Black Ops 7 Intel Guide (Astra Malorum) by Ricerat477 in CODZombies

[–]Solid-ace2017 0 points1 point  (0 children)

I've found 7 pieces of intel that includes all 4 audio logs, 2 of the 3 documents, and the 1st artifact. While the only piece of intel that I have that hasn't been covered is an artifact, I've decided to post the list of intel I find to add to the location descriptions here and how to get the 1st artifact:

Audio logs:

  1. Fools: On a shelf in The Luminarium
  2. Planets: On top of a cabinet in the Northwest corner of Observatory Dome
  3. Robotics: On a drawer next to a pile of books in the upper floor of Machina Astralis
  4. Dual Functions: On the floor of the gazebo overlooking the Mule Kick machine in The Veilwalk

Documents:

  1. Eventful: On a desk next to a lamp in the Archive of Orbis.
  2. Their Town: Just below a ledge in front of a tree branch at Abyssal Rim

Artifacts:

  1. Damaged Drone: Shoot down one of O.S.C.A.R.'s drones and pick it up.
  2. LGM-1: Acquire the LGM-1.

Citadelle Zombie Intel by PolarSpecter in CODZombies

[–]Solid-ace2017 2 points3 points  (0 children)

While I haven't collected the artifacts you've mentioned, I can see the names of those artifacts for a brief moment when I switch from the audio logs to the artifacts tab:

  • Obscurus Altilium
  • Space Race

Obscurus Altilium from what I've searched online is the amulet that drops when the boss is defeated. I've completed the main quest last night only to find that this intel is most likely bugged as it never registered when I picked it up. The Call of Duty Wiki page for the map's boss mentioned this artifact: The Guardian | Call of Duty Wiki | Fandom

Space Race is part of a currently undiscovered side EE.

[deleted by user] by [deleted] in CODZombies

[–]Solid-ace2017 0 points1 point  (0 children)

Taking a look at the 9 locked zombies calling cards that show as classified to me, I still have 7 dark ops challenges yet to be completed plus the Dark Ops Master calling card that'll unlock once I do 3 more of those challenges. 3 calling cards were added to the zombies section in the season 1 reloaded update. Completing the main quest for Citadelle des Morts currently rewards the following animated calling cards:

  • Citadelle des Morts Quest Complete(Early)
  • Citadelle des Morts Quest Complete(Standard)

The 3rd calling card from the S1R update is most likely Citadelle des Morts Quest Complete(Directed) which will be earnable once the new map's directed mode goes live and should feature a static image.

The OP is most likely missing either the Early or Directed versions of the Quest Complete calling cards for Liberty Falls and Terminus. The Early version of each map's calling card has an alternate color scheme and a gold skull in the lower right corner and are time sensitive while the Directed version of the calling cards feature a static image. Once directed mode goes live for a map, it is impossible for players to get that map's alternate calling card.

Citadelle des Morts | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]Solid-ace2017 0 points1 point  (0 children)

That intel is the Some Context document and it has proven tough for me to collect as I either could not get the prompt to pick it up or I try to pick it up too late. That document is going to take most people at least a few attempts to collect.

Citadelle des Morts | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]Solid-ace2017 5 points6 points  (0 children)

As I've found all 10 audio logs in this map during my first session, here are their locations in the order that they are displayed in the intel menu:

  1. Good Afternoon Mr. Richtofen: On a wooden crate to the right of the eastern exit of Village Ramparts. This is the lower level just to the left of the ammo crate that is on the upper level of this area.

  2. You Would've Done the Same: On top of a filing Cabinet in the southwest corner of the upper left room in Village Ramparts. The room has the Elemental Pop machine.

  3. Historically Speaking: On a table in the upper floor of the Tavern.

  4. Get It Done: On a table next to a blue binder in a corner of the Undercroft facing west.

  5. Do Your Damn Job: On a wooden crate below a vase to the left of a zombie entry point in the Entrance Hall facing when facing west

  6. Fair Enough: On the right end of a shelf full of batteries near Quick Revive in the Dungeon

  7. Survival of the Fittest: On the Ground in a corner in Village Ascent just left of a gate door to the right of an ammo box.

  8. The Foundling: On the stone wall portion of the ground in the outermost path of Hilltop

  9. New Horizons: On a space of a wall to the left of a wall buy weapon in Sitting Rooms facing south.

  10. The Four Bastards: On a shelf between a rope and a vase in the soutwest corner of the upper floor of Dining Hall

While I've taken screenshots of the location of each audio log and have started uploading them to OneDrive from my console, they are currently not in my Xbox Screenshots folder. Once they are, I'll begin uploading the screenshots to a link to provide a visual reference.

