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Edward Richtofen

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Everything posted by Edward Richtofen

  1. Thanks for your input Ehjookayted! You actually make a very good point and it in turn made me rethink my own points. In particular I think my idea of using the knife over the crossbow was silly and a mistake as you pointed out. Using them together is definitely the right move. I'm curious as to what your set-ups would be for two players on a map like SNN or Verruckt? I recently had a round 40 run on SNN with 2. My teammate had the Wunderwaffe and I ended up getting the ballistic knife and an stg and just trapped zombies by the stg. I was running into some trouble in the mid-20's and had some bad downs. Once I pulled the ballistic knife I only had one down (the last down) in rounds 32-40. I think many players in that situation would go for a Ray Gun. I found the knife far superior.
  2. Does anyone know if this is true? Yeah I tried this and it didn't work. I found 8 fuse boxes turned on the power and still had Nova 6 crawlers. Unless I missed some I think this is bs.
  3. It was my understanding that people who purchased the hardened edition got the Moon map for free when the Rez pack launched. I could be completely wrong or maybe that was just on XBL. Well 10 maps would be a giant file size. I think if they were to do it, it should be a 2nd disc and it should be free. However this is Activision and nothing is free, so it will probably be a buy them again scenario or nothing at all.
  4. There's also a glitch in Nacht that makes all the zombies cluster at the door way to the mystery box. I recently bought the rez. map pack and wanted remember the old days of NDU. First game with randoms ran into a glitcher who opened the stairs and jumped into some glitch upstairs. If you sat right next to the mystery box, no zombie would target you and they would get stuck in the doorway (which was directly under him I suppose). You also had the box right there so ammo would never be a problem. The game lagged out at 18, I never figured out what he was doing, just said he joined a game to see if the glitch still worked (which it did). If you had a team of two you could easily go as far as you wanted. He also mentioned barrier glitches he used in "five", COTD, kino, SNN, and Ascension. Apparently the only map he knew of no "real" exploits for high rounds was Shang, which made me happy and is probably why I'm still 400th in the world there. In general most 99'ers on the leaderboards are modders but many of the higher rounds are achieved through glitches as well.
  5. I'm looking forward to a usable AK-47 again. My favorite gun in COD 4, MW2, and Blops got messed up bad in MW3.
  6. I did notice that one of my biggest problems was that I was putting myself in more risky situations due to overconfidence. However it wasn't hard to correct this and run in general just as I would run with any gun and not rely on added movement speed. In particular it seemed to make the biggest difference in those 50/50 bad break situations. For instance you get a bad gap, take 2/3 hits turn the corner and have a zombie in front of you. Now you are dodging for your life, unless you have a clearing weapon or are in an area you can cutback. Turning that 2-3 hit gap into a 0-1 hit gap, makes all the difference. I do agree though that it won't make you a pro dodger or even any better if you are not already good at dodging in general. I try to keep making the same play that I would normally, as in picking my gaps, deciding to cutback, or trying a last ditch evasive maneuver. And it was in the bad luck or mistake situations where I noticed that the added maneuverability was life saving. That being said if you already make frequent bad decisions then the knife won't make much difference.
  7. Hi everyone, I've recently been on a zombie tear and have absolutely fallen head over heels for the ballistic knife. We all know its tremendous reviving ability when PaP'ed but I would like to talk about its effect on movement and dodging. Here are some things I've noticed: 1) Sidestep dodge almost never results in a hit, even on tight staircases and more than one zombie. 2) Tight gaps which normally result in two hits, now result in one or zero. Gaps that normally resulted in one hit (even with smg/pistol) now result in 0 hits probably 95% of the time. 3) Sprint jump seems to have a far better range. On the stairs in the lobby of kino, you can cutback, sprint jump, and easily clear all the zombies on the stairs as long as the normal zombies arent too far up the staircase. With an smg/pistol (I believe the smg is slightly faster than the pistol) I was frequently getting stuck on the heads of the zombies. (I wouldn't advise this strategy just used it to test ability with the ballistic knife.) 4) Screen shake seems absolutely ridiculous. Even horribly botched screen shakes seemed to work 1/2 the time. When done correctly though it is extremely fast and smooth. I noticed getting through seemingly unpassable gaps with a much higher percentage, and taking far fewer hits on semi-botched shakes. In particular, I noticed that screen shaking in general was much easier with the ballistic knife. Because of these reasons I think that the ballistic knife may be one of the best weapons for high round training. I've noticed far fewer hits in every situation and this translated to fewer downs. Not only this but the gameplays tend to be extremely intense as you can pull off absolutely ridiculous looking dodges. I put the ballistic knife over the upgraded crossbow now and have been replacing Mustang and Sally with it, once M&S stop saving your life so good. I even noticed myself using it over the thundergun in tight circles, I just make sure that the thunder is one Y press away. So now I ask you, what has your experience been with the ballistic knife in high round training? Do you agree, disagree, or think that there's a more underrated high round weapon?
