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Electric Jesus

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Everything posted by Electric Jesus

  1. Apollo's Wrath This is a large electronic recurve bow. The arrows are somewhat transparent silver but glow bright blue with electricity flowing through them when you prime them. It has only one arrow capacity (obviously) and holds 40 in reserve. When you hold down the trigger you pull back on the string slowly. You should only release when it has been pulled back all the way. How much you charge it only affects the range and not the damage. When fully charged the arrow flies straight with no gravity impact. When it hits a zombie, they explode into a shower of lightning and sparks, killing nearby zombies. It can kill approx. 5 zombies per shot. You reload fairly quickly considering the single shot capacity. The time it takes to release an arrow, load a new one, and fully charge it is about 3-4 seconds. It never stops being a one hit kill to the zombies it affects. Upgraded it becomes Cupid's Desire. It now has 60 reserve arrows, and can charge almost instantly. It now attracts zombies for a few seconds before performing the lightning effect. Now it can kill up to about 7-8 zombies per shot, and zombies on the edge of the blast's range are frozen briefly as if they were EMP'd or hit by Electric Cherry. It also gains the ability to revive downed teammates with a D-Pad function. This causes you to equip arrows that glow reddish pink instead of blue. You only have 3 of these arrows. Just shoot your teammate to revive them, or shoot a non-downed teammate for a temporary massive health boost that lasts 10 seconds. It's a weapon that bridges the gap between Wunderwaffe and Lightning staff. It is a good medic weapon but still holds its own as a killing weapon.
  2. Tesla's Oscillator This is a tactical grenade based on the famous earthquake machine. it looks like a metal box with a cylindrical rod protruding out of the top. You perform a complex priming animation (like Gersch devices) and then toss it down like a time bomb. It sits on the ground for 30 seconds. The rod slowly rises out and then slams back into the box creating a mini earth quake. It does this once every 10 seconds, 3 times total. Every time it does, Every zombie falls over like in origins when a robot stomps next to them. This gives you some time to make an escape or get a revive, but won't necessarily save you if you're cornered. This doesn't damage the zombies. You hold two at a time.
  3. Model 1887 shotgun akimbo. Bring back the classic OP spam cannons.
  4. It doesn't literally mean "obtain a key." Ever heard someone say "The key to survival?" It's like that. It means like the bare basics / necessities. Silly deutschlander, not knowing american expressions. I joke.
  5. Ok guys, this might seem a little random. Back before BOII was released I came up with this idea for the campaign section. Now that Origins is relevant, why not post it. Anyway, I heard someone saying that each map from WaW-BOI corresponds to a step in Reznov's plan. Secure the Keys - Nacht der untoten you learn the basics. Ascend from Darkness - Verruckt has a power switch Rain Fire - The meteor crash landed at Shi No Numa Unleash the Horde - Der Riese is where they originally escaped from Skewer the Winged Beast - not entirely sure about this tbh Wield a fist of Iron - Five is the first with death machine Raise Hell - Ascension rocket launch Freedom - This is the transition between CotD and Shangri-la, in which you send the crew to paradise. I always wondered why Moon didn't have a step associated with it. It was a very climactic map. Then I took a closer look at the BOI Campaign. The level description for the mission Revelations is "Uncover the Truth." During this mission, Mason is still brainwashed. He breaks free from it at the end of this mission. So prior to this, he is still metaphorically incarcerated by this concept of Reznov. His final step to truly being free of the burden of Reznov is to Uncover The Truth. That is step 9. This fits pretty well with moon, right? The characters were all just kinda following Richtofen for a long time without knowing his motives. Suddenly in moon they are revealed and the consequences are catastrophic. Alternately in origins, The actual act of stepping on the teleporter could be considered "Freedom." However, the cutscene itself is reflective of Uncover the Truth. This doesn't necessarily mean that the Origins ending is real. However we should note that these steps have come back to haunt us potentially across every title in the series thus far. We need to bear them in mind next year.
  6. I kinda like bosses that have sentience. The thief really seemed like he was intentionally screwing you over, while most other bosses just kinda attack whatever they can reach. In other words I like "human" bosses. Not like george; he was more of the archetypal brute boss. How about this: A zombie wearing a full chrome hazmat suit with a gas mask. He runs at pentagon thief speeds, and devotes his existence to F$&@ing up your S@&#. He sprints around turning off the power, blocking off wallbuys, shutting doors, etc. He comes mixed in with normal zombies so eliminating him is more hectic. He doesn't actually attack the player or even go near them, so you have to actively hunt him down so that he doesn't undo all of your hard work. killing him gives you a point bonus, like maybe 2500, to help repair the damage he caused. (you can buy back the stuff he locks) So like an upgraded, more tactical brutus. (brutus minus the brute.)
