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Electric Jesus

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Everything posted by Electric Jesus

  1. The key to good teamwork is communication. A mic is not necessary for good communication, but sometimes makes it easier. If someone needs to convey a specific idea, knifing the air and jumping won't do them much good unless they know how to shoot in morse code. Yeah a good team can "pick up on your vibe" by watching what you do, but expecting them to accommodate to your play style is the same as getting upset when they ask you to follow theirs. To me personally it almost seems more pretentious to refuse to cooperate than it is for them to expect you to do so. I mean it's totally fine if they are being pushy. screw them. But still I at least make an effort to communicate that I'm doing something different. Let me put it this way. I NEVER use my mic with randoms. The only times I use it are with friends and with randoms in Search and Destroy. Why in that game mode specifically? because I actually depend on my teammates to help me get a tactical advantage through communication. In zombies however I don't depend on anyone but my two friends mustang and sally. I can carry noobs along with my own weight no problem. If one asked me to do something I could EASILY just say "bitch I don't owe you shit" and carry on doing whatever I was already doing. But in those situations it is clear that THEY depend on ME. If they are doing something stupid and ask me to help, I feel obligated to plug in my mic and give them some guidance. If they aren't cooperative, I will either unplug my mic or leave the game. If they are, I'll stay and help them. I guess I'm just not as assertive as you.
  2. Thanks! I really think that every gun nedds to be useful in some way, preferably in a unique way. Somewhat relevant: I'n against the idea of a formal create a class system in zombies. But there are still "classes," or recurring loadouts. For example playing Medic is a "class." It has a slightly different set of perks or weapons than a non-medic player. But honestly every player always wants to end up with a single loadout. In multiplayer, there are all kinds of classes based on play styles. LMGs, SMGs, and sometimes melee only! So many play styles and enough weapons / perks to allow you to express your own style. In zombies... not so much. I mean obviously everyone wants to end up with wonder weapons. They are just a cut above the rest. But even with normal guns everyone wants to get an LMG. I mean LMGs are obviously the best for general use. Their ammo count and damage give them the best total kill potential. If every gun was useful in its own way, people with different preferred gameplay styles would favor certain weapons over others. Maybe even to the point where you would rather have a pistol or a launcher over an LMG! You could refine your gameplay style further with weapon and ammo variations, too. Same with perks, although that's harder since there are so few. I think there should be enough basic perks to allow you to choose which you want based on your style. Jug is a given. But if you're a shotgun guy, maybe you want a quickdraw perk or stalker. I'm not saying we should turn it into multiplayer, but it would be cool to have more variety in gameplay. If you ask the site's members what their favorite non-wonder weapons are, you will get 100 different answers. But when they play they always end up with like one of 5 select weapons which are deemed "the best." That is a problem.
  3. How about some weapon variations: Lamentation RIOT - Stun Ammo, Higher mobility, Underbarrel teargas canister. AUG 50M3 PYRO - Underbarrel flamethrower + Incendiary ammo. Death Stalker FROSTBITE - Frost Whistle + frigid ammo there could be a lot of combinations of wonder-weapon-y modifications.
  4. When the pack a punch machine was first introduced it was such a revolutionary concept, and even the way it was stylized made it appealing. Put your gun in a machine and it gets laser-y bullets and sick engravings! It was a pretty basic Idea, (make guns stronger) but the way they did it was clever. In black ops it appeared on every map, and now did a few new nifty things to a handful of weapons. Incendiary rounds, Underbarrel attachments, goofy reticles, turning a single weapon dual-wield, you name it. This was the PaP machine's intro into being a feature that is expected to return on every map. In Black ops 2, people had already started taking the PaP machine for granted. They just kinda expected it to be there at that point. It didn't really do anything very different to the black ops one. Sure you can get new attachments for a handful of weapons by double-PaPing, but how useful is an ACOG scope honestly? Sure it got some use, like getting iron sights on an upgraded ballista, but it kind of left the community saying "that's it?" Additionally, I'm of the opinion that there shouldn't be any useless weapons. You should never get a gun from the box and have no reason to keep it. I touched on that in another thread, and I'll quote it in a sec. I think there are a few ways that PaP could be changed that would give us incentives to keep even and RPG or a DSR for example. One thing that always bothers me is that basically every gun is used the same way. Everybody who has ever goofed off in high rounds has continuously hit the box, taken whatever gun you got, emptied it into a horde, rinsed and repeated. FAL? Five Seven? M1216? all very different weapons with very different stats, yet they always devolve to the point where we just spray into a train with them. If you've ever read my wonder weapon Ideas, you'll know that I go out of my way to avoid this. If I make a sniper wonder weapon, you can bet it will be more effective at long range. (just a random example.) I think that needs to be a thing. Anyway on to my actual Ideas of how we should change PaP mechanics. 