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The Twirp

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Posts posted by The Twirp

  1. Well...this certainly is interesting. I'm curious how the game plays out as compared to the original Zombies mode. It has obvious similarities, and some interesting differences. Is it in the same Zombies universe? I need answers!

    Also, does the second guy look like Takeo to anyone else, or am I just unconsciously racist? :?

  2. Also what would happen if you got Double Tap after your 4th perk, but before last, from Wunderfizz? Or is programmed not to give you Double Tap after your 4 perks?

    Also, I've heard if you grab Double Tap before last, it'll take up one of the empty perk bottle slots, meaning you'll miss out on one in the end (if you can only get 4 empty bottles)?

    Double Tap 2 will fill any open perk slot. So, if you have 4 perks, dig up another perk bottle slot, and grab double tap (whether it be from Wunderfizz or reward box), you will not be able to buy another perk from a machine or Wunderfizz until you find another glowing mound. If you have found 4 mounds and have all 8 perks, however, Double Tap can become your 9th perk. If you go down, it isn't possible to get 9 perks again.

    Hope that all makes sense :P

  3. Not sure if you have seen it yet, but my only suggestion would be to check out MatoMaster's video on it. Essentially, it is a way to see every possible perk mound within 3 zombie bloods. I found it to be very helpful:

    He shows all the locations in this video, and at around 4 minutes he begins to show the routes to run to check them all in 3 zombie bloods. Hope it helps!

  4. I'm curious of what everyone thinks of Ghosts' decision on types of game modes.

    They have a few of the classics: TDM, KC, Domination, FFA, and Team Tactical and some Hardcore variants.

    Then they added some newbies: Cranked, Blitz, Search and Rescue, Hunted, and Infected (a returning game mode, but its a bit different).

    They also removed a few classics such as Demolition, Sabotage, Search & Destroy (which will return due to popular demand), Hardpoint, and various "Wager Match" type game modes.

    I personally like a lot of the new game modes, but do miss a few of the classics (*cough* demolition *cough*). It does help find a game faster when people are not spread across so many lobbies, too.

    Any thoughts on this change?

  5. I will remember BO2 for its diversity in the maps. I may not enjoy all of the maps, but they are certainly all unique.

    TranZit started us off with new weapons, new ways of transportation, and a map size we had never seen before.

    Die Rise brought verticality.

    Nuketown has a new (and sometimes annoying) way of getting perks.

    Mob of the Dead had the retriever, Brutus, and a cool shotgun wonder weapon, as well as new way to upgrade it.

    Buried brought flying as well as ultimate camping spots.

    Origins has the staves, giant robots, generators, Panzers, and a lot of other stuff.

    Each map is...different. Can't say as much for WaW and Bo1 maps. While they do all have differences, they are still very similar.

    Bo2 was good year for zombies, although I would've done a few things a bit different if I were king ;)

  6. And I play at least 5 matches of zombies a day, but then again, I heard if your playing public and even if one person doesn't have Buried, no one will be able to get the RGM2.

    I played a game on Town with a buddy of mine the other day. He doesn't have any of the DLC, and I was still able to get the Mark II out of the box.

    That was on custom games however, does it work differently for custom and public lobbies?

  7. Can someone tell me approximately where this burning wagon is?

    I've heard of it, but haven't searched on my own.

    Thanks.

    There are three locations: immediately to your left as you enter no man's land from the workshop, between the middle robot's right footprints right behind Stamin-Up, and on the other side of the excavation site, right next to another right-footprint. All three must be doused in a fairly quick amount of time for it to work. If you take too long, just the fire will rekindle and you just have to do it again.

  8. However, MMX had described to me an interesting method he uses of running around the bottom of the excavation site where he utilizes PHD quite frequently.

    Yup, just totally depends on your play style and/or strategy for that game. If you are solely using a staff at mid to high round, deadshot and double tap become nearly useless. Flopper can be useful in the event of an instakill and can make it easy to safely take out hordes with a grenade or flop. Other times having double tap and deadshot can be a deadly combo when paired with an upgraded gun.

    It all just depends on the game, I suppose.

  9. The z blood from the wagon is once a round not sure if it has a liimit though

    Almost once a round. It respawns every round unless it is raining. If it is raining, then the chariots do not catch on fire again. If it was on fire before the rain round started, then it will continue to be on fire until you put it out.

    Also, I second Boom's suggestion of checking out MatoMaster's tutorial, it is a very easy and quick way to find perk mounds:

  10. In buried you could get infinite max ammos whenever you want as long as you got money. So I don't see it to overpowering. Plus this is a map where once you run out of ammo, you are pretty much screwed in the higher rounds. There are no emps to reroll a rgm2 or any traps excluding a giant unpredictable robot.

    I see that infinite max ammo in Buried as more of a glitch. The sharing bank points drop and The Big Guy changing drops were two different mechanics, using them together happened to allow for a max ammo. Plus, the only high-round weapons and/or traps in that map have basically unlimited ammo anyway, so max ammos become redundant except for the time bomb or monkeys

    In Origins, they give you plenty of max ammos already, whether it be from regular drops, dig sites, or the reward chest. I just don't see allowing another free one every couple of rounds as something they would do. Just my opinion, we won't know until we go and test some stuff out i suppose.

  11. What if shooting the flaming chariots(?) with the back side gives max ammos?

    That would be sweet, but I am doubtful. A free max ammo every 2-3 rounds seems a bit overpowered, especially considering a max ammo gives you more Sekhmet's Vigor ammo.

  12. I die a lot trying to get collateral points from my starting pistol :lol:

    This is so accurate that it hurts :|

    I also get impatient, as I assume no one is going to open any doors but me. I end up using all my points of doors, which isn't necessarily a bad thing, but it makes things a bit difficult to have a pistol with no ammo on round 6. But hey, at least I have the map opened up, right? :P

  13. Boing, boing, boing, boing, boing....

    I really want to try this strategy, seems like a good way to fly through rounds. Those zombies spawn so stinkin' fast!

    Would you suggest building & upgrading more than one staff, in case you run out of ammo? Or was that never too much of an issue?

  14. Hoping to attempt this soon.

    Didn't want to make a separate topic, but how many Zombies does it take to fill a chest?

    It seems to vary, I don't believe there is a set amount. From my experience it seems to range from 25 to 50ish zombies per chest, sometimes more, sometimes less. Seems like a pretty random amount to me.

  15. Had a glitch with zombie blood today. Definitely wasn't game breaking, but a glitch nonetheless. First 2 or 3 zombie bloods I got were normal, but then I picked one up at nearly the exact same time as another drop (don't remember what it was). During this zombie blood and all others after it, there was no change in the FOV. I actually liked it much better like this, as it didn't make me feel nauseous to run :P

    Also, this game ended because of a glitch. Started out with 4 players, eventually dwindled down to 2 after people rage quit. Me and a micless random were doing pretty decent and made it to round 29. I had only 1 down, 1200+ kills and nearly 15 revives. I was having a pretty good game. And then...while my teammate was down, the tank rolled over the top of a bridge near generator 3. Unfortunately, this was while I was underneath the bridge and it downed me without touching me, ending the game... :cry:

    Anyone else experience these glitches?

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