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    <title>Community: Message List</title>
    <link>http://community.activision.com/index.jspa?view=discussions</link>
    <description>Most recent forum messages</description>
    <language>en</language>
    <pubDate>Tue, 27 Sep 2011 17:06:23 GMT</pubDate>
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    <dc:date>2011-09-27T17:06:23Z</dc:date>
    <dc:language>en</dc:language>
    <item>
      <title>Re: How God damn long does it take?!?!?!?!??</title>
      <link>http://community.activision.com/message/105859424?tstart=0#105859424</link>
      <description>&lt;!-- [DocumentBodyStart:71360136-4017-4075-a7aa-0bf075776823] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;blockquote class="jive-quote"&gt;&lt;p&gt;NickZombie wrote:&lt;/p&gt;&lt;p style="min- padding: 0px;"&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;I'd like to see number of downs too.&amp;#160;&amp;#160; Doesnt mean jack sh1t if you got to round 30 if you went down 20 times.&lt;/p&gt;&lt;/blockquote&gt;&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:71360136-4017-4075-a7aa-0bf075776823] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 17:06:23 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105859424?tstart=0#105859424</guid>
      <dc:date>2011-09-27T17:06:23Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
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    <item>
      <title>Re: Crossbow and dogs in Moon?</title>
      <link>http://community.activision.com/message/105859420?tstart=0#105859420</link>
      <description>&lt;!-- [DocumentBodyStart:0dd276e8-985b-4e8f-b1e3-c001b6d4b214] --&gt;&lt;div class="jive-rendered-content"&gt;There are Dogs on Area 51, and is there really no crossbow on Moon? Huh, never noticed.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:0dd276e8-985b-4e8f-b1e3-c001b6d4b214] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 17:05:48 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105859420?tstart=0#105859420</guid>
      <dc:date>2011-09-27T17:05:48Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
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    <item>
      <title>Re: You know your team sucks when...</title>
      <link>http://community.activision.com/message/105859416?tstart=0#105859416</link>
      <description>&lt;!-- [DocumentBodyStart:22d70c79-625e-4cdf-bd89-76dd7aef4601] --&gt;&lt;div class="jive-rendered-content"&gt;When you are playing with three H@RDC00re 10-yr olds who just bought the map pack, not thinking to at least play it once on Solo to learn the basic layout, months after it came out. When you play with kids who throw grenades through their windows on round 2 and that will take your kill if you haven't killed him already. Those people who hide in the corners with all their points waiting for you to buy the 1250 door after you just bought the first two so they can spend all their points and still not come out with anything better then a FAL. That one lucky kid who actually gets a Ray Gun and still manages to go down, trash talking you because you did not cover him and threats to leave if you don't risk your life to save you because he all-of-a-sudden doesn't have anymore points for Juggernog. And worst of all, those damn people who have a guest AND NO MIC.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:22d70c79-625e-4cdf-bd89-76dd7aef4601] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 17:03:34 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105859416?tstart=0#105859416</guid>
      <dc:date>2011-09-27T17:03:34Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: How God damn long does it take?!?!?!?!??</title>
      <link>http://community.activision.com/message/105859402?tstart=0#105859402</link>
      <description>&lt;!-- [DocumentBodyStart:dabb4af6-7149-4797-b1c3-35ac72cbb252] --&gt;&lt;div class="jive-rendered-content"&gt;Zombie servers are terrible. They most promote 90% + of them to Multiplayer. The least they could do is add a search preference to find players with mics or who are around your skill level, because I usually find a bunch of guests who have only made it to round 13.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:dabb4af6-7149-4797-b1c3-35ac72cbb252] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 16:55:20 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105859402?tstart=0#105859402</guid>
      <dc:date>2011-09-27T16:55:20Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
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    <item>
      <title>Re: TREYARCH IS NOT GOING TO FIX THE LEADERBOARDS.</title>
      <link>http://community.activision.com/message/105859396?tstart=0#105859396</link>
      <description>&lt;!-- [DocumentBodyStart:1f90f012-6e93-48f1-a7e5-0a1945860e6d] --&gt;&lt;div class="jive-rendered-content"&gt;Classic Treyarch, not fixing a problem that doesn't break the game. Seriously through, screw you, I play Zombies competitively and aside from taking a picture of the Game Over screen with my iPhone when I end with a bang I can't usually can't broadcast my advances. The leaderboards need a seriously overhaul, and people like you who don't give a damn are the problem. We already know its possible to record headshots, solo scores, gibs, lifetime points and kills, etc, but they don't need to if half the community can't get past round 20 and don't care.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:1f90f012-6e93-48f1-a7e5-0a1945860e6d] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 16:52:29 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105859396?tstart=0#105859396</guid>
      <dc:date>2011-09-27T16:52:29Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: When problems exist, why do may say more to another game?</title>
      <link>http://community.activision.com/message/105858879?tstart=0#105858879</link>
      <description>&lt;!-- [DocumentBodyStart:a4b43980-48e5-44ea-94ef-9b40c8b99aec] --&gt;&lt;div class="jive-rendered-content"&gt;Try out Red Orchestra 2: Heros of Stalingrad. Excellent game that trumps W@W, just without Nazi Zombies.&lt;br/&gt;
&lt;br/&gt;