  7. The term "training" is misleading because it Implies that you run on a fixed path. The best advice I can give you is to freestyle it. The only way to do this is to pick an easy train and practice cutbacks a lot. I played ascension almost every day for a while and I can do triple cutbacks on the flopper train with my eyes closed. You eventually reach the point where you're making a series of deliberate juking motions instead of running in a circle. There are two types of zombies when running a train: Those that are a part of the train, and those that are not. Your objective is to make all of the non-train zombies become a part of the train. You can treat the train itself like a single entiry because the entire train moves the same way. However, It is a lot more dificult to predict the non-train zombies which each act as their own entity. If 23 zombies are coming one way and 1 is coming from the other side, that 1 zombie is the most deadly. You need to practice learning how to accomodate certain anomalies in your train. "There are two zombies standing next to each other. do I have enough space to run between them?" You need to be able to kbow the answer to this kind of question automatically. More specifically, I'd suggest you run boomerang trains. On trains where a majority of the zombies enter your train area from one direction, you will want to concentrate on a motion that will bunch those zombies up the most quickly so that you have less anomalies to deal with. Look at the flopper train for example. 90% of the zombies run right up the staircase at you. Run a little paranola shape at the staircase gradually growing wider and wider, catching their AI like you're casting a net. Then you should use the previously mentioned methods to take care of the one or two that come from the other direction, maintaining control of the main cluster.
  8. in pretty much every game that has a lot of different bosses, there's always that one boss who doesn't really do much to hurt you, but just has a shit ton of health. They pulled it off pretty well with George, but usually it's kinda a cop-out. I think they need to make bosses harder to kill, but for different reasons. I like how they made the jumping jacks difficult to kill because of how they move. Additionally I like the idea of a single enemy or a few rather than lots of weak ones. How about this: Picture some kind of giant reptilian beast. It has a lot of health and insane speed, and it can run up walls. I don't mean it jumps off of the walls like jumping jacks; I mean it straight up Matrix wall sprints. It can also crawl along the ceiling. It attacks by either dropping on you from the ceiling creating a shock wave or by sprinting straight at you and ramming you. when it does this it crawls to the floor from the wall, rushes you, keeps running and climbs back up the opposite wall. The ceiling / walls are its default position. This would be the best in an area like Kino's stage because it has a large open ceiling / walls for you to shoot at it. This makes it harder to hit at a distance, but gives you more time to anticipate its attack and dodge. I think these should have their own round, although a single enemy never had its own round. Let's say 3 or 4 come per boss round. One hit from one of these ramming you red-screens you without jugg. The shockwave attack doesn't deal damage but freezes you (like george's scream) leaving you vulnerable to consecutive attacks. (each individual enemy attacks maybe once per 10-15 seconds.) however they are smart, so they will all prioritize targeting a random player until they go down, then switch to the next. Not quite as systematically as the thief. (they don't EXCLUSIVELY attack that player.) More like a strategy to divide and conquer. Beating them gives you a classic max ammo, as well as a speed boost power-up. This lets you use the lightning boost from dead ops arcade with two per person. Nothing refills your boosts except the next boss round, which is every 4-5 rounds, starting on round 6. I also like this idea because no single OP weapon can just wipe it out. The panzer can die in ~5 seconds by the RGM2, but with these, you will rarely be within effective range of one without being in danger, because they spend all their time either far away or right in your face attacking.
  9. I really like this. It seems like it would take a while to get into because it's so complex but it would have a great payoff. I'm not sure how I feel about character customization though. Those and unlockables seem really un zombies like.
  10. Sekhmet's Vigor. I spend most of the time helping others (reviving) but when the situatuon gets serious I can still F&@$ up some serious S&@%. (Killing Panzer.) V-R11 for similar reasons.
  11. Occasionally when I kill george instead of running away and leaving power-ups he explodes and disappears and Sam laughs and I get nothing. This happens about once every 3 times I kill him in solo and never in co-op.
  12. New Model Army for sure. That thing is a monster. Also it's really fun to use, which goes a long way. I said because it's my favorite. However as far as usability and effectiveness probably the Bizon. SMGs don't get enough fame in zombies.
  13. I-I'm Delirious, out of my mind.

