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GLITCHES/**COMPLETE WEAPON RATINGS** [UPDATED 5/23]
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GLITCHES/**COMPLETE WEAPON RATINGS** [UPDATED 5/23]Posted:
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Joined: May 16, 201014Year Member
Posts: 1,368
Reputation Power: 66
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WELCOME TO THE OFFICIAL TTG_PACK-a-PUNCH CALL OF THE DEAD THREAD WHERE ALL THE NEWEST INFORMATION ABOUT THE MAP WILL BE POSTED AND UPDATED DAILY YOU POST YOU, YOU WILL BE CREDITED
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George A. Romero wrote "Years ago I did research for a World War II movie. I came across some Nazi documents. I couldn't believe what I was reading. The coolest thing thing is? Some of that crazy $hit happened right here."
Easter Egg Hint from Treyarch's Jimmy Zelinksi
Treyarch's Jimmy Zelinksi wrote
"I will give a really vague tip, but it's very, very helpful, and that is just shoot everything, just shoot everything. If you do that and if you do that with a lot of different guns, your gunna find some very interesting things happen, that maybe you weren't expecting."
*GLITCHES*
mogblackops 5/22/2011
OGZxFTW 5/15/2011 On top of Stamin-Up and Deadshot
UGxiisB3AST 5/16/2011 Out of the Map Via Deadshot
Text Tutorial:
1. Have four players in the game
2. Have them hit one person onto the deadshot perk
3. Once you get up there jump onto the railing
4. Jump to the ground where I revived him
5. Go around the corner but do NOT pass where the guy dies in the video, its a death barrier.
6. Now you are out of the map! Enjoy!
5/13/2011- On Top of Deadshot Perk
(To do this you need have teamate knife you wit sickle as you jump up)
GuruKidHD 5/14/2011- Stair Ledge Barrier
OGZxFTW -5/9/11- Barrier Glitch *NEW*
TheCrazyInternet -5/7/11- Last Stand Glitch
EASTER EGG STEPS
STEP 1 Turning on the Power and the Vault Door
You must navigate to the boat and head to the very top and turn on the power. There are four blocked areas you must open. The boat (750), the boxes on the stairs (1250), and the door to the power switch (1000).
Flip the switch and then work your way to the bottom floor of the lighthouse building, not the lighthouse itself. You will then see a big vault looking door. Knife it until the old cast stop talking.
STEP 2 The Fuse
After knifing the door, head upstairs and look around the top floor room. You should see a fuse looking object.
It can spawn on the tables around you, and also beside a filing cabinet upstairs. Either place. Pick it up and take it back to the door. There is an electric panel box on the right side of the door, place the fuse here and it should be in place.
STEP 3 The Generators
After placing the fuse, knife the door again and wait for the generator behind you to glow red. There are four generators you have to disable. Semtex works, frags work, scavenger should work, crossbow works in three shots, but I find semtex to be best. I have noticed you have to hit the grenade inside the glowing red part most of the time. Occasionally it will just disable by hitting near it, but very rarely. Semtex is located on the far back area of the boat on the side of the doorway down to Juggernog.
-First generator is located right across from the vault door.
-Second is located off the railing of the boat if going towards boat from spawn.
-Third is located in between both parts of the ship.
-Fourth is located at the far back building behind the lighthouse, far back at the dock.
Once all four are disabled, head back to the vault door and knife it again.
STEP 4 Finding the Vodka (Co-op ONLY, if solo skip to step 5A.)
After disabling all four generators, you will be told by Nikolai to find a bottle of Vodka. There are four places where it can spawn (it will be at one of these):
-First place is where the two boats connect at the top railing where the boat has to be moved.
-Second place is on the railing that overhangs the wooden stairs near Quick Revive near the vault door.
-Third place is on top of the light house over hanging the zipline.
-Fourth place is located right near the second, except it is on the railing beside the random box spawn (you can knife and catch this one yourself).
If nobody catches it and it falls, you must find it again at one of the other three places. Once you have the Vodka, take it to the door and place it inside the sender tube on the left of the door.
STEP 5A The Submarine and Green Beam )
[CO-OP]you must activate four radios around the map in this order:
First below power room on a computer box.
Second in Stamin-up room on a barrel.
Third inside shipping container to the right at end of boat zipline.
Fourth in the room with the vault door on a cabinet.[CO-OP]
Then activate the wheel and levers like you would in step 5A if in solo.
Knife the door again and Richtofen will talk about a stiff golden rod. Head back to the boat where the power switch is.
Move the wheel twice clockwise so the brown handle is pointing at around five oclock. Move the left lever once and the right lever three times. Do nothing with the middle one (I don't think it can be moved anyway).
If done correctly, you will hear fog horns and a submarine will rise up to the right of the lighthouse and it will emit a green beam down into the lighthouse.
[CO-OP]First, you must enter a code into the four dials on each floor of the lighthouse. From top to bottom the colors are yellow, orange, blue, and purple. The way to solve the lighthouse puzzle is to enter the code 2746.
To obtain this code:
Press PURPLE until PURPLE is at the correct number.
Press ORANGE until BLUE is at the correct number (ORANGE does not effect PURPLE).
Press YELLOW until ORANGE is at the correct number (YELLOW does not effect BLUE or PURPLE).
You now have the bottom 3 numbers at the correct ratio from one another.
Press YELLOW until YELLOW is at the correct number, COUNT THE NUMBER OF TIMES YOUR PRESS YELLOW.
Press PURPLE the same number of times as you pressed YELLOW in.
Press BLUE until it is back at the correct number, PURPLE and ORANGE should now also be at the correct numbers.
Purple needs to be 6.
Yellow needs to be 2.
Orange needs to be 7.
Blue needs to be 4.
FOGHORNS
Need to be done in sequence
1) Pond on left hand side when looking down from lighthouse zipline
2) Down the ice slide then immediate right
3) On the ground on right hand side when looking down from lighthouse zipline
4) Ice slide again - but this time straight ahead behind a rock
This is the final step after the dial sequence which enables the green beam... [CO-OP]
STEP 6 The Golden Rod
Heres where luck comes in. If doing this Easter egg quickly, you shouldnt be very deep in the waves. You must keep progressing waves until you obtain the V-R11. The V-R11 doesnt need to be pack-a-punched. If you are having trouble surviving, check out the strategies further below.
Once you get the V-R11, you must transform a zombie into a human at the bottom of the lighthouse near the green light so that he is sucked into it. Crawlers will work for this.
While he is going up, shoot him and kill him with either Ray Gun, Scavenger, or Russian Dolls.
If done right, you will see him lay down while going up and then you may hear church bells and the golden rod will then appear floating at the bottom of the lighthouse green light. Take the rod and bring it to the tube where the vodka was inserted, wait a bit, then the fuse panel will spark, knife it, wait a little longer, then achievement unlocked!
You also get the Wunderwaffle DG-2 for the one who picks it up. An extra award is two gamer pictures, one of Nikolai and Takeo.
HERE IS A VIDEO OF THESE STEPS TAKING PLACE (BAD QUALITY)
You must navigate to the boat and head to the very top and turn on the power. There are four blocked areas you must open. The boat (750), the boxes on the stairs (1250), and the door to the power switch (1000).
Flip the switch and then work your way to the bottom floor of the lighthouse building, not the lighthouse itself. You will then see a big vault looking door. Knife it until the old cast stop talking.
STEP 2 The Fuse
After knifing the door, head upstairs and look around the top floor room. You should see a fuse looking object.
It can spawn on the tables around you, and also beside a filing cabinet upstairs. Either place. Pick it up and take it back to the door. There is an electric panel box on the right side of the door, place the fuse here and it should be in place.
STEP 3 The Generators
After placing the fuse, knife the door again and wait for the generator behind you to glow red. There are four generators you have to disable. Semtex works, frags work, scavenger should work, crossbow works in three shots, but I find semtex to be best. I have noticed you have to hit the grenade inside the glowing red part most of the time. Occasionally it will just disable by hitting near it, but very rarely. Semtex is located on the far back area of the boat on the side of the doorway down to Juggernog.