Edit: I know you may not want to switch out of W@W, but Treyarch simple gave up on it. Sad knowing BO will end the same way, most likely.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:a4b43980-48e5-44ea-94ef-9b40c8b99aec] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 06:24:33 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105858879?tstart=0#105858879</guid>
      <dc:date>2011-09-27T06:24:33Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: **"ORIGIN" Zombie Map Idea**</title>
      <link>http://community.activision.com/message/105858874?tstart=0#105858874</link>
      <description>&lt;!-- [DocumentBodyStart:8cfb3534-bd81-43c1-8479-290f60681c82] --&gt;&lt;div class="jive-rendered-content"&gt;I fine-tuned some ideas, mainly the post regarding the rotating hallway. I'll keep my eye on this thread and return every so often to tweak it.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:8cfb3534-bd81-43c1-8479-290f60681c82] --&gt;</description>
      <pubDate>Tue, 27 Sep 2011 06:13:55 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105858874?tstart=0#105858874</guid>
      <dc:date>2011-09-27T06:13:55Z</dc:date>
      <clearspace:dateToText>1 year, 7 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: **"ORIGIN" Zombie Map Idea**</title>
      <link>http://community.activision.com/message/105801763?tstart=0#105801763</link>
      <description>&lt;!-- [DocumentBodyStart:efd324d4-daff-46e7-9698-acd9abf6e9e7] --&gt;&lt;div class="jive-rendered-content"&gt;Bump for good measure.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:efd324d4-daff-46e7-9698-acd9abf6e9e7] --&gt;</description>
      <pubDate>Sun, 04 Sep 2011 22:37:15 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105801763?tstart=0#105801763</guid>
      <dc:date>2011-09-04T22:37:15Z</dc:date>
      <clearspace:dateToText>1 year, 8 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: Spielzeit *A MUST READ TOPIC*</title>
      <link>http://community.activision.com/message/105801292?tstart=0#105801292</link>
      <description>&lt;!-- [DocumentBodyStart:b56a1f85-86b3-4a9c-86bb-12b470b5dff3] --&gt;&lt;div class="jive-rendered-content"&gt;I love imagining a carnival post-nuclear blast with zombies roaming around. Even though it doesn't really fit the story, it sounds like fun. Good post.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:b56a1f85-86b3-4a9c-86bb-12b470b5dff3] --&gt;</description>
      <pubDate>Sun, 04 Sep 2011 20:31:52 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105801292?tstart=0#105801292</guid>
      <dc:date>2011-09-04T20:31:52Z</dc:date>
      <clearspace:dateToText>1 year, 8 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: **"ORIGIN" Zombie Map Idea**</title>
      <link>http://community.activision.com/message/105801284?tstart=0#105801284</link>
      <description>&lt;!-- [DocumentBodyStart:35cba609-7cb8-4b17-a668-e943f446fbb1] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;blockquote class="jive-quote"&gt;&lt;p&gt;XxlilmayanboyxX wrote:&lt;/p&gt;&lt;p style="min- padding: 0px;"&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;The only thing I don't like is the updated Pack-A-Punch&lt;/p&gt;&lt;/blockquote&gt;&lt;br/&gt;
&lt;br/&gt;
That was necessary so the Accessorizer would be more useful and worth the risk of losing your gun for upgrades. I didn't make sense to me that some guns got sights, under-barrels, etc and some did not.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:35cba609-7cb8-4b17-a668-e943f446fbb1] --&gt;</description>
      <pubDate>Sun, 04 Sep 2011 20:28:53 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105801284?tstart=0#105801284</guid>
      <dc:date>2011-09-04T20:28:53Z</dc:date>
      <clearspace:dateToText>1 year, 8 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: **"ORIGIN" Zombie Map Idea**</title>
      <link>http://community.activision.com/message/105801271?tstart=0#105801271</link>
      <description>&lt;!-- [DocumentBodyStart:26009ac7-f583-4334-b10b-f33b038d8e97] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;blockquote class="jive-quote"&gt;&lt;p&gt;-jameslieb1- wrote:&lt;/p&gt;&lt;p style="min- padding: 0px;"&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;You have some good ideas, but I think the pro perks should be:&lt;br/&gt;
&lt;br/&gt;
Jugger-Nog Pro: Faster health recharge.&lt;br/&gt;
Speed Cola Pro: Faster weapon swapping.&lt;br/&gt;
Double Tap Root Beer Pro: Faster bullet movement and deeper bullet penetration.&lt;br/&gt;
Quick Revive Pro: In last stand, more health, access to both weapons, faster movement, and no health lost from moving.&lt;br/&gt;
PHD Flopper Pro: No flinching when hit.&lt;br/&gt;
Stamin-Up Pro: Unlimited sprint.&lt;br/&gt;
Deadshot Daiquiri Pro: Faster ADS.&lt;br/&gt;
Mule Kick Pro: Able to hold one extra lethal grenade, one extra tactical grenade, and one extra Claymore.&lt;/p&gt;&lt;/blockquote&gt;&lt;br/&gt;
&lt;br/&gt;
I was struggling with this area of the post, deciding wether or not to make these upgrades very beneficial or a nice little bonus. But considering that you are not only paying double the amount of the perk, having to find the upgrade, and it does not upgrade all the perks in all the timezones, I think for the most part I will stick with what I got. However, I can't believe I didn't think of that extra Claymore for Mule Kick&amp;#160; &lt;img ___jive_emoticon_name="laugh" class="jive_macro jive_emote" jivemacro="emoticon" src="/images/emoticons/laugh.gif"/&gt; I'll mess around with those upgrades in a moment.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:26009ac7-f583-4334-b10b-f33b038d8e97] --&gt;</description>
      <pubDate>Sun, 04 Sep 2011 20:24:41 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105801271?tstart=0#105801271</guid>
      <dc:date>2011-09-04T20:24:41Z</dc:date>
      <clearspace:dateToText>1 year, 8 months ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
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    <item>
      <title>**"ORIGIN" Zombie Map Idea**</title>
      <link>http://community.activision.com/message/105801168?tstart=0#105801168</link>