    1. Stop Mocking Me0

      Stop Mocking Me0

      Doc brown: "I-I'm in a Delorean-us out of my time."

  14. I guess I could try coming out of my shell and talking more, but why would I do that when I could just set myself on fire and feel the same way?

    1. Naitrax

      Naitrax

      See, this guy gets it.

    2. 83457

      83457

      Repeat performances?

      Ask Daffy; some things can only be done once.

  15. Another thing that I neglected to mention is that juxtaposition is what gives most cards their meaning. Their relationship with each other shows their significance, and they are less meaningful on their own. For example as I said before, the Tower always comes after the Devil. If Maxis = God, then Richtofen = Devil. The Devil card represents egoism, materialism, and obsession. That could describe Richtofen's attitude towards gaining power. Thus the Devil's relation to the lightning-struck tower is that the devil's plans are broken. In the story "The Tower of Babel," one might say that the men who planned to reach heaven were influenced into doing so by the Devil. This would be the Devil's way of undermining God's power.
  16. A few other cards that caught my eye: (note that most cards have an optimistic meaning and a second dark underlying meaning.) The Fool This represents the beginning of a new cycle. However it implies that energy is being wasted or that someone's actions are in vain. "Letting go to begin again." The WHEEL! OF! FORTUNE! This represents a turning point, or the end of a cycle. Suggests a superior power is present, and expansion or development. I'm sure there are more. These are kind of general and could be applied to a lot of scenarios. I remembered that I actually have a deck laying around somewhere. I think I'll take a closer look to see if anything looks familar.
  17. Gunchaku These are two sets of nunchaku (nunchucks) that you dual wield like a badass samurai. However the metal bars at each end of the gold chains are actually powerful incendiary lever action model 1887 shotguns. They are red with gold engravings and gold chains connecting them. The shells you load into the gun are glowing ruby red. When pressing the tight trigger you swing forward with a melee attack that can one hit kill until round 5. however you also fire off a blast of fire at the same time, which is a one hit kill until almost round 20. The left trigger does the exact same thing. However spamming both triggers at the same time causes you to rapidly swing them both, firing continuously. Note that the centrifucal force of you swinging the guns on their chains cock it as you shoot. Remember the legendary flip-cock animation from modern warfare 2? Imagine that, but with both guns spinning and firing continuously. You can fire 24 times before reloading. (6 shells per gun, 2 guns per hand.) Even when the guns are empty you can continue to use them as a melee weapon. Upgrading them turns them into Bruce, Lee, Jackie, and Chan. each gun now has an 8 round capacity, meaning you can fire 32 times total before reloading. The guns are now also bladed, so the base melee damage is increased so it is a one hit kill until round 12. They become black with silver lines, and with multicolored shells. (Red, Blue, Green, and Black.) The shotgun blasts become these four colors. In other words each gun has its own color blast and ammo. They get a longer range and can one hit kill until round 25 as well. Each different color / weapon leaves a different type of residual effect. Red = burn, Blue = freeze, (these inflict damage over time) Green = Slowness, and Black = Blindness / disorientation. If you fire with the right trigger only it will always alternate between Black and Green, and same with the other set. They operate consistently.
  18. I know not a lot of you will be familiar with Tarot cards, but I think they hold a lot of significance in relation to the story of Black Ops 2. They are used to divine the future. The card that caught my attention the most is the lightning-struck tower. This card is the Tower. Its design has many many variations. However, one of the most popular depicts a building being struck by a bolt of lightning. This is sometimes thought to symbolize god destroying the Tower of Babel. As some of you may know, this tower was built by men so that they could ascend into heaven and become as great as god. He destroyed the tower and scrambled their speech so that they could never unite under such a blasphemous goal ever again. This is supposedly why we have different languages now. Obviously this connects to the game because the TranZit Easter Egg is called the Tower of Babble. However it holds even more significance than just having a name in common. Take a look at this version of the card's design. almost every variation shows the tower being broken in half horizontally at the top. Look familiar? Die Rise - High Maintenance Finally let's take a look at the card's importance within the art of divination. Here are a few things the card is thought to represent. -Chaos -Sudden Change -Revelations -Downfall -Ego Blows It is thought to symbolize failure. Specifically failure that has briefly masqueraded as a victory. the Tower represents the paradigms constructed by the ego, and the sum total of all schema that the mind constructs to understand the universe. The Tower is struck by lightning when reality does not conform to expectation. "What breaks my pride, will break your skull." Another thing to note about this card is that it is always just after the Devil card in a deck. The card seems to me like it tells the tale of the earth starting around the missile impact, specifically following Richtofen's journey to gain power. As each step results in a tower being charged with electricity (lightning) and Richtofen is on the rise, only to be (potentially) thwarted by Maxis, I believe Maxis represents God in this metaphorical Babel scenario. Richtofen represents the egotistical men who try to reach his level of power, and the N4 are merely his puppets. I might be a bit late to the party on this one, but I thought it was kinda interesting. If anybody has a deck of tarot cards you should check for any more potential significance. Edit: Sorry but I can't get the format to cooperate. Forgive the odd spacing between paragraphs.
  19. Which lucky soul gets to explain who TaMB is to the newly returned MLH?

