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Edward Richtofen

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Everything posted by Edward Richtofen

  1. The zombies fall down and bump their heads.
  2. I think it's a novelty... Another JBG-3179. *Sigh* was hoping we'd get another "Wave Gun" or even some Thundergun variant.. So what's the odds of lots of high round runs on DR? Not likely without a knock-out WW.. The shrink ray? That was a very effective WW. I don't think the slip and slide gun will be nearly as good as the shrink ray was, as the achievement says kill 5 zombies with one shot. That wouldn't be much of a challenge with the shrink ray . And yes until further notice I'm calling it the slip n' slide.
  3. Kill the dragon I'm an expert dragon slayer...Oh wait this isn't Skyrim. The WW makes the floor slippery? What the...
  4. The added "perks" people are talking about only affect TranZit, so if you don't play that you won't notice them. As to Town and Farm being harder now, I'm not so sure. I had my best 4 player game on Town last night where we went to 33 and they were randoms besides one of my friends. There were a lot of downs, but that means more revives . That's the only survival game I've played since patch. Haven't noticed to much difference in Zombie AI, except they swipe quicker. Got dropped running past a hoarde last night, with what could only be called a quintuple hit. (Had a clear lane, and thwack!). I'll have to check it out more.
  5. I'm pretty sure the looking down glitch has been fixed with most recent patch (360 only I believe), the increased hit rate has pretty much stopped this, tried testing last night and couldn't do it! :)
  6. https://mobile.twitter.com/ZielinskiJimmy/status/295713582937694209 best news I've heard all day. Keep the increased hit rate and bring back the respawning zombies. GAME ON :twisted:
  7. Worked for me, took 3 times to acquire the green poof. And yes it carries game to game, cause what would be the fun in not making it completely op. 4 hits to down you without jugg. 6 hits to down you with jugg.
  8. Play solo. The ranking system is set-up in such a way to penalize team play. Play solo and get good a kill to down. The ranking system is bs and to illustrate why let me tell you a short story of the last game I played which ended only minutes ago. Me and friend decided to play town survival after messing around with the super jugg on TranZit (we couldn't get him to acquire in co-op if anyone is interested). We go into a public match pick up two randoms, both skull w/ knife. One has a mic, we invite him to the party. He's a nice guy and we get along well. Anyways I play a little reckless in the beginning get some early downs that could be avoided, no biggy. Anyways the game kept going, shit started getting hectic and chaotic as all hell. And it was very fun. I acted as the medic pretty much all game, but did not opt for the ballistic knife as I was also the top slayer. By round 30, downs are rampant from myself included, but we continued and persevered. The non-mic got the worse of it, no points to buy anything, and no ammo ended up raking up close to 70 downs but he still didn't quit. At round 33, the non-mic killed the crawler when I was taking a piss, and by pure luck came back as my friend was reviving me and everyone else was down. The other guy in our party ended up dying, and this was the first death of the game. The rest of the round slowly spiraled downhill, no one had ammo to kill with except for me and that was dwindling, and downs became very rampant. I ended up taking a bad drop down from the bar and got cornered and the game ended. The point of this story is that when all ended, I had over 2100 kills 96 revives and 20 downs. Round 33 with 4 people got me to 7800 on the xbox leaderboards and this game hurt my rank. My advise don't worry about your rank and play to have fun.
