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RZArazorSHARP20

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Everything posted by RZArazorSHARP20

  1. More and more I find that even when a round is starting off well (No Man's Land round 4 or something) people instantly want to start filling the fist chests. I find this a negative strategy, let me tell you why. One of the keys to a good Origins round is patience. Willing to take it slow early so that later you can roll through rounds. This means the need to hold a zombie. When you decide that you want to fill a chest on round 5, with four players that basically means that you need to kill every zombie on that round in the chest area. Add into this that if a giant is coming, people start rushing to fill the box, and inevitably the last zombie is not only killed, but the robot resets the box anyway. Instead of trying to force it, I propose this. Buy either an MP40 or AK74u, and build the zombie shield. Competent players should be able to survive with a zombie shield and sub machine gun on a pre-round 7 game. This means with smart point usage a team can have Ice, Wind and Lightning built and both puzzles completed plus Fire Staff only lacking the Panzer part. This means you'll have everything but Fire Staff upgraded by Round 10. By then there are more than enough zombies per round to have all boxes filled by round 12 - 13 at the latest. Which means you can be working on your elemental fists when the One Inch Punch is still one-hit. Getting staffs built is so much more important than the chests. Thoughts? Opinions?
  2. Man this was so long ago. Miss the DOA days might have to pop it in.
  3. If you're trying to get far you can't do it with randoms anyway, so it should give you a chance to work on surviving with limited lives, and give you a chance to work on your own game. If you play with good people, you'll probably be the one stealing lives. I doubt you'll complain then...
  4. Treyarch clearly did this with the knowledge that in a couple months no one is going to be playing BO multiplayer anyway, so why not allow people to keep playing by giving out 5 zombie maps, something that MW3 won't offer... I myself am thrilled. I already have the 4 Classic Maps, but I get Moon for free because of that, and now the quality of play on the Classic Maps is going to go up exponentially...
  5. Being an Xbox owner who went out and bought the hardened edition like 2 weeks ago just for the maps, I can say even though I spent a bunch of money on it, I want them to release the maps to everyone. Seriously, every time you try and get on a Classic Map on BO, there's like 50 people playing Nacht, 20 combined people playing Shi No and Verruckt, and 200 people playing Der Riese... It sucks, and we need more people playing these maps... I'm not going to cry if no one gets them, but fuck exclusivity, lets get some better players on there... As for this guy ninezerowill above me, I don't know if you played the classic maps but the BO zombie game engine is a billion times better than the WAW game engine, and with WAW being modded out in every lobby, its reasonable that people don't want to go play that... You keep telling people to stop whining, but all I see if YOU whining about other people... Shut up and go play WAW if you think its that awesome...
  6. If you're a good player, you know that Furious Feet is the most valuable fate... Your best player takes Feet and is the host, the next best player takes Firepower, and the final person takes Friendship...
  7. Actually if you're playing with an HDMI cord connection, you don't get all four arrows.... Standard def connection gives you all four everytime... Confirmed on Xbox...
  8. I think after a few games with people who are modding it essentially infects your game for a little. I've had it happen to me where people were modding the round I was in, so I left, but the next lobby I went into wasn't being modded and all the colors were off and shit. I hate that you can't play W@W anymore, but thats why I just bought a hardened edition!
  9. Whats up RoflWaffles? Been a while, we should run a Shangri-La round sometime... I also got the classic W@W maps this week, I don't know if you have them but if you do get at me...
  10. Shi No Numa is more of a camping map. You move as the box moves, and try and stay near the main gate downstairs so you can use the flogger. There is a way to horde zombies by running around the Comm Room area, but that's more for Solo or two-player, and doesn't work that well. I usually like to start a round by the gate, and eventually make a run for one of the huts, use the trap, clear the windows and move on. Verrukt is tough too, it all depends how long you can keep that back power room door closed. If you can hold the hallway by the power room until sometime beyond 15, you should be good money to survive. Don't buy any unnecessary doors. And always go to the power-room through the German side, which is up the steps rather than through the Thompson room. Verrukt is probably the hardest map to play with randoms, given that you need to cooperate to get to the box, and there are so few places to camp. Both of these maps and Nacht Der Untoten are more camping maps than maps that have a loop. Running the circuit on W@W was something you did on Der Riese once it got into the 25-30 range, but before that W@W zombies were all about communicating with your team and picking a good area to hold up, and then hoping the guy fighting next to you will do his job. I wouldn't worry too much about finding a loop to run, I'd worry more about finding good teammates.
  11. After you complete round 40 you fight the boss round. After you beat the boss, you start over on the first map, but now you deal with every type of zombie, with no more individual challenge rounds. After you beat round 80, you fight TWO cosmic silverbacks at once. There is no second room of fate, and the later rounds require team work and strategy to reach them and be successful, even more of an example of how people shoot their mouth off about DOA having no strategy, and then post they made it to round 30 like that means something. Step your games up.