      <description>&lt;!-- [DocumentBodyStart:4ac046fb-2da8-40ff-a955-a2e9b0644e82] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;span style="font-size:200%;"&gt;&lt;em&gt;With the recent release of Moon, a lot of people have been wondering where Zombies is going from here. Below is an idea I'm proposing to the community and Treyarch to get the creative juices flowing. There is a lot of content here and I will not be providing a TLDR, so try to actually read instead of just skimming through the post.&lt;/em&gt;&lt;/span&gt;&lt;br/&gt;
&lt;br/&gt;
&lt;em&gt;The Earth lies in ruin. The undead scourge has consumed everything in its path; hope is all but lost. The only way to save Mankind is to return to the past and prevent this disaster from ever happening again.&lt;/em&gt;&lt;br/&gt;
- Single-Player Description&lt;br/&gt;
&lt;br/&gt;
&lt;span style="text-decoration:underline;"&gt;&lt;strong&gt;&lt;span style="font-size:150%;"&gt;Story Ark:&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
Dempsey, Nikolai, Takeo and Richtofen had barely managed to escape from the moon after assisting Maxis in the destruction of Earth. Now a desolate and inhabitable environment, the four heroes are the sole survivors of the human race. Richtofen knows the only way to reverse this unfortunate event is to return to the past to prevent this all from ever happening. The only known way to travel through time is by discharging a Wunderwaffe blast into the power source for the teleporter devices, the Nexus under the Der Riese site. The team must return to the dreaded factory which has changed much since their last encounter and activate the Nexus, or Mankind is doomed.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="text-decoration:underline;"&gt;&lt;strong&gt;&lt;span style="font-size:150%;"&gt;Timezones:&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
Players begin at present day, the world is inhabitable and the suits they used on Moon are required to survive. Players will spawn with a small capsule device that acts as a personal teleporter. With them being all linked together, every three rounds all players will be teleported to a different timezone. All timezones are looped, but they loop in a random order. Hidden radios, specific weapons, and other easter eggs are spread through out the timezones, (for example, Wonder Weapons are exclusive to each timezone with the exception of the Ray Gun, which is acquirable by a single player in all timezones) Timezones can be distinguished by the weather conditions. There will be six timezones total, which I will list below:&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Spawn Timezone:&lt;/strong&gt; The timezone at the beginning of the match. The stars are clearly visible, similar to Area 51 after the Earth is nuked. The Crematory is exclusive to this timezone. The Nexus has suffered damage from all the recent chaos, but is intact. Space Helmets must be worn to survive outside of the main compound.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Winter Timezone:&lt;/strong&gt; The entire map is covered in heavy snowfall. Snow falls plentifully, but does not obscure the players vision as much as it does in Call of the Dead. The Winter&amp;#226;&amp;#8364;&amp;trade;s Howl is exclusive to this timezone.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Sunset Timezone:&lt;/strong&gt; The Sun hangs over the horizon, the sky is partly cloudy. This is early in the compound&amp;#226;&amp;#8364;&amp;trade;s development, the surrounding area is still somewhat under construction.&amp;#160; The Shrink Ray is exclusive to this timezone.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Storm Timezone:&lt;/strong&gt; The sky is blackened and there is heavy rain and winds. The Scavenger is exclusive to this timezone.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Eclipse Timezone:&lt;/strong&gt; Directly after the struggle at Der Riese in 1945, it is deep in the night and there is an eclipse in the sky. The Wunderwaffe DG2 is exclusive to this timezone.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Apocalypse Timezone:&lt;/strong&gt; Sometime is the future, the sky is dark gray and it pours down ash. The compound has suffered extreme damage with the Nexus being the only surviving machinery, no power to perks or traps will be available and Space Helmets are required in every part of the zone. The Thunder Gun is exclusive to this timezone.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;&lt;span style="font-size:150%;"&gt;Basic Map Layout:&lt;/span&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br/&gt;
Players begin similar to Moon, on the spawn of Der Riese near the teleporter. Most of the nearby walls of fallen, given the players a little more breathing room. Power is barely registering, players will not be able to Pack-a-Punch yet. No windows are active in this area, zombies will spawn in every direction. Players must hold out with their pistols for four entire rounds, and when round five begins the Mainframe will shoot electricity into the sky and Richtofen says to escape to the teleporter.&lt;br/&gt;
&lt;br/&gt;
Once the team teleports, they will arrive in a different random timezone at the base of the Nexus. From here, I will allow Treyarch to build the compound themselves, for each zombie map has a pretty standard layout. Below you can find some specific ideas that I would like to see incorporated.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;&lt;span style="font-size:150%;"&gt;Service Machines&lt;/span&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br/&gt;
