News - Everything That Got Patched - Big Update. Warzone 2 Zombies Glitches - Season 2

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With Tombstone, you can no longer dashboard and close the app to save it, but we have the after patch, and I've made a full article on that, and honestly, I like this new way of doing it better. After using it for a couple of days, I've realized that this new method allows you to play for the full hour of the game because of the way it works.

You have to down and bleed out so you can stay the entire game, not even care about the storm, not panic trying to get to a chopper, and worry about closing the app at the perfect time so that you can save your Tombstone. This new method is also easier to set up and easier to set friends up, with the only caveat being that you lose your insured weapons, but we're working on a way to keep them.

Tag 935, shout out to him, has gotten it to work, and we're just working out how to replicate it. The next part of the patch notes talks about the weapons. They said that new weapons introduced in season 1 have been added to the loot pool and can be found in locker crates and the mystery box. Then they go on to talk about the improvements they've made to three of the Wonder Weapons, and one of them is the ray gun.

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It states that damage has increased for both the base weapon and when pack-a-punched. Base projectile speed has been increased by 60%, with further increases when pack-a-punched by 110%. They reduce the damage the ray gun will deal to its owner, so it takes eight shots to down a player. I went in and messed with the ray gun, and I really couldn't tell a difference at all.

I've done a lot of testing with a ray gun to see how many shots it takes on certain zombies, bosses, and elites, and there really was no difference. So whatever damage increase they've done to it, it's minimal, and even with these improvements. I'm not like putting a gun in my Tombstone to make sure it's duplicated; I'm just not really using it, and it's not really the star of the show in this mode.

If you need to take out ether Nest or deal with mercs, that's great, but we're not doing those objectives enough to warrant having to bring one of these in this next patch. note is talking all about the improvements to the scorcher. And I made a full article about that yesterday because these improvements are incredible.

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I won't go over all of that again, but basically, you can fly from the ground and go across the entire map and wreck all enemies in all three tiers, and you couldn't do this before. Now this is a wonder weapon that I'm going to keep on me at all times. In the next patch note, I was really happy to see it's about the vr11; they're saying it will now hit and deal damage to the ether worms.

I had taken the VR11 into the worm fights multiple times, and my shots were just going straight through them and not doing any damage, and I was like, either my aim is terrible or this is just not working, and I was right, it wasn't working. I did go in and try this on the red worm, and my God, we destroyed the worm in under a minute with just two of us with the VR 111s.

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It is officially the strongest weapon against the worm. I'm going to make a full article about this because there's a little bit more to it as well. They increase the reload to warp speed on this thing. It's so fast, it's comical, but I love it. The next patch note is talking about the Juggernaut and how they patched all of our after patches to the god mode and quad Pack-a-Punch.

Using the Juggernaut, they also fixed it where you were not able to switch weapons after coming out of it, so that's nice. I went in to try, and yes, the god mode is gone. You would go prone next to the Juggernaut and Sprint while getting into it, and when you came out, you could hit the prone button glitch out and not go all the way to the ground and be in god mode.

Now you do go all the way to the ground, and the god mode is not working. I'm not aware of any after-effects from this. This wasn't like a critical glitch; it was just kind of fun to do in the Outlast contracts, and when you go to the Dr. Johnson's Story Mission, you could be on the helipad in god mode.

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The zombies would flood in, and you could level up weapons really fast with a quad Pap glitch. You would throw down a juggernaut, then down yourself and revive. Drop both weapons, get into the Juggernaut, and when you exit, it will give you both weapons back; it will duplicate the ones you dropped on the ground and strip your wonder weapon of its rarity.

You could then put on a legendary tool, double its damage, and give it a pack-a-punch. This is patched; it does not duplicate the weapons back into your loadout, and it leaves you empty-handed. There were multiple other changes that I found in the game that they did not mention. The first one really surprised me, and that was being able to breathe underwater.

To do it, you had to be holding dual-wield weapons, then fly up the Recon drone zipline, let go, and come back down. Catching the very top of the zipline would shove you back down to the ground and give you massive running speed—so fast it was almost uncontrollable. And with the patch, they changed it so that you cannot grab the very top of that zip line and have it shove you back down to the ground.

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It now sends you straight back up into the air. They also quickly patched the after patch to duplicating. In the Ether Blades game, you would place an equipped mask into the doghouse or turrets. And if you had ether blades attached, it would turn the mask into blades. And then you could collect them and give them out to anybody in the lobby.

Now, when you try to do it and you put a mask into the dogghouse or turrets, it's just a mask and not blades. They also removed some zip lines around the Doabe Warlord, fighting to make it harder to access her. It doesn't change much because you can still use the cranes and other buildings with ease, and it's not hard to figure out.

They also fixed a pathing issue for the zombies in Tier 3 at one of the Pack-A-Punch locations on the West Side. Normally the zombies could not jump over this wall and would just pile up, but now they do jump over the wall; they also fixed the wall breaching with the scorcher, and this is how we were able to look behind the bunkers to see if anything was there, and they were empty at the time.

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You would just simply fly up into the ceiling, and that is not possible anymore. Also, the bunkers are starting to open on the war zone version of this map, so it's possible that these bunkers were never meant for this zombie mode, and shout out to BBK for these screenshots from war zone. They also fixed that crazy glitch in the graphics that was making this freakish, strange wall next to Leevan Resort in Tier 2 that was pretty entertaining, and I wonder how that even happened in the first place, but let's now talk about what still works.

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Call of Duty Modern Warfare 3 Zombies. Season 2 is here and here is everything that got patched and still works in MWZ. MW3 Zombies Glitch Glitches, Legendary, Pack-A-Punch, Crystals, XP, Rank, Duplication.
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