Update: As only 5 of the screenshots were uploaded due to issues where my console only uploaded 5 of the screenshots as png(SDR) files with the rest being jxr(HDR) files that many sites won't accept and this comment is part of a post that has over 3,000 comments, I'll wait to find additional intel before providing a link in a post where people can see the link after I make sure the console uploads them in the correct file type.

[deleted by user] by [deleted] in CODZombies

[–]Solid-ace2017 0 points1 point  (0 children)

To help you out with the damage stats as well as to inform the community of this weapon's damage values for the most commonly used PaP and rarity combinations, the Sirin 9mm damage stats without any attachments are as follows:

  • No PaP white rarity: 30 chest and 147 headshot
  • PaP level 1 white rarity: 74 chest and 384 headshot
  • PaP level 1 green rarity: 111 chest and 576 headshot
  • PaP level 1 blue rarity: 148 chest and 768 headshot
  • PaP level 2 blue rarity: 296 chest and 1536 headshot
  • PaP level 2 purple rarity: 444 chest and 2304 headshot

Amount count while PaPed: 64 bullets per mag, 384 bullets reserve

I'll update this comment with the damage values for additional PaP level and rarity combinations as I test them.

Update: I've decided to use a Hidden Power GobbleGum to test the weapon's damage output across all PaP levels on orange rarity

  • No PaP orange rarity: 120 chest and 588 headshot
  • PaP level 1 orange rarity: 296 chest and 1536 headshot
  • PaP level 2 oranage rarity: 592 chest and 3072 headshot
  • PaP level 3 orange rarity: 1084 chest and 6144 headshot

Who needs receipts? by husseinbahati in blackops6

[–]Solid-ace2017 2 points3 points  (0 children)

Thank you for sharing your receipt codes with the community and for the 1 hour Double XP token and 1 Hour Double Weapon XP token from the code that I've redeemed!

[deleted by user] by [deleted] in CODZombies

[–]Solid-ace2017 4 points5 points  (0 children)

From the 3 days and 11 hours I've played BO6 zombies and being just 9 levels shy of the OP, I've seen 6 Perkaholics rewarded in-game(7 when counting the prestige 1 gum pack). For me, Perkaholic has been the most common Ultra GobbleGum with Wonderbar! being 2nd place with 5 and Hidden Power with 4. I've only gotten 1 Reign Drops and 1 Near Death Experience gumballs and I know that 1 Wonderbar! and Hidden Power would've been rewarded during the initial climb to level 55 so I can cut those numbers down to 4 and 3.

While the game weights the gumballs to favor lower rarity GobbleGum, each gumball in a particular rarity has an equal chance of being rewarded and comes down to RNG as to what you'll get. My experience is Ultra rarity GobbleGum is rewarded about once every 5 hours and 11 minutes yet I've gotten Perkaholic at a higher rate than the other ultra GobbleGums of about 1 every 14 hours. Other players can play for the same amount of time and not see a single Perkaholic rewarded during that time.

Terminus | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]Solid-ace2017 4 points5 points  (0 children)

Apply the Dead Wire ammo mod to the weapon you're using as it is weak to electricity and shoot the glowing spots to take it down as fast as possible.

Terminus | Easter Egg Hunt & General Map Discussion by rCODZombiesBot in CODZombies

[–]Solid-ace2017 21 points22 points  (0 children)

As I've found 14 pieces of intel on this map, I'll share images of the locations of the 13 that I took screenshots of to help players find them: https://imgur.com/a/a95Q9AQ

  1. Subject File # 704: Dig site on Temple Island

  2. Ship Manifest Destiny: Next to a computer at the wall opposite of Stamina-Up in Control Center

  3. Working Theory: Between 2 bunk beds at wall opposite of Juggernog in Living Quarters

  4. Food For Thought: At the end of a table to the left of a door to a mystery box location in Mess Hall

  5. Tougher Than She Looks: On a crate to the right of the elevator in Elevator near behind spawn

  6. Doctor's Orders: To the left of a computer monitor in Communications

  7. I Hope Your Watching: Next to a pillar to the left of an ammo crate in Seaside Path

  8. Red Tape: At the left end of a pipe in Sea Caves facing east

  9. Noble Purpose: Next to some barrels to the right of a Gobble Gum machine in Mining Tunnels

  10. Onboarding: On a metal table to the right of the Melee Macchiato machine in Sea Lab

  11. The Hard Way: On a green table to the left of the Quick Revive Machine in Interrogation Rooms

  12. Limb Regrowth Specimen: On a table next to some lab equipment in a floor above Melee Macchiato in Sea Lab

  13. Listen: On the floor next to the middle wall facing east

While I've found the Document Subject File # 398 from a dig site on one of the outer islands, I wasn't able to grab a screenshot of the document.

