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TheBSZombie

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Everything posted by TheBSZombie

  1. The only parts I do not know are the easter egg parts for the stuff in buried. and I know that all of the parts are in the general store but I don't know the exact location for each part cus I usually just make the Big Guy build stuff for me. All the other maps I know where everything is.
  2. I do both for the most part. Camp for the beginning and the. Train for the rest. In die rise, I either camp in the half broken column till the late 20s with an an94 PAP w/ double tap. Then Il switch over the escalator next to the QR elevator till the sliquifier becomes unpatched. In MOTD, il camp next to double tap so there are only two spawn points till the 30s. In buried you can camp to whatever round you want at jug. Origins you can camp to the 50s at a few different spots. But all these maps w/ the exception of buried I will end up training at one point or another.
  3. Die Rise. I have put so much time into that map. I dont know exactly why the map is my go-to map when I want to play but it just is. I cam easily get into the 40s without even trying and its fun to do it. Even though the bank and weapon storage was added, I don't use it since on local the game doesn't carry over to the next games. So the map is great to me and the problems everyone had with it never seemed to bother or affect me
  4. If there are any new maps coming out, which I highly doubt. I predict it will be called dead man's hand? Just something about how they zoomed in at the very end on that camo specifically.
  5. Couldn't all the characters hear maxis? And any of the characters could do the ballistic knife step on die rise. It was just glitchy at first which led to misconceptions of how to do it.
  6. The sweeper and blundergat w/ double tap is a one shot to the head of brutus every time. Two claymore will kill brutus every time if they are direct hits. The retriever and redeemer can kill brutus in two hits.
  7. I dont think you should actually be able to directly kill enemy players, i think that is what makes the game fun. Learning how to manipulate the game so the enemy goes down by the zombies. You see an enemy camping in an area getting littlee amount of zombies, get your team to hoorde them all and bring it to them. See an enemy training zombies, get up close and personal and shoot him to slow him down. Stuff like that is what adds to the fun. If you could just kill someone with a few clips of a gun then the game would get broke super easy. And another thing to take into account is the way health s calculated. Your health regens after 5 seconds of not taking any damage. It doesn't partially refill overtime. You can have 1 point of health left and as long as you survive for another 5 seconds you will go from one point of health back up to the original amount of health. But if you take any amount of damage before that 5 seconds the timer resets. If you could inflict damage to your opponents with one bullet, even though it would be a very miniscule amount, you could effectively make it where your opponent could never regain health. That is game breaking and can create a HUGE skill gap. Which I would personally like but would eventually kill the game.
  8. Setups are usually personal things anyways, mine was basically a skeleton for anyone new to the map to get used to. But no its impossible to power the laundry room without first opening up the door. And you can get the reedemer on round 12. Get the retriever on round 3-9. Preferably by round 8. You need a certain amount of kills. Lets call this amount of kills X. The X kills can be obtained anywhere on the map. You will know when the X kills are over when you hear the first notification sound. After that you have to go a full round on the gg bridge. Lets call that round the GG round. The GG round can not occur before round 10. You can go do retriever only for five straight round, 4-9 and you will not hear the sound notifying that you completed the step. On round ten you can complete the GG round. At the end of the GG round you will hear the second notification sound. You will then go ahead and leave the bridge and then throw the retriever into the pit. Then on the next round get the redeemer while in afterlife. So because f that the earliest you can get the redeemer is round 12. (Round 1-9, getting retriever and getting the X kills, round 10 getting the GG round, round 11 throwing the retriever, round 12 getting the redeemer)
  9. Fool its round 100 on mob of the dead. 99 is on buried. But that is because of a cat turning off my xbox with only ẅ zombies left.... Im only joking though. Its great to have you here to.
  10. I still haven't received my strategist medal *wink wink* But thank you. It's why I post them.
  11. Monkey, you didn't even cross my mind as some of the people that would be in front of the line to the gas chambers if the grammar nazis had another holocaust. There are a lot more people more terrible then you lmao.
  12. So yea.... its been a year today since I joined this wonderful community. And I am very glad that when I started looking for forums, that I found this one. Truthfully I joined the forum for two reasons. I really enjoyed zombies, and I wanted to share my youtube videos with everyone. After a while the second reason became irrelevant. And a new reason came up to why I stayed. I just loved talking about zombies to people that enjoyed it as much as I did. I started off strong. And I posted a lot and was becoming fearful that people may call me a post-padder because of my past experiences. But that is just who I am. When I enjoy something so much, I want to talk about it. Some of my posts weren't the best, filled with bad grammar and stupid stuff (I still don't think I am as bad as some of these other people....), and sime of them were great. My personal favorites were the mob of the dead tip of the day post that went for a while and the pack a punch by round one post back in buried. But sadly after a while I slowed down on the posting. This was kind of caused by several reasons. Site being down, addition of new games, school starting, stuff like that. And that is probably why I haven't reached the 1500 post milestone just yet. But I'm working on it and hopefully I can get some good stuff out there for everyone to see and read and take into consideration when murdering some undead. But here's to another year and plenty more posts.
