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    Wednesday, July 22, 2020

    Call of Duty Zombies It's going to happen eventually

    Call of Duty Zombies It's going to happen eventually


    It's going to happen eventually

    Posted: 22 Jul 2020 09:07 AM PDT

    I cri every time

    Posted: 21 Jul 2020 06:00 PM PDT

    Sorry to interrupt :)

    Posted: 22 Jul 2020 05:16 AM PDT

    Guys I found a really cool Easter egg/ secret on this map where you can see the moon off in the distance

    Posted: 22 Jul 2020 10:06 AM PDT

    Never Train In This Room AGAIN!

    Posted: 22 Jul 2020 10:32 AM PDT

    When was this possible

    Posted: 22 Jul 2020 10:51 AM PDT

    Would’ve been my best clutch

    Posted: 22 Jul 2020 05:15 AM PDT

    Appreciation post: can we take a second and think about how wonderful this whole series is?

    Posted: 22 Jul 2020 07:34 AM PDT

    It's over a decade old and yet we all still love the first maps that came out and play them all the time. Sure there are a few hiccups and bad maps/mechanics here and there but what series spanning this much time isn't gonna have a few dents?

    I personally first played Kino at a friends house when it was first released back in 08 and we instantly fell in love with it. I remember thinking that if we turned on power we won the game, then thinking it was if we teleported, then it was if we collected all the tapes. Of course we eventually learned that there is no escape, no winning, only a slow grind to your inevitable death.

    But holy what an amazing grind that is! Sometimes you can't help but laugh when you get windmilled round 2 and go down. Sometimes you wanna cry because you just killed yourself trying to get a carpenter drop at round 49.

    Haven't played much BO4, I'll admit it. However, I think BO3 is an absolute masterpiece of a game. Some of the best remasters that have ever occured in video game history in Chronicles (rip Mob and Call tho am I right?). Some wild and fun maps like Der Eisen or Gorod or Shadows.

    It just runs so well and so flawlessly; its visually gorgeous and the controls feel tight and so good. There's a couple bugs or glitches sprinkled in but if you're just playing normally you don't see any 99% of the time.

    All in all Zombies is such an amazing experience and it's absolutely a comfort game for me (ironically) where I go to sit back and train some idiots before mowing them all down with a PaP LMG, or flinging them everywhere with a thundergun, or watching them vaporize into a mist with Scavenger.

    My god what a series.

    submitted by /u/SuitsAndStripes
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    Perk bottles I’ve had made. Got them up to windows wine. Got coloured caps to go on just having trouble capping them properly !

    Posted: 22 Jul 2020 03:33 AM PDT

    Which of the following maps do you think is the most overrated?

    Posted: 22 Jul 2020 08:19 AM PDT

    Verrückt: The tightest zombie map of all time (A retrospective from somebody who owns every version but the OG)

    Posted: 22 Jul 2020 10:15 AM PDT

    This isn't going to be nearly as long as the Nacht Der Untoten retrospective simply because I don't need to spend nearly as much time on the "first time experience" section of the post. Either way, here we go with me guessing what the average player's first-time experience was like!

    It's early 2009 and you've been playing Nacht Der Untoten for a few months now. The replayability of the map is still strong and a trailer for the next map drops, you are pumped and can't wait for a new map! The trailer not only advertises things like traps and the need to turn on the power but also perks in the form of the now-iconic soda machines. You have an idea as to what to do in order to play this map to it's fullest and you fork up 15$ to play it, maybe even completely ignoring the multiplayer maps that come with it.

    The DLC is downloaded, you gather up your friends that you made playing online matches of Nacht with, and you boot up the match.

    Rather than a cutscene greeting you, you are shown a loading screen that gives you a layout of the map, where the perks and traps are, and where to turn on the power to gain access to them, along with photos of said perk machines.

    Finally, the map loads in and there's a 50/50 chance that the first thing you realize is that your friend spawned in another room that you can't even access yet. It's a 100% chance if you're playing with 3-4 players. This immediately communicates to you and your teammates that this is going to be a lot harder than Nacht simply because of this predicament at the beginning of the game. The players may have Juggernog and Quick Revive as soon as they startup, but they are useless until they turn on the power.

    But that's okay, all you have to do is just meet each other in the middle and turn on the power at the other end of the map, right? After that, it'll be a lot easier with perks and traps, right? You assume that that's how it's gonna go, but things haven't gone to complete shit quite yet.

