After a recall of units with Tower-supplied power cords, the following legal battle and investigation tried to pin down the cause of the fires. Using units which had not caught on fire yet, the cause was tracked down to the flag connectors that were crimped on the stranded wires of the power cord. Due to insufficient pressure applied during crimping, spaces were left within the flag connector that increased the contact resistance.
In Call of Duty: Black Ops, the appearance of the Wunderwaffe DG-3 JZ is greatly changed, as it will not feature the World at War red and silver circuitry PaP camo, where instead it gains a golden camouflage. Although the splash damage still deals slight damage to the user if they fire it too close to a zombie or object, it no longer affects the user's Juggernog, allowing the user to shock themselves and retain Juggernog's effects.
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In Call of Duty: Black Ops III, the Wunderwaffe DG-3 JZ will receive the The Giant Pack-a-Punch camo, called Etching Camouflage. Unlike the WAW and BO versions, the camo will now only cover parts of the DG-3 instead of the full weapon, leaving some of the metal, like on the barrel and charge cage, untouched. The bulbs will now feature a bright neon black and purple colour scheme instead of the old WAW and BO1 red and pink colour schemes. Like its previous iterations, the DG-3 retains the same upgrades as before, which include a larger magazine size and reserve ammo count, and a slightly faster reload animation.
When you reach the far side of the field, you'll need to jump onto the flagpole and push the flag there up to the top of the pole to unlock the passage on to the next area. When you reach the airplane cabin, grab the figments, then punch out the door to reach the next area. (The student's story here apparently goes on forever, or at least until he's sucked out of the airplane.)
On top of the cannon, you'll get the Dufflebag Tag. After busting through the planks atop the structure (with another jump + punch move), head down to raise the next flag, then ride the chute down to the next major setpiece, which sees Raz take on a gaggle of swing-spikes while he tries to dodge flames. In truth, the flame-dodging isn't so hard, so just start swinging your way up to the top of the area. You'll eventually come to a set of highwires. You'll need to swing from the first set to the second, and jump from the second set to the third before punching your way through another wall to reach the trapeze.
Before you do anything here, jump around and track down the figments and the Suitcase Tag behind one of the buildings. Your goal here is to first recruit the Carpenter, who can be found in a large blue building with a hammer on the flag above it. Head over there and use the building to shrink down even further, until you're at a proportionally correct size relevant to the building. Before you head up and knock on the door, though, grab the figments around the grounds, as well as the first Cobweb near the door.
One final soldier will remain, so you'll need to recruit one last militiaman. You can find him near Napoleon's castle, so shrink yourself down. As usual, you should explore the area before talking to him. You can find an Ammo Up by climbing atop the waterwheel next to the house, flinging yourself up the trapeze sticks, then floating in the chimney smoke up to the flag atop the home. The arch-like structure nearby possesses an upgrade to your Projection Depth, as well as the Purse Tag and the fourth Cobweb.
When you're ready to nab the final militiaman, knock on his door; he'll ask you to retrieve a weapon that he happened to bury inside some hay in one of the watchtowers of Napoleon's castle. We're obviously dealing with a master strategist here, but we're going to need him nonetheless, so head over to the castle. The tower that you need to enter is sealed, so head to the adjacent tower; you can get into it by sucking up the fifth Cobweb. When you're inside, use the trapeze sticks and the highwire to get yourself up to where you can find the Purse. With that unlocked, drop down so that you're hanging from the ledge by your hands, then creep along to the right until you reach a wooden platform. From there, walk the highwire out to the flagpole, then climb up that and jump off to float back to the tower's roof.
Back on the street, climb the ladder near the Tiger painting and work your way onto the trapeze swings above the street. You'll notice that the small flagpoles are blown back by the passage of El Odio, so you'll need to time your jumps to coincide with the lull in his movement pattern. You don't need to swing all the way around to jump again; just hit the jump button as soon as you hit a flagpole, and you should move right on.
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