-First generator is located right across from the vault door.
-Second is located off the railing of the boat if going towards boat from spawn.
-Third is located in between both parts of the ship.
-Fourth is located at the far back building behind the lighthouse, far back at the dock.
Once all four are disabled, head back to the vault door and knife it again.
STEP 4 Finding the Vodka (Co-op ONLY, if solo skip to step 5A.)
After disabling all four generators, you will be told by Nikolai to find a bottle of Vodka. There are four places where it can spawn (it will be at one of these):
-First place is where the two boats connect at the top railing where the boat has to be moved.
-Second place is on the railing that overhangs the wooden stairs near Quick Revive near the vault door.
-Third place is on top of the light house over hanging the zipline.
-Fourth place is located right near the second, except it is on the railing beside the random box spawn (you can knife and catch this one yourself).
If nobody catches it and it falls, you must find it again at one of the other three places. Once you have the Vodka, take it to the door and place it inside the sender tube on the left of the door.
STEP 5A The Submarine and Green Beam )
[CO-OP]you must activate four radios around the map in this order:
First below power room on a computer box.
Second in Stamin-up room on a barrel.
Third inside shipping container to the right at end of boat zipline.
Fourth in the room with the vault door on a cabinet.[CO-OP]
Then activate the wheel and levers like you would in step 5A if in solo.
Knife the door again and Richtofen will talk about a stiff golden rod. Head back to the boat where the power switch is.
Move the wheel twice clockwise so the brown handle is pointing at around five oclock. Move the left lever once and the right lever three times. Do nothing with the middle one (I don't think it can be moved anyway).
If done correctly, you will hear fog horns and a submarine will rise up to the right of the lighthouse and it will emit a green beam down into the lighthouse.
[CO-OP]First, you must enter a code into the four dials on each floor of the lighthouse. From top to bottom the colors are yellow, orange, blue, and purple. The way to solve the lighthouse puzzle is to enter the code 2746.
To obtain this code:
Press PURPLE until PURPLE is at the correct number.
Press ORANGE until BLUE is at the correct number (ORANGE does not effect PURPLE).
Press YELLOW until ORANGE is at the correct number (YELLOW does not effect BLUE or PURPLE).
You now have the bottom 3 numbers at the correct ratio from one another.
Press YELLOW until YELLOW is at the correct number, COUNT THE NUMBER OF TIMES YOUR PRESS YELLOW.
Press PURPLE the same number of times as you pressed YELLOW in.
Press BLUE until it is back at the correct number, PURPLE and ORANGE should now also be at the correct numbers.
Purple needs to be 6.
Yellow needs to be 2.
Orange needs to be 7.
Blue needs to be 4.
FOGHORNS
Need to be done in sequence
1) Pond on left hand side when looking down from lighthouse zipline
2) Down the ice slide then immediate right
3) On the ground on right hand side when looking down from lighthouse zipline
4) Ice slide again - but this time straight ahead behind a rock
This is the final step after the dial sequence which enables the green beam... [CO-OP]
STEP 6 The Golden Rod
Heres where luck comes in. If doing this Easter egg quickly, you shouldnt be very deep in the waves. You must keep progressing waves until you obtain the V-R11. The V-R11 doesnt need to be pack-a-punched. If you are having trouble surviving, check out the strategies further below.
Once you get the V-R11, you must transform a zombie into a human at the bottom of the lighthouse near the green light so that he is sucked into it. Crawlers will work for this.
While he is going up, shoot him and kill him with either Ray Gun, Scavenger, or Russian Dolls.
If done right, you will see him lay down while going up and then you may hear church bells and the golden rod will then appear floating at the bottom of the lighthouse green light. Take the rod and bring it to the tube where the vodka was inserted, wait a bit, then the fuse panel will spark, knife it, wait a little longer, then achievement unlocked!
You also get the Wunderwaffle DG-2 for the one who picks it up. An extra award is two gamer pictures, one of Nikolai and Takeo.
HERE IS A VIDEO OF THESE STEPS TAKING PLACE (BAD QUALITY)
MY WEAPON RATINGS
This section is gunna be my personalized *WEAPON RATING* section. i will give a brief description of these weapons and following i will grade them based on certain subjects.Heres how the overall grades work...
A+ 95-100
A 90-94
B+ 85-89
B 80-84
C+ 75-79
C 70-74
D 65-69
F 0-64
Yes, this grading system can be very tough but its my personal system i add up the total grades and divide them by the total (basic percentages) out of 60 and thats the overall grade.
I will be adding your own grades that you give these weapons.
*IF THIS SECTION BECOMES POPULAR I WILL PUT MY RATINGS FOR ALL WEAPONS NOT JUST THESE THREE SO GIVE ME YOUR FEEDBACK*
SCAVENGER PaP "Hyena Infra-dead"
Personally i think that this is probably one of the best weapons in the game you can get. It does very well on ammo and the power in just one round is unbleivable. If your like me and run laps anywhere you can find them this gun is a must have for you to succeed. While running laps form rounds like 1-12 if you have a massive horde of zombies following you one shot form the Scavenger (not PaP'd) will wipe out just about everybody in that horde. And money is not an issue with this because its like a Gersch device where each kill = 50 points so you will have enough money to PaP in about 3 or 4 rounds with this. Now ive never been to any round above 28 on Call of the Dead but from rounds 15+ this gun PaP with a solid second weapon such as HK-11 is the ideal combo. Here are some videos of the Scavenger for those who haven't seen it...
My Grades (1-10)
Ammo: 8/10
Firepower: 10/10
Mobility: 7/10
Accuracy: 10/10
PaP'd: 9/10
Effectiveness: 9/10
Overall: 88 B+
V-R11
OK at first i thought this gun was terrible but after a few extra posts in this topic by some generous members it has been brought to my attention that this gun can be extremely useful for many things...When you shoot a teamate with this gun not PaP they become invincible for about 15 seconds so if your thinking whats the big deal think about it like this...Your on top of the lighthouse and you and your other 3 players are almost out of ammo you got one shot with the VR11 left you shoot your teamate and then now he tears through the zombies with his little bit of ammo left on round 22 and thanks to you your now living on another round. Now this gun PaP'd according to members is very good. Along with invincibility you get 30 seconds insta-kill so it is worth it to take this guna out of the box and to save up for a PaP.
My Grades (1-10)
Ammo: 6/10
Firepower: 7/10
Mobility: 8/10
Accuracy: 5/10
PaP'd: 9/10
Effectiveness: 10/10
Overall: C
Wunderwaffe DG-2
OK well this review is based on only the 5 times i got it in Call of the Dead and also based on previous W@W maps. The wunderwaffe is probably one of the best weapons in this game i would have to rate it a tiny bit lower than the Scavenger for one reason only and that is that the Wunderwaffe is alot easier to kill yourself with which sucks when you have it. Other than that this gun has everything you need to succeed in a zombie game it takes out a HUGE amount of zombies wiht one shot and when PaP'd you can't lose.Ammo wise its hard to grade so ill give it a 8/10 only because you have it till you run out of ammo but also max ammos refill it so i think an 8 is fair. Each zombie killed with this you get a good amount of points which also adds to the plus for this wepaon. check these vids then check my grades.
My Grades (1-10)
Ammo: 8/10
Firepower: 10/10
Mobility: 9/10
Accuracy: 9/10
PaP'd: Can't PaP (but if you could 10/10)
Effectiveness: 10/10
Overall:93 A
THOSE ARE MY GRADES FOR THE 3 MAIN SPECIAL GUNS TELL ME WHAT YOU GUYS THINK TAKE THESE FORMS COPY AND PASTE THEM INTO YOUR REPLY AND THEN RATE 1-10 AND ADD OTHER COMMENTS.
