
Edward Richtofen
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Everything posted by Edward Richtofen
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Identifying glitches (not what you think)
Edward Richtofen replied to CrazyTrain0917's topic in General Zombies Discussion
1) This happens anytime 2 players "enter" each other and is a fix to a barrier glitch from WaW. It will not be patched. 2) Caused by lag, something bad happens results in insta-death. You can hear Richtofen's laugh when this occurs. Most likely will never be patched. 3) This is annoying and could be patched. The best way to report bugs to Treyarch is by posting them on COD forums: http://community.callofduty.com/community/call_of_duty/english/black_ops_2/forums/spaces/technical_support -
The EE is over. I'm 27, thus exempt from this.
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Search function is your friend.
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I think some of these scenarios would really help. Waiting for meat may take forever, it spawns probably the least out of any of the powerups imo. Personally if I was in same situation, I would buy the shotty (if i had no ammo), then make a hoard in the barn, and once I had a the majority of zombies on the map I would lead them around the truck (to keep the enemies from killing them from above then sprint into the house through the main entrance, getting enough distance to make the hoard jump up the box ledge. This is the weakest point when holding the top room, so massive influx of zombies through that entrance should cause at least one of door blockers to break formation allowing you to gain entrance to the room. Either that or it might get a few of them down.
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I like this post! Great job explaining out the basics of Grief. I think it would be fun to play against you as we play almost opposing playstyles. A few things I'd like to point out. 1: The ray gun is not in grief (unless its been patched in, in the last week). 2: Knuckles only appear in Town, so they are a decent strategy there, but you should never rely on them. Personally I find the knuckles less effective in Grief but thats just me I guess . I like the fact that you go straight offensive in strategy, however to be really effective this strategy requires your team to get EMPs. I feel like I'm more of a hybrid offense/defense player. I will always try to sabatoge the other team, either by trapping on staircases and doorways, punishing bad revive technique, or getting afkers downed in lava asap. However I put keeping my team alive and not going down as my primary concern. This requires jugg early on. Generally, a team that stays alive, is the team that wins in my experience. **One thing you can add to emp usage, is emping QR when the enemy team has players down. Very effective against a revive machine type player!** I don't worry too much about getting emps generally wont even hit the box for quite a while, however you must be aware at all times about what has emp'd on the map, thus taking away the advantage that emping perks creates. I've found there's few players that can stay up better than myself without jugg. Thus generally emping jugg turns into a win for me regardless of which team threw it. Great post! Everything you need to know about Grief in one post. I think I may jump into some games later tonight, haven't played this gamemode for a while!
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Tbh the video is poor quality and I see no evidence that the zombies were not exploding while they should have been. You clearly train them for a while before shooting, and the fire animation lasts longer then the fire that triggers the explosions. (I will kill multiple fire zombies without explosion every game, simply because they have been out of the fire for long enough). Also the added speed you mentioned looks more like theater lagging than anything.
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Green Run Map Location Information & Much More!
Edward Richtofen replied to PINNAZ's topic in TranZit
Nice read and packed full of useful information. This should be mandatory reading for anyone posting a thread asking a question about the location or history of the Green Run map. Cheers, ER -
That watch is pretty damn cool though!
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Inexperienced Players You've Played With (Green Run)
Edward Richtofen replied to Jeager1999's topic in TranZit
Lol okay its not the theories fault, more the fact that they are shitty people and quit as soon as they go down, likely ending the game if they are host. However, if they didn't know that k/d was linked to rank would they still quit at such a rampant rate? I think not (So we should push a new ranking theory that says rank only depends on activity ) Now on TranZit i'm sure a lot of the quitting has to do with the fact that once down you probably won't be revived unless you're near other people; yet so many disappear in front of me after I risked my life to come get them. I never leave a teammate behind unless it's logistically not possible for me to get there in time, and it's depressing the amount of quitters that populate random lobbies. -
Inexperienced Players You've Played With (Green Run)
Edward Richtofen replied to Jeager1999's topic in TranZit
Exactly, the quitters should all quit for good. -
Inexperienced Players You've Played With (Green Run)
Edward Richtofen replied to Jeager1999's topic in TranZit
I would take 3 random, single bone ranked, never played the map, no idea what their doing players over 3 "pros" who act like they are gods gift to zombies and then quit as soon as they go down. I've had so many games that should have been a new 4 player high round that never counted cause some "pro" backed out as soon as he got downed. Also they tend to dashboard because they are so afraid of being de-ranked. I blame the k/d ranking theories. Basically it has increased the amount of dashborders to the point that it negates the benefit of host migration. At least shitty randoms tend to stick it out till the end. And it's funny watching them doing idiotic things. As long as I get the hatch that is. :P -
Not sure what the Euclid picture has to do with anything, that is a proof (by construction) on how to produce a line segment from a given point of equal length to a given line segment using straight edge and compass. Also Dan admitted to being a troll, none of his theories have led to anything new.
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I'm just messing with you He admitted he was a troll somewhere around here, too lazy to track down the post right now though.
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Yeah still speculation from what I've seen. However the other day I was playing solo with the skullcrusher in the tunnell and on round 30 I was a 2-3 shot headshot kill with dtap So I don't know how it works or if it's more my imagination than anything, but here's what I noticed: Used knuckles till the end of round 13. (0 headshots at this point). Used skullchrusher after. Got headpopper early in round 14. Noticed I had around 80% headshot percentage through the middle rounds. (Not overall just per round, knuckles kept my overall headshot percentage lower) When I hit around 250 headshots I got another blast of green, didnt really notice a damage boost, but the skullchrusher was still quite op at that point (round 19-20 i think). At the end of round 29, I got what looked like a quadruple headshot, and got another blast of green. I had over 700 headshots at this point. Round 30,31,32, and 33 there was a noticable buff to headshot damage, 2-3 bullets was killing, and i tested this on slow zombies. (Not sure how many bullets it should have taken, but it felt like a noticable buff). I didn't bother test if body damage was raised or not. Died shortly after, never got my skullchrusher to the fridge to test that. All in all, I think there's more to the head popper upgrade than meets the eye.
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:roll: :? :| :cry:
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:shock:
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You don't know that for sure. No one does. Just because Jimmy Z is jerking us around on twitter does not mean the EE is done. Explain the Nav Cards, explain the numerous quotes from Maxis and Richtofen suggesting more steps, and explain why there are pieces for buildables that cannot be combined with anything else. The burden of proof lies on those who believe there is more to the EE, not the other way around. To me the EE is over until someone has proof that says otherwise.
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The EE seems to be done. However I get irritated hearing the "we needed items from cotd and shang to do the moon EE" argument. This irritates me because those items were achieved through completeing their respective EE's. The navcard is achieved just by going behind the bus depot. It does not require to EE to be done to get it. Thus any use in future DLC would not require the EE on TranZit to be done.
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I'm curious anyone else notice that it always seems to happen on the 2nd perk you buy though? Anytime I'm buying perks before I turn power on; the first one always goes gray, the second lights up, the third goes gray, and the fourth doesn't show at all (until the power is on). Just curious as the 2nd one always stays lit up for me...
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There's already a topic on this: http://www.callofdutyzombies.com/forum/viewtopic.php?f=136&t=26686
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Next Map and possible locations
Edward Richtofen replied to game78's topic in Research & Development
I hope it's an abandonded creepy amusment park. The rides would give unique trap and escape oppurtunities. -
Probably that glitch that occurs every now and then when a texture gets stretched. Usually lasts a round or two then disappears.
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