  9. Couldn't have said it better myself. Like I said in the super-jugg thread, two wrongs don't make a right. Don't know who thought these changes were a good idea. :|
  10. No just no. Did Verruckt need super jugg to become one of best maps ever made? Did "Five" (not my favorite, but lots of people love this map)? What about Shang? Was it too hard, did we need handicaps in that map? I was looking forward to a tight map, as they are typically my favorites. But we don't need super-jugg. We just don't. If Die Rise is so impossibly hard that something like this is actually needed, then they should have made this upgrade exclusive to Die Rise, not letting it and any other OP still undiscovered upgrades, carry over into TranZit. Think about it this way, following this precedent, every dlc for blops 2, will contain a few new persistent upgrades. These persistent upgrades while maybe designed for the new map will carry over to all the previous story maps. By the end it may very well be like playing moon after you do the EE. Zombies is a balance, you shouldn't make the game easier in some aspects without increasing the difficulty in other aspects. Think TranZit for ex, if we got a sneak peak of just the layout before blops 2 came out, we'd probably say it was going to be the easiest map ever made. But now take away flopper, throw lava everywhere, take out true WWs, and you've balanced the map into what I consider a pretty fun map. Not too hard, not too easy. Well a lot easier now that the jet gun is used correctly (probably not intended by treyarch) but it's still mostly balanced. I really hope their balance for super jugg isn't taking out respawning zombies. Sure it makes the game harder, but two wrongs don't make a right.
  11. Yeah he takes those hits quite quickly as he has two zombies beating on him. And I watched the end five times to count hits, he definitely takes 5 hits, and is red screen, meaning a 6 hit would kill him. So I think it's fair to say that he was rocking 250 health post-jug. A side by side would be nice, but I'd really like some more people to confirm this as well.
  12. Ok I'll take your word for it. I know wiki has jugg as 250% but I think you more than anyone knows how wrong that can be Just to point this out, he takes 5 hits in the video after getting jugg, the 6th would have downed him. Which would line up exactly with 250 health plus continuous healing. The five hits take off 250 health, the little bit of healing done between hits, put him on red screen.
  13. Think this one got lost. God mode glitches that can be performed anywhere, should be top of line for getting fixed. Its already on the list at top I'm an idiot. Just curious if anyone had checked this post-patch. However unlikely it might seem, it could have been fixed. :| yeah very unlikely, I know.
  14. ok so its not as bad as it originally seemed. So only active pre-jug buy then? Is it available in co-op? Still a lot questions.
  15. Think this one got lost. God mode glitches that can be performed anywhere, should be top of line for getting fixed.
  16. Can someone correct me if I'm wrong, but wasn't Jugg normally 6 hits in blops 2?
  17. Looking down lets you enter god mode, allowing you to knuckle through the rounds while only taking a stray hit here and there. As far as I know it's across all platforms but I can only confirm 360 atm.
  18. Well hopefully the more people who speak up and criticize this new game mechanic, will lead them to fix this garbage. Not only does this change the core mechanics, yes it does, the end of the round has always been safe time to take a quick break / get guns and ammo / pap / do EE steps. But now it's harder for legit players to play and easier for boosters/glitchers. And I'm assuming since they don't respawn when you leave an area, that they also don't respawn when they die of exhaustion (could be wrong, but doubt it). So yeah you want round 100? Start a game, get jug, go into the corner and look down, or perform your favorite barrier glitch. Come back in a few days. Are you kidding me, make a mechanic so barrier glitchers don't need ammo. Genius, absolute genius. The only plus I see from this, is now the bus might actually kill them; instead of them respawning after being hit by it.
  19. Updated to include the first confirmed new persistent upgrade. It appears we have early access to the Die Rise persistent upgrades since they were included in the patch and carry over to TranZit.
  20. Only xbox until the other systems get the Die Rise patch I believe... Now I think it's quite clear now actually. It's a new persistent upgrade that was added for Die Rise. There could be other ones added as well in this patch. Keep searching!
  21. So Maxis has nothing to do with it? I will try testing some things once the 5 year old tires out. I hope I can outlast him. :P
  22. :cry: if anyone can hear me...please hotfix now.
