Tom852
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Everything posted by Tom852
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Absolutely what I think too. It was also my first map I ever played, therefore I have a special relation to FIVE. But now, the "Survival Fest" is always a funny surprise, which makes the map worth playing.
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NML: 305 kills with the telepad strategy {WR}
Tom852 replied to Superhands's topic in No Mans Land (NML)
I'm just comparing this to my NML runs, and when you do 300+ like so on the pad, why the f* do i not get 300 at the backpool or sidedrop? I think I located the problem now with your help between pap and jug, but... what needs to be done differently? Argh, Doom on you, Mr. NML!! -
FIVE strategy vids - rounds 1-10 & 10+ basement/labs strats
Tom852 replied to Superhands's topic in Five
If you wanna watch, here is the route i prefer for the basement and some pigroom cut + explanation. -
Favorite Glitch In Series Of Zombies..
Tom852 replied to LILNIG's topic in General Zombies Discussion
Going onto the table in FIVE, hehe. -
NML high-kill analysis - find out where you're going wrong
Tom852 replied to Superhands's topic in No Mans Land (NML)
I mean this vid serious. How can you claim you get 100, when I even get 80 in Hardcorestyle? -
NML high-kill analysis - find out where you're going wrong
Tom852 replied to Superhands's topic in No Mans Land (NML)
You are just kidding me. I can do what I want. 20-25 after first nade, 40 at pap. Then I kill big groups = 80 @ Jug, kill small groups = 80@ Jug, cheat myself a deathmachine and kill everything I see = 80 kills @ jug, and Jug is always between 2:30 and 2:50. You are playing a different game i think. sl3oH2HfWFM This video is private because it contains cheats for demonstrational purposes, but as the people do not understand, only chopper and hands can see it. -
Solo: QR Jug Coop: Jug Rest dependent of the map, players, guns, equipment, circumstances and round. When I run the Tunnel 11 circle with a upgraded PM63 and holding the hacker, you most likely find me with Jug/Deadshot/Double Tap/Speed. But when I run the dome with a MS/Ray/HK you most likely find me with Jug/PHD/Mule/Stamin. The most useless perk is Deashot, followed by Quick Revive in coop.
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NML high-kill analysis - find out where you're going wrong
Tom852 replied to Superhands's topic in No Mans Land (NML)
The ultimate 300+ NML guide would be awesome! We already have a survival guide (you should now Ehjookayted ), but a 300+ guide, yummy. -
Absolutely - a refill ammo perk is totally messing the gameplay! What I think is a good idea, is a +50% ammo perk (being very expensive). But the "shit, I'm out of wonder ammo and I'm in round 84" must stay. It's one of the main challenges for high round attempts.
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NML high-kill analysis - find out where you're going wrong
Tom852 replied to Superhands's topic in No Mans Land (NML)
Can I see of a video someone doing 90+ @ 2:30 to 2:45, when he has Jug. I did about 20 runs today, and in 20 runs I had between 80 and 85. Not more, not less. Although I tried to vary a lot, especially the part with the M&S, when you get your points for Jug. Otherwise, I think this seems a very good way to orient yourself! -
I guess so, no idea yet ;)
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I just found this value in the config seta hud_health_startpulse_critical "0.33" Seems like this default setting is not correct. Going to check what it does with other values and if the red screen might come in then when it should.