&lt;strong&gt;The Accessorizer 9001:&lt;/strong&gt; This device resembles an oversized slot machine, the three slots showing different attachments. Players insert weapon into the machine (similar to Pack-a-Punch) for 3000 points, pull the lever to activate the machine, and the weapon will have a chance to earn three random attachments (a stock attachment, a sight attachment, and a magazine attachment). Depending on the weapon, it can add a Red-Dot sight, Reflex sight, Telescopic Sight, Duel Mags, Extended Mags/Round Drum, a Masterkey,&amp;#160; Flamethrower, Grenade Launcher, a Grip, Speed Reloader, etc to the weapon. Not all attachments are available for every weapon. Players can place their weapon into the machine a second time if they wish to change attachments, however they cannot chose the attachments the machine provides. Players also have the chance to earn a Jack Pot, where they get a golden camo added to the weapon as well as an extra 5000 points and the demonic announcer will say: &amp;#226;&amp;#8364;&amp;oelig;Hehe, we have a winner!&amp;#226;&amp;#8364;&amp;#157;. However, players also have a chance to earn a 'Blackout', where the machine will just take the weapon without returning it and the announcer will cry out: &amp;#226;&amp;#8364;&amp;oelig;Hahaha, better luck next time!&amp;#226;&amp;#8364;&amp;#157;.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Pack-a-Punch (UPDATED):&lt;/strong&gt; Weapons that become Pack-a-Punch&amp;#226;&amp;#8364;&amp;trade;d no longer have weapon attachments, such as Red-Dot/Reflex sights, Duel Mags, etc. Weapons only become more powerful, have larger magazines, and contain more ammo.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;The Vault:&lt;/strong&gt; Costs 2500 points to place any weapon into this machine. The machine will store the weapon, and can be retrieved for an additional 2500 points. Weapons inside the Vault can be retrieved at any time, and stay inside the Vault even if the player goes down and dies. Only one weapon can be stored at a time in The Vault. Weapon&amp;#226;&amp;#8364;&amp;trade;s ammo does not change while inside the Vault, even during Max Ammo. Only one player can place a weapon inside the Vault at a time. When the weapon is retrieved, the current weapon the player is holding gets replaced, unless the player only holds a single weapon or has Mule Kick. This machine resembles a large metal security vault.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;&lt;span style="font-size:150%;"&gt;Perk-a-Cola Pro&lt;/span&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br/&gt;
After purchasing a Perk-a-Cola, players can look for a piece of equipment that ranges in color (red for Juggernaut, blue for Revive, etc) that are randomly scattered across the map, one per timezone. When plugged into the corresponding perk machine, it will shoot out a colored electricity (depending on perk) and players will be able to permanently buy an upgraded version of that Perk-a-Cola for a doubled payment of the original price that will give additional benefits. The upgraded machine will ONLY be upgraded in that specific timezone, players can choose to have all their upgraded perks in a single timezone or spread them out. The liquid in the upgraded Colas will be golden, and a star with a gold outline will be present of the icons of Colas you already purchased. (The QED can automatically upgrade a perk, but does not upgrade the perk machine) Double Tap has been discontinued.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Mule Kick Pro:&lt;/strong&gt; Allows players to carry an extra Lethal and Tactical grenade and equipment. If a player dies with this perk and loses a weapon, it will be returned when they purchase the perk again.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;PhD Flopper Pro:&lt;/strong&gt; Players will no longer need an elevated surface to dive to an explosive prone and will do more damage when diving from higher surfaces. When diving through zombies, they will be pushed aside, even if they are not killed.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Stamin-Up Pro:&lt;/strong&gt; Players will be able to dive farther then before and have a shorter delay between sprinting pauses. Players can also reload while sprinting.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Speed Cola Pro:&lt;/strong&gt; Players will be able to switch weapons much faster, aim down sights faster, and will also be able to repair two barriers at a time when repairing windows. &lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Revive Soda Pro:&lt;/strong&gt; If downed with this perk, players wield both of their original weapons (1 full clip each), crawl faster, and stay down longer, as well as use equipment. Players will also keep one random perk other then this one after they go down, with the exception of Revive soda.&lt;br/&gt;
&lt;br/&gt;
(When playing Solo, this perk allows you to keep all your perks instead of just a random one, with the exception of this perk)&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Juggernog Pro:&lt;/strong&gt; Whenever a player takes damage from zombies, the zombies are slightly shocked and take electrical damage. Faster health regeneration and no flinch when attacked.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Deadshot Pro:&lt;/strong&gt; Player&amp;#226;&amp;#8364;&amp;trade;s bullets will have increased damage and penetration as well as reduced recoil when aiming down the sights.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;&lt;span style="font-size:150%;"&gt;New Equipment&lt;/span&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br/&gt;
&lt;strong&gt;Miniature Sentry Gun:&lt;/strong&gt; A miniature turret that can be placed on any level platform around the map. (This turret resembles the automatic turret rather then an actual Sentry Gun, but fuctions more like the Sentry Gun) This device takes up the Left D-Pad. The turret shoots in 3-round bursts and can turn in a 180-degree angle. Every minute of continuous firing requires a 30 second cool-down. Zombies can attack a turret if it is blocking their path to the survivors. Only one player can wield a turret at a time.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Oversized Bear Traps:&lt;/strong&gt; Takes up the top D-Pad. This device can be placed on the ground in any level location. Zombies caught in the device will be permanently stuck, gradually dealing decent damage over time. After used, the trap will take 10 seconds to automatically reset itself, or can be manually reset by the owner. Hellhounds can jump over the trap, but sometimes still fall victim. If this trap is active for longer then 5 minutes without being triggered, it will automatically disarm itself and would need to be reactivated, and if killed it will disappear. Only one player can acquire a Bear Trap at a time.