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superstudmuffin

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Posts posted by superstudmuffin

  1. Do endurance athletes get a pause button while they spend time with the fam, no. You want to chase to top of the leaderboards then get dedicated. Also, i am talking about zombies, you just seem to have trouble accepting someone has an opinion on the subject that differs from yours.

    Do you even realise your arguing with one of the best players in the world about dedication?

  2. In my opinion, fists are a waste of time. With a 4 player camping setup at Semtex you only need your upgraded staves, the gramophone in the fire tunnel, shield in wind and maxis drone at the church. Airstrikes are important, they should be a priority over fists. This can be done with the shield or staves.

    Have four upgraded staves, airstrikes you will never need the fists before the become useles. The weaponry available will carry you 40 rounds without the need for a punch or upgraded punch in a coop camping strategy. Ammo is not that dependant that early. By filling chests, getting fist and upgrading them the only successful thing your team has achieved is wasting upto 1 hour of a speed run game.

    Use your ammo. When low or a player downs throw an airstrike and escape the fire tunnel. Gather your buildables and perks. You can Get free ammo from rewards box, you can train with secondary boomhilder, raygun mk2 or dsr. You can use robots as traps. The options are endless until the staves have full ammo.

    Drop back down off the tank track and continue camping.

    Saying that, 4 players taking turns camping will rarely run out of ammo before your fists are useless. Hence not needing them.

  3. Maybe have a pro rata mystery box, you can pick 2 favourite guns and 1 tactical out of 20 available. The pro rata is dependant on the amount of zombies spawned on the map.

    24 zombies = 950 points to roll the box

    1 zombie = 5000 points to roll the box

    This is only if you can pick weapons of course, make it more expensive or make it more of a risk for the reward hence keeping it a mystery/ gamble.

    The numbers are only an example, obviously some fine tuning would be needed.

    Or better yet, keep the points the same. Your chance of rolling a high end item is dependant on the zombie spawn rate, remaining zombies per round. If you roll high risk situations you have a better chance of getting your high end weapons. If you roll the end of the round with 1 zombie left you will always get terrible rewards.

  4. This might sound silly but why can't activation buy out the 3 developers OR contract them all into one big outfit working together. Contract 1 huge team to produce a game say every second year with constant DLC to fill the void?

    Be gentle, had a few beers and not much thought in my post. Lol. I'm gathering there is a reason.

    My reasoning is by an old saying, " many hands make light work".

  5. Has anyone actually mentioned graphics and stuff? Like will there be an improvement or will it just be the same old graphics?

    With Ghost I barely noticed the difference with next gen, albeit only played a couple of games and suffer old age eyeball lag. I'm thinking with zombies MOTD and origins where pretty good. Maybe even a little too much going on photo sensitive wise. Actually think an improvement would be ideal for story line players and EE hunters but for regular zombie playing the graphics are fine now. Playability would be my first choice over visual. Maybe not this game but possibly the second I'm sure they will be pushing hardware limitation and as result usually ends up not as good playability. I subscribe to the KISS theory.

  6. I like the idea of new DLC trailers introducing hints to previous maps for a deeper EE that's not trophy related and or in game. Or maybe hints to stuff in game that everyone may overlooked. Not towards new maps though as already seen, people like Pinnaz can gather way too much intel before the map even drops and to surprisingly good accuracy.

  7. Bus depot survival 4 player

    .

    Kill zombies as one would, this strategy is dependant on the mystery box. You will want you 2 weakest players role from the box monkey bombs and one of them the ray gun MK2. These two players will camp near the navcard spawn on tranzit.

    Your best two trainers will gather zombies, one between the truck and box spawn and one near the seats in the middle of the map. Both players will group zombies until 24 have spawned. The player will training the centre of the map will then bring his zombies over to the other trainer.

    Everyone will off load the weapons into the new solo train except the player with the MK2.

    When a player downs the MK2 player will cover the other camper giving him time to throw a monkey bomb. Revive your downed trainer. Rinse and repeat.

  8. MOTD 4 player, go through the motions of the EE. You will want 2 blundergats, 4 hells redeemers and 4 golden sporks. You will camping the cafeteria.

    Place your shield the cafeteria, when setting up you need to keep the door inside the acid trap closed. Now we have 4 points of entry. If looking from the acid trap to rear of cafeteria you want to players with blundergats one at the entrance and one at the left window. These two players will swap roles dependant on ammo.

    The front player will sweep with the wonder weapon until ammo is depleted and the activate the trap, he or she will then swap with the other blundergats holder. During this time your rear players are using redeemers holding windows. We have claymores situated every side of each window. When there is a breach the blundergats players activate the trap and fire their weapons as temporary monkey bombs to regain access to board windows.