  13. Here was my guide to mob of the dead first few rounds. It will help a lot. http://www.callofdutyzombies.com/forum/index.php/topic/155469-how-to-use-afterlife-to-its-full-extent/ It is a little bit outdated but this will also help. http://www.callofdutyzombies.com/forum/index.php/topic/154653-best-solo-strategy-total-description-no-video/
  14. I am with speedo on the jumping thing. Il jump 99% of the time if im not sprinting. An example that comes to mind is skyrim. I will go into 3rd person and jump then sprint, jump then sprint. When my cousin lived with me i would have one turtle beach on and the other one off so I could hear him. I must have my door closed when playing in my room. I don't know if thats a gaming routine or just my personal preference period.
  15. I always wanted the ability to close a door that was bought. Either to speed up training, or to just make an area easier to train. Maybe we can build something that changes the landscape like that? And that is a good idea psychopath. Most of our buildables have faalen into the category of weapon or trap. We have had some exceptions with the turbine, power switch, PAP, and bus parts. Maybe we should expand our outlook to other types of buildables. But remember this, we want to bring new things to the game. Not change the game entirely and we don't want people thinking they HAVE to do it to play the game. You might not mind spending a minute or two to build something to help you but others want it simple.
  16. If we get a buildable wonderweapon again. We can not allow it to be built on round one. The jet gun and the sliquifier were both weapons that could be built on round one if you choose to. I think that should be changed.
  17. Keep the ideas flowing. That idea for the new qed is amazing.
  18. I changed the topic title. Feel free to post any other ideas you may come up with. If we went with the portal idea, I want some way to control where you came out. Otherwise it would be just a dumbed down gersch device.
  19. So black ops 2 gave us some pretty cool and some useless buildables. But even though some of them stunk, I would love for them to bring them back to the next game. So lets put our heads together and make some ideas for some new buildables for the next game. I will go ahead and put my first idea out there. The three pats will be a conveyor belt, a meat grinder, and a tool that puffs out smoke (dont know the actual name, sue me ) When put all together it will give you a machine that once you kill zombies around the area of it, they will be put on the conveyor belt and fed to the meat grinder. Once its grinded up the smoke puffer thing-a-ma-jig will shoot out some of that green smoke that is given out when using vulture aid. It would need a good bit of zombies to grind up to get going but it will probably be a good tool to help camp if thats your thing.
  20. Yea once the idea came to my mind I thought how similar it was to the ender pearl. But it wasn't the other way around. I didn't see the ender pearl and then think how could that be put into zombies. I don't exactly know the best way to implement this. It could be a tactical. It could be an addition to a new type of weapon. Here are some different ways: -In the shape of a flashbang. You would hit the tactical button and let it fly and when it hit the ground teleport their. -Like the tactical grenade. You would leave it at a place and whenever you wanted to bring it up, push the down button and then go straight back that spot. (to balance you may have to make it visible. Maybe.) -Maybe with a new weapon when pack a punched. Maybe we could have one of the lock-on launchers put in the box. When it is upgraded, after lock on, you will teleport to the locked on area along with an explosion. And I just came up with another idea for a tactical. It would be similar to a smoke grenade, but it wouldn't release smoke, but the same stuff that is inside the vulture aid that makes zombies run away.
  21. Yea I wished I had written a guide on how I trained the zombies. Tried playing it and since I hadn't played it in months I totally forgot where to start the train, how many laps till I can pull the trap and stuff like that. My timing was teribly off and I couldn't even make it to 50 before I quit. Wished I had taped that round 100...
  22. Well if it was a throwable item, then you would probably have a max of 2. You could easily balance it out by making it have a slow throwing animation. Maybe the same amount of time that a gersch takes to throw? Once you throw it you would have to wait for it to stop bouncing and find its resting place before you would teleport. I really dont see this as overpowered at all.
  23. Unless you were in a closed room, its kind of hard to throw the tactical without it going out of bounds. If you are trapped the zombies will usually block a straight throw. If you jump straight up and throw you will be higher off the ground causing it to take longer to land meaning you are less likely to survive the zombies hitting you anyways. I can see some great easter egg steps using this as a tactical. And it would probably be a great tool to revive, get out of tight spots, triverse the map, or even get to a drop that is about to disappear. I could see a possible tomahawk item you can buy off the wall, I just dont think it would be a great idea to necessarily being back the retriever and redeemer. And placing down this tactical could be a good idea. Kind of reminds me of the time bomb.
  24. Oh where I dont know about that exactly because I havent looked over it entirely. But there was an opportunity to buy weapons as a microdlc to put into the box I wouldn't see a problem with it.
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