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Yepp, if the Wave Gunner goes down, it becomes tricky. But I think with a bit of experience you might be able to handle his train incoming. I mean when the spawns are fast enough in 50+, I'd expect 24 zombs on the map at a down. Therefore you could exit towards Power when you are downside, or twoards spawn when you are upside. Then you have time for your Gersh. When you lead em to PM63 you can even turn around and do a no gersh revive. Could even use Krauss cause guns are anyway useless. (Hey, just got a new quicktip idea ;o) I honestly have no experience with it, so I need to do it first. It might be true, that in 50+, the dome gets bit rather acceptable. But Tunnel 11 must be faster, just cause of the spawn behaviour. I'm also not sure if you have a 24 train when you think you do, often there are some dudes 'hiding' and you actually kill only 20 zombies and think the 4 coming later are already respawners. Have a look here: 31-32 done in Tunnel 11, 30/33 done in Dome:
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It... It... It is Moon and it's... dammit it's fast!! YEAH!! Hands we need to try this Seriously, if it works as good as shown in the vid, it's just awesome. I'm afraid that you might get a tricky spawn, so you get blocked by a not dodgeable zombie line while no space for cutbacks. And in higher rounds, the M&S won't help you anymore out of it. But even if you get down, your teammate with the wave should be able to revive, and cause you have the EE done all is cool. I am really freaking out, I see a coop Moon strategy, that is actually done in acceptable speed. I mean all I've known so far is spending 60seconds per wave in the dome... And now you come with this 30s thing here. This makes me absolutely happy in my pants. Triple [brains]
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Very useful if I wanna see a certain vid of yours! Keep it up to date ;)
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Hacking the Guns and Perk Machines Without Dying (No Air)
Tom852 replied to i am richtofen's topic in Moon
I hope nobody misunderstands me, especially not Richtofen. I think this thread is a good one, and a nice to read. But it is just not a sticky for me. If we get a thread together, where just everything you could imagine about the hacker is in, definitely a candidate for a sticky. -
Tried to go for the ultimate speedrun in Ascension. Round 50 finished in 1h43min. I guess I'm gonna upload a full gameplay video Here is the Pic: Although everything was done midround, we still have those delays by all the lander work in 17 and 21. Also Round 7 shows clearly, that Power Activation, or more precise the running to and back from power causes a delay. Same for Round 43, where I run from spawn to pap and back, suddenly +1min30s just for one pap. But the graphics also show well, that you can safe a significant amount of time by raging with your ammo and gershes. 34 was no monkey, but I got an ammo just at the beginning of the round and wasted all my 3 gershes, and killed already 10-15 groups, instead of waiting for 20+ groups. (Was expecting 35 to be the monkey round). The same effect after the pap in 44. Since I knew I have more than enough ammo, i wasted it and got 20s-30s faster than 42 and 41.
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ALL you need to know about Max Ammos from George MUST SEE!
Tom852 replied to Superhands's topic in Call Of The Dead
Thanks hands. -
Hacking the Guns and Perk Machines Without Dying (No Air)
Tom852 replied to i am richtofen's topic in Moon
I am against this nice thread being stickied, because: a) Common knowledge in the meanwhile except phd. Lack of relevance, since i) normally no one lets the dome getting breached ii) normally you do not hack any other wallgun then the ak iii) normally you buy the perks you need and don't have to put them back, and as soon as you could think of changing them, the EE is done. In solo you might change your perk setup later on, but since you played well, you didn't let any window get destroyed and the dome will not be breached. c) Lack of deepness of the information - E.g. I think, the superhands' insert is not explained well enough. When you do not jump and you just sprint, the game will execute a jump for you as we know. And this jump takes you 5m above the AK, so you have to wait to drop down again. Or the jump puts you towards some obstacle, which makes you loosing a lot of time. When you jump just after going out of