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Tom852

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Everything posted by Tom852

  1. I'm very proud that two posts in a row refer to my work, but I think this thread is a bit outdated and MDZA might probably not even read this anymore or already know it.
  2. [sarcasm]Hey Superhands No worries, you are new here. But this is a thread about a strategy. I don't know if you have seen it yet, but there is a new section "Gameplay & Strategies". This rather belongs there. No worries, but just for the next time. Thanks for helping keeping the board clean. Just imagine a experienced user, that would be UOTM, that new users look up to would place a thread at the wrong section. That'd be weird.[/sarcasm] I told the mods already so should be taken care about shortly. Let's go for double pap ;)
  3. Thanks for these ideas. I didn't get the first one working reliable unfortunately, but I still go on trying. And I have lil' problem with the second, that is that you must abort your train for 1-2 seconds, which can then be lethal for you. When I once catch a good record on it, I'll upload it anyway. MASSIVE UPDATE mRL1S1p92Bg URUDI7RjO5M 8Twz86wkq_I haZ2ONnMBlA QqAx88sqxPY CGvEPIpuvpA 3GErML_rg7s
  4. I tried to explain the cutback @ 10:32, i hope this link works: another short example in the same video is at 30:35 The cutback is a move to avoid getting surrounded by zombies. The idea is, that when your actual path gets blocked by spawners, you turn around and change the direction of your circle. Instead of trying to dodge those spawners that block your path, you dodge all your train behind you. This works well, since you walk a circle, and the zombies are always in the middle of this circle. They are never directly at those spots that you need free to walk thru.
  5. I actually highly recommend the M14 in narrow starting Rooms such as FIVE and Shangri. It's just way faster than knifing only, and the 500 won't hurt you too much normally. The major advantage is the ability to take out a lil' 5+ train in Round 4+ very quick, or maybe to take out a zombie in time that corners you. The vid quality (not meant image/picture based) is quite bad, also has some audio desyncs and stuff, but I say quite in the beginning, that giving a shot with the M14 followed by the lethal knifing feels like the knife would still be insta kill. I love it. However I also understand your point very well. I support it totally on easier spawn rooms, such as Ascension, where you have room to escape and regain control in case you get breached. Good idea with the Bowie thread. Actually this whole thing here is just about a general bowie strategy. But I just thought, that the Bowie in FIVE is totally underrated ** edit video in top post added, sorry for too loud ingame sound + lil audio desyncs. Happens whenever I have too many software running in the background.
  6. We all understand you well, everybody feels like you do, and everybody needs a long time to accept, that it is indeed over. Anything has been tested what people can test, and no continuing step was ever found. As well the confirmation by the developers. In case the search function wouldn't say "These words were ignored, cause they appear too often: Ascension Easter Egg", I would refer you to the search function for older discussions of this However, here is for example one thread that has a huge discussion about it: callofdutyzombies.com/forum/viewtopic.php?f=60&t=6173 Ignore jc, very inappropriate answer he gave there.
  7. The fly trap is the easter egg of Der Riese. The only reward was an achievement @ WAW and no reward at all @ Blops.
  8. Hi You can choose to watch the 18min video or take 3-4min to read the text. The vid is not really my best, it was early in the morning and felt like "omg, 20min live commentary, uff, I'm too old for that". But see yourself lZvl83EXFV4 Most strategies are based on buying the Mp5k and arduously getting the points for further doors and Jug together. So I just thought I write a quick guide for the bowie. Plz no brains this is nothing special. I suggest you the following: -Round 1-3: Cover the windows in the first Room, maximize Points as usual. -Round 4-5: Especially in solo, it will get tricky now. I highly recommend you to buy the M14. It is an investment, not a waste. Feel free to go for some headshots with it, in case you get quite many coming towards you. Also important is that you consequently repair the windows, that you are working on. I hope you can do this on controllers well too, so that you shoot, knife and reload etc but always also hit the repair button. To loosen the situation a bit, I tend to randomly throw nades towards a group of 2-3 zombs that are still far away from the window, just to gain additional time and having less stress. Goodies such as hopefully an insta kill and stuff should drop by time. In case you fail, just restart the game. Feel free to open towards speed in case you get overrun. Killing tactics for a sufficient point amount Rd 1: 3-5 M1911 + 1 knife Rd 2: 1 clip of M1911 + 1 knife / 1 shot with M14 + knife Rd 3: 2 M14 shots + 1 knife Rd 4: 3 M14 shots + 1 knife Rd 5: 4 M14 shots + 1 knife Ensure you have the necessary points to buy the Bowie. The Points needed are: Total: 8500 for doors including Bowie You should have achieved this amount of points by Round 5 easily. - End of Round 5: Buy the Bowie and activate Power - Round 6, or in case Round 6 is thief Round 7: You should have an easy time with the Bowie. Especially on Co-Op, you will face no problems at all. I recommend you to stay close to the Elevator in the basement in case you