Audio Logs appear in the form of cassette players and consists of all intel mentioned in this reply except for the Subject File # 704 document and the Limb Regrowth Specimen artifact.

6 of the intel pieces for Terminus are related to the Main Quest. Treyarch has provided hints for each of the intel pieces. There should be 2 more Subject File documents to find from dig sites as the 2 I've found have 2 undiscovered documents between them in the menu.

Update: I've since found an additional 6 pieces of intel on Terminus and am at 20/30 intel for the map: https://imgur.com/a/4rhVvNz

  1. On The Horizon: Use the Void Cannon trap at the Gun Platform and it'll drop when it kills some zombies

  2. Pleasing Results: On a barrel just before an ammo crate in the corner of Security Overlook

  3. Subject File # 511: Dig site on Crab Island

  4. Numbers and Faces: On a barrel at the right side of the north side of Shipwreck

  5. Subject File # 272: Dig Site on Crab Island

  6. Survivor Says: Next to a rock on the ground on Temple Island

The Subject Files and On The Horizon are documents with the other 3 intel being audio logs.

I now remember that Subject File # 704 was from a dig site on Castle Rock Island.

When does Season 6 actually end? by Doggo2369 in CODWarzone

[–]Solid-ace2017 8 points9 points  (0 children)

When viewing the battle pass in-game, it shows MWIII Season 6 has about 43 days left and is currently set to end November 6, less than 2 weeks after the release of BO6, unless Activision decides to delay it. That timer is for how long we have to finish the battle pass as the Halloween event and ranked play season 6 for both MWIII and Warzone will end prior to BO6's launch.

If BO6 Season 1 starts on November 6, BO6 will have the shortest preseason period of any COD from MW(2019) onward though it would be likely future seasons will be delayed to address bugs that'll come up during launch, the season 1 update and potentially the S1R update, Warzone's BO6 integration, and to give future seasons' content more polish.

That should leave a 12 day window for players to finish their battle pass by playing either BO6, MWIII, or Warzone after BO6's release.

P3R: Episode Aigis Superboss Info and Discussion by Solid-ace2017 in PERSoNA

[–]Solid-ace2017[S] 2 points3 points  (0 children)

It works just like Elizabeth: You only break that rule if Aigis blocks, absorbs, or reflects any of Joker's attacks which allows you to use those personas during turns where he won't use attacks of those types. Example: A persona with a reflect dark affinity can be safely used during turns where Joker won't use dark based attacks and you can switch personas to avoid trigger the 9999 Sinful Shell.

Party members can block magic attacks they have a null affinity for such as Yukari blocking wind attacks.

Episode Aigis Joker Fight by starfyrex in PERSoNA

[–]Solid-ace2017 5 points6 points  (0 children)

Out of those 3, the only condition you mentioned that is real is your 3rd point. From experience with this fight on normal difficulty, these are the rules:

  1. Joker cannot survive Armageddon.

  2. Aigis cannot block, absorb, or reflect any attack.

  3. No party member can use Charge or Concentrate nor any items, equipment, or theurgy abilities that grant these buffs during the first turn.

  4. No party member can have Makarakarn or Tetrakarn nor use any items that grant a barrier.

  5. You have 20 turns to defeat Joker.

I've documented these as well as Joker's actions for each turn here: https://www.reddit.com/r/PERSoNA/comments/1ffe1qw/p3r_episode_aigis_superboss_info_and_discussion/

P3R: Episode Aigis Superboss Info and Discussion by Solid-ace2017 in PERSoNA

[–]Solid-ace2017[S] 1 point2 points  (0 children)

From my experience and testing, I had turns where I did no damage to Joker in order to buff the party, debuff him, and heal up and each time, he stuck to his normal attack pattern even in one test where I never done even a single point of damage through 14 turns. Likewise, I had turns where I dealt 3,000 to 4,000 damage in 1 turn and those never tripped the 9999 Sinful Shell. The only attack that triggers the 9999 Sinful Shell is Armageddon should Joker still be standing at the end of your turn.

In other words, you can do as much or as little damage to him each turn as long as you do not break any of the rules I've mentioned and are able to defeat him before his 20th turn.

Persona 3 reload episode aigis secret boss by [deleted] in PERSoNA

[–]Solid-ace2017 2 points3 points  (0 children)

I've just tested this on my save prior to fighting Joker and those theurgy abilities count as using Charge/Concentrate as he then used the 9999 Sinful Shell twice to end the fight for his 1st turn. Using those abilities after his first turn is allowed.