    The separated players make their way past the first door/couch and the player(s) on the left are greeted with an MP-40 wall buy, the first accessible traps, a Bouncing Betties wall buy, and Double-tap Rootbeer. whereas the players on the left are greeted with a Thompson wall buy, a Double-Barreled Shotgun wall buy, and a grenade wall buy.

    Moving past those rooms buy opening a door on the left and clearing a couch on the right, the players on the left are granted an STG-44 wall buy, a BAR wall buy, and a view of the random weapons box as they are merely one door away from turning on the power. Players on the right side are granted a TrenchGun wall buy, The BAR wall buy, a Bouncing Betties wall buy, and their first accessible trap, only accessible by turning on the power, of course.

    Moving past that, on the left side, we have the power room which has the power switch (obviously) and the random weapons box. On the right side, players are cursing the RNG for putting them on the right side of the map because they still have 2 doors to open before reaching the power and reuniting with their teammates, but besides that, they have access to Speed-Cola, another grenade wall buy, and the Sawed-Off Double-Barreled Shotgun.

    Finally, after all the trouble of getting to the switch, the players are reunited, whether they buy the last 2 doors or they take the long way around now that the spawn door separating them is opened is entirely up to them.

    The most frustrating part of the map is out of the way now. Now it's time to buy some perks and get some guns out of the box.

    Since the players have likely seen the trailer, the first perk they buy is likely Juggernog if they have the points. After that, Speed-Cola, then Double-Tap Rootbeer, and finally Quick-Revive. Players are stronger, faster, and more supportive of each other than ever before and they are ready to take on the map. Oh, how foolish they are to think it got any easier.

    During their quest to turn on the power and get perks, the players likely encountered the map's exclusive zombie type, the sprinter. A zombie fast enough to outrun the player if they themselves do not sprint. These zombies on a map as tight as this make for huge trouble as the rounds progress.

    As if that wasn't bad enough, the moment the players open the box however many times it decides is too much, A teddy bear pops up and raises up into the ceiling, taking the box with it. For a first time experience, the player(s) would assume that the box just disappeared from the game indefinitely, but if they survived long enough, they may be able to find out that the box merely moved to a random location.

    Regardless of how the first game went, whether you and your friends die before you reach the power or you walk into your own trap and cost yourself/your friends the game, the thing that makes Verrückt the Hardest map in WAW is its tightness. No map is quite as tight as Verrückt and it may in fact be the hardest map of all time. If not, then it's still certainly up there.

    Another thing that makes the first few rounds of Verrückt hard is the fact that the people that spawn on the right side of the 2 spawn areas with the American wall weapons and Quick Revive are at an immediate disadvantage. On the left spawn room, you have the Kar98K and the Gwere-43 and on the right spawn room, you have the Springfield and the M1-Garand, there is a BAR Wall buy in a small room, but you can only access that buy if you fork up a total of 3250 points, and ain't nobody doing that. The wall weapons on the right spawn room are drastically inferior to the weapons on the left spawn room due to the Springfield not having as high of a headshot multiplier as the Kar98K and the M1-Garand having less overall ammo than the Gwere-43. The perk machines don't really affect the spawn rooms as they don't work until you turn the power on, but if power wasn't a thing and players had immediate access to them, it would just favor the left spawn room even more because of Jugg and people would constantly be restarting until they got on the side with Jugg. But, that's a nonexistent problem with the map because the power switch is a thing on this map, thank God.

    The one-sided nature of Verrückt doesn't just end there, the problem continues until the power is reached and it makes playing a solo match very uninteresting because you're just going to restart the game until you get the side that has Jugg.

    Right now, it sounds like I don't like Verrückt, but I do believe it's a good map.

    One of the things Verrückt does well that no other zombies map does after it is creepiness and fucked up imagery. If Nacht Der Untoten is like Night of the Living Dead by George Romero in terms of atmosphere and ambiance, then Verrückt is like a SAW movie in tone and visuals. This map is gory, very, very gory. Limbs are everywhere, blood is painted all over the walls, and if gore doesn't set the tone well, then the creepy noises you here certainly do. Babies, grown men, women, all of these voices you hear are the voices of people screaming for their lives as they are brutally tortured/dissected alive. There are even interactives that make creepy noises, like the doctor's chair in the left spawn room allowing you to hear more screams from people being tortured. The map is creepy and just very unsettling to look at, whether it be the constant brutality splattered across the walls and floors or just the burning trees out in the fog where zombies spawn.

    There is one problem that TheSmithPlays brought up in his video on Verrückt, however. The problem being the voice-acted marines. The marines actually talk on this map, and rather than solidifying the feeling of uneasiness that the map exudes on its own by commenting on how hopeless the situation constantly looks, they straight up destroy the illusion. It would've been better if they just didn't speak at all because they constantly sound way to confident in their ability to kill and survive. It clashes harshly with the tone of the map and it's why I think Nacht is scarier.