Scavenger
Ammo:
Firepower:
Mobility:
Accuracy:
PaP'd:
Effectiveness:
Overall:
Other Comments:
V-R11
Ammo:
Firepower:
Mobility:
Accuracy:
PaP'd:
Effectiveness:
Overall:
Other Comments:
Wunderwaffe DG-2
Ammo:
Firepower:
Mobility:
Accuracy:
PaP'd:
Effectiveness:
Overall:
Other Comments:
YOUR WEAPON RATINGS
I WILL KEEP ALL YOUR WEAPON RATINGS IN THIS SECTION SO COPY THE FORM IN THE ABOVE SECTION FILL IT OUT AND POST IT TO GET CREDITED IN THIS SECTION.
ArcHEnemYz wrote Thought I'd give you this bit on info on the guns...
Right now I'm ranked 24 in world, Round 46, so I know what I am talking about.
The scavenger is an AMAZING gun, 1 shot kill up to round 34 I believe, might be 33. 2 shot kill up to 42.
Doesn't matter if it's PAP or not, they both seem to do same damage like the thundergun, just more ammo.
V-R11 is the BEST WEAPON on the map and also the most helpful. Should have A+ rating, but everyone hates it and doesn't get it out of the box
1. It puts George back to sleep, which is VERY helpful, as something always gets him mad and can kill you very easy in the later rounds. It will make him go away for random amounts of time. Sometimes only 1/2 a round, but most of the time 1-2 rounds.
2. Acts as monkey bombs if used properly, you can't be close to the zombies tho, they will still chase you if you are closer than the target.
3. Once you into the higher rounds, 30+, and the scavenger and ray gun are barely working, you can give you partner insta kill and wipe out an entire group of zombies easy. It's your scavenger/thundergun in the later rounds.
Thanks
CALL OF THE DEAD ACHIEVEMENTS
-STAND IN- In Call of the Dead, send the crew to Paradise in solo or co-op. (35G)
-ENSEMBLE CAST- In Call of the Dead, send the crew to Paradise in co-op. (45G)
-STUNTMAN-In Call of the Dead, make a zombie explode using the V-R11. (20G)
-SHOOTING ON LOCATION-In Call of the Dead, kill 10 zombies with one Scavenger shot from over 100 feet away.(20G)
-QUIET ON THE SET-In Call of the Dead, cut the lights on the Director.(30G)
-ENSEMBLE CAST- In Call of the Dead, send the crew to Paradise in co-op. (45G)
-STUNTMAN-In Call of the Dead, make a zombie explode using the V-R11. (20G)
-SHOOTING ON LOCATION-In Call of the Dead, kill 10 zombies with one Scavenger shot from over 100 feet away.(20G)
-QUIET ON THE SET-In Call of the Dead, cut the lights on the Director.(30G)
EASTER EGG VIDEOS (UPDATED)
NGTzombies -5/4/2011- **COMPLETE EASTER EGG SINGLE PLAYER**
[b]CrazyVideosFTW -5/3/2011- George A. Romero Glitch (ZIPLINE)
CrazyVideosFTW -5/5/2011- ***3 GUN GLITCH***
TheSyndicateProject -5/3/2011- Easter Egg Radio #1
**WHAT IT SAYS**"log entry"(i think) 1-4-7-5 Date: October 1st, nineteen hundred forty five. DEEEEAR diary, as for the control group tests. they have been put on hold. Recently i have discovered that [someones name inaudible] has not been mass producing the DG-2 as he swore he would. If he wont move those plans forward, then i wont continue following his dream of an undead army!
He doesnt deserve his perch of power. He doesnt know what to do with it! I know just what to do with him. But ill take care of that little brat when i get the chance to......
TheSyndicateProject -5/3/2011- Easter Egg Radio #2
**WHAT IT SAYS** Log entry 1-4-7-1: date: september 2nd 1945. Dear diary, another day, another failure. This time subject N-3-W-E just slightly improved. The russian subject still smells like urine. even though he was given a bath and deloused TWICE. I think i might have killed the specimen from mexico. His spleen is on the floor and and he's not moving anymore. I can verify the surgeons [inaudible] that the barrier is not located in the spleen.
(static)Dr Maxis must continue no matter the cost. I wonder what he might think of the experiments on the little girl. HAHAHAHAHAHA. (*some sort of animal screech*) NIEN!!! drop that! Thats my (treat)?
TheSyndicateProject -5/3/2011- Easter Egg Radio #3
**WHAT IT SAYS** Entry 4172 Date : September 10th 1945. Dear Diary, today was a good day. The swelling has subsided, the ice helps. They made liverwurst for lunch. It was... I have still had no luck with programming any of the lights yet. Doctor Maxis. The key to unlocking the human mind will be more easily discovered of someone who isn't dead yet. I am not convinced. The army is stored until I can fix this, this trust. Oh. Apparently someone in security found a spy today, they are delivering him from Verruck.
TheSyndicateProject -5/3/2011- Easter Egg Radio #4
**WHAT IT SAYS** Entry 1474: Date, september 20th 1945: Dear diary! It would seem that the O.S.S realised that we have captured one of their spies. They tried to send a rescue team into verruct...... the first batch of test subjects (laughter)......I suspect that there are other more in the organization, Dr. Harvey ena, and Dr.Peter mccay to be precise. Dr Maxis......Any americans at route 935, no matter HOW much teams they get, stupid americans with their..APPLE PIES and..BASEBALL and..CHILDREN! (gibberish)..
TheSyndicateProject -5/3/2011- Easter Egg Radio #5
**WHAT IT SAYS**Log Entry 1473 Date- Semptember 17th 1940. DEEAR Diary, Todaay- Get your hands of me you damn dirty Nazi- *inaudiable* Freak* *Static* NoonNoo *Static* *Zombie r other animal screeches* *Static* Little Americas *static* I suppose this must be the place where *Inaudible* Time travel... *Static* Hit him again with a stick!
meatwagon22 -5/5/2011- Easter Egg Hunt *UP TILL GOLDEN ROD GREAT RUN THROUGH*
yoteslaya- 5/3/2011- How To Activate Secret Song
yoteslaya -5/4/2011- Green Beam of *FREEDOM*
yoteslaya -5/4/2011- GOLDEN ROD FINAL STEP **WUNDERWAFFE DG-2**
[b]yoteslaya -5/4/2011- NO 8th PERK!
GroovyDesigns wrote Love this Post
Perk List:
Speed Cola
Double Tap
Juganaut
Quick Revive
Stamin'Up
PHD Flopper
*New Deadshot Daiquiri Steady Aim [Gets Headshots on Zombie This helps to get more points out of the zombie, BUT this has no effect on killing george you still use the method to kill him]
Also When Killing George He releases Some sort of power ups may or may not be wunderwaffe dg2
*New Fog Horns
There are four fog horns near the base of the Light House near where the player can buy the AK74u. The first is located to the left of the door leading into the Light House's bottom floor, the second is located across from the door and near the edge of a small pool of water, the third is located just to the right of the slide exit (past the Speed Cola and Sickle) in a small cove and the final fog horn is located on the opposite side of the ice wall facing the slide exit. To use, press the action button (reload). Each has its own unique sound and, though still officially unconfirmed, are keys to the Ensemble Cast achievement.
Some cool images
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Rasta Zombie Lawl
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Group 935 logo?
Theory?????
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the loading screen seems to be a book page as does ascension etc.a nazi zombie book the next seems to be a jungle level maybe a sog compound like in the campaign and tunnels rat holes etc.
I check this out
Love the thread mate protect this info
CALL OF THE DEAD TRAILERS
CALL OF THE DEAD POSTER
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OK so if you look at this and if you have read the quote from Jimmy Zielenski in this post you will see for the Easter Egg shoot a lot of things with different weapons these might be the different weapons...Crossbow/Stakeout?/Death Machine/ and that is an AK-47u w/ grenade launcher.Also notice like in the Ascension poster where the rocket was the lighthouse is in this one so i think it will be an active part in this game. Any theories regarding this poster i will keep in this section so tell me what you think!
