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ETEl2NAL407

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Everything posted by ETEl2NAL407

  1. Name: Bargain Barista Cost: 10,000 Reward: As long as player remains up, player receives new random perk at the beginning of each round until all perks within map are accumulated. *If player purchases any perk while BB is active, BB reamins active, but won't reward the purchased perk. **Player may purchase BB after all perks are received and will restart process of obtaining one perk at the start of each round as soon as they are downed and revived.
  2. Taking along buildables could be a big hint at some grand multi-map encompassing EE we all dream about. i.e. Go to GR, build Electric Trap, drop ET somewhere in DR, build TS, go to DLC 3, use TS to access some hidden spot, build ???, return to GR for a Turbine, return to DLC 3, access hidden area, place Turbine, go to DLC 4, etc.. Would be super complicated, but also fun. I just hope that if they do make some super complex, multi-map hopper EE, they allow us to do it Solo. Getting others (randoms especially) to assist with the EE is hard enough on one map.
  3. I'd start with the simplest variables first, which is just guns and their respective power ranking. I would not really test WW as a variable, because if I can solve the fucntion of MK depending on weapons/slots, if WW were to interfere with that it would then be a glitch. MK should function the same regardless of other perks. The question is not, "How glitchy is this?", but "Which gun is lost when MK is lost?" Thanks for the input, Jinro, but I'm not going to devote more time to this experiment than the devs did while actualy creating the game, lol.
  4. A viable test regarding this would be to find the ratings based on what ChopperNator said above for 3 easily accessible Wall guns in BO:2, then get the most powerful in slot 2, acquire MK, go down and see which is removed. I'm not sure about the ratings, but I would imagine in a game of DR we could rank it as most to least powerful with just a sample of three quick guns: 1)Olympia 2)PDW 3)M14 So, for the test we'd, in theory, purchase Olympia (Slot 2), then replace Colt with M14 (Slot 1), then purchase MK, then purchase PDW (Slot 3), go down, revive and see which gun we lost. I could be completely wrong about the ratings with these guns, though and not even sure if they must all be in the same class to outrank one another, i.e. Only shotguns, SMGs, etc.. There seem to be a huge number of variables in this experiment, but if anyone wants to assist me in figuring this out, I'll perform the tests and apply scientific method, just need a solid ranking system to base these tests on.
  5. It reboots the Xbox because of the Digital signal loss. I had this issue with a different cause. I play on an older Sony television (regular old CRT) that has an HDMI port. The TV displays great resolution in HD, but it cuts off about 3-4 inches on the top and bottom of the screen. Was trying to play split-screen via HDMI on this tv and my partner was complaining, so I switched to RCA to remove the black HD bars. When I got the signal back, I'd been logged out of XBL completely. I believe the XBOX resets automatically when it detects a change from HD to SD, therefore if your TV is rebooting, the XBOX reboots to re-acquire the signal.
  6. I'm thinking once all DLC is released, all NAV tables built, and all Nav cards inserted correctly, perhaps conditional upon activating the final tower, as well, we'll receive a permanent buff whenever we enter a game. What this buff could be I can only speculate... Maybe we'd get the option to teleport from map to map in the middle of a match. This could be done as long as at least one player has the buff, then all players would teleport when the option was selected. Maybe the buff is more like a new perk or permanently having all six perks respective to the map. (Probably the most awesome idea) Maybe we spawn with more points. Maybe we'll have the ability to transfer funds from GR's bank to other maps via the NAV Tables, so we withdraw in GR, deposit into the NAV table, then when we go into another map with a NAV table we can withdraw. This could explain the extremely high bank account cap. 250k is a lot for just one map. (Most likely scenario, IMO) We won't know for sure until all DLC is released, but it's fun to speculate in the meanwhile.
  7. Instead of just waiting, I would rather have all perks available from game start, but only one is accessible at a time. Like the mystery box re-spawns, the perk machines could also. Say 2 purchases and the machine disappears(unless on Solo), then in a different location a different machine spawns and again, two purchases make it disappear and re-appear. This would actually ADD strategy to the game and make it more difficult. Instead of having to wait for a perk, you have to buy the perk and then get more points to buy again. You get QR to start? 2 players gotta get 1500 to re-roll the perk. Next is DT? 2 players gotta get 2000 to re-roll the perk. The strategy comes in when you have more than 2 players, who gets what perk at what time? Do 2 players just keep re-rolling the perks until they have them all and then let the other 2 players acquire? Do you alternate who purchases at what time? The options are what keeps the strategies interesting and add to re-playability. This trend that 3arc has about waiting for things is not my favorite...