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Flash Grenades:&lt;/strong&gt; Takes up the Tactical Grenade button. These grenades can be thrown to temporarily paralyze a group of zombies, but zombies can still attack players that are in close proximity. Does not affect the Teddy Bear, but does effect Hellhounds. Players receive two at the start of every round.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Spike Grenades:&lt;/strong&gt; Takes up the Lethal Grenade button. When used, the player will press a small button on top of the grenade and the edges of the device will glow blue and hum slightly. The player then tosses it underhand in the direction it faces, and it will glow and hum loudly for roughly 3 seconds and bounce upwards, spewing 7 spikes from each of the devices side far outwards, killing any zombies in it&amp;#226;&amp;#8364;&amp;trade;s radius. Players receive a single one every round.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Trip Mine:&lt;/strong&gt; This device takes the top D-Pad. Replacing claymores, this device resembles the trip mines from Modern Warfare 2 (think of the mission Loose Ends, the ambush cutscene at the beginning of the mission). Like the claymores, they replenish every round and are instant kills against all enemies.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;&lt;span style="font-size:150%;"&gt;Power-Ups&lt;/span&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br/&gt;
&lt;br/&gt;
Power-Up for the most part will stay the same, but when players walk over a power-up it will be shown on the bottom corner of their screen next to the capsule device. By pressing the select button (the score will be moved to the pause button) players can activate whatever power-up they are wielding. Only one power-up can be held per player, four power-ups total between all players. If a N6 Crawler bites you, they will destroy your power-up.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Gold Rush:&lt;/strong&gt; A Power-up that adds a 3x multiplier for 30 seconds. Twice as rare as a Double Points Power-up. The Power-Up resembles a bar of gold and has a blue glow.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Carpenter (UPDATED):&lt;/strong&gt; Zombies that attempt to bring down any barricade will instantly die, for when the power-up is active all barricades are on fire for 20 seconds. This power-up also adds a glass layer to the barricade once the fire dissipates, increasing the time it takes for zombies to break through.&amp;#160; Adds 300 points instead of 200.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Slow-Mo:&lt;/strong&gt; When activated, all zombies and the environment moves twice as slow for 30 seconds. Players can still be harmed by zombies. The Power-Up resembles a hourglass with a blue glow.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="font-size:150%;"&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;Traps&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
Traps work similarly to how they always have, but can only be activated once in a specific timezone until they leave that timezone. Once one trap is used, all others have a global cool-down of 2 minutes.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Map-Wide Speaker System:&lt;/strong&gt; A miniature satellite located near the middle of the map can send out a high-pitch, high frequency noise that will cause zombies to grab their ears and scream while thrashing around violently on the floor. Players will become disorientated and move slowly until they put on their helmets. Some zombies&amp;#226;&amp;#8364;&amp;trade; head&amp;#226;&amp;#8364;&amp;trade;s will explode while this trap is active. This only effect a particular zombie for about 10 seconds, but the noise will continue for 30 total seconds and can affect zombies that just have begun to spawn.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Mounted Machinegun:&lt;/strong&gt; Similar to the mounted guns in Kino Der Toten and Ascension, these turrets can be activated for 2,500 points and becomes usable for any member of the team. Players can grasp the turret and fire away the 500 rounds available, and once the ammunition is depleted it will need another 2,500 points to become useable again.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Spinning Blade Trap:&lt;/strong&gt; A large rotating blade that is hidden in the ground can be activated, slicing and zombie or player that comes near. They are similar to the fire and electrical traps.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="font-size:150%;"&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;New Weapon&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
&lt;strong&gt;The Crematory:&lt;/strong&gt; The Crematory is a very large &amp;#226;&amp;#8364;&amp;tilde;cannon&amp;#226;&amp;#8364;&amp;trade; like weapon. The weapon is a large cole-black color with a hallowed out interior which contains a bright red core. The barrel of the weapon is a wide oval shape with a smaller oval shape inside. On the left side of the stock of the weapon is a large grip that players hold onto, for the weapon is too heavy to support it from its shaft. It fires concentrated amounts of superheated plasma in small, red beams that is not affected by gravity. These beams of energy can rip through enemies and leaves a trail of fire wherever it hits for a short period of time. Ammunition is identical to the Flamethrower attachment with 50 extra canisters of red energy cores. When upgraded, the weapon becomes the Death Ray. The Death Ray has 65 extra canisters of energy (115 total), and takes about twice as long to go through an entire canister. The beam of energy is white, a little wider, and has small amounts of purple energy emitting from the beams of plasma.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="font-size:150%;"&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;New/Returning Features&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