  23. Oh my, that completely slipped right by me!! Yeah that actually adds quite a bit of benefit to this system. Now only the games you want to count actually do count towards your rank and you can goof off as much as want without worrying about anything. Making this system actually quite more feasible and fair. Yeah, to further flush this out, a minimum number of games would be required to rank up at each level. Like bone and double bone having low thresholds while it steadily increases until you reach a minimum number of counted games played to achieve shotties. Also the versus modes (turned and grief) don't work in this system, as you pointed out, so you would need either a separate ranking system completely, or a way of judging those stats differently and weighting them into your final rank (most likely w/l). Don't mean to make another long and extended post , but I actually just came up with a tweak to the current system that would help promote team play. The formula is quite simple and only uses the 3 main stats: kills (k), downs (d), and revives ®. The rank formula is: Rank = (k*r)/(d^2) or can be read as (k/d)*(r/d). Really this has some benefits, especially for promoting team play. Now your revive to down is acting as a multiplier to help balance out k/d for team players. For instance, if you have a r/d of 2 (which I would consider as a really good reviver) it actually would double your k/d, for all that hard work. So if Player A has k/d=100 and r/d=2, then their final score comes out to 200. On the flip side, player B has k/d=400 and r/d=0.5 (he's selfish ). His final score also comes out to 200! Now profit? Yes, now revives are on equal footing, promoting team play once and for all. Better get there quick, before someone else takes that revive! This system has one crucial, crucial, flaw. Which I'll include for completeness. It would be an extremely easy system to boost rank in. Go into co-op split screen and just boost revives on round one. But since k/d can be boosted almost as easy, I really don't have much problem with it, boosters will boost, not my job to stop them. So that's now 2 ranking systems better than the current one. I'm accepting job offers Treyarch EDIT: I forgot to mention, that this doesn't actually hurt solo players as much as it might seem. In fact, it balances it! A solo-only player would probably have a r/d around 0.75, so this would lower their score when calculating rank. However, I believe, and I believe that the general consensus is, that k/d is naturally higher when playing solo. Hence it acts as a sort of balance for solo vs co-op players! A good solo player should be able to maintain a higher k/d to counteract the lower multiplier, hence maintaining a good rank where deserved.
  24. I definitely agree with Jay, disconnection percentage really needs to be added. Especially since rounds won't count once someone leaves...However this would require us to actually be able to see a lobby members stats :| Which leads us to... They desperately need to bring back some form of a lobby leaderboard. I mean come on, stats are nice but don't take away the lobby leaderboard!!!! I would love to have a solution to making the ranking system more balanced in a way that didn't rely on k/d. Really worrying about k/d has no place in zombies. Unfortunately, after giving this much thought, I have yet to come up with another system that would be any fairer or less prone to boosting. I don't see a magic solution at this time. You could base it off high rounds, but then people get carried to high ranks and others moan about it. Barrier glitchers boost their ranks just as easy as they boost their k/ds. And really you're only slightly better off. Challenges no longer hurt your rank but you lose the dynamic aspects since now you can't de-rank. An interesting concept I have been thinking over, is basing it off average round per game. I mean it's just as accurate a judge of a good player as k/d would be correct? Now challenges hurt less, but still hurt slightly if you end very early. Those very concerned with their rank wouldn't be caught dead in a random lobby (Better than them dashboarding as soon as they go down, I guess?). Still this idea makes me a little nervous for some reason, maybe it's all the pressure that's put on each game. And versus modes would surely have to be ranked differently. But now what's really amazing about this ranking system is that it promotes ultimate team play. How do you get to the highest round possible? Being a co-operative team player that's how! Revive your team, get each others backs! This is how the game is meant to be played. And that really is the root of my displeasure with the current ranking system. K/D based systems promote selfish play styles. Why risk a down to get your teammate up when you can just take all his kills now? Why ever play like a team player? It's about kills and downs. Get lots of kills and don't go down, that's all. There's so much more here that's missing! So in conclusion, anyone still reading? , if treyarch is determined to stick with k/d dominated ranking system then please, please, pleasssseee increase the weight on the revive/down statistic in whatever wacky formula they use. It really needs to be adjusted to promote team play.
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