gravity, you avoid this random jump and control when a jump occurs. This is my main reason to jump. The additional sprinting speed that says active all soaring time is a nice goodie. - E.g. I miss the clear words that Jug+Speed is a must to hack PHD. - E.g. You could also state that it's easy to hack the AK from the Labs Airlock, you could mention that you can jump over the teleporter etc. d) Partially incomplete: - E.g. for a good tunnel 11 strategy, I might wanna leave the door from 11 to power closed. Of a sticky I also expect the thread telling me, if it's also possible to hack from the other side (door to spawn). - E.g. it is also nice to add information such as that Jug increases your air time by 2 seconds. The most relevant information for me would probably be - although i know this is neither a gun nor a perk - how to do the hacking EE step without air. Of a sticky I expect a wide ranged information, like "how to hack any thing you could hack wo/ air", i.e. box, EE, terminals. e) Too monotone, with the exception of PHD and Reload all it says is "go closest airlock, hack, go back". This also correlates with point a), everybody gets this idea on his own. f) Not a thread that i have to refer to and go back to over and over again, like e.g. 'zombie charts'. You read this thread once and you have all information stored. g) There are many threads of similar or better quality and relevance, that are not stickied. Choosing exactly this one as a sticky is arbitrary. People that work their typing hands bloody and present extremely useful information get no stickies. Now they see, that all it needs is "go to closest airlock, hack, go back" + a PHD strategy that is imho so tricky that I rather run in the astro and hope he takes it. This is not fair to all other guide creators. -
This is actually a very interesting topic. Nobody has a clue what the waterfall really does and how it can be used. Neither me to be honest. Water is so slow, that's not where I am I do not know if it makes the zombs respawning, or if it might be a really cool trap. Could be, that there are totally awesome trap strategies with it, even if it's not to kill, but to get the zombies calm for a moment. I guess nobody wants to test it, cause its pretty annoying to get flushed away, not finding a path out in the slow water, and get killed all the time while testing eventual good strategies... Whenever I find some time, I'm gonna have a look at the fall with a test setup (and I mean godmode by this), to see if there is a good strategy to use it. But honestly, I'm very sceptical. My problems with your suggestion is as well, that you run more, that you actually kill zombies. Especially in SL, where you have the JGB, which has so much ammo. I think we should focus on a strategy based on JGB killing, but of course every time a situation can occur, where you would be happy about such an alternative trap strategy. IMHO definitely worth some further investigation.
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Wow... I just wanted 3 stars for the achievement, i got 31.1 for Charges Set :o
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SHORT VERSION see below for some details Riese: 6750 Kino: 7250 FIVE: 8500 Ascension: 7500 COTD: 5750 Shangri: 7000 Moon: 7500 Der Riese 6750 Door 1: 750 Door 2: 750 Door 3: 1000 Door 4: 1250 Bowie: 3000 Both ways equally expensive. Jug + Power accessible after you opened to Bowie. Kino der Toten 7250 Door 1: 750 Door 2: 1000 Door 3: 1250 Door 4: 1250 Bowie: 3000 Both ways equally expensive. Jug + Power accessible after you opened to Bowie. "FIVE" 8500 Door 1: 750 Door 2: 1000 Lift 1: 250 Door 3: 1000 Door 4: 1000 Lift 2: 250 Door 5: 1250 Bowie: 3000 Jug + Power accessible after you opened to Bowie. Ascension 7500 Door 1: 750 Door 2: 1250 Door 3: 1250 Door 4: 1250 Sickle: 3000 :arrow: Costs dependent of path :arrow: Jug + Power not accessible after you opened cheapest path to Bowie. COTD 5750 Door 1: 750 Door 2: 1000 Door 3: 1000 Sickle: 3000 :arrow: Costs dependent of path :arrow: Jug + Power not accessible after you opened cheapest path to Bowie. Shangri La 7000 Door 1: 750 Door 2: 1000 Door 3: 1000 Door 4: 1250 Bowie: 3000 Both ways equally expensive. Jug + Power accessible after you opened to Bowie, in case you've chosen the path where Jug is. Otherwise another 750 for door to Jug. Moon 7500 Door 1: 750 Door 2: 750 Door 3: 1000 Door 4: 1250 Door 5: 750 Bowie: 3000 :arrow: Costs dependent of path: Tunnel 6 is cheaper than 11. When you go through 11, you pay 500 more.