  20. That's the thing though. Most people don't really care about new multiplayer maps in map packs. But they give it to us anyway just to justify us paying $15 for it. If it was a zombies only DLC for like 5 Dollars, they wouldn't be turning as much of a profit from the zombies fans.
  21. I would prefer not having a stand alone game honestly. The way it is set up now is perfect. They release the maps over the course of months, giving us time to speculate and get hyped about it. This also makes it flow like an actual ongoing story. By putting multiple maps in the game off the bat campaign-style it ruins the suspense of the next map. If they did include DLC in a zombies-exclusive game, Then I still wouldn't be getting my money's worth. I might prefer zombies, but I still love multiplayer. I can't see it working honestly. It just wouldn't appeal to the fans as much.
  22. You know, CoDz offers all kinds of things other than Zombies. Chicken Sandwiches, Hangman, The fellowship of some fascinating individuals. Zombies is merely the lubricant for all the individual encounters CoDz offers.

    1. InfestLithium

      InfestLithium

      "CoDz has pleasured me in more ways than I could imagine"

      - True testimony

    2. Stop Mocking Me0

      Stop Mocking Me0

      You… Probably could have worded that better infest...

    3. Boom115

      Boom115

      I don't know that he could.

  23. Pretty much and weapon from the show RWBY could count as a Wonder Weapon. Here are a few that I've tweaked a bit to fit the zombies style. Crescent Rose This weapon is a massive mechanical collapsible scythe, which doubles as a sniper rifle. It has a 20 round magazine (5 Reserve) and a bolt action firing mode. The rounds are incendiary and have high penetration through zombies. The scythe is always open when firing, with the blade sticking out to the left from the end of the barrel. Using melee while holding causes you to wind up and slash down to the left diagonally. This slash can kill zombies up to round 25 and makes crawlers after that. If you press the melee button and begin the wind-up animation for the swing, and fire the trigger during the wind-up, you fire a bullet up in the air (effectively wasting it) but the recoil adds massive power to your swing, allowing you to instantly kill several zombies with a single slash. This forces the player to decide between using ammo for a more powerful melee attack, or actually Firing it as a sniper. Upgraded it becomes the Little Red Reaper. Its ammo is now explosive, with 30 round magazines, and 7 reserve magazines. The normal scythe attack doesn't change, but the recoil attack can bow affect more zombies per swing, as the blade is much longer. Ember Celica These are two yellow gauntlets that house incendiary shotgun shells. Firing them acts like dual-wielding any gun. When you press the trigger, you punch and fire at the same time. if you hit a zombie at point-blank, you deal considerable damage from the punch itself, but the follow-up blast of flame to the face is likely to finish them off. These operate with a single-fire mode, and each gauntlet holds 12 rounds before being reloaded. They reload only from empty, and have 72 reserve shells. Upgraded they become Burning Beauty. their magazine size is the same, but the range / spread / damage of each shot is increased. The damage of the punches themselves are also increased. additionally, firing both at the same time causes you to perform a massive two-handed punch that can take out multiple zombies on any round (like upgraded one inch punch.)
  24. I decided to do concept art for a couple of my recent Ideas. I'm not exactly an artist but I'd appreciate it if you would take a gander.
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