    But in the end, gameplay either makes the map or breaks it, so how does it play?

    I've already mentioned the fact that Verrückt's spawn system favors the players that spawn on the Left way too much, but the concept of multiple players spawning on two different sides of the map adds great minor chaos for the early game and it plays best when there are only 2 people in the game as they can only rely on themselves until they turn on the power. Or the RNG decides to put them in the same spawn room, but you can just restart the game if you want to go through the trouble of making things interesting. It's a great concept, I just wish it was better implemented.

    Besides that, the map has 2 floors that make the general shape of a square or rectangle with other smaller rooms to give the players just enough breathing room to make the map playable. And that's where we get into the main part of this retrospective.

    Verrückt is hard because it suffocates you worse than any other map like it. There is not a single good training spot on this map. Yes, you can probably make the room with the Thompson wall buy work on the higher rounds when zombies are at a fast but consistent speed, but even that requires more focus than any other training spot in Zombies history. Camping on this map is also not a very viable option, at least not camping in a single spot. Again, you can probably make the left corner of the room with the staircase and the Thompson wall buy work with Bouncing Betties to save you if zombies get too close, but even that won't save you forever. No, your only reliable source of getting to high rounds is the electric traps.

    The traps do infinite damage to zombies and, while the traps can hurt you, if there are no zombies to deal extra damage to you, you can walk right into them with Jugg and recover quite nicely. The problem lies with how many there are and where they are. There are 2 electric traps on this map, that's right, only 2. And they are at complete opposite ends of the map. This means that every time the electric trap you used is on cooldown, you have to run around to the opposite side of the map, this wouldn't be a problem if the map wasn't so tight. But it is, and every cramped room you enter to get to that other trap is a potential death sentence.

    Another thing that makes Verrückt's tightness the most difficult thing to manage when surviving is when you need to get a weapon from the box. This map introduced the dreaded Teddy Bear, the thing every box-whore dispises, and while I like the idea of giving players an incentive to not hog the game's gambling machine and to give other players a chance at a good weapon, I don't like that it was introduced on this map because of its cramped nature. Some of the box locations are just questionable and poorly thought out as well, tucked away in small rooms that the player just won't notice unless they somehow found the time to search for the box thoroughly.

    The sprinter zombies are also a death sentence on this map. They constantly force you to sprint and you have even less time to put them down than the basic runners. Stamin-up would've been a perfect perk for a map like this because it would not only give you an alternative to Quick-Revive in a game where it's useless on solo, but it would also make dealing with sprinter zombies much easier. I love the idea of introducing a zombie that can outrun the player's casual speed, I just wish it was on a different map because of how tight it is and the fact that stamin-up wasn't a thing yet.

    The last thing I should touch upon is the 4 OG perks that were introduced on this map. Juggernog, Quick-Revive, Speed-Cola, and Double-Tap Rootbeer.

    Jugg is a no brainer in every game and on every map it's in, Speed-Cola is a great perk, especially with LMGs with slower reload times, Double-Tap benefits weapons with slower rates of fire, like the Browning, the BAR, and the MP-40 but it's more of a detriment if you have guns like the Thompson,
    the MG-42, and the PPSH-41, and Quick Revive is the last perk you get in WAW because it just makes reviving teammates quicker and nothing else, so you don't even bother getting it on solo. It seems like a sin to criticize these perks in any way, but I wish 3arch had more time to develop perks like Mule Kick and Stamin-up, as they would be no brainers on the WAW engine where speed and firepower are a big issue. But, TBF, this was the first maps these first perks were introduced on, so I can't be too harsh on it for having a lack of variety.

    Overall, Verrückt is an improvement over Nacht from a gameplay standpoint, but it doesn't have the same fear that Nacht has simply because of the marines ruining the tone. It is also, quite possibly, the hardest map of all time, still having little to work with but super tight spaces, 2 traps, and small buffs you can give yourself with perk machines. Other than that, my closing statement is that Verrückt walked so that Shi No Numa and Der Riese could run.

    I decided to give a score to each map that I make a retrospective on. So my final rating for Nacht Der Untoten is a solid 7/10, with Verrückt tying it.

    See you all with Shi No Numa.

    submitted by /u/rEdDiTmOmEnT57
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    *PC BO3* Does anyone know how to get the keybinds for fast_restart to save in the keybinds folder?