    When ammo becomes a problem we will hit the box repeatedly to spawn Brutus until he drops another max ammo. This is a 50+ 4 player strategy. It can get quite intense after 40 when the windows breach. 4 players running trains in the cafeteria is awesome fun. You will piss yourself from laughing so hard.

    Cheers

  9. Round 50 buried WITHOUT a wonder weapon.

    I'll skip early round set up as it's not important having a bank, if you choose not to use the bank it don't matter anyway as buried is a point haven through chalks and other tid bits.

    Chalk your AN-94 next to the giants cage, you will be using this gun. Chalk the SUV next to speed cola this will be your high round bad boy.

    Perks are

    Quick revive

    Mule kick

    Juggernog

    Double tap.

    Weapons are

    AN-94 pap

    SUV pap

    And either mustang and Sally or RG MK2 I'll explain later

    Traps are trample steam built at the top of the stairs near the box spawn.

    Your round will start near the spawn box and this strategy is about spawn control. Wait for zombies to spawn until you feel uncomfortable. Make you way counter clockwise past the saloon, through the candy shop and into the court house. Once in the court house you want to place your trample steam on the right side in-between the chair and rail.

    Your train unloading spot will be bottom of stairs of the courthouse, when overrun you escape up the stairs continuing you counter clockwise route back to box spawn. If your out of AN-94 ammo it's right there, if your trample steam need replacing just jump up the stairs and grab another and fall down near jugg. If you have ammo of load your ammo into the train dropping down from the courthouse second floor. Don't stay hear too long.

    Continue to loop counter clockwise past the saloon and through the candy shop. This where the RG mk2 or mustang and Sally is important. You may get the odd walker to block your path exiting the candy shop.

    Back into the courthouse, place your trample steam to cover your right, and Headshot zombies coming through the courthouse entrance, once out of ammo or overun continue your ath up the stairs and grab your SUV ammo, drop down to mystery box spawn.

    Rinse and repeat

  10. I see topics by the same users, initially I think geeze not again. Almost to the point of putting them on my ignore list. Saying that every now and then there's some quality worth reading. I'm in no position to judge as I'm a reader, not a thread starter.

    At the end of the day, they keep the forum active during the off season and we can't e to critical I guess. I disagree with a few people but I respect their efforts in keeping the site active.

  11. Sorry, in my ramble I didn't talk too much about anticipation. I actually would not prefer to anticipate, I moreso look for wow factor and surprise apon release. I'd like this to continue after many games. How good would it be to play 100 games only to be thrown a surprise from left field.

    You think holy shit, what was that?

    So deep down, the winners of anticipation vs what's delivered are both tranzit and nuketown. These two still have me looking and asking for more. But really deep down all hope is lost I still play these two going into the game " ahh, we meet again" insert sinister laugh here.

  12. Anticipation for me was somewhat deflated being a ps3 player when it came to DLC seeing xbox users have had a month prior playing.

    Tranzit, I'll always have found memories from the first game I missed the bus only to being downed in the fog, not knowing what the he'll is going on. Then the mystery involved there after.

    Die rise, I hated this map with a passion. I even deranked due to my in ability to play it, funnily enough it's now the easiest map for me 50+ rounds. Go figure. Still don't like it though and I can't really explain why. Maybe it's the pain involved early in the piece before I developed a strategy.

    Motd, I really like this map. Loved the feeling about it and the atmosphere. It can be somewhat tedious setting up but my all time favourite map playing 4 player. I

    Buried, after hearing for a month from xbox users of how easy it was. I kinda lost interest before I even played it. After the first game I actually thought this was a hard map until I developed a zombie killing plan. I deadset refused to use the wonder weapon mostly because the annoying sound it makes. Saying that it's still an easy 40+ with wall guns.

    Origins, I liked the hype, I liked the intensity. However this map became repetitive moreso than any other map. It was great at first, now I refuse to play it. It's redicously easy if you have 4 players who can communicate. I'm sick of doing chores to kill zombies.

    Nuketown, I've gone against the grain. It's actually really good. It's eery, it's unpredictable. You don't know what to expect from game to game.

    Farm, town and bus depot, the was no hype whatsoever as i'v already played these maps in tranzit with subtle game functions.

    Greif, most probably the most hype and reward was in these maps. The game mode totally changed the map dynamics..

    PS, Motd and origins, I've never once played a solo game. So not taken into account in my comments

  13. ^^^^ it's a little glitchy, cruel, full on, frustrating, rewarding all in one. Without a doubt the best zombies game ever produced. It's the same for everyone, it teaches you mad zombie killing skills. Your game will improve tenfold, you will go bald and or grey in the process. It's the true hard core zombies and best of all it's a hardcore short format game.

    I recommend it to everyone. It will either make you or break you.