  8. I understand your method, MMX and I appreciate that. It does make sense that the game may for 1% of the time get confused about your weapon slots. Unfortunately, in BO:2 I have experienced that without changing gun order, I can still lose a #2 gun. Maybe it takes Wonder Weapons before anything else.
  9. The great thing about DR is that you can bank a ton of points, so it's not that difficult to get setup again. I think this is due to the small size of the map. The actual slaying space is small, while the transitional areas are large and numerous. This causes the slaying spaces to fill up quickly with zombies, leading to point-whoring exploitation of the umpteenth degree.
  10. I think it's now in BO:2 that you lose your most powerful weapon. In DR, I bought AN-94, then Sliq. Bought MK and grabbed the SVU. Went down, lost the Sliq, no gun order change. Different game, also DR, I buy AN-94, SVU, MK then get DSR from the box. PaP my DSR 4 times for Iron Sights (LOVE!!!), go down, lose the DSR. Since it was my third, that makes sense, but the other game the Sliq was my #2, so how did I lose it over SVU and AN-94? The only thing I can think of is either: A) You lose your most powerful gun, or The Sliquifier is a special circumstance with MK
  11. Absolutely, but without MK, you had to trade one of those two (PDW or SVU) for the M&S, right?
  12. I am a team player and I like a challenge, so I will often times foolishly try to revive someone. Other times I just forget that I don't have Jugg and get too liberal with the hits I take. Rarely I get cornered, but that's usually due to another player disrupting my hordes' flow, or brining another horde in at the worst possible time.
  13. In theory, you should be able to... Colt won't come from mystery box, nor is it on the wall. So, normally the only way to get M&S is to hold onto your Colt from game start. I used to do this all the time in Ascension because with PhD Flopper, M&S was worth only running one gun until I could PaP. Now, with Who's Who (WW) and Mule Kick (MK) in the same map, combined with this trick, we don't have to hold onto the Colt because we'll get it back as soon as we go into WW mode. You don't really have to buy MK either, but I would so as not to sacrifice the AN-94 or the SVU for M&S. I would only sacrifice one of those three when I go to get the Sliq and start training and then I would trade out the SVU.
  14. This is neat. I love this thinking outside the box. This is also a great way to re-attain M&S even after you purchase other guns. So, a good strategy is to buy AN-94 and SVU, MK, WW, other perks for taste, then perform this trick. Whammo! I spent the early rounds without having to reserve a gun slot for my Colt, but I can still get M&S. Only issue I see with this is timing. You've got a lot to do in a short amount of time...You first have to overcook your nade, then you have to find your body, insert Colt, revive, retrieve M&S. I'd say it might be best to cook your nade as soon as the elevator arrives on the floor just before accessibility, but what do you guys think is best timing-wise (not taking into account the extra time to purchase a different gun)?
  15. Update: I have gotten this achievement now and I had been mistaken thinking I had to get two perks from the Jumper rounds. That won't work. The perks must physically be drank WHILE you have a PaP weapon. I got it in a messy fashion, but nonetheless, got it. Here's what happened: Bought my usual Jugg and DT with no PaP. Acquired more through jumper rounds, PaPed AN-94 and M&S. Went down, lost all perks, but was revived and retained my guns. Bought Jugg, DT, QR, and Speed. This left me with only MK and WW left to purchase. Went down, was revived and kept guns, bought WW and MK, got the achievement. So, in conclusion, you must purchase all perks while you have a PaP weapon, not just acquire perks through the jumper rounds and/or purchase all perks THEN PaP. This was my experience at least.
  16. Exactly. I'm an achievment whore and although I don't get an achievement for obtaining the perma-perks through Gamerscore, I still want to obtain it for my own personal sense of achievment. So far, it's the only one the has eluded me. (not counting the controversial cash back, which is still a mystery to many others)
  17. I agree. Grief would be cool here because it makes it easier to really F the other team without having to worry about surviving. Does it fit the storyline though? Would any groups like the CDC or CIA have been in China before our N4? Perhaps CIA, since they're international, but the CDC is an American entity...Maybe INTERPOL instead of the CDC, but why would the INTERPOL be involved in a zombie outbreak? Not to mention this would require 3arc creating new player models/skins if they wanted to make Grief remain true to the storyline, otherwise it would just become a "party game" and therefore negate the other Grief maps from the storyline. We have enough holes in the plot, as it is...Dont need more.