OK so if you look at this and if you have read the quote from Jimmy Zielenski in this post you will see for the Easter Egg shoot a lot of things with different weapons these might be the different weapons...Crossbow/Stakeout?/Death Machine/ and that is an AK-47u w/ grenade launcher.Also notice like in the Ascension poster where the rocket was the lighthouse is in this one so i think it will be an active part in this game. Any theories regarding this poster i will keep in this section so tell me what you think!
VR11 WONDER WEAPON SPECULATION
ok so you may or may not have heard about the new Wonder Weapon in Call of the Dead that apparently cures zombies into regular people again now this goes back to an eariler post of mine of double pack a punching thoeries heres the info of one new weapon i added called...
"Antitoxin"-The antitoxin gun is a break action air rifle firing a dart which must be individually cocked and loaded each shot. On firing the dart flies rapidly but visibly to the target which causes the zombie to collapse to the ground while the cure takes its effect, the cured zombie then awakens looking more normal and regains conscious thought. The cured zombie then attempts to escape the horde whereby you can escort them giving them passage to a safe door whereby you are awarded bonus $, or instead let the horde attack and eat the victim buying you time as their attention is diverted.
Zombie fodder is the same as antitoxin; however its fitted with an ACOC scope and its cure acts faster on the zombies well as giving the cured zombie more health when it awakes. Both guns hold 25 darts. (link to my double pack a punch page)
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Now that is a pretty accurate description of what i hope it does here's the video that i got from roberts on the site at about 1:00 you can see the new weapon in action curing a zombie.
I will keep any theories about this gun in this section.
"Antitoxin"-The antitoxin gun is a break action air rifle firing a dart which must be individually cocked and loaded each shot. On firing the dart flies rapidly but visibly to the target which causes the zombie to collapse to the ground while the cure takes its effect, the cured zombie then awakens looking more normal and regains conscious thought. The cured zombie then attempts to escape the horde whereby you can escort them giving them passage to a safe door whereby you are awarded bonus $, or instead let the horde attack and eat the victim buying you time as their attention is diverted.
Zombie fodder is the same as antitoxin; however its fitted with an ACOC scope and its cure acts faster on the zombies well as giving the cured zombie more health when it awakes. Both guns hold 25 darts. (link to my double pack a punch page)
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Now that is a pretty accurate description of what i hope it does here's the video that i got from roberts on the site at about 1:00 you can see the new weapon in action curing a zombie.
hockeyyeti14 wrote I noticed you still don't have the wonder weapon named. TTG_Crysis in a post said it is the VR11, and further provides evidence by referencing the Vril compound and Vril society which would link up to the weapons effects. Vril society is Nazi and the compound when written in a book in the 1890's was said to either be destructive or heal and reanimate the dead.
I will keep any theories about this gun in this section.
FULL WEAPONS LIST
Starting Weapons
M1911
Frag Grenades
Off-Wall Weapons
AK74u
M14
M16
MP5K
MP40
MPL
Olympia
PM63
Stakeout
Sickle
Semtex
Mystery Box Weapons
AUG w/ Swarovski Scope
Ballistic Knife
China Lake
Commando
Crossbow
CZ75 (with or without Dual Wield)
FN FAL
Famas
G11 w/ Low Power Scope
Galil
HK21
HS-10
L96A1
M72 LAW
Matryoshka Doll
Python
Ray Gun
RPK
Scavenger
SPAS-12
V-R11
Power-Up Weapons
Death Machine
Wunderwaffe DG-2
*NEW* Sniper SCAVENGER(info below)[/size][/b]
Sniper Info
All credit goes to me "Hawks484" for this and will report any threads that copy this exact info without credit!
M1911
Frag Grenades
Off-Wall Weapons
AK74u
M14
M16
MP5K
MP40
MPL
Olympia
PM63
Stakeout
Sickle
Semtex
Mystery Box Weapons
AUG w/ Swarovski Scope
Ballistic Knife
China Lake
Commando
Crossbow
CZ75 (with or without Dual Wield)
FN FAL
Famas
G11 w/ Low Power Scope
Galil
HK21
HS-10
L96A1
M72 LAW
Matryoshka Doll
Python
Ray Gun
RPK
Scavenger
SPAS-12
V-R11
Power-Up Weapons
Death Machine
Wunderwaffe DG-2
*NEW* Sniper SCAVENGER(info below)[/size][/b]
Sniper Info
Hawks484 wrote
First) I was looking at the video and thought that the sniper looked a lot like the mosin-nagant with a cold war era scope which would make sense since it was a Russian rifle and they're in Russia which would make sense.
Second) When it shot the muzzle flash looked blue, but it wasn't Pack-A-Punch'd in my opinion so maybe it's an experimental sniper rifle which would make it a second wunder weapon?
Third) When the player shoots the zombie the zombie starts to have electricity crackling around it's body and then after a few seconds the crackling spreads to the zombies around that zombie; my theory is that it shoots electricity and can spread within a few feet of an affected zombie and it slowly damages it.
All credit goes to me "Hawks484" for this and will report any threads that copy this exact info without credit!
TTG-iCuStOm wrote Take a look at this images. sorry for the bad quality I took it from my cell phone but I know you can take a picture with a better quality from the video. If you see where I mark that indicator is like a crossbow indicator.(I COULD NOT UPLOAD THE PICTURES DO TO AN INVALID FORMAT)
CALL OF THE DEAD PLOT
"It's anchors away for mayhem! In this epic tale of survival inspired by legendary writer and director George A. Romero, a group of four fearless explorers fight for their lives amidst an army of bloodthirsty Russian zombies. The story begins with our heroes stranded in the frozen wastelands of a forgotten Siberian outpost. On the hunt for the origins of the enigmatic Element 115, they head for the site of an ancient meteorite impact crater but their ship mysteriously runs aground. In the midst of a horrific snowstorm, our intrepid adventurers inadvertently unleash an unearthly horde of ravenous Zombies. From the island's deserted lighthouse to a shipwrecked ocean liner and a precarious zip-line in between, it's kill or be killed. And with shiploads of zombie Russian soldiers, scuba divers and sailors that rise out of the frozen ground and icy waters it's not going to be easy, especially considering the deadly surprise that one particular (and somewhat notable) Zombie has in mind."
CHARACTER PICTURES
CHARACTER PICTURES(WITH DESCRIPTION ALSO TAKEN BY ME FROM VIDEO)*INLCUDES WEPAONS PERKS CHARACTERS PICS*
NEW RAKE WEAPON
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JUGGER-NOG IS BACK!!!
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CALL OF THE DEAD ZOMBIES
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DOUBLE TAP PERK MAKES ITS RETURN
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ALL FOUR CHARACTERS FIRING
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DEATH MACHINE POWER UP
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NEW ZOMBIE MOST LIKELY SIMILAR TO DR. IN FIVE *SEEMS TO BE POWERED BY 115*
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NEW WEAPON LOOKS LIKE WONDER WEAPON!!!!!!!
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xHUxCrACkERx picture of new perk in bottom left
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JUGGER-NOG IS BACK!!!
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CALL OF THE DEAD ZOMBIES
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DOUBLE TAP PERK MAKES ITS RETURN
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ALL FOUR CHARACTERS FIRING
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DEATH MACHINE POWER UP
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NEW ZOMBIE MOST LIKELY SIMILAR TO DR. IN FIVE *SEEMS TO BE POWERED BY 115*
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NEW WEAPON LOOKS LIKE WONDER WEAPON!!!!!!!
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xHUxCrACkERx picture of new perk in bottom left
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SNOWHITER'S PICTURES who was generous enough to give them to me to post and also generous enough to sticky my post
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MY INTRO IDEA
- well one thing that i think is the main thing for this map will be that there will be an intro video of about probably 5 minutes where it shows one character at a time starting with one after the ship crashed roaming with his/her wepaon if it is the danny he will have both his machetes romaing around then he meets anohter character say the guy who plays freddy with his pitchfork then they finally see a zombie and kill him then after about two more zombies dead they start to be more careful then both of them are moving backwards next to each other and then bump into the other guy with the headband and all three are startled at each other but then talk and team up start fighting more zombies run across the ship then here doors get kicked open and then the girl will come out shooting a horde of zombies of about 20 behind her or so then the camera fades out and puts the four players to the respective characters and then the zombies killing proceeds with you now in control and then there you go...the start.