2 of them I have posted elsewhere, and I might just quote those old posts if I can find them. [spoiler=1. Advanced Warfare style weapon uniqueness.] For those who don't know, most of the weapons in AW have a special feature, like "first 3 bullets in a burst fire faster," or "first 5 bullets in a clip deal more damage," or "accuracy increases with sustained fire." these kinds of things have been seen before AW, but I think that pretty much every upgraded gun in zombies should get something like this. It makes each weapon have more of a specialized use. If you can describe the difference between a weapon's upgraded and un-upgraded forms just by saying "more damage, more ammo, and a cute reticle" then that upgraded weapon is a serious waste of potential. [spoiler=2. Advanced Warfare style weapon variations. ] Again if you don't know, you can unlock weapon variations in AW. For example you can have an assault rifle, or you can unlock the marksman version of the same thing, which will have built in ACOG and extra range and accuracy but a lower fire rate. Think of the difference between an AUG and an AUG-HBAR. This could work for Double-PaPing. Instead of cycling through attachments, cycle through a few preset combinations of attachments and modifications. An original example could be if you pack a punch a DSR. If you then pack a punch the Dead Specimen Reactor 5000, you could get the "Scout Dead Specimen Reactor 5000" which has iron sights, faster ADS, and higher mobility. basically a lightweight, mobile variation. Or alternately you could get the "Heavy D.S.R. 50" with ACOG, slower ADS, FMJ, and increased damage compared to the normal upgraded version. The opposite end of the spectrum. Another random idea: upgrade the MP40 and get the afterburner. Upgrade the Afterburner and you could get the CQB Afterburner, which has rapid fire, lower recoil, higher mobility, but lower range (short barrel?). Or you could get the Assault Afterburner, with long barrel, FMJ, Increased damage but decreased rate of fire. There could be a few preset combinations for each gun. [spoiler=3. Ammo Variations ] I'll just quote my old post on this one. A few more ammo type Ideas: DRT Ammo: For pretty much any weapon type, acts like my Hollow point idea. The round is made of a compressed powder and explodes like a mini frag grenade on impact. It is made to prevent ricochet or penetration. If you are shooting at something you don't want it to bounce back and hit you or to keep going through the target and hit someone behind it. Anyway it could have increased damage but decreased penetration. Can't remember the name, but there is a type of shotgun ammo that has a slug with buckshot behind it. Self-explanatory. Flechettes could deal more damage but less penetration, or shoot faster with lower recoil but lower damage. Stun rounds, like in extinction. I think there are others in extinction but I don't really remember. I don't play that. But stun rounds seem useful in zombies. This could work like my next idea on the list. Launcher ammo variations: White phosphorus could deal slightly less damage on impact but leaves behind a corrosive gas cloud. Or magnesium-based explosives, which deal even less damage on impact but set targets on fire dealing devastatingly powerful residual damage. Or some variation that increases damage on impact but decreases blast radius. [spoiler=4. Stopping Power.] I don't mean increased damage. I mean literally the ability to make a zombie stop, stagger, or even fall over with the force of a shot. Realistically a zombie shouldn't keep running at full speed when hit with a 50 cal bullet or an RPG. Look at the war machine. The upgraded version is actually pretty good because it detonates on impact (which it honestly should do un upgraded as well) but still explosives are unpopular in general. The ability to make a train scatter by blasting them with an RPG would make explosives viable support or medic weapons. And other under-represented weapons like snipers and shotguns too. Realistically a wall of buckshot should send a zombie sprawling. Imagine if it actually did though! It would add new incentives to keep and upgrade otherwise undesirable weapons. Certain weapons should receive stopping power when upgraded. Maybe give them "percussive ammunition" or something. I don't know. Science. Although stopping power is specific to a few weapon classes, you could potentially cycle through combinations of ammo types as well as weapon variations. With all this stuff double-PaPing could actually cost 5000. I would suggest that it so increase base stats and refill ammo, but then you could get a max ammo an indefinite number of times by cycling through. If you like this Idea, or have any other weapon variation Ideas, or ammo type Ideas, feel free to share.
  5. I'm with the woman. Black ops 2's campaign jumped back and forth between past and future. They could pull that off again. I don't like the alternate timeline / altered history route. None of the campaigns are really canon in relatiin to each other (black ops and modern warfare don't happen in the same universe I think) but they are still each supposed to be depictions of real or realistic events. That sense of realism is lost in an unrealistic setting. Save that mumbo jumbo for zombies.
  6. Yes I do. I play it with friends who have never played it before and teach them. You'd be surprised how fun playing even a map that you've played 1000 times is when you are teaching a friendly noob.
  7. that gravity generator sounds really awesome. It almost brings to mind a full-auto C4 gun where you can only detonate after all are placed. My OCD wouldn't be able to handle tactically saving the last shot in a magazine. I have been away from this thread for far too long. That soon shall change.
  8. Favorite Map: Too many to choose from! Any. Favorite weapon: Remington New Model Army or KSG Highest Solo: 45 Kino Highest Co-op: 36 Nuketown Splitscreen Primary cause of death: Boredom. Work Experience: Extensive field medic training. Specialist in versatile gameplay. Past employers: Vonderhaar owns my soul. that counts? Education level: Forum dweller for ~2+ years. well-learned. I think that I would be a valuable asset to your company and look forward to being a productive member of your business. Thank you for your time in considering my application. -Electric Jesus
  9. I mean, on revolvers it sounds a lot less resounding and magnificent than the normal bullet sound. This applies to other guns but less so. It is probably just because PaP sounds have been identical for 3 games now.