are just there, so you can quickly use the lift whenever the situation looks like you would get overrun. The windows are still closed, so you are well protected for a while. Just knife the zombs as good as you can inside the windows and repair them consequently a bit. After a very few kills, you will have your 2500 and additional 250 for the Lift. Go instantly ASAP to Jug and buy it. This is very easily done. - First thief Round in 6, 7, or 8: Solo Let him come, give him some M14 shots, let him take your M14. Make sure he doesn't take your M1911. With the M14 out, you knife too slow. So give him the M14, that you can now knife fast with the M1911 out. Hopefully, after the Thief teles you to Power, he will still be a slow mover (normally he is still slow in 6 and 7, might run fast in 8 though, but that's still no problem at all). Follow him and give him 2 knifes. Do not follow him thru the teleporter. In solo, the thief will after his first teleport walk through the Bowie room, so go there and catch him there, give him the rest (1-3 knifes - do not miss him!!). You'll instantly catch the sale + ammo, and you find yourself in front of the box in the Bowie Room. Swap out the M14 to whatever you like. You can do 4 hits in case you pick every gun up. Pay attention, at the possible 4th box hit, zombies will already be close, mostly 1-2 Nova's are incoming. No prob to handle with the Bowie. Escape thru the teleporter or the lift in case you have it down. Coop The idea is the same, and I assume everybody has the Bowie. Just let every player give him a few M14 shots, give him the M14, and after teleporting, kill the dude with your knifes. But pay attention, his path is not the same as in solo. Best you are all in the basement in the lift, or at another distinct spot. So those, that have already lost the gun can go back to the lift again and know, that the thief will come there as often as players are in the game. Afterwards, just try not to follow him thru teles, and catch him in intersections or something. It will not take many knifes to kill him, it is an easy job. -Round 8-9: Go on knifing at your favorite spot. - End of Round 9 and second thief round: Might already getting a thief again soon, so make sure at least 1 player can upgrade his M&S. To prepare for thief, go all in war room balcony floor, let the M&S shoot down when he comes, and you have your bonfire sale. In Round 12 13 it takes 4 or 5 M&S shots to kill him, very easy job. -Round 10-12: In solo, you get overrun quite fast. Try to give the enemies some shots and finish with the knife as long as you can, and then start to run a train and play as normal. In coop, just split up a bit, so everybody gets only a few zombies at a time. Shoot the reduced amount of zombies that is coming to you a few times with the gun of your choice, and finish the zombie with the knife. Very good for this is stuff like a CZ or a Python. One shot with the python, followed by a knife, and the Python is very shortly after ready for the next zombie. LMG's are less suited, cause the LMG takes a long time till it's ready to shoot again. So best are light and small guns, like Spectre. But also AR's work very well. Of course, you can also use your M1911 for that, however, it might be a bit too slow cause you need to reload often. In both, solo and coop, you wanna think of going to the Labs, cause there are Nova Crawlers. They have less health and are still a insta kill with the Bowie. So send at least 2 players down there in coop. However, the safer place for solo would still be the war room. The massive amount of bowie kills will give you so many points, that you wanna think of maybe getting mule or something already, and hitting the box bit more, and get very nice guns already. -Round 12: Progress as mentioned in other strategies. - Further Bowie advantages in 10+ * in case you get a Python: 1 shot + instantly followed knife is like the bowie would still be insta kill, as partially mentioned. That works up to 14. Then you can upgrade the Python and you can go on with the "one shot one knife one death" work till 20. Speed Reload recommended. * in case you get a CZ75: Very well suited weapon to give some shots and then knife too, as mentioned. Works till 20 too when you do not get too many zombs. * in case you get ballistic: well upgrade it for 1k, and you have an instant knife killer till 13. See a quicktip of mine that I'm gonna upload soon, you can also use it as the "One Shot One Knife One Kill" Weapon * in case you get freeze: Awesome with the bowie, gather a train together, cool them a bit, and any will be an insta kill, plus they are very slow, so probably not hitting you. At some point you need to start to give em 2 shots until you get an instant knife kill. * kill future crawlers with the bowie and get 130, instead of wasting ammo. Very advantageous here is also, that you minimize the time you have to spend without jug. The trick is just to survive Round 5 up there - or maybe you might even get the points in 4 already. But when you are past round 5, you have to spend max 1 minute wihtout jug in a well windowed up area, with an escape spot (lift), with an instakill knife... Very safe. Way safer than running 2-3 rounds in the War Room with the MP5. You have after the second thief round a perfect setup basically. 3 nice upgraded guns, no problem. The first firesale helps you getting good stuff. Before the 2nd thief round, you'll have enough points to do several additional box hits. The M&S grants you a bonfire to upgrade all your guns. So you will be perfectly armed after the 2nd thief round. Gonna record this quickly for solo. (Edit: done, see vid above)