  8. Lots of great ideas in the OP, I especially like the idea of character leveling and gaining xp for things like clutching a round, triple revives, and so on. I think I'm against lowering the level cap on co-op but it wouldn't be that big of an issue for me either way. I have recently been entertaining an idea in my head on character customization and I'm still unsure if it would be good or bad. Maybe somebody here can help. Now it's hard to believe with zombies popping up everywhere that civilians have not come in contact with these outbreaks throughout the years. What if you could create a brand new zombie character and customize them to your hearts content. It's certainly reasonable that they may have stumbled upon an outbreak. I'm talking gender/age/race/facial features/clothing/everything. Even allow you to choose the quotes your character will use (from notable voice actors of course). Leveling your character unlocks more variety for your character, or gives you money to buy these unlocks. Possibly even include a character bio accessible by everyone where you can include a back story and displays your zombie stats such as: Total kills, total games played, kills per game, average round per game, highest round, highest kills, total revives, total downs, even a revive to downs ratio (move over k/d ). Now this part sounds good and all but what causes some apprehension is that this could kill the story development (although it doesn't have to if done right). Also we would lose our beloved cast. You could have an option to use classic cast possibly? On top of this we will have to deal with the masses of teenage boys whose characters are girls in skimpy outfits. Could the released image of the woman holding the zombie head, mean that something like this is already being developed? Probably not but you never know. Personally my character would be a 3 foot bald man. The zombies would all swing over my head. Although the crawlers would be my worst enemy.
  9. This is exactly correct. The 5/10 minute break idea I presented above would be a very beneficial tool in random lobbies. I've had plenty of times where I went to the bathroom, a non-mic random has killed my crawler, and I come back to find myself dead. It would have no effect on the really long games. Only really useful if you wanted a crawler to do something quick and failed to make one. I think Treyarch should understand the length of even casual games at this point and add in something like the above simply out of courtesy. I mean staring at a screen for that long without a break is bad for your eyes (not to mention could induce an epileptic seizure in some people). We'll all be wearing coke bottle glasses after BO II, thanks Treyarch. One last thing, building upon the 5/10 break idea, what if the breaks stacked if not used? What I mean is suppose you are trying to go real far on a map with a friend. You hit two hours, get the 5/10 minute break option, and both select no. Two hours more pass, now you have the option to take a 10/20 minute break. If you select no again, after two more hours you have the option to take a 15/30 minute break. And so on. The important thing here is now it's beneficial to both high round runs and random lobbies. But it does not impact high round runs enough to allow something like sleeping. Even to take a 3 hour snooze you would need to play for 36 straight hours on 5 minute breaks. Or 18 straight hours on 10 minute breaks. Now a medium sized break like 30 minutes is very attainable and allows the whole team to break at the same time. Breaking at the same time is a big advantage over having to use crawlers. I really hope to see something similar in BO II.