&lt;strong&gt;Energy Generators:&lt;/strong&gt; There are 4 generators in different sections of the map that produces power to each corner of the map. The energy generators that need to be activated at the beginning of a match and work similarly to the power switch in other maps. Once all four generators have been activated, players will have to journey back to the starting room of the map to reach the Lockdown Control Pad, ending the map wide lockdown and completely restoring power to the entire map. Every time players travel to a new timezone, power will be shut off and need to be reactivated.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Samantha&amp;#226;&amp;#8364;&amp;trade;s Teddy Bear:&lt;/strong&gt; Randomly every few rounds, a Teddy Bear holding a blanket will drain all the player&amp;#226;&amp;#8364;&amp;trade;s points by 10 every second while it is on the map. When the Teddy Bear appears, all energy generators will be shut off. The Teddy Bear will spawn in a sitting position, holding its blanket close to its chest in a random location on the map, singing common Nursery Rhymes such as &amp;#226;&amp;#8364;&amp;oelig;Ring Around the Rosy&amp;#226;&amp;#8364;&amp;#157;, &amp;#226;&amp;#8364;&amp;oelig;The Itsy Bitsy Spider&amp;#226;&amp;#8364;&amp;#157;, etc. When the player first shoots the Teddy Bear, The Teddy will quickly rise to its feet and scream loudly, disappearing to another random location. It spawns only once on rounds 5-9, two times on a single round during rounds 10-19, three times on rounds 20-29, etc. After the Teddy Bear is killed for the last time, it will drop a Fire Sale and if the players lost less then 100 times the amount of points compared to the corresponding round, (on round 10, they will need to have lost less then 1000 points) it will also drop a Perk Sale.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;The Hellhounds:&lt;/strong&gt; The Hellhounds returns, appearing with normal zombie rounds after round 20, somewhat similar to Der Riese. Along with appearing from lightning bolts, Hellhounds can also jump through fully boarded windows in one swift motion. Hellhounds have the new ability to jump onto a player, and an animation will occur similar to how dogs can jump onto you in the World at War campaign, which they can be killed by snapping their necks or having a teammate assist you (Hellhounds can still do their normal bite attack that will only damage you and not incapacitate you). They will also be able to teleport around the map, similar to the Nova 6 Crawlers on &amp;#226;&amp;#8364;&amp;oelig;Moon&amp;#226;&amp;#8364;&amp;#157;. Hellhounds will spawn in 2-4 groups of 5-7 (depending on current round), and players are notified that the Hellhounds appear when the Demonic Announcer will say &amp;#226;&amp;#8364;&amp;oelig;Fetch me their souls!&amp;#226;&amp;#8364;&amp;#157;. Hellhounds groups will only appear once in a given round and do not have their own individual rounds.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Nova 6 Crawlers:&lt;/strong&gt; N6 Crawlers return, but instead of focusing on hurting the players they focus on shutting down the power. They do so by jumping onto the generators (similar to the monkeys) and begin to claw and bite the devices. This action notifies the players when the lights on the map will begin to flicker off and on in the designated area and a voice on the intercom will shout, &amp;#226;&amp;#8364;&amp;oelig;Power flow is being disrupted in the ____ sector&amp;#226;&amp;#8364;&amp;#157;. The crawlers take exactly one total minute to disable a generator, and it takes 30 seconds for the generator to be able to be turned on again. If a generator goes down, all the power in that section of the map will go down. Crawlers will instantly attack the players if they get too close or are shot, and still explode in a green mist if they are killed. Only one Crawler will be active on the map at a time. &lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Lockdown Control Pad:&lt;/strong&gt; When activated, this button will end the Map-Wide lockdown, allowing access to the entire maps contents, such as the Service Machines, traps, etc as well as access to the blast doors. (Players will still have access to the Perk Machines, even during a Lockdown) This only needs to be turned on once, even if the generators are disabled afterwards. &lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Rotating Structure:&lt;/strong&gt; Near the spawn of the Nexus is a large structure that dwarfs its surroundings. (Think of the rotating hallway from Inception or the last dungeon in Majora's Mask for all you old timers) This building surrounds the Nexus and at a random time once every round it will spin 180*, revealing new weapons on the wall and rooms to explore. The structure is suspended in the air but is so large it carries underground. Each side of the structure would have a number of exclusive items such as the Bowie Knife and Claymores. Aside from the primary entry (which can be access from any angle) it has two doors, one being blocked depending on the angle. These doors lead to underground laboratories that circle together to the oposite door. The only way to reach these labs is through the rotating structure.&lt;br/&gt;
&lt;br/&gt;
&lt;strong&gt;Blast Doors:&lt;/strong&gt; Blasts Doors are oversized door that requires 3000 points from every player to open. These doors can only be used after the Lockdown has ended.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="font-size:150%;"&gt;&lt;strong&gt;&lt;span style="text-decoration:underline;"&gt;Zombie Changes&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br/&gt;
Some significant changes will be made to how the zombies kill you. For example, Zombies will return to their sprinting status from Veruckt in the later rounds. Instead of all zombies spawning with limbs intact, some zombies will spawn without an arm, some without legs, and even sometimes without a head! Zombies also will sometimes trip or fall flat on their faces when sprinting for long periods of time.&lt;br/&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;span style="font-size:200%;"&gt;&lt;em&gt;I thank you for reading my long wall of a post, and hope you liked what you read. I'll be monitoring the thread now and again in case any of you have and questions or comments. Thanks.&amp;#160; &lt;img ___jive_emoticon_name="devil" class="jive_macro jive_emote" jivemacro="emoticon" src="/images/emoticons/devil.gif"/&gt; &lt;/em&gt;&lt;/span&gt;&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:4ac046fb-2da8-40ff-a955-a2e9b0644e82] --&gt;</description>