  10. I always noticed that BOII broke the triple crown cycle. The triple crown is a map location which is in zombies, campaign, and multiplayer. We had Verruckt, and then Ascension. Both were DLC 1 for their games. Die Rise has nothing to do with campaign or MP. How about a map that takes place in a lab like "five"? except all the things being studied are agarthan artifacts. In zombies you can enter portals that are being tested. In multiplayer you can do the same thing, jumping from portal to portal like in "five" for tactical advantage. for single player they could just do what they did in black ops, where you go through the labs in the rebirth island mission which look EXACTLY like the ones from "five" but without all the 115 and nova stuff.
  11. Honestly der riese is overrated imo. Over rated does not mean bad. It's an awesome map, but people talk about it like it was forged by the gods. Sure it introduced most of the early storyline, pack-a-punch, and mid-round bosses. All are very nice features. Der riese kinda set the standard for black ops 1 maps. It was probably the best WaW map objectively. It just had more "stuff" than the others. But nostalgia kills people's views of things. There is always that "back in my day" mentality, which makes people glorify classics. other positive points: Best wall guns of any map IMO (except maybe origins) bowie knife, monkey bomb, teleporters.
  12. That railgun sniper seems kinda like a wonder weapon I made up. It could be used as such. (infinite penetration power?) That other full auto laser gun looks kinda meh for multiplayer but might be good for zombies since it has 0 ammo but a cooldown.
  13. ^the striker reminded me of a few of my other MW2 babies. Dual-wield G-18 (that's what they were called right? the machine pistols?) Machine pistol 33/33/198 Absolute bullet hose. One of the highest rate of fire in cod history. "Death Glock" dual wield (pun on death clock) 55/55/440 Even higher rate of fire. loads more damage. Aa-12 full auto shotgun 8/32 pretty self-explanatory. Full-auto shotgun. "Auto-Assassin 1200" 20/80 Drum mag, load more damage, increased range. Tighter hip fire spread.
  14. I forgot my bae Remington New Model Army. I don't use the fridge on any map for tactical advantage (I prefer a classic playstyle) but I always throw a sassafrass in there for fun.
  15. I always say that the amount of fun you have playing zombies is how much fun you let yourself have. Don't limit your own enjoyment with the burden of strategy and flawlessness. That kind of plastic existence is too monotonous for fun. In a world that demands perfection and uniformity, every misshapen spark's unseen beauty is greater than that of its would be judgement. So be wild.
  16. THE EEEEEEL!!! These are some really nice Ideas. Just one thing: With the chameleon, it might as well just always be cloaking. Why does it matter if it is visible when you look away? It's still invisible to you because you aren't looking at it. It's like Schrödinger's zombie. I really like that you have a little backstory for some. Even in the actual zombies maps there is sometimes stuff that has no explanation or origin story. It adds a lot of character. (Who the hell is the astronaut??)
  17. How about build an exo with a few base abilities, and earn more through challenges like in origins? you could choose which ones you wanted to take the time to go for, like the staves.
  18. I posted this as a wonder weapon idea once, but it could work as a normal weapon too. Death Machine + Bayonet 150 / 300 Bayonets Literally just what it sounds like. 6 bayonets, one on each barrel. When the barrels spin it basically acts like a chainsaw, grinding up zombies at point-blank while firing. Meat Cleaver 500 / 500 Katana Bayonets, Laser sights. Yup.
  19. grief foe reviving? Dive on them while they are prone make the sacrifice!
  20. If a teammate's down, Or you need a quick escape, Throw a gersch device! First buy some claymores then place them against a wall save them for later! Die rise minion round? Only knife of perfect aim earn a perk reward. Dig up 40 mounds Receive a golden shovel earn better rewards! Buy all DLC give your money to treyarch vonderhaar is life Now you do it.
  21. Ooh, that sounds cool. Underbarrel taser? I want. I honestly just want a decent AR with an underbarrel flamethrower like in black ops MP. Or maybe a chainsaw bayonette.
  22. Smith & Wesson 500 revolver Pistol 5/40 This would be one of the highest damage per bullet weapons in the game. It's the most powerful handgun ever made, and the bullets are so big that it is actually a 5-shooter, not a 6-shooter. Imagine an Executioner with slugs. None by default. "Smite and Warhead" Dual Wield, Laser Sight, Long Barrel. More reserve ammo + damage
  23. WaW? Type 100. Upgraded that thing was an ammo-guzzling hand cannon, Especially with double-tap. BO? Maybe the Thundergun. Just so satisfying. Or the gersch device. Non-WW probably the aug or the upgraded olympia. BOII? Boomhilda, any staff, Paralyzer, Blundergat. All were very fun. Non-WW maybe the KSG or the Skorpion. Origins weapons ftw!
  24. silence might just be referring to a previous panel? I assumed the "zzzzzz" was the sound of the teleporter.
  25. I saw an episode of ancient aliens. It involved leonardo davinci, time travel, nazis, and the paris catacombs. I'm sold.
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