  10. Here are two things that I've been thinking about for a while and I hope too see some part of implemented in BO II zombies. 1) More small map challenges like NML. These are fun, quick, and light. Also it takes very little work on Treyarch's side and could be seen as an added bonus for us zombie fans. I would like at least some of them to have co-op capabilities. Here's an idea of one: Hallway of Death: Up to four teammates. Leaderboard enabled, time or kill based. You start in a long, dark, narrow hallway, boarded up windows run along the entire hallway except the very back. You see a mystery box in the back and notice you have 2000 points at start. No Perks Available. No wall guns. You and your team clump up at the mystery box trying to get a decent gun. Zombies begin spawning opposite you at the farther away windows and are weak. Soon they start spawning closer and closer to you becoming stronger and stronger. Also there's no max amount of zombies that can spawn at once rather a continuous spawn starting slow ending brutally fast. Good luck. 2) Easter Eggs that open up whole new areas of the map or even a whole new map! Think of how cool it would be to finish a long hard easter egg receive your perk/gun rewards and notice a secret wall drop down to revel a sweet circle spot with a beast wall gun. Or what if you finish the Easter egg by stepping on a teleporter and what's this? You're in a whole new map...Holy Shite! They have a lot options here to expand upon the EE, even could have a map where you open doors by completing the EE step by step instead of spending money. Lastly (sorry I said two things :oops: ) I really hope that Treyarch can clean up the leaderboards. Now zombies will be on the Multiplayer Engine. Which includes Theater. Does this mean that zombies will now have access to theater??? I have talked to friends about Theater for zombies and we have always came down to the main problem being memory. Zombie games just last too long, the size of the files would be massive. I have a solution for this but it's not perfect. What if the theater function randomly recorded 5-10 minutes every hour? (Unknown to the player when its recording). Then most zombie games would be have theater files about the size of multiplayer games. And high round runs would be manageable file sizes here. I'm sure there are plenty in the zombie community that would gladly take the time to check out the current record holder for cheating. Now there's documentation, and assuming Treyarch is proactive in banning/resetting cheaters, the record holder would be much more likely legit. Thus extending game life. The drawbacks? You dont get every second of your zombie killing greatness on film. But it would provide proof of high rounds and such and should be linked to youtube via elite. And considering 0 film proof now, I'd say it would be a big improvement. CONCERN!!!!!: In BO, Theater mode was blamed for much of the "synching" issues which plagued multiplayer. These ranged from unplayable bullet lag to only slightly noticeable. I say if Theater would bring these problems to zombies, then no theater please. That's all I have to say here. Thanks for reading :D
  11. I like the idea of a pause feature being introduced but at the same time I very wary of the idea like many of the above posters. For one I'm against any sort of unlimited time pause. Players should not be able to pause a game, sleep for 9-12 hours, wake up, and start right where they left off. As was stated above, we will see 99's within days of a maps release. Part of the struggle (most of the struggle in some cases) of high round runs is fighting the utter and complete exhaustion that comes with it. This should remain. Also I'm against it being a solely private match feature. There are plenty of games with randoms that turn into more than a game with randoms, and breaks are needed. It needs to be integrated into all co-op games. The whole idea of the pause feature is to allow short breaks without relying on crawlers, as there's too much variance. One solution is every 2 hours or so (some set time limit), once the current round ends, a prompt displays to all players asking if they would like a 5/10 minute break. (I'm not sure which is better 5 or 10 maybe 7.5 ). If any player selects yes, a break countdown displays on everyones screen. (Action resumes in 4:59, so on). If everyone says No, the game resumes immediately. If no one responds, the game resumes in 10 seconds. This would allow short breaks without being worried if you're going to die for getting a drink, smoking a cigarette, or taking a leak. Also trolls wouldnt be a problem as you could only break every 2 hours and the breaks are a set time. Plus you wouldn't need four player consent, you want a break take it! And finally for anyone needing a longer break well you're in the same boat as you're in now and will have to coordinate with teammates. I don't think treyarch should implement anything over 10 minutes max. Thanks to anyone who read all that!
  12. I would like to see a legitimate Death Ray that shoots an orange/red continuous beam with a large width and instantly vaporizes all zombies in front of you up to 15/20 meters away. The death animation would be the zombies stop and you can see x-ray flashes showing their bones, then they disintegrate. Zombies in front of you but out of range would also be stopped and injured but wouldn't die and they would recover in a second or two. Upgrading would give you a larger clip and ammo capacity as well as extend the range slightly. Since we already have the ray gun. The death ray could look like akimbo ray guns when pulled from the box, with the ability to combine them into the death ray, like the wave gun. I would also like the ability to have two different wunder weapons at once on the map. Like each map would now have two super weapons instead of one. If not this then at least more co-op wonder weapons like the VR-11 introduced. It certainly makes high round strategy more interesting. Just my two cents :idea:
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