      <pubDate>Sun, 04 Sep 2011 20:00:17 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105801168?tstart=0#105801168</guid>
      <dc:date>2011-09-04T20:00:17Z</dc:date>
      <clearspace:dateToText>1 year, 8 months ago</clearspace:dateToText>
      <clearspace:replyCount>7</clearspace:replyCount>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: Next map epicness?</title>
      <link>http://community.activision.com/message/105235415?tstart=0#105235415</link>
      <description>&lt;!-- [DocumentBodyStart:ece5802a-8c5d-4e57-8f9a-5f12cd2689bd] --&gt;&lt;div class="jive-rendered-content"&gt;I ask for one thing, one simple thing:&lt;br/&gt;
&lt;br/&gt;
Bring back Elena. She has gotten a full map pack to work on her next track, it better blow our minds even more so then every song of hers has so far.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:ece5802a-8c5d-4e57-8f9a-5f12cd2689bd] --&gt;</description>
      <pubDate>Tue, 10 May 2011 05:33:51 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105235415?tstart=0#105235415</guid>
      <dc:date>2011-05-10T05:33:51Z</dc:date>
      <clearspace:dateToText>2 years, 1 week ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: What new perk would you like to see?</title>
      <link>http://community.activision.com/message/105235390?tstart=0#105235390</link>
      <description>&lt;!-- [DocumentBodyStart:caad2e58-63d4-4bc2-87db-75756ca09df5] --&gt;&lt;div class="jive-rendered-content"&gt;I would like to see something complement explosives in the next map... Big Boom Booze? &lt;img ___jive_emoticon_name="grin" class="jive_macro jive_emote" jivemacro="emoticon" src="/images/emoticons/grin.gif"/&gt;?&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:caad2e58-63d4-4bc2-87db-75756ca09df5] --&gt;</description>
      <pubDate>Tue, 10 May 2011 05:27:45 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105235390?tstart=0#105235390</guid>
      <dc:date>2011-05-10T05:27:45Z</dc:date>
      <clearspace:dateToText>2 years, 1 week ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: You apparently listen to your fans</title>
      <link>http://community.activision.com/message/105235380?tstart=0#105235380</link>
      <description>&lt;!-- [DocumentBodyStart:db5eeae4-c0d9-4fa6-b941-bf15fce50452] --&gt;&lt;div class="jive-rendered-content"&gt;I would have thought that a Soviet map like CotD would have the PPSH, not the MP40.&lt;br/&gt;
&lt;br/&gt;
At least the Winter's Howl.. I mean seriously.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:db5eeae4-c0d9-4fa6-b941-bf15fce50452] --&gt;</description>
      <pubDate>Tue, 10 May 2011 05:24:49 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105235380?tstart=0#105235380</guid>
      <dc:date>2011-05-10T05:24:49Z</dc:date>
      <clearspace:dateToText>2 years, 1 week ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: COTD Looking for people who want to go AT LEAST 30+</title>
      <link>http://community.activision.com/message/105235372?tstart=0#105235372</link>
      <description>&lt;!-- [DocumentBodyStart:3ef9b510-c514-489f-b771-a1f44c027003] --&gt;&lt;div class="jive-rendered-content"&gt;I'm willing to participate, I've reached round 30 solo, 27 so far with a team of four (two couldn't find the power) and it would be nice if I could get a team who I do not need to carry throughout the match and who can reach 20+ by themselves. GT: Angry Moa; I'm off tomorrow, so message me with a time.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:3ef9b510-c514-489f-b771-a1f44c027003] --&gt;</description>
      <pubDate>Tue, 10 May 2011 05:22:45 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105235372?tstart=0#105235372</guid>
      <dc:date>2011-05-10T05:22:45Z</dc:date>
      <clearspace:dateToText>2 years, 1 week ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: Zombie private match Idea</title>
      <link>http://community.activision.com/message/105214986?tstart=0#105214986</link>
      <description>&lt;!-- [DocumentBodyStart:b739c217-a031-4b6d-9814-e28e1918de95] --&gt;&lt;div class="jive-rendered-content"&gt;You mean do what Bungie did to Firefight? Yeah, it sounded awesome at first, but now I cannot play a single Classic Firefight with anyone online anymore because they are credit-farming RocketFight.&lt;br/&gt;
&lt;br/&gt;
No thanks, I like the challenge anyways.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:b739c217-a031-4b6d-9814-e28e1918de95] --&gt;</description>
      <pubDate>Sat, 07 May 2011 07:47:20 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105214986?tstart=0#105214986</guid>
      <dc:date>2011-05-07T07:47:20Z</dc:date>
      <clearspace:dateToText>2 years, 1 week ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: Just wondering if Treyarch knew this.</title>
      <link>http://community.activision.com/message/105202320?tstart=0#105202320</link>
      <description>&lt;!-- [DocumentBodyStart:0827a6d1-6584-47f2-be35-7bb43bf64040] --&gt;&lt;div class="jive-rendered-content"&gt;Chuck Norris zombies have been around since Verruckt, and I do agree with you for the most part. Having to play with idiots online who think they can kill Romero with the pistol and still do not know where the power is makes my innards boil. So yes, on the next map I do hope they address this issue.&lt;br/&gt;
&lt;br/&gt;
My only question is, why did you not have Jugg at round 16?&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:0827a6d1-6584-47f2-be35-7bb43bf64040] --&gt;</description>
      <pubDate>Thu, 05 May 2011 17:18:51 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105202320?tstart=0#105202320</guid>
      <dc:date>2011-05-05T17:18:51Z</dc:date>
      <clearspace:dateToText>2 years, 2 weeks ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: Call of the Disapointment</title>
      <link>http://community.activision.com/message/105202270?tstart=0#105202270</link>
      <description>&lt;!-- [DocumentBodyStart:e73f76a6-1263-4548-9076-16422d5e7ca0] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;blockquote class="jive-quote"&gt;&lt;p&gt;dean456 wrote:&lt;/p&gt;&lt;p style="min- padding: 0px;"&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;&lt;br/&gt;
