Jump to content

Tom852

Member
  • Posts

    1,392
  • Joined

  • Last visited

Everything posted by Tom852

  1. Tom852

    TEAMS

    Just for interest: Are you not able to make groups or something on PS Network and XBOX Live?
  2. I think I have already done this. Moon for sure, COTD can be done almost alone, Flytrap same. I know I did Ascension with randoms once. I ain't sure about Shangri though. However I'm not gonna record this or something, that's a pain. It happens when it happens, you cannot force this. Especially Shangri and Ascension.
  3. That is not easy. What type of question do you need. For Beginners, Advanced or for Pros?
  4. The question I wanna ask is not "What is needed for 100". The question is: Assuming you have enough skills to reach 50, are further skills needed to go to 100, or is only patience needed? So we talk about 51-100, not about 1-100. I deliberately skipped the both option.
  5. But won't people get sorted out before 50, when they can't handle a tricky situation?
  6. I often have ideas for threads or for videos in the middle of a game. But when the game is finished, I'll have so much forgot what I wanted to do. Always All I can remember is 'there was something I wanted to do'. On the other hand I could still give a very detailed abstract about those freaky voice chat session. Oh my god dude, weirdest chat ever. How should I remember PHD/JUG/CODZ, all I remember is Sandra/Stripper/... So what was the question again. === First of all, I think it does not matter too much, which perk you get. With PHD/M&S, you can blow anything away. With Jug, you can do risky maneuvers, and still give 1-2 shots with your M&s to make some crawlers or something. For me personally, PHD is to prefer cause I tend to kill myself otherwise. But also Jug is to prefer cause I tend to run paths where double hits are for sure. In both cases, there is a risk I bought the perk for nothing and will die again. Well this is of course very very dependent of the situation too. When you have a thunder or a wave gun, which can take the role of the M/S, you will of course head for jug. When the map design does not allow you to get a certain perk, for example because it is way too far away, or even if a tele is needed first, you will get the other one. If we are still not able to decide: Most important is the design of the perk locations. A perk like PHD @ Ascension is very easy to get. But the Jug @ Ascension can be a fatal trap for you. So on Ascension, I will most likely prefer to get PHD first. On COTD, PHD is something you can pick up by a running by, it's close to some safe running areas. But Jug is behind long long narrow paths, water, the upper door is desired to stay closed... COTD is also a PHD first map for me.
  7. did you mean these here:
  8. Someone brought up the Ray/DT combo (think it was in this thread ). Just had the opportunity to keep a specific eye on Ray+DT on Moon at Rounds 30-40. Well it's not to underestimate. When you need 10+ shots to kill a lil' train, it speeds things up, getting a nice sum of time saving over time. As most know, Ray + DT + PHD is also a really good life saver in earlier rounds. However, you are so fast out of ammo with the ray in 40+, it is still not "the" solution. You'll anyway start to merge trains towards the thunder/wave/etc guy, so it doesn't matter that much if you're ray now works with DT or not. As well for the life saving thing: In the earlier rounds, I will anyway use the M&S as my life saver. On Moon it was really cool with the Ray/DT combo, since we hacked every drop, so I mostly had ammo. But thinking of for example COTD, your Ray will anyway be out of ammo all the time. So the Ray/DT combo is in general absolutely not relevant. But in case you play Moon - where you would anyway have done the easter egg at this point - very nice choice to have DT with the Ray.
  9. Just did a game on Moon with the nr. 1 ranked on pc and with someone else. We aborted at 41 cause it was getting boring at some point. I thought, basically me and the best scored guy could easily break his record - I would be as capable as him to go to 72. Anyway, we aborted. So this question came up in my mind again: What is it actually, that leads to a record? For the discussion: :: Does it need patience or skill to reach insanely high rounds? :: Can someone, that owns round 50, also own round 200? :: Does someone, that could reach 100 by running skills but aborts at 50, have the same skill as the one that doesn't abort the game until 100 and successfully reaches 100? :: Does exactly this - playing constant and not getting bored - make the difference in high-end skills? === My thoughts are very simple: It's only the patience. I feel like I could easily manage round 200 on Ascension solo, or do round 100 coop on maps like moon. But I just get that much bored, that I will abort the game at some point. I heard many saying, that it doesn't automatically mean, that when you can do 50, you can also do 100. But just considering the skill, I still say it would be easily possible. 50=100. Anyone going 50+ just shows patience, but since when is patience considered as a gaming skill? What u think?