ESCALATION POSTER
ESCALATION TRAILER
ORIGINAL PICTURE OF CALL OF THE DEAD
ZOMBIE PRESTIGING
I will put any theories or ideas for Zombie Prestiging in this section i will be adding my own as well.
-My first one is i think that the higher levels you go you get more special privileges such as discounts on the box/PaP and off the wall guns.
Ok this was introduced to the site by Action credit to him for this video...
TheDrewski157-4/23/11- Leaked! Prestige in Zombies! Call of The Dead Exclusive with Escalation Gameplay
-My first one is i think that the higher levels you go you get more special privileges such as discounts on the box/PaP and off the wall guns.
Ok this was introduced to the site by Action credit to him for this video...
TheDrewski157-4/23/11- Leaked! Prestige in Zombies! Call of The Dead Exclusive with Escalation Gameplay
MY THEORIES / YOUR THEORIES
-Well as you can see in the picture of the map it seems to be taken from the outskirts of the map looking in, the main thing that catches your eye is the Lighthouse and you can see the light from the lighthouse but if you look on top of the lighthouse you are able to see the Mystery Box light so i assume thats where the first box location is.
-As for the characters i think that if you look at the poster you can see for each multiplayer map there is a different character in each so maybe those will be the new characters.
-Also i'm thinking that the lighthouse will be significant almost like the rocket in Ascension where once the power turns on the lighthouse turns on or something like that where there might be a series of steps to try and get the lighthouse working and then when you get it working its light points to a secret room or maybe the Pack-a-Punch room
-This is my newest theory and i will find some more information to back it up, i think the NOVA6 crawlers creepers beefers whatever you wanna call them will be back because by looking at the picture you can see that it looks similar to the campaign mission where its a shipwrecked boat where the NOVA6 was basically created.
-The above theory could help prove this one where if the map is where i tihnk it takes place the story will continue and tell how the NOVA6 crawlers were created because the map seems to be placed in the same spot where NOVA6 was created.
[spoil]
-As for the characters i think that if you look at the poster you can see for each multiplayer map there is a different character in each so maybe those will be the new characters.
-Also i'm thinking that the lighthouse will be significant almost like the rocket in Ascension where once the power turns on the lighthouse turns on or something like that where there might be a series of steps to try and get the lighthouse working and then when you get it working its light points to a secret room or maybe the Pack-a-Punch room
-This is my newest theory and i will find some more information to back it up, i think the NOVA6 crawlers creepers beefers whatever you wanna call them will be back because by looking at the picture you can see that it looks similar to the campaign mission where its a shipwrecked boat where the NOVA6 was basically created.
-The above theory could help prove this one where if the map is where i tihnk it takes place the story will continue and tell how the NOVA6 crawlers were created because the map seems to be placed in the same spot where NOVA6 was created.
[spoil]
StopThePro wrote I think the ship is the ship from "Project Nova", where they find Nova 6. Shame the characters aren't Dimitri or Reznov.. .
L96A1 wrote We are in ze German ice caps or we are in ze German Bases in the North pole. LETS KILL ZE ZOMBIES NOW!
Nice topic btw ;) I don't listen to theories but it's pretty good!
TTG_maarky_laad wrote this is a quick idea
ok insted of lunar landrs you have boats maybe
u have to get off the boat where it takes you flip a switch and you have to do like 3 or 4 switches crane comes gets power goto crane flip switch it put its arm into the wat pics up brige leads to the P-A-P or something i will update maybe if i think of something else
| || another thoght maybe there is like a under water passage to the pac-a-punch under water p-a-p
BTW nice post man deservs a sticky but dout it will since there is a good one all ready keep updating you never know....and heres your link for the death ray theory by TTG_maarky_laad TTG_maarky_laad death ray
zuumbo wrote Has anyone noticed that the player's screen, while in the water, will start to accumulate ice if left in the water too long. Noticed it in the InsiderXbox edition of Call of the Dead.
TTG-iCuStOm wrote in the video of inside xbox pause the video at 2:28 you will see new gun like a sniper that shoots something that it gave him a electricity shock, you see it flashing on the zombie
nicknitro wrote for my pic i think its a new weapon that teleports u or maybe a new form of gettin around the map
KRaYZieFooL wrote may i just include that when people say the 'death ray', it may not mean a new gun... this may be very far-fetched but anyways explaining my point is that there is a lighthouse on the new map and the rays of the lighthouse may be what makes the death ray so you may have to collect some sort of radioactive thing (NOVA 6 or something else) which causes the rays of the lighthouse to kill all zombies of that round or may uncover an easter egg like in ascension.
thanx for hearing my idea of the death ray everyone is talking about
StopThePro wrote From another thread:
A shipwrecked crew of fearless explorers are hopelessly stranded in a remote abandoned Siberian outpost. Their dream of discovering the true origins of the mysterious Element 115 unravels into a Hellish nightmare hosted by hordes of ravenous Zombies. Written by Anonymous
It's anchors away for mayhem! In this epic tale of survival inspired by legendary writer and director George A. Romero, a group of four fearless explorers fight for their lives amidst an army of bloodthirsty Russian zombies. The story begins with our heroes stranded in the frozen wastelands of a forgotten Siberian outpost. On the hunt for the origins of the enigmatic Element 115, they head for the site of an ancient meteorite impact crater but their ship mysteriously runs aground. In the midst of a horrific snowstorm, our intrepid adventurers inadvertently unleash an unearthly horde of ravenous Zombies. From the island's deserted lighthouse to a shipwrecked ocean liner and a precarious zip-line in between, it's kill or be killed. And with shiploads of zombie Russian soldiers, scuba divers and sailors that rise out of the frozen ground and icy waters it's not going to be easy, especially considering the deadly surprise that one particular (and somewhat notable) Zombie has in mind. Written by Anonymous
This is from imdb. I didn't find it: [ Register or Signin to view external links. ]
Notice the absence of Sarah Michelle Gellar from the lineup. I think it's bogus. But we'll see ;).
I want to see a harpoon gun! Haha. I hope there's new guns - to be fair I don't think that the Thundergun (Kino Der Toten) and the Matryoshka Dolls or the Gersch Device (Ascension) or the Winter's Howl (Five) are very good additions to the game. They just don't cut the chase for me. They're not as exciting as the DG - 2.
I've got a hunch that the Winter's Howl will make yet another appearance, seeing as it is an ice and snow level. Pretty disappointing really!
DailyTroll wrote Great post i think the lighthouse will be the pack-a-punch room
xHUxCrACkERx wrote [ Register or Signin to view external links. ]
Look in the bottom corner you can see the new perk please add to your post.
TTg_cntbanusall wrote maybe the george guy is the first node, he said that you can interact in diff. ways with him. also he said that thier is a notable zombie. or nodable meaning that you can start the nodes with him????? just a theory
demondays1 wrote Hey TTG Pack-A-Punch at the interview video of call of the dead i found a new gun and a new perk. Its around 2:27 - 2:29. to me the sniper is called (i think) "afk" and the perk looks like bouncing betties? i dont know but can you take the picture there and post it? and plz give me credit if i was the first to find this.
TTG_PACK-a-PUNCH wrote here it is thanks for giving me the time so everyone looking bottom left shows new perk and the character being played is using the new sniper
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TTGJac wrote hey i can confirm that the new perk is steady aim as if you pause the video when the fal is first being used then you can see that the players crosshairs arent as spread as they usually are. dont know if this has been mentioned but yea the new weapon looks like V-R11 and lovin this
i have marked out the cross hairs in the screenshot i took.
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D-Corb wrote i kept on watching the trailers over and over again. if you really look at it you can see the map is probally 2x bigger than ascension. like look at the flinger thing once you go on thhat the zombies take the zipline the zipline leads the zombies barley out of reach of your gun sight thats pretty damn far
owen509 wrote I think we may finaly have an a attachment machine or somthing?!