  9. No idea here too.
  10. http://en.wikipedia.org/wiki/Ping
  11. hehe, that's funny answer Yeah what I meant was, that reviving will not always work and you have to take care, when you are going to revive. Clear the situation first, or lead all zombies away, or throw a monkey/gersh. Otherwise, zombies will disturb you while reviving, ending you to be down too. Since a proper Bowie handling does not require jug, but will give you a load of points, and since bowie is only onehit kill till 9, you wanna get the bowie first. Get it at 5, you can afford jug on 6, maybe 7. Get Jug on 5, you need also a wallgun, and you can afford the bowie at 9 or 10, and then i don't need it anymore. LMG vs AR, uhh. Also think of the very slow movement speed, think of the reduced headshot multiplier. You may wanna get LMG's when you also can have Stamin up, and when your shooting time is loooong, so you can also make proper use of the large mags. Imagine you run at the AK Room in Shangri, LMG is crap there. Just to raise the gun and get it ready takes all the time you would have to shoot, then you need to move again. Therefore, Ascension-COTD-Moon or for camping, LMG's are good. But they also cry for Stamin up and Double Tap. But on average sized circles AR's are to prefer. However this can also be very individual. The answer to the power thing: I'd rather say: It's a gameplay feature. The power is always located far away from the start, so that you have to fight a rather long time until you are able to activate it. That means, that all the devices, such as perks or the mechanism to activate pack a punch, are not available in the first few rounds. This grants, the you cannot overpower yourself in the beginning and grants balance to the game. The zombies will get more resistant and faster, but you will also be slowly able to get better guns, or to increase your life, your fire rate and so on. Therefore, it makes no sense. It could also be called the 'zombie invasion switch' that activates all the stuff you need to fight against zombies, instead of just being called the 'power switch'.
  12. Hands you could actually get 2500, noclip a bit around, buy phd, restore correct ammo count, tele back down and start a fresh run with flopper from round 1 @ nml and see how it goes. of course not 100% exact cause you would in some way already start with flopper, and not getting it after pap and so on. but it would give some kind of impression how it works.
  13. I was just going to say, why don't you just play on pc... I'll never understand.
  14. I'm just thinking of the Scavenger without PHD, yeah actually, why not. They are sooo powerful, why shouldn't they bring some disadvantages.
  15. Quadrupleish yes on that.
  16. The only cool solution is a Ammo perk that increases ammo held by factor 1.25 or 1.5. Anything else like buying ammo is the same as giving everybody infinite ammo. See Moon. When you wanna have this, it should be more expensive. Let's say it costs at least 30k-50k. Imagine you hold the Wave, RPK + HK. Empty RPK + HK, you'll get about 30k or something, so that's already not expensive enough. I like ideas like Shangri La though, where you need to take either lots of risk or a very well planned strategy to get your ammos.
  17. Not a bad choice you got there Now the Freeze Gun is pretty useless imho in 30+, the Raid (isn't that the Stakeout upgraded?) is crap and the VR is, well, it's the VR. So much bullshit, and so much needed for 40+ coop. Now of course you also would like to have the infinite damage guns, such as the Thunder in Kino. Get an extra zombie wave with the QED in 50 while you are out of ammo, and you won't like it anymore. For me it's just that my favorite set up is absolutely dependent of the circumstances. When I get gun X out of the box, I might get perk Y, but only before Round Z. So it is so much variable, that a list like that makes no sense overall. Not to forget is the general preferences of people. Some might be awesome with the Wunderwaffe, others might fail like hell with it. So overall, it doesn't make much sense to try to find an ultimate setup. It is too much dependent of the situation. Of course you could develop an awesome setup - but as soon as a unique gun is in there (a gun that only one player can have), it fails. E.g., I'd like to have a Life Saver gun, a killing gun, and a point gun. The life saver can be the thunder, it can be the crossbow, or it can be the M&S. But I might have a M&S already, and get the bow off the box. So I'm double life saving now, can use the M&S as a killing gun, so the third gun might now completely chance its role. I also do not need Gershes anymore, since I have the bow, now I want rather dolls. It is so much dependent of situations and circumstances. But it is for sure a nice general setup you posted here. I know, I was pretty hard with you now I wouldn't have written that, when you wouldn't have asked for criticism. Overall, any guy going with these guns you proposed hasn't done a bad choice. By the way, I'm very happy you posted this in the Gameplay section Happy that it takes roots by time! Good job!
