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About GamingAndStories

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  1. No problem, I always use it so I thought I'd share it with other people. Thanks for the feedback!
  2. Okay, I hope this thread should go in this forum, if not, someone please tell me, but I think it should, since it is a strategy only possible on MoTD. Anyhow, without further ado, here we go: Everyone has known for a long time that the Executioner is a good weapon in zombies: it's highly mobile, it's highly effective for getting out of tight situations, and it has a decent magazine - also not to mention that when it's upgraded, it's a one-shot kill until round 46. Now, even that by itself is impressive - but now, let's combine it with Electric Cherry, MoTD's new perk. Now, we can mention that it gets you out of sticky situations even further, that's undeniable. However, the Executioner has a trick to reload only one bullet at a time instead of the whole 5 bullet clip. Electric Cherry's impact is stronger depending on the amount of clip wasted before reload. So what does this tell us? Upgraded Executioner + Electric Cherry + 1 Bullet reload trick = Never getting stuck in a corner (the primary reason for getting downed). Combine this setup with an upgraded Blundergat and I assure you, the player will never get stuck in a corner. This setup is admittedly similar to the Olympia setup, just more effective. Thank you for reading through my Executioner - Electric Cherry setup, it's been a pleasure presenting it to people who actually take Zombies seriously. :)
  3. I'm not going to try to cover all the aspects, but here's just one point that brought me to who controls them, and why I'm confused that this is still up for discussion: when you grab a drop, you hear Samantha's voice. Doesn't that completely clear things up? Yes, their eyes are red, but that just might be Samantha being pissed off, because when she's in control they have yellow eyes, and quite possibly, the stronger / angrier Samantha gets, the more red the eyes become. That is the only thing I can assert about the MoTD storyline.
  4. Cell Block, for sure. Several reasons to say the least: - More intense / hectic; - No Juggernog (a really cool twist); - PhD Flopper (I don't even need to elaborate); - Actually has decent weapons and perks to make it fun enough to play. I would honestly put 90% of my vote on Cell Block, the remaining 10% would go to Town and Farm because of one thing: EMP grenades. Have you ever thrown one of these at an opponent's Box pull / Pack-a-punch? It's a terrific feeling. :lol:
  5. Why so many people against TranZit / Green Run? I understand that the map is exhausting to play IF you're doing rape trains, but otherwise it's pretty fun. Have you ever tried just using the bus the entire time and shooting the zombies while in motion and all that? I have to admit that I had a lot of fun with TranZit, and even though I find Die Rise and MoTD more intense and fun, TranZit is always a better option for me than the Survival maps. And plus, look at it this way, TranZit is still, technically, an unfinished map, once the EEs are completed and the NAV cards of course, then probably most maps will intertwine with TranZit, making it a finished, and quite frankly, a more awesome map - but, that's another story altogether.
  6. My favorite MoTD rape training places are definitely either the Cafeteria or the Warden's Office - basically because they have the traps. I honestly prefer the Warden's office, for several reasons: - The Fan Trap is there which is much better than the Acid Trap (because you can crouch below it and escape a hectic situation, whereas the acid traps doesn't offer that option). - The Uzi is there, so you can buy more ammo and to get a decent amount of points for the trap. - The entire place is very tight (the room with the part for the plane) but the strategy can be very effective if learned to be maneuvered correctly. If I can, I'll film at least a few minutes of gameplay for the strategy and post it here, but more of that later.
  7. I wouldn't say that this is the biggest map out there, but every corner and crevice is filled with stuff - even if it's one wall weapon placed in two different spots. In any case, I still hold to my belief that this is what TranZit should have been like - not an enormous yet hallow, desolate map with a bus being the only thing to actively do throughout the game, but rather, a map where even after playing for 30-50 rounds, you can still have fun with it and do things. I have to hand it to the guys who made this, you have clearly outshone the zombie developing team this time. I know this map probably doesn't have much to do with the future story of zombies (Richtofen and all that), but I enjoyed this easter egg / story most of all maps so far, including BO1 and WaW maps. It so succinctly touched on the eternal recurrence theory and the metaphor of the infinite cycle that I instantly fell in love with it. I really can't complain: this map (at least to me, and once you get the hang of it) is absolutely perfect and brilliant. If the next two maps are anything even slightly as good as this, I will be pleased with BO2 Zombies in an awe-inspiring fashion. That's the only advise I can give Treyarch right now: don't get rid of this map's developers - trust me, it will bring a lot more players to your game if all your maps are like this.
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