  18. Cool ideas, but although I can see the fun behind the chameleon TS, I think it would be an abusable exploit, especially in Grief. As soon as we had the money, I'd have my whole team buy them and position them around the map to fling the opposing team to their death either off the roof or into the horde. Seems like that would be the simplest and most effective way to win. If you manage to fling just two players off the roof with no chance to be revived, then you can just watch the 2 remaining players train their zombies and have 2 TS to put in their path. Or you could just save a TS until someone goes down on the opposing team and slap a couple TS down to surround them. No one can revive them because they keep getting flung when they approach. Much more effective than knifing them away. Too abusable, IMO, but still very cool.
  19. A tip that I'll add about the Mah-jong tiles: There are 8 total tiles. 4 will have a chinese symbol that indicates a direction and the symbol will be either Blue, Black, Red, or Green. The other 4 will just have Tally marks to signify 1-4 and will also be a certain color. You really only need to find 6 tiles. 3 directions and 3 numbers because by the process of elimination the other 2 tiles will be figured out. Write them down as you find them! Write a list for each direction and place a color next to the direction when you fidn it, then write a list of 1-4 and again place a color when you find it. Then just match the colors with the direction and you'll have your order!
  20. So, I'm aware that this exists. I've watched videos about it. It's my understanding that if you pick up an Insta-kill and don't kill a single zombie nor get hit by a single zombie, the next time you pick up an Insta-kill you'll have the perk and then you don't even have to attack to kill them, just run into them. I have attempted this several times and never received the perk. Most of these attempts were with more people that were mercilessly killing during the Insta-kill, but I didn't think what the other players did during the power-up would affect your ability to gain it. I also tried once while Solo and again did not receive the Red IK. Am I missing something? The two pre-requisites that I'm aware of were fulfilled everytime I made the attempt. I didn't kill a single zombie for the duration of the IK, nor did I take a single hit from a zombie. Are those the actual pre-requisites or is there more to it?
  21. As far as the center goes, stay away from the edge of the map that you spawn by. The rock and the wire fence = certain death. I'll try to clear all the debris in the middle cargo box ASAP as that gives you some escape routes, but mainly I train in between the bus and that cargo box, loop through towards the edge of the map by the clock, then back through the center. Turn and fire when the train is worth it. If the center gets clogged, duck through the cargo box and just run back around it, using a serpentine route in front of the house as a bit of relief. The center is much more serpentine than circular, but I find the center more spacious and if I get in big trouble, I can always duck inside a house.
  22. In 4 player: 1) Have two players get all points in round 1, leave one zombie unharmed. 2) One player with points picks up a TS part and a pointless player picks up the other, if it's in the spawn room. 3) All players take evelator down to Key Hall and jump over to turn on power. 4) Two players remain in power and attemp to build Sliq, ride the elevators in power up or down and/or buy the debris in the stairway. 5) The two players with TS parts, ride up to roof, jump over to TS room and assemble their two parts. 6) Those two players ride QR elevator back up to spawn room. 7) Grab parts and take QR back to TS and finish assembly. If less than 4 players you do the same concept and either leave just one player to build Sliq, or walk the TS parts to the top of the QR elevator. Just pick up a single part, walk to another part and swap, then move a bit forward and swap again, repeating the swap until you advance the parts to the top of the elevator. Ride it down to the TS room, hop out, assemble, and grab the other parts to finish assembly.
  23. Yeah, this forum needs an overhaul. Since a lot of users post topics about finding teammates in gen. discussion, I foresee the gen. discussion forum receiving all the NTZ topics.
  24. Great discipline, ChopperNator. Only grabbing the Max Ammo after you chuck a few monkeys and empty a couple clips of M&S. Not to mention how you don't get greedy with the Sliq and make sure you give yourself plenty of room to squeeze through the horde. Though you could potentially run tighter trains and chain more zombies with the Sliq, you'd risk downs in such a small area and to discipline yourself not to do that is remarkable. Brains to you.
  25. Unfortunately, I do this all the time. I create metaphors when I describe highly technical things to try and explain the inner workings of a complex system on a level that the lamen can understand. I believe the "Boat Tweet" was a metaphor to describe the complex inner workings of the rank system. I don't disagree nor agree with the possibility of an underwater map. There's much reference to Atlantis throughout the game. Seems a map set there is inevitable, but I refute the fact that this recent Tweet is alluding to that. It's just a metaphor.
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