  14. I purchased a ps4 expecting big things, mostly for my kids to play games. Not one title done a thing for me. Maybe I'm just a 40 year old koot that can't learn new tricks. I actually hated zombies at first, I also hated multiplayer cod games. My son got me into zombies via a storyline, I never really understood it but researched zombies and learned a hell of a lot in the meantime, not so much story but how to actually play, I love it because it's simple yet hard and encourages you to become better.

    In saying that no 2014 games were worth the money spent as I only play bo2 and bo1 zombies.

  15. I don't want a second PAP. Too overpowered in my opinion. And not interesting.

    I liked the Acid gat kit from MOTD. Something like that is what I would prefer. Maybe increasing the damage slightly, but really just changing the use of the weapon. Stuff like that. Tactical uses make the game interesting...

    And obviously they couldn't make the effect unique on every single weapon, however, say there was a fire upgrade. Some good guns would have special tactical uses, like say a wildfire effect on zombies, while others would just shoot flaming bullets that burned a zombie to the ground. Some would have the same flaming bullet effect, but be stronger and burn the zombie faster.

    I did, accidentally traded my upgraded staff for the ballista once on a dig. Holds head in shame. Made the round redicously hard. Lol

     

     

    I don't want a second PAP, but I would like a PAP machine that would progressively give you better attachments. 

     

    Take the M16 for example: 

    Starts with a grenade launcher, PAP again and it swaps the grenade launcher for a galvanized-bayonet, again for a wonder waffe-mini (holds 3 shots, but will kill three at max zombies on any round), again to get an underbarrel ray gun (holds 20 shots, works like a regular ray-gun), again to get the max level: The thunder-buss: It launches a sound wave that blows zombies away like the thunder gun or subsurface resonator, but also only holds 3 shots, use them wisely. 

     

    Of course some weapons will not include this, like the Mustang and Sally, or the map's wonder weapon, or the ray gun.

     

     

    Consider this though.  What is the endgame of every single zombies map since Der Reise?  WonderWeapon, Ray Gun/M&S , point gun if you have MuleKick, and monkeys/gersch

     

     

    Nobody rocks The MTAR, KSG, and Ballista in Origins... Or the PM63, HS10, and FN FAL in Kino.  

     

    The point of a 2nd PaP in my explanation isn't to make it over powered and make 100 rounds easier (its already easy enough if you have the time and the right weapons)

    It is to have the 2nd PaP add enough to the other non WW type weapons so that they are still viable options albeit not as good as the WWs.  Just my opinion.

  16. To me the easiest map is the hardest to most, Shangri-La, it's the easiest to set up on, easiest to get high rounds on, MOTD without using this is kinda hard to me, but Shangri-La easiest map, even comparable to Ascension imo

    I feel like you're saying that just to get controversy and/or be hipster. Shangri-la is much harder then MOTD. There is no training spot on Shangri-la, at all. It's not possible for it to be easier then MOTD where you can revive yourself once every round....

    That reminds me of one of the funniest games I ever played, we went 45 four player Motd. One bloke had us in stitches from laughing for 6 hours straight. He had over 50 downs, the best being down in the acid trap then reviving himself in the acid trap. Couple of minutes later he'd be down again. He'd say " oooh' me claymore got me" haha! Made for a very hectic game. New Zealand players are good value for entertainment

  17. Where are the co-op leader boards, 2,3and 4 player. I've got some mates that go really high co-op, 100+ 2 player, 50+ 4 player on a few maps. Surely this is worthy of leader boards. Some of the best players I've played with don't play solo or do challenges. They are tacticians and team leaders.

  18. Great responses so far guys.  Hype train is already starting up.

     

    I would say, with how it seems to be popular among custom map players, There has to be some consideration of a true second pack-a-punch.  it should be expensive and difficult, but I think obviously the wonder weapons are going to be best, but i think it would be smart to add a second pack-a-punch, which could make a simple weapon feel very powerfull in high rounds.  I want treyarch to give me a reason to maybe hold on to a Spectre, or a PM63 or a SMR.  add an elemental effect or something else crazy/awesome looking and effective.  with the graphical capabilities of the new consoles, it could be really impressive.

     

    well thats my idea of the moment

    I like the idea, my twist would be have a readily available PAP from the start without jumping through hoops to activate or access it. The early rounds would go faster but players still need to be mindful of points as you can waste them at 4500 ammo refil. Don't change weapon damage so they still hit a wall round 40-50 depending on weapon of choice.

    Once at this stage you have the option of jumping through hoops to give these weapons elemental powers through attachments, when I say hoops I mean maybe each particular gun has a set method for individual elemental attachment upgrade.

    Still have one true wonder weapon per map, let the other players have the LITE version wonder weapon of there choosing

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