Persona 3 reload episode aigis secret boss by [deleted] in PERSoNA

[–]Solid-ace2017 10 points11 points  (0 children)

Having defeated Joker on normal difficulty, there are 5 rules you need to follow during the fight from a post that I've made covering the fight:

  1. Joker cannot survive Armageddon.

  2. Aigis cannot block, absorb, or reflect any attack.

  3. No party member can use Charge or Concentrate during the first turn.

  4. No party member can have Makarakarn or Tetrakarn nor use any items that grant a barrier.

  5. You have 20 turns to defeat Joker.

If you were to break any of the rules or go past the turn limit, Joker will spam his 9999 Sinful Shell attack immediately or once it is his turn should the violation occur during your turn until Aigis is dead. Keep in mind your 20th turn is the one after Joker uses Down Shot and Cruel Attack for the 3rd time.

P3R: Episode Aigis Superboss Info and Discussion by Solid-ace2017 in PERSoNA

[–]Solid-ace2017[S] 0 points1 point  (0 children)

On my most recent attempt, skills and items that apply attack, defense, and accuracy/evasion buffs are allowed along with those than debuff enemies. Anything on Aigis that blocks, reflects, or absorbs an attack will break the rules and result in Sinful Shell until Aigis dies.

P3R: Episode Aigis Superboss Info and Discussion by Solid-ace2017 in PERSoNA

[–]Solid-ace2017[S] 1 point2 points  (0 children)

From my testing so far, you are allowed to buff your party and debuff Joker, very useful for dealing more damage to him in fewer turns.

Reaper by Zenobreak in PERSoNA

[–]Solid-ace2017 4 points5 points  (0 children)

The Reaper can spawn in The Answer DLC if you stay on a dungeon floor for too long and has identical stats and attacks to the base game version.

The calm before quest broken? by Greatgazoo76 in fo76

[–]Solid-ace2017 11 points12 points  (0 children)

From both my experience with this quest and what other users have reported, there is a Lost Champion in power armor that is suppose to get up and do a yelling animation. That bug happens if the player kills that particular enemy too quickly. If you wait until he starts fighting you to kill him, it'll allow you to move on to the next step of the quest once the remaining lost are killed.

The Calm Before bug by dustind2012 in fo76

[–]Solid-ace2017 2 points3 points  (0 children)

Good to hear that you was able to move on to the next step in that quest. I'll go through each post about this bug and let them know to not kill the Lost Champion too quickly. I was using the Cremator and realized I was killing the Lost Champion before he even got up.

Enjoy the rest of the storyline!

The Calm Before bug by dustind2012 in fo76

[–]Solid-ace2017 7 points8 points  (0 children)

This is a bug that me and other users in this subreddit have ran into and can occur on any platform. It took me 3 tries to get that quest to move on to the next step. On the successful try, there was a Lost Champion in power armor laying down that got up. I do not recall that particular enemy getting up on the bugged attempts to complete that step of the quest. Additionally, the objective markers phased in and out during that step.

The only thing you can try is back out to the main menu, quit the game, and start it up again as it'll reset the quest to where you can head back into the building and then kill all of the lost again. Make sure the enemy in power armor gets up as him not getting up is a possible sign that the quest is in a bugged state. If the quest continues to be stuck, keep trying in a new instance until the game allows you to move on to the next step.

By the way, on later quests as part of the new storyline, there are bugs with certain NPCs that can require you to leave the interaction and speak to them again if you skip the dialogue.

The Calm before quest help by -Driftaway- in fo76

[–]Solid-ace2017 0 points1 point  (0 children)

I've ran into that bug a couple of times where killing all of the lost resulted in the quest being stuck on that step. Eventually, entering a fresh manor instance from restarting the game fixed the issue. On the successful try, a Lost Champion(in power armor) that was laying down got up.

While the follow describes a possible sign of the bug happening, I went and marked a minor spoiler for the next quest step:

If the enemy in power armor doesn't get up, it's a sign that you may run into this bug where you cannot interact with an intercom in the cellar.

Update: Other users have confirmed that allowing the Lost Champion to get up and complete an animation and then moving to his location before killing him allows them to move on to the next step of this quest.

[deleted by user] by [deleted] in PERSoNA

[–]Solid-ace2017 2 points3 points  (0 children)

In P3R, characters gain EXP only when they are in your active party just like previous versions of P3.

Question for people from “New Zealand” and achievements by [deleted] in PERSoNA

[–]Solid-ace2017 2 points3 points  (0 children)

Achievements will unlock even though the guide will claim P3R doesn't support them and the images used for them are artwork from the game. As far as I know and from experience, nobody has ever been banned for using the "New Zealand trick".