PAP And one of these 3 new perks: -Group Gulp: Increases damage while there are more people. It also awards bonus cash for revives and sniping zombies behind other players. -Athena's flask: Allows one to take more advantage to the environment: Weak spots on buildings are exposed to be shot to fall down on zombies heads. Loose rocks fallow the same principal. As well as hanging life boats, airlocks, weak walls, and other things that can be destroyed to help one. There is also one area in Europe that's a bit of a gauntlet, requiring one to have this perk to access the inner areas. -Flux Fizz: What this does is give you a fluctuating perk slot: You can now carry 5 perks (given this perk it's self takes up a slot it's not that big a deal), the issue being your 5th perk slot now cycles every 5 minutes. So if you buy jug. Flux fix, stamina-up, PHD, and then Electric cherry (available only from the Wonderfizz) Electric cherry would be lost after 5 minutes, which you could buy a perk you don't have: Like speed cola. Then when it's finished you get Electric cherry back. This way a player can hold all perks but only be allowed access to one of them at a time. As for weapons, there would be random wall weapons about the area, there would also be occasional chalks to draw where you want. Summon circles: After exploring enough sometimes players can find summon circles. To activate spend 2000 points and it will create a rift in time and space. Then a number of things can happen: Either a random zombie boss will appear, or a random item will appear, this can be a build able like a shield, or it can be a special rare chalk, or sometimes it can be a shifted perk machine (like in MOTD) that will vanish after a short time. Power is needed to access things in some areas. Now as for the Hells retriever, don't worry. If you head to alcatraz, there will be demon dogs that can be fed. There will not be any other aspects of MOTD however. The same goes for other maps: Nact (Europe version): Nothing Verruct: Nothing Shi-no-numa: Occasional dog summons Der-reise: PAP is still opened by teleporters. The fly trap can also be activated. Wonderwaffe can be gotten out of this box. Kino: Thundergun can be gotten out of this box. Five: Nova crawlers Ascension: Gershes can be retrieved, this is also where one builds the russian missile. Call of the Dead: George is roaming around here, but can't leave the area. Shangri-la: Only access by searching the himilas mountain range and finding a LARGE stone circle with an alter in the middle, activating brings one to the eclipse version of shangri-la (permanently until one pushes X on the button above where quick revive would be. Moon: Causmo-naut and bounce pads. (And gravity/air stuff) Area 51: This was discussed, I should mention, one can get from A51 to the moon, and vice versa, but one can NOT get from the moon to the space station. Nuketown: Generally the same, but all perks have spawned already. Tranzit: Generally re-constructed, but no denizens. Jet gun is available. Die rise: Again reconstructed but the elevator in spawn goes ALL the way to ground level. MOTD: Discussed Buried: No big guy, but ghosts will chase you if you enter their house. Origins: Most of this map is in ruin, but if one discovers the gramophone and record, they can descend the main chamber and awaken a robot: Loki. This robot will climb from the earth and march all the way from it's location in france to the Bay of Biscay where it then sinks into the water and reappears in the dig site. No staffs can be built however. Weapons: Can be carried from area to area and there are a WIDE range of weapons AND wonder weapons COLLECT THEM ALL!