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That picture I see a silencer and somewhat of a sight?
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This picture I see a sight and a barrel drum. <3
Edit: Dual mag. [ Register or Signin to view external links. ]
I do not think this is a packapunch attactment because when it shows him shooting the hk no purple packapunch bullets come out .
VIDEOS
TheSyndicateProject-4/26/2011
[youtube]http://www.youtube.com/watch?annotation_id=annotation_491428&v=4rS4GdfVYnA&feature=iv[/youtube]
TheSyndicateProject-4/19/2011
TheSyndicateProject-4/19/2011
TheSyndicateProject-4/19/2011-*NOTICE IN THIS VIDEO TOWARDS THE END LOOKS LIKE SHIPWRECK THAT SEEMS TO BE A PART OF THE MAP*
Scotty2707- I TAKE NO CREDIT FOR FINDING THIS VIDEO ALL CREDIT GOES TO StopThePro IN A PREVIOUS POST...Pause at 3:07 and continue the video to the end and you will see the relation to Call of the Dead, also *this video is Der Riese from WAW not BO*
*VERY GOOD INFORMAITON*Goody27Modz-4/20/2011-NOTES*Pause at 0:33 those could be 3 of 4 new characters*other than that this is a very good video just found only 80 views right now so its fresh so check it out very good information
iiV1p4z-4/19/2011- Theory on new map layout very good theories and information
Jloves2game-3/10/11- This was made over a month ago but has all the hints in it from discovery that hint at zombies NOTES *THE ZOMBIE EXPERIMENTS 3/3 IS A BROKEN WINDOW SO THAT COULD BE THE NEW CHARACTER THAT "GOT OUT" OF THE ROOM AND IS ON THE RUN*
playthegameco-4/21/2011- *Call of the Dead Teaser Trailer* (im not sure or not if this is real looks like more like a homemade one a little bit but if it is real notice when he shoots towards the end he already has 3040 points and when he shoots he didn't hit anything because there is now +10 on it)
TTg_cntbanusall wrote DG-3 and a headshot perk? killls zombies in one hit if you hit them in the head?
ZOMBIE MAP TRANSLATIONS
-Nacht der untoten- Night of the Undead
-Verruckt- This means Crazy just this word alone but it has been used for this map as "Zombie Asylum"
-Shi No Numa- Zombie Swamp or Swamp of the Dead
-Der Riese- The Giant but commonly translated to "Zombie Factory"
-Kino Der Toten- Theater of the Dead
-Five-"self explanatory"
-Ascension- *NOTICE LETTER 7TH FROM THE LEFT IT IS THE SAME CHARACTER USED TO SIGNAL LUNAR LANDERS**AND WHEN THAT CHARACTER IS TRANSLATED TO ENGLISH YOU GET "DR."*
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-Call of the Dead-Aufruf der Toten
*THERE ARE ONLY 3 MAPS WITH ENGLISH NAMES FIVE/ASCENSION/CALL OF THE DEAD*
-Verruckt- This means Crazy just this word alone but it has been used for this map as "Zombie Asylum"
-Shi No Numa- Zombie Swamp or Swamp of the Dead
-Der Riese- The Giant but commonly translated to "Zombie Factory"
-Kino Der Toten- Theater of the Dead
-Five-"self explanatory"
-Ascension- *NOTICE LETTER 7TH FROM THE LEFT IT IS THE SAME CHARACTER USED TO SIGNAL LUNAR LANDERS**AND WHEN THAT CHARACTER IS TRANSLATED TO ENGLISH YOU GET "DR."*
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-Call of the Dead-Aufruf der Toten
*THERE ARE ONLY 3 MAPS WITH ENGLISH NAMES FIVE/ASCENSION/CALL OF THE DEAD*
NAZI ZOMBIES COMPLETE STORY (videos showing the story[/b])
MAJORITY OF CREDIT FOR THIS SECTION GOES TO TTG_maarky_laad
Killer Finland-7/19/09- Nazi Zombies: The Hidden Story
KillerFinland-9/22/09- Der Riese Part 1/2
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for some reason this video doesn't work in this thread so theres the link for it. sorry guys
KillerFinland-9/22/09- Der Riese Part 2/2
KillerFinland-11/23/2010- Kino der Toten Easter Egg Hunt
joecapps1127-8/14/09-CoD: WaW - Nazi Zombies Der Riese ALL RADIOS
if you like this topic please thank it and +rep is always welcomed
Killer Finland-7/19/09- Nazi Zombies: The Hidden Story
KillerFinland-9/22/09- Der Riese Part 1/2
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for some reason this video doesn't work in this thread so theres the link for it. sorry guys
KillerFinland-9/22/09- Der Riese Part 2/2
KillerFinland-11/23/2010- Kino der Toten Easter Egg Hunt
joecapps1127-8/14/09-CoD: WaW - Nazi Zombies Der Riese ALL RADIOS
if you like this topic please thank it and +rep is always welcomed
ALL PACK A PUNCHED GUNS NAME AND DESCRIPTION
Pistols
M1911 = Mustang & Sally- Becomes dual pistols that fire grenades semi-automatically.
Python = Cobra- Increased damage, recoil settles more quickly, each cylinder holds twice as many rounds.
CZ75 = Calamity- Increased damage, becomes full automatic, each mag holds an extra 5 rounds.
CZ75 Dual Wield = Calamity & Jane- Increased damage, both fire full-auto, both have 20 round mags, 0.5x more spare ammo.
Sub-Machine Guns
MPK5 = MP115 Kollider- Bigger Magazine, More Damage.
AK47u = AK74fu2- Custom Red Dot, Bigger Magazine, More Damage.
PM63 = Tokyo & Rose- Dual Wield.
Spectre = Phantom- Increased damage, gets a custom reflex sight, 1.5x mag size, holds more spare ammo.
MPL = MPL-LF- Bigger Magazine, Custom Red Dot.
MP40 = The Afterburner- 64 Round Magazine, Slight rate of fire increase, Increased damage.
Light Machine Guns
HK21 = H115 Oscillator- Increased damage, each mag holds 25 more rounds, extra 100 spare ammo.
RPK = R115 Resonator- Increased damage, increased rate of fire, 0.25x extra rounds per mag, 0.25x extra spare rounds.
Assault Rifles
M16 = SkullCrusher- Increased damage, gets an underbarrel grenade launcher (has 9 grenades), becomes full-auto.
M14 = Mnesia- Doubled Magazine, Higher Damage, gains grip.
Famas = G16-GL35- Gets a custom red dot sight, increased damage, each mag holds 1.5x more ammo.
Galil = Lemantation- Increased damage, gets a custom red dot sight, almost double spare ammo.
AUG = AUG-50M3- Increased damage, adds a Masterkey attachment (shotgun, with 6 shells loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
Commando = Predator- 40 Round magazine, 320 Carried ammo, Dual Mags, Damage Increase.
FN FAL = EPC WN- Gets a custom red dot sight, increased damage, fires in 3-round bursts, each mag holds 1.5x more ammo, double spare ammo.
G11 = G115 Generator- Increased damage, fully automatic, scope has no sway any more.
Shotguns
Olympia = Hades- Higher Power, Longer Range, Incendiary Rounds.
SPAZ-12 = SPAZ-24- Increased damage, increased rate of fire, faster reload speed (the reload animation loads all 24 shells by only putting in one), holds 3x as many shells, holds 3x more spare ammo.
HS10 = Typhoid & Mary- Increased damage, becomes dual HS-10s, both reload faster, each holds a couple more rounds than the regular HS-10 and spare ammo becomes a little more than doubled.
Stakeout = Raid- Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip.
Sniper Rifles
Dragunov = D115 Disassembler- Increased damage, scope now has variable zoom.
L96A1 = L115 Isolator- Increased damage, scope now has variable zoom.
Launchers
China Lake = China Beach- Increased damage, faster reload speed (the reload animation only requires reloading one grenade and 5 will be loaded), holds 5 rounds, double spare ammo.