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Good question, but very difficult to answer. The zombie health and speed increases very fluently, so it's super hard to mention a strict boundary. You also have to consider the circumstances. With the M14, solo, Round 10, you will get overrun. So the answer to one question would be: "Start hoarding in 10". But when I go to a very low frequented area in a 4ppl game (e.g. Speed Reload in COTD), carrying a Ray, you can kill on sight until 40. As well, when you are all 4ppl together and one giving you thunder support, 2 giving you ray support, you can camp and kill on sight quite a bit longer, then if the teams primary guns are M14, China Lake, RPK and CZ75. SOLO: Would kill on sight max till 15 with Ray. 15-20 slight approach of an unfinished train, 20+ starting to gain max trains with Ray. With wall guns + Bullet guns, you will have to gain max trains already in 10-12, when all become runners. Some exceptions might exist, such as an upgraded Krauss might do a 'kill on sight' until 13 easily. An papped Python (Cobra) with speed reload, with perfect aim and seeing zombies from far will allow you maybe up to 18-20 to kill on sight. Killing on sight always brings you the risk, that you go into ADS (tunnel vision) and get surprised by zombies coming from left and right. To avoid this, I highly recommend to start doing trains in 10 with your wall gun. Or, you hit the box at 10 and see what it brings. If you get a good gun, you might be able to wait a bit longer with hoarding. The key is just round 10 there, since sickle will no more be a one hit kill, and all zombies will now start to run. The boundaries I would mention for an average coop game (thinking of spawn Ascension 4ppl, each in different area). Round 15 (+/-): Wall Gun Damage starts to become low to kill on sight. Round 20 (+/-): Unupgraded Wall Guns too weak, upgraded acceptable. Round 25 (+/-): Upgraded Wall Gun Damage starts to become low. Round 30 (+/-): Ray starts to feel slow (approx 8 shots to kill a zombie...) Round 40 (+/-): Ray starts to feel "That thing does nothing". The answers to your concrete questions: -At what point in the game does it become quicker to hoard and kill rather than kill on sight with say a Ray Gun? Never, kill on sight is faster forever. To make max progress speed, you must reduce each zombie's life to a minimum. And when you kill him as soon as you see him, he lived shorter than when you let him alive for 10-40 seconds to bring him in a train. The problem is, this is not realistic, since it's a bit ammo intense, and you cannot shoot all the spread out spawners so quickly after each other For a realistic speed run: Round 20, start to hoard + Thunder. -At what point in the game does it become quicker to move from a wall gun to a box gun, and still be able to kill immediately on sight? If I could, I think I'd say Round 1. But to get it realistic, just bowie till 9 and 10-15 maybe Wall Gun and 15 maybe Ray. For speed runs Ray asap, best -At what point during the late 20's to 40's do the levels start becoming slightly quicker as the spawn speed picks up? Increased spawn speed and increased amount of zombies equalize each other for a while. But a round will normally not be significantly faster than the previous round. Especially in 30+ the increased hoards and life points will make the rounds longer. Maybe this answers your question We can theorize as we want, best will always be: When your feeling tells you that you kill not on a max or almost max speed, get some new equipment.
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Solo hoarding: Kill quickly or just pick them off?
Tom852 replied to Superhands's topic in General Zombies Discussion
Depends on situation and area. Some areas do not allow easy cutbacks. And with a max spawn, you get up to 8-10 zombies from one window, coming in a beautiful not dodge-able line. But you could dodge 2-3 zombies respawning. But I know what you mean and I also agree. Believe me I do not kill 1 by 1 But just saying, in some areas a max spawn is terrible or impossible, but 2-3 respawners can be handled easy. Especially in hardcore circles like Jug floor on Ascension or so. I don't think so. 3-4lk for Jug + SMG is a must imho (respectively just very annoying to start of with the pistol, making 500 for M14, making 1200 for AK or whatever, making 2500 with it for Jug....), but anything else can be done when needed. So when I pass out, I make sure I saved 5k, I buy Jug + MPL or something, and with the MPL I go up to x thousand points quickly. You can use the spray & earn points strategy when it's needed imho. -
Solo hoarding: Kill quickly or just pick them off?
Tom852 replied to Superhands's topic in General Zombies Discussion
No need to apologize I was talking about solo, but 95% is "in coop" "after easter egg", so my bad. But let's list it: Getting max train and kill the train fast: Pro: Fast Pro: No unexpected respawners Pro: Enough points Pro: Little break after you blown away a max train Con: Ammo probs later on Con: Max spawn (24 at once) Killing with WallGuns, killing one by one: Pro: Lots of points Pro: Only 1 by 1 spawning, easy to get in the train Pro: Infinite ammo Con: Infinite ammo dose nothing later on Con: Slow Con: Continuous action going on Con: Must rebuy ammo and walk fallible paths Con: Eventual unexpected respawners So after comparing the Pro and Con list, I definitely wanna basically because of speed choose the first option.
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