    Posted: 22 Jul 2020 11:06 AM PDT

    I always have to enter my keybinds in for fast_restart everytime i load up black ops 3. Is there anyway they could save and I never have to mess with it again? If im not being clear please tell me in the comments and ill elaborate. Thanks

    submitted by /u/Rodz_US
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    der eisendrache boss fight

    Posted: 22 Jul 2020 10:48 AM PDT

    whats the strat? me and my friend have died 3 times on the part where dogs and panzers are spawning whilst the keeper is there and honestly i have no idea what to do there

    submitted by /u/SeriouslyBadArtist
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    Unpopular opinion: Without considering Easter Eggs, Shadows of Evil is the best BO3 zombies map

    Posted: 22 Jul 2020 10:48 AM PDT

    Does anyone else get sad when they see this?

    Posted: 21 Jul 2020 07:05 PM PDT

    Day 28 - Rose Thorns Rosé $4000 "Till death!"

    Posted: 21 Jul 2020 07:10 PM PDT

    Ah, Call of the Dead. Just as how I remember it.

    Posted: 21 Jul 2020 07:01 PM PDT

    Tranzit yay or nay?

    Posted: 22 Jul 2020 11:49 AM PDT

    Disputing some popular community statements

    Posted: 22 Jul 2020 09:16 AM PDT

    "Black Ops III is too ez"

    1. It blows my mind that people cite gobblegums for this, because they are completely optional. Obviously megas can break the game but no one is forcing you to use them, I put over a hundred hours into the game before using a single one. If difficulty is something that actually bothers u, then the solution is self control
    2. widows wine isn't op. stop. perks in general are just unbalanced AF. theres a reason why jug is a mandatory perk, and speed cola / double tap are almost always selected. all 3 of them are universally powerful perks that help you in any situation. widows wine is just another strong perk, i mean come on what are the alternatives? quick revive if you're a shit player in solo, quick revive if your friends are shit, mule kick is bad, electric cherry isnt great, and deadshot is useless. like its the obvious pick for your fourth slot, and no one is rushing for widows wine FIRST PERK HURRY GET WIDOWS WINE! because it is outshined by jug
    3. "double pack and op wonder weapons make getting to high rounds too easy!" wtf. all it does it cut back on the tedium. in older games you ONLY use the wonder weapon (or maybe m+s with phd) and the optimal strategy is to use fucking traps or reroll the box everytime u run out of ammo. that is monotonous cancer. alchemical antithesis just cuts out that waste of time, and double pack just adds weapon variety.

    (people that say bo1 is the best game)

    1. this is just nostalgia bias, like i honestly cant fathom any other explanation. Bo3 chronicles literaly includes almost every map from Bo1 with the exception of five and COTD, AND improves upon them. then theres also the fact that bo3 has 5 other maps and custom zombies to further stack up against its competitors. i mean the argument can be made for bo2 if u really like the maps since nuke, die rise, tranzit, buried, and mob arent seen anywhere else, but for bo1 i dont see it

    "revelations sucks because its too easy"

    1. ZOMBIES IS TOO EASY. oh boo hoo u have the apothican AND the thundergun, woah, almost like it would have been just as fuckin easy to hit high rounds with only one of those guns...buried is probably the easiest map ever made yet i hardly see it get shat on for its difficulty. some maps are easy, some maps are slightly less easy

    "phd would make mob too easy"

    1. i got 2 problems with mob. one, the training spots suck cock and treyarch trolled the community by adding a GOOD spot (bridge) with major drawbacks (no drops and brutus spam); two, the vitrolic is a glitchy piece of shat. PHD would fix the VW and make the experience better, plus the best part is that phd would be a completely OPTIONAL perk (woah, so u can choose to kill yourself with the weapon if thats your cup of tea). saying phd would make the map too easy is retarded because the map already provides infinite quick revives in the form of afterlife.
    2. also, phd should have just came standard with die rise, tranzit, and mob. could have negated fire damage on tranzit/green run survival maps; negated full damage on die rise; and fixed VW on mob.
    submitted by /u/pcgamereater
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    Best Bo4 Aether map?

    Posted: 22 Jul 2020 09:09 AM PDT

    Found this outside my house this morning, do I open it? Made by me and my Partner, was good fun

    Posted: 21 Jul 2020 09:20 PM PDT

    The zombie was just chilling R.I.P

    Posted: 21 Jul 2020 09:06 PM PDT

    Guess I am done playing

    Posted: 21 Jul 2020 08:24 PM PDT

    Best Bo4 Chaos map?

    Posted: 22 Jul 2020 09:08 AM PDT

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