  10. I had that very often too. It seems that the lift shaft is marked as an inaccessible area. Now of course, it should be marked as accessible while you drive with the lift. That seems not to work properly. So this sound starts to play, but as least it didn't kill you. Normally you get instantly passed out, when the sound occurs. It's to punish glitchers and cheaters.
  11. what a good start in this day
  12. agreed. but squeeze a bit here, improvise a bit there, the sharp cutback becomes round, the path here goes a bit there, and this a bit here, and in the end, everything is the same basic idea. i think you see it well, when you play it yourself, that you don't have to follow a strict path and can do lots of variations of the basic '8 figure'.
  13. Well, when you practice NML you'll just go down a lot and only 50% of the playtime is kiting, the rest is restarting and knifing in the begin and so on. I would rather practice when you are aloud to make some errors, i.e. when u have jug. Or even better imho demigodmode in case u on PC. Then u don't lose time after a fault. I would start at the basics, but I think you can run a normal circle. You might wanna try this maybe at a very easy area. Maybe Kino Stage, Front of Light House, Ascension Spawn, Moon Dome. Catching some gaps and stuff. Well then I would practice the Cut Back and the Drag Out in the same area, to get a hang for it. Execute them also if it makes no sense. When u have a hang for it I recommend a rather harder area, like e.g. Stamin Up @ Ascension [not lander, the stamin up area itself], maybe first of all in coop where u don't get so many zombs. There you are forced to do cutbacks, and you won't have anymore too much space to improvise. The Drag Out might for example be well done in the kino lobby with top door closed. Afterwards you can do other small circles like for example anything in verrückt. Since the crescent is a circle containing 2 cutbacks, I think a general cutback training might be well suited before u go for the crescent. However, the crescent form is still very easy, also without premade cutback training. What I highly suggest is for the last training level, get versatile and vary the areas. Go to areas you normally don't go, like check out a bit all that I have in my vids, e.g. in COTD, run not only in front of the lighthouse, also go inside and to the spawn. This versatility is quite important imho. Everywhere, the circumstances (spawning, water gaps, obstacles, blocked view, going up and down, vacuum) are different, and you will learn to react to any situation.
  14. People call that 'crescent hoarding', because your path looks like a crescent moon. Some call it also running a 8 figure. Other will just say, you run a U form. It is actually a half circle you do, and then you turn around and walk your way back. This can vary a bit how it looks in the end. I tried to make this pic for you: As you can see, you will never cross the zombies that are incoming, and they gather up very well in the center of your half circle. Therefore, whenever the zombies come from only one direction, this strategy is extremely well suited. In Ascension PHD Lander Area, we exactly have this situation. 90% of the zombs will come up the stairs. When you now want to combine trains: Let's say, you run at PHD this crescent moon. Your friend runs at spawn or something. What your friend can now do is run up to you and just stay back at the wall there. His train will income in a straight line again, but your U figure will be able to get this 10+ train from him in your train easily. Your mate is more or less safe back at the wall. U just need to run your 8 figure quite narrow and not go too close to the wall.
  15. The effects that are not time/location based are pretty sure quite accurate (spinning gun, gun drops, astro explosions, nades). What I could imagine to do is specificly throw qeds only at the end of a wave with all other special effects deactivated and see how often you get the extra wave or so. OR get it bit more accurate with the opening door thing and stuff. But that's really problematic, with all those time/location based effects. The more you have enabled, the more the chance for regular effects decrease. I respected that in my table. But to measure the probability of those time/location based effects is quite hard.
  16. Very interesting, looks like you do not play better, but you can hold it for longer. And Smokers seem not be play worse at all ;)
  17. There's