1. When the mystery box spawns in a different location to the electricity its a real pain cause you pretty much need to open 80% of the doors to get to both and really makes it impossible to get to a high level unless you get lucky with the box early i think they should make the box spawn near the electricity everytime&lt;br/&gt;
&lt;br/&gt;
2. I dont mind that they put a boss type guy in the map but he just gets annoying and so far theres no way to get rid of him for good and i think if your gonna have something like that in the map at least make it possible to get rid of him for good or else theres not much point of him being there. but there could be a way to get rid of him for good so if there is then fine but if not then he's pointless&lt;br/&gt;
&lt;br/&gt;
3. The vr11 is a nice idea but its really just a far worse version of the monkey bomb as it only distracts a few zombies at a time and it takes up a gun slot i know the upgraded version makes your teammates invulnerable for 10 seconds but so did the monkey bomb n i think to put the vr11 in and take the monkey bombs/gershes out was a mistake you can say that the monkey bombs made it too easy to revive people in the past which i agree with but the hard part isnt the reviving its the staying alive after your revived especially when you have no perks or points in those higher lvls so it doesnt really make a difference if they were in or not&lt;br/&gt;
&lt;br/&gt;
4. Only one new perk. i dont mind the new perk its good and all but thought they could have come up with something better or more at least cause people have been saying to put steady aim perk in since WaW zombies also thought that phd flopper shouldn't have made a return i know some people like it but most people pass on it when choosing perks to buy &lt;br/&gt;
&lt;br/&gt;
5. Easter Egg disappointment. As of now the multiplayer big easter egg hunt hasn't been solved but if the solo version is anything to go by which i believe the conclusion will be the same which is everyone gets a wonder waffe until the bullets run out and a perk which is really tight considering the outrage everyone had over ascensions easter egg outcome why cant they just give us something good like start off with everyone getting the wonder waffe until the bullets run out then make it available in the box or give everyone the wonder waffe until the bullets run out then you can replace the wonder waffe with a new gun giving you three weapons that to me feels like more worth the effort than what they give us &lt;br/&gt;
&lt;br/&gt;
6. To introduce danny trejo to the cast and not make a machete the buyable upgraded knife is an outrage something that should have been there first thought especially after they put it in the trailer&lt;/p&gt;&lt;/blockquote&gt;&lt;br/&gt;
&lt;br/&gt;
1. There are plenty of solutions to this: split you team into two so they can cover the map with ease and all players can join together again when you get a crawler, use the weapons on the wall,&amp;#160; or if you are desperate keep restarting the game until you get a good box spawn. Besides, its nice to have to rely on the weapons you have access to then to just snatch the Ray Gun on round 5.&lt;br/&gt;
&lt;br/&gt;
2. He is an oversized crawler who still can be killed. Just watch your shots and lure him away from your camping spots every round.&lt;br/&gt;
&lt;br/&gt;
3. Agreed for the most part, and I would be more angry if it wasn't for the Scavenger.&lt;br/&gt;
&lt;br/&gt;
4. There wasn't any new perks from Verruckt to Five and we did perfectly fine.&lt;br/&gt;
&lt;br/&gt;
5. You can grade how well the easter egg is when you yourself have not seen the complete outcome. Stupid statement.&lt;br/&gt;
&lt;br/&gt;
6. Its a cinematic, you can't round-house kick zombies either, and sure, it would be nice to have it, but chances are it would just be a redesigned Bowie Knife like the Sickle was.&lt;br/&gt;
&lt;br/&gt;
Let me close by saying this map wasn't as awesome as I thought, but it is a beautifully design creation with secrets we still have yet to uncover. In the long run it was worth it for me.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:e73f76a6-1263-4548-9076-16422d5e7ca0] --&gt;</description>
      <pubDate>Thu, 05 May 2011 17:12:11 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105202270?tstart=0#105202270</guid>
      <dc:date>2011-05-05T17:12:11Z</dc:date>
      <clearspace:dateToText>2 years, 2 weeks ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
    </item>
    <item>
      <title>Re: killing george not zombies</title>
      <link>http://community.activision.com/message/105202195?tstart=0#105202195</link>
      <description>&lt;!-- [DocumentBodyStart:d96a8c5d-6700-42d2-9edf-9a312fc534c6] --&gt;&lt;div class="jive-rendered-content"&gt;&lt;blockquote class="jive-quote"&gt;&lt;p&gt;TheMagicCookie wrote:&lt;/p&gt;&lt;p style="min- padding: 0px;"&gt;&amp;#160;&lt;/p&gt;&lt;p&gt;Why don't you just run, not camp. There are a few good camping spots, but the map is mostly made for running.&lt;/p&gt;&lt;/blockquote&gt;&lt;br/&gt;
The map is a closed-in crescent shaped map. No matter where you run, you will get turned around, and having a huge-ass super zombies tailing you is never fun. Sure, he is not too difficult and I'm always all for a challenge, but when I can never get past round 10 online with other players unless I'm playing with friends, I can't enjoy the game. Never once did I find a game with a player who got past round 15 online, and I guess we can only blame ourselves when some of us cannot play zombies without having to molest the box within the first 5 rounds.&lt;br/&gt;&lt;/div&gt;&lt;!-- [DocumentBodyEnd:d96a8c5d-6700-42d2-9edf-9a312fc534c6] --&gt;</description>
      <pubDate>Thu, 05 May 2011 17:00:08 GMT</pubDate>
      <author>donotreply@activision.com</author>
      <guid>http://community.activision.com/message/105202195?tstart=0#105202195</guid>
      <dc:date>2011-05-05T17:00:08Z</dc:date>
      <clearspace:dateToText>2 years, 2 weeks ago</clearspace:dateToText>
      <clearspace:objectType>0</clearspace:objectType>
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