  12. I mean those of you who say its easy and involves no skill have clearly never gotten very far. There's just as much strategy as regular zombies, just a different strategy. I know if someone who had gotten to round 6 on Shangri La came in and said it was stupid and easy, everyone would tell them to shut up because they sucked and clearly didn't get it. So now, to anyone who has never gotten past round 30 and insist that its "easy" or "simple", I tell you all to shut up, because you have no fucking clue what you're talking about.
  13. I feel like I should receive some sort of honorary moderator status, seeing as how this is stickied and I get asked to play DOA with people 24/7 haha... Btw sorry to anyone who read this and tried to contact me on XBOX, I haven't been playing DOA for a few months, but I'm thinking about getting back into it, get past 80, I've dropped to 65th in the world! Ridiculous. But anyway, soon I'll add some more stuff to this about late round strategies once you get past the first monkey.
  14. Round 80, 3 people
  15. Once the 4 Nodes are activated and the orb is on the ground, you need to throw the Gersh Device and shoot it (the Gersch, not the Black Hole) with the following things: 1. 2 Upgraded Thundergun Shots 2. 3 Upgraded Ray Gun Shots 3. 3 Upgraded Crossbow Shots 3. All 3 Matroyshka Dolls Thats it... It's extremely easy, can be done by Round 15 if you're smart with your points... And since the Death Machines are likely the end of the Easter Egg, it would be smart to kill your crawler and get the next round started, and put those Death Machines to use...
  16. A theory i had was that the death machines could be used to obtain the 5th perk... Apparently if you successfully defend the machines when you have 4 perks, you are awarded the 5th with a power-up... Wouldn't it stand to reason it would be easier to defend the perks with death machines? If you did the Easter egg right before a monkey round, killed your crawler, and rushed to defend your perks, you could probably hold 4 of them with death machines...
  17. Everyone wants to talk batteries but thats not it... Ive wasted far too much of the last few days on this, and now I've seen the no clip through both closed doors and the alleged 5th lander pad... Since there's nothing there, I'm really at a loss as to where to look... My first thought is either the centrifuge, or back over near stamin-up...
  18. Unless there is an Easter Egg that puts the Waffe and the Winters Howl in the box, they don't exist... Some guy no-clipped through the two un-openable doors and onto the 5th lander... Nothing there...
  19. With solo I didn't buy revive until after the first monkey round... I bought Jugg, guarded it, got the free perk (which was Speed Cola) and then bought Revive...
  20. Xbox live's Wu-Tang Clan is hunting Easter Eggs now and need 2 more players... Anyone interested?
  21. Bump, since people are strugglin with this...
  22. Yea but even that isn't the end of it... It would be sweet if it unlocks the DG-2...
  23. Go look at my strategy for the monkey round and you should have no problems...
  24. Yea no problem... I'll be on all day today, just drop me a line on xbox and mention codz in the message
  25. Here's the deal. The monkey rounds are tough, yes, but they are also extremely rewarding if played correctly. I believe this is the smartest way to maximize GETTING perks, and avoiding losing any. This strategy is ideal for 3-4 players, but the early steps can be done by any amount. This is a guide for 3-4 players. 1. Don't buy any perks until someone has a good enough weapon to defend it. The monkeys don't come until someone has a perk to lose, so hit up the box and get either a Ray Gun, LMG, or Thundergun. Shotguns work early for the first monkey round. 2. When everyone buys Jugg and it's the first monkey round, all of you should go to Juggernog. Since no one has any other perks, you only have one to defend. 3. The best two guns stand out side of the Jugg hallway. Hopefully its a Ray Gun, which dominates monkeys on early rounds. The other two people stand in front of Jugg to lend support. They are the last line of defense. 4. As long as the monkeys DO NOT TOUCH the perk machine, when all are killed in addition to a max ammo they drop the new power up, a free perks-a-cola bottle, random for every player. 5. At this point, you should have max ammo, Jugg, and another free perk, and it's so easy it's ridiculous. Wait until you do it. That's really it. If you get lucky and say, everyone somehow gets the same random perk, then here's what you do: say you do the first round perfect, and you all are given Speed Cola. When the next monkey round happens, split up 2 and 1 or 2 and 2, and defend Jugg and Speed. Again, if you've been lucky with guns you should be able to get a second free perk, at which point you would have 3 perks, only one of which was paid for. Bottom-line is, make sure your team does it's best to have the same perks. The monkeys only attack the ones owned by players. For example, if no one has PhD Flopper, no monkey will destroy it. These little fuckers get tricky after a while, and it's near impossible to not lose any over the course of a game. Hope this helps!
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