M72 LAW = M72 Anarchy- Increased damage, now holds 10 rockets at once firing semi-auto with 2x spare ammo.
Special Weapons
Winters Howl = Winters Fury- Bigger Magazine, Longer Freeze Time, Increased damage.
Ray Gun = Porters X2 Ray Gun- Damage doubled, Spare ammo increased, Magazine capacity doubled.
Thundergun = Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot.
Ballistic Knife = The Krause Refibrillator- Increased damage, now holds 9 spare blades, shooting a downed ally with it will revive them (instant revival upon being hit).
Scavenger - New Explosive Sniper This new explosive sniper rifle is called the Scavenger. It shoots rockets and is bolt action. When upgraded, it is renamed the Hyena Infra-dead.
V-R11 - A.K.A. "Wonder Weapon" or "Humangun" This mystery weapon, known as the V-R11 cures zombies and turn them into humans. The other zombies will then kill these cured zombies. When Pack-a-Punched, it is renamed to the V-R11 Lazarus. The V-R11 has Siberian camo and the number 87 written on its side.
Wunderwaffe DG-2 The Wunderwaffe DG-2 is obtained by completing the Original Characters Trapped Easter Egg. You cannot Pack-a-Punch it and you will lose it once you run out of ammo. You can get a max ammo for it however
Crossbow = Awful Lawton- Increased damage, now the rounds fired will attract zombies (just like Monkeys, though these explosive bolts explode a little sooner).
M1911 = Mustang & Sally- Becomes dual pistols that fire grenades semi-automatically.
Python = Cobra- Increased damage, recoil settles more quickly, each cylinder holds twice as many rounds.
CZ75 = Calamity- Increased damage, becomes full automatic, each mag holds an extra 5 rounds.
CZ75 Dual Wield = Calamity & Jane- Increased damage, both fire full-auto, both have 20 round mags, 0.5x more spare ammo.
Sub-Machine Guns
MPK5 = MP115 Kollider- Bigger Magazine, More Damage.
AK47u = AK74fu2- Custom Red Dot, Bigger Magazine, More Damage.
PM63 = Tokyo & Rose- Dual Wield.
Spectre = Phantom- Increased damage, gets a custom reflex sight, 1.5x mag size, holds more spare ammo.
MPL = MPL-LF- Bigger Magazine, Custom Red Dot.
MP40 = The Afterburner- 64 Round Magazine, Slight rate of fire increase, Increased damage.
Light Machine Guns
HK21 = H115 Oscillator- Increased damage, each mag holds 25 more rounds, extra 100 spare ammo.
RPK = R115 Resonator- Increased damage, increased rate of fire, 0.25x extra rounds per mag, 0.25x extra spare rounds.
Assault Rifles
M16 = SkullCrusher- Increased damage, gets an underbarrel grenade launcher (has 9 grenades), becomes full-auto.
M14 = Mnesia- Doubled Magazine, Higher Damage, gains grip.
Famas = G16-GL35- Gets a custom red dot sight, increased damage, each mag holds 1.5x more ammo.
Galil = Lemantation- Increased damage, gets a custom red dot sight, almost double spare ammo.
AUG = AUG-50M3- Increased damage, adds a Masterkey attachment (shotgun, with 6 shells loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
Commando = Predator- 40 Round magazine, 320 Carried ammo, Dual Mags, Damage Increase.
FN FAL = EPC WN- Gets a custom red dot sight, increased damage, fires in 3-round bursts, each mag holds 1.5x more ammo, double spare ammo.
G11 = G115 Generator- Increased damage, fully automatic, scope has no sway any more.
Shotguns
Olympia = Hades- Higher Power, Longer Range, Incendiary Rounds.
SPAZ-12 = SPAZ-24- Increased damage, increased rate of fire, faster reload speed (the reload animation loads all 24 shells by only putting in one), holds 3x as many shells, holds 3x more spare ammo.
HS10 = Typhoid & Mary- Increased damage, becomes dual HS-10s, both reload faster, each holds a couple more rounds than the regular HS-10 and spare ammo becomes a little more than doubled.
Stakeout = Raid- Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip.
Sniper Rifles
Dragunov = D115 Disassembler- Increased damage, scope now has variable zoom.
L96A1 = L115 Isolator- Increased damage, scope now has variable zoom.
Launchers
China Lake = China Beach- Increased damage, faster reload speed (the reload animation only requires reloading one grenade and 5 will be loaded), holds 5 rounds, double spare ammo.
M72 LAW = M72 Anarchy- Increased damage, now holds 10 rockets at once firing semi-auto with 2x spare ammo.
Special Weapons
Winters Howl = Winters Fury- Bigger Magazine, Longer Freeze Time, Increased damage.
Ray Gun = Porters X2 Ray Gun- Damage doubled, Spare ammo increased, Magazine capacity doubled.
Thundergun = Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot.
Ballistic Knife = The Krause Refibrillator- Increased damage, now holds 9 spare blades, shooting a downed ally with it will revive them (instant revival upon being hit).
Scavenger - New Explosive Sniper This new explosive sniper rifle is called the Scavenger. It shoots rockets and is bolt action. When upgraded, it is renamed the Hyena Infra-dead.
V-R11 - A.K.A. "Wonder Weapon" or "Humangun" This mystery weapon, known as the V-R11 cures zombies and turn them into humans. The other zombies will then kill these cured zombies. When Pack-a-Punched, it is renamed to the V-R11 Lazarus. The V-R11 has Siberian camo and the number 87 written on its side.
Wunderwaffe DG-2 The Wunderwaffe DG-2 is obtained by completing the Original Characters Trapped Easter Egg. You cannot Pack-a-Punch it and you will lose it once you run out of ammo. You can get a max ammo for it however
Crossbow = Awful Lawton- Increased damage, now the rounds fired will attract zombies (just like Monkeys, though these explosive bolts explode a little sooner).