  17. When the map spawns in, common parts can be found everywhere, once they are grabbed they respawn somewhere within the surrounding 8 chunks. The space station would be more like the one from ghosts, but parts of it are broken. ZERO gravity, not low gravity. Force-feild windows that can be broken but will repair overtime. The game would randomly create an environment based off the IRL environment: Like, say you're in a city in China, you would load in with one of, oh, 15 different environment palates based on a High-rise. If you spawn in a swamp you will given one of 5 swamps spawns palates. There would be registered environments: Mountain Snowy mountains Plains Peidmont Island Frigid City Town Swamp Desert Canyon Caves Forest Fields Beach Highway Each area would have two variants: Cold/Warm based on their geographical location. Furthermore there would be building pilates: Cabin Motel Hotel Restaurant Bridge Ect. That would fit into each respected area that can be used. Not all buildings can be entered and not all rooms can be entered either, but some can be, like many of our zombie maps today. There would also be pre-made environments around landmarks: Russian base, big ben, area 51, alcatraz, Santa's workshop (Lol), the US Obama, the statue of liberty, among other things. No the game would not respond to, oh say, the GG bridge being destroyed. Unless the creators go the extra mile and update it. Boats can't be used like that, once a boat leaves the area where zombies can spawn they enter a warp mode which allows the player to instantly warp to any dock located on the map (Docks are found all over the place. But to further your question, a player's skill and many achievements are based on kills, so finding an area where not can spawn is actually quite useless. And to answer the question prior, the game would work great IRL. It would be like worldwide zombies with INFINITE things to explore! SO EPIC!
  18. Really? Mines more of a 9/15 games… Unless you're accounting for the lobbys that we don't actually go into… that would be more of a 1/100 scale…. But I guess that's just players vs players… Hmm.. And yes i'm talking about origins.
  19. The laser gun: This isn't actually a WW, but I feel it would work alongside ballistic knives and the crossbow: Before PAP: The laser gun like other tacticals becomes obsolete after round 10. It fires through zombies, like a laser, killing, but takes quite a long time. Very weak, but cool! It's about as heavy as an SMG and looks like a flame thrower in the sense a beam comes out of a nozel attached to it's backpack. A bit like the medi-gun from TF2. Upgraded this gun has 3 variants: The death ray: The beam is now VERY deadly and can charge it's self, while charging it's beam is off. After charging a beam of energy is fired damaging a zombie with immense energy, the longer the charge the greater the damage. The media-Canon: Functions like the death ray, only, it is still only as strong as the non-paled gun. HOWEVER, it now has the ability to revive players from afar, the beam works like if you were right next to the player reviving them. Point the beam at them and wait for them to revive. The charge function also is changed, now, in place of a deadly beam, the charge function works like a force field: While charging the force feild can recharge at 12%per strike. Where as zombies will strike away 10% per strike. Meaning while charging zombies can not hit one (From the front) However, one can not harm zombies while charging. Switching to a weapon will take away the charge feature so the field won't repair it's self. But it still exists. Meaning at maximum power, the shield can withstand about 9 strikes before breaking. And again, this ONLY protects the front of the player. (Yes this variant of the gun was inspired by the TF2 medic.) Cyclopses folly: This version of the gun widens the nozel, making it so multiple zombies can be pierced by the beam. Charging is also allowed across the same spectrum. It's a bit stronger then the normal version, but not as strong as the death ray.
  20. While I personally don't give a crap and a half about ghosts weapons, there are some VERY interesting AW weapons that would be SUPER epic in zombies. Start with the obvious: The laser gun This is shone to be a week weapon in AW, and that's what's to be expected. It's not designed to hit fast-moving randomized movement targets that react to stimuli, it's designed to bash through hordes of mindless targets running in a strait line. Bingo zombies. I don't even see this weapon as a wonder weapon, I see it as like the crossbow or ballistic knives: A tactical handheld. Imagine: You pull it from the box on round 10: It has infinite amo, but does crap damage. Upgraded it becomes the death ray: it's damage is slightly increased, however it now also comes with a charge feature: Activating it charges up the machine, the longer the charge the more built up damage, once released it blasts one or two zombies to kingdom come! THEN when PAPed a second time it becomes the medi-canon: Now it does the same damage it did before PAP, however it's charge system stays in place, Furthermore, one can revive players from a distance by focusing the beam on them. Charging has no effect on revives. You can say this is OP but it really isn't. It still takes forever to kill, and reviving still takes the full revive time, unlike the ballistic knives which revive instantly.
  21. EJ is a GIRL? 0.0 IS MY WHOLE LIFE A LIE!?!?
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