  18. Just refer to the leaderboard! It'll tell you how good you are. I think 30+ is not too bad on Underground. But indeed, when you got 30, 40 is not that far away with a good strategy. I understand u saying, that you feel able to do it. Sometimes it just runs bad, sometimes the partner is not good enough. But I think any decent skilled player can reach 40+ on Underground.
  19. HArdhat is not easy, but the hardest? Not sure for me Grats on the 41!
  20. The only screener I have
  21. @ threadstarter: You should make a list, so we have the stuff actually documented and we can use it as a reference. Right now I have to check over 20 answers if I wanna find something. Kino solo: Name - Round Kino Coop: Names - Round Fice solo: .....
  22. [brains] for this epic question. I think the choice between PHD and Jug at NML would affect strategies a lot. A PHD strategy would look completely different than the current jug strategies. But since all people gather a train and then shoot 2-3 times, I think the better choice would be jug. The gathering up of the train seems the major work, the 2-3-4 shots can also afford a lil 2second break to regenerate health. PHD would only help you to safe your life, but would also be a waste of ammo, therefore not leading to record. Sure this works. The question is just what would you do, when you have the Mustang and Sally. The M/S is a good choice, since it works as a life saver. But imagine you get into a corner or surrounded by zombies. You need Jug on one hand, because zombies all around you will hit you more than twice in a very short amount of time - not to mention double swipes and stuff. But you also need PHD, so you can shoot on the ground so clear the situation. But when you can have only one thing, what would it be? With PHD, you can shoot around with the Mustang like an idiot, an clear any situation, but a single double hit was it for you. 1 zombie incoming while you are reloading, you are dead. With jug on the other hand, you can afford these situations, however, imagine a narrow path, blocked by zombies, a train behind you... You are dead, you cannot clear the situation cuase of the friendly fire, and there is no escape. Or you get cornered, no option to shoot on the ground, cause no phd.
  23. But isn't that what makes a guide creator? He knows what people's questions are? I'd feel like I take over your work. I don't know how your guide exactly looks though. I hope this gives you some inspiration. For the newbie, pretty obvious: What's a perk/pap, how to upgrade, how to get power, why is power needed although the lights are on (god dammit, my most first question ever i had after 1second in this game... and still i don't know ) Newbie2: How do I survive longer? [ready to see your one sentence-answer ] Why are people mad when i help them kill their zombs at their windows, why does a LAW sometimes hurt me and sometimes not, i found pap on ascension but the next game there was a gate there, why? Advanced1-2: what is a train, why do people do that thing so often, why do some want to be alone and not work together, why did this bitch not revive me, why do people leave the game when they die, why do i die when i revive, i always get blocked why is that, how many zombies are there at the same time on the map, lmg or ar, how to maximize points in first rounds, bowie or jug first, when do i get power ups, how many zombs does the waffe kill, how can i locate perks[random perk maps]/pap/box, getting a wall gun [which?] or going to the box. Pro: When I get the ballistic at 10-11, shall i upgrade it or is it not worth the money, since only 1-hit till 13. Where are optimal spots to let the napalm zombie explode, so that his fire trap will kill a max amount of zombies? Is it better to repair windows later on or rather keep them open? How can I get sure, I won't accidentially pick up the power up I'm trying to hack? In rather narrow areas, my cut back is not working, since the train is not compact enough, how can I avoid this?How do the tele's in FIVE exactly work? (where do they take you) Which move (exact sequence!!) is needed to escape the Astro's hands for sure, what if there is no space to escape to a certain direction? How is the jump thing on Moon working? (where does it take you) How is it connected to the drop system up there (jumper on/off), and how to make sure to catch certain drops? E.g. I want a Nuke, and nothing else. How to do? How does the spawn system in the dome exactly work and how can you accelerate it? I know you cannot use many of these, but I hope it's good for inspiration. As you notice, the more pro the questions are, the more specific they get, absolutely not fitting a "frequently" in "frequently asked questions" ;)
  24. The challenge is very special. Imho, the poeple you play with should be privates, so they do not leave, but they also should (must) not know about your plan. That's what makes it fun It's really hard, not to kill and get the points for jug at the same point. You never can be sure if a zombie got already hurt by a teammate or something. I love these 'get 0 kills' challenges. What perks or guns u use is secondary, or how many revives you get. It's just fun to do it, especially when no one knows and at round 10-20, someone just asks "uuh, tom, wtf?". I do this sometimes for myself, not for a race ;)
  25. Do I understand you correct hands? Condition a) Zombie must be electrified. Condition Power up must be due. Effect) Also Scavenger/Waffe is able to get you drops, but not random drops, only ammos. ?
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