THIS POST HAS BEEN UPDATED DAILY WITH NEW THEORIES/VIDEOS ETC.. SINCE I POSTED IT AND I WILL CONTINUE TO TILL THE MAP COMES OUT AND FURTHER BEYOND THAT
*NEW*COMPLETE WEAPON RATINGS LIST *EVERY GUN*
HANDGUNS
M1911
Ammo: 6/10
Firepower: 6/10
Mobility: 10/10
Accuracy: 8/10
PaP'd: 6/10
Effectiveness: 5/10
Overall: 68 D
PYTHON
Ammo: 7/10
Firepower: 8/10
Mobility: 9/10
Accuracy: 7/10
PaP'd: 6/10
Effectiveness: 8/10
Overall: 75 C+
CZ75
Ammo: 7/10
Firepower: 7/10
Mobility: 10/10
Accuracy: 8/10
PaP'd: 9/10
Effectiveness: 8/10
Overall: 82 B
SHOTGUNS
OLYMPIA
Ammo: 5/10
Firepower: 6/10
Mobility: 6/10
Accuracy: 4/10
PaP'd: 5/10
Effectiveness: 5/10
Overall: 52 F
STAKEOUT
Ammo: 7/10
Firepower: 7/10
Mobility: 6/10
Accuracy: 6/10
PaP'd: 6/10
Effectiveness: 7/10
Overall: 65 D
HS-10
Ammo: 7/10
Firepower: 6/10
Mobility: 7/10
Accuracy: 5/10
PaP'd: 5/10
Effectiveness: 7/10
Overall: 61 F
SPAS-12
Ammo: 6/10
Firepower: 7/10
Mobility: 6/10
Accuracy: 7/10
PaP'd: 7/10
Effectiveness: 7/10
Overall: 67 D
SUB-MACHINE GUNS
AK74u
Ammo: 8/10
Firepower: 8/10
Mobility: 8/10
Accuracy: 8/10
PaP'd: 9/10
Effectiveness: 8/10
Overall: 82 B
MP5K
Ammo: 6/10
Firepower: 6/10
Mobility: 10/10
Accuracy: 8/10
PaP'd: 7/10
Effectiveness: 7/10
Overall: 73 C
MPL
Ammo: 6/10
Firepower: 5/10
Mobility: 10/10
Accuracy: 6/10
PaP'd: 5/10
Effectiveness: 5/10
Overall: 62 F
PM63
Ammo: 6/10
Firepower: 5/10
Mobility: 9/10
Accuracy: 6/10
PaP'd: 5/10
Effectiveness: 4/10
Overall: 58 F
SPECTRE
Ammo: 6/10
Firepower: 6/10
Mobility: 9/10
Accuracy: 8/10
PaP'd: 5/10
Effectiveness: 6/10
Overall: 67 D
LAUNCHERS
CHINA LAKE
Ammo: 7/10
Firepower:6/10
Mobility:7/10
Accuracy:4/10
PaPd:4/10
Effectiveness:4/10
Overall: 52 F
M72 LAW
Ammo:5/10
Firepower:7/10
Mobility:5/10
Accuracy:6/10
PaPd:6/10
Effectiveness:6/10
Overall: 58 F
CROSSBOW
Ammo:6/10
Firepower:7/10
Mobility:6/10
Accuracy:8/10
PaPd:8/10
Effectiveness:7/10
Overall: 70 C
SNIPERS
DRAGUNOV
Ammo:7/10
Firepower:7/10
Mobility:6/10
Accuracy:10/10
PaPd:6/10
Effectiveness:6/10
Overall: 70 C
L96A1
Ammo:8/10
Firepower:6/10
Mobility:5/10
Accuracy:10/10
PaPd:7/10
Effectiveness:6/10
Overall: 70 C
LIGHT MACHINE GUNS
HK21
Ammo:10/10
Firepower:9/10
Mobility:6/10
Accuracy:8/10
PaPd:9/10
Effectiveness:9/10
Overall: 85 B+
RPK
Ammo:9/10
Firepower:8/10
Mobility:8/10
Accuracy:7/10
PaPd:8/10
Effectiveness:8/10
Overall: 80 B
ASSAULT RIFLES
M14
Ammo:6/10
Firepower:6/10
Mobility:7/10
Accuracy:8/10
PaPd:6/10
Effectiveness:6/10
Overall: 65 D
M16
Ammo:7/10
Firepower:8/10
Mobility:8/10
Accuracy:9/10
PaPd:8/10
Effectiveness:8/10
Overall: 80 B
MP40
Ammo:7/10
Firepower:7/10
Mobility:7/10
Accuracy:8/10
PaPd:8/10
Effectiveness:7/10
Overall: 73 C
AUG
Ammo:8/10
Firepower:7/10
Mobility:8/10
Accuracy:9/10
PaPd:8/10
Effectiveness:8/10
Overall: 80 B
COMMANDO
Ammo:8/10
Firepower:8/10
Mobility:8/10
Accuracy:8/10
PaPd:8/10
Effectiveness:9/10
Overall: 82 B
FN FAL
Ammo:7/10
Firepower:7/10
Mobility:8/10
Accuracy:8/10
PaPd:7/10
Effectiveness:7/10
Overall: 73 C
FAMAS
Ammo:6/10
Firepower:7/10
Mobility:8/10
Accuracy:8/10
PaPd:7/10
Effectiveness:7/10
Overall: 72 C
G11
Ammo: 7/10
Firepower:6/10
Mobility:6/10
Accuracy:9/10
PaPd:7/10
Effectiveness:7/10
Overall: 70 C
GALIL
Ammo:9/10
Firepower:9/10
Mobility:7/10
Accuracy:8/10
PaPd:10/10
Effectiveness:9/10
Overall: 87 B+
WONDER WEAPONS[color]
[color=darkred]SCAVENGER PaP "Hyena Infra-dead"
Personally i think that this is probably one of the best weapons in the game you can get. It does very well on ammo and the power in just one round is unbleivable. If your like me and run laps anywhere you can find them this gun is a must have for you to succeed. While running laps form rounds like 1-12 if you have a massive horde of zombies following you one shot form the Scavenger (not PaP'd) will wipe out just about everybody in that horde. And money is not an issue with this because its like a Gersch device where each kill = 50 points so you will have enough money to PaP in about 3 or 4 rounds with this. Now ive never been to any round above 28 on Call of the Dead but from rounds 15+ this gun PaP with a solid second weapon such as HK-21 is the ideal combo. Here are some videos of the Scavenger for those who haven't seen it...
My Grades (1-10)
Ammo: 9/10
Firepower: 10/10
Mobility: 8/10
Accuracy: 10/10
PaP'd: 9/10
Effectiveness: 10/10
Overall: 93 A
V-R11
OK at first i thought this gun was terrible but after a few extra posts in this topic by some generous members it has been brought to my attention that this gun can be extremely useful for many things...When you shoot a teamate with this gun not PaP they become invincible for about 15 seconds so if your thinking whats the big deal think about it like this...Your on top of the lighthouse and you and your other 3 players are almost out of ammo you got one shot with the VR11 left you shoot your teamate and then now he tears through the zombies with his little bit of ammo left on round 22 and thanks to you your now living on another round. Now this gun PaP'd according to members is very good. Along with invincibility you get 30 seconds insta-kill so it is worth it to take this guna out of the box and to save up for a PaP.
My Grades (1-10)
Ammo: 7/10
Firepower: 7/10
Mobility: 9/10
Accuracy: 6/10
PaP'd: 9/10
Effectiveness: 10/10
Overall: 80 B
Wunderwaffe DG-2
OK well this review is based on only the 5 times i got it in Call of the Dead and also based on previous W@W maps. The wunderwaffe is probably one of the best weapons in this game i would have to rate it a tiny bit lower than the Scavenger for one reason only and that is that the Wunderwaffe is alot easier to kill yourself with which sucks when you have it. Other than that this gun has everything you need to succeed in a zombie game it takes out a HUGE amount of zombies wiht one shot and when PaP'd you can't lose.Ammo wise its hard to grade so ill give it a 8/10 only because you have it till you run out of ammo but also max ammos refill it so i think an 8 is fair. Each zombie killed with this you get a good amount of points which also adds to the plus for this wepaon. check these vids then check my grades.
My Grades (1-10)
Ammo: 8/10
Firepower: 10/10
Mobility: 9/10
Accuracy: 9/10
PaP'd: Can't PaP (but if you could 10/10)
Effectiveness: 10/10
Overall:93 A
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#2. Posted:
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What's the additional info? All i see is two pictures ive seen plenty of other times in other posts and a video ive seen about 3 times now... Also posted many time before!
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#3. Posted:
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Pretty good post since you have updated it.
Last edited by DGAF ; edited 1 time in total
Last edited by DGAF ; edited 1 time in total
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#4. Posted:
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im sorry about tht i accidentaly hit submit instead of preview so i didnt put it in but now its in
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#5. Posted:
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were did you get the trailor from?
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#6. Posted:
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TTG_PACK-a-PUNCH wrote im sorry about tht i accidentaly hit submit instead of preview so i didnt put it in but now its in
there is a picture of the same thing on another post before yours.. it also stated the same exact theories
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#7. Posted:
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Your-Bad wrote were did you get the trailor from?
Im pretty sure he got the trailer from the COD website...
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#8. Posted:
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PureSKL32 wroteTTG_PACK-a-PUNCH wrote im sorry about tht i accidentaly hit submit instead of preview so i didnt put it in but now its in
there is a picture of the same thing on another post before yours.. it also stated the same exact theories
well i didnt see it cause i literally just did this now ive been at a gig for about 6 hours before this so if your implying i copied it well then
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#9. Posted:
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PureSKL32 wroteYour-Bad wrote were did you get the trailor from?
Im pretty sure he got the trailer from the COD website...
actually i got it form youtube just type in escalation map pack and it should be first one
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#10. Posted:
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TTG_PACK-a-PUNCH wrotePureSKL32 wroteYour-Bad wrote were did you get the trailor from?
Im pretty sure he got the trailer from the COD website...
actually i got it form youtube just type in escalation map pack and it should be first one
k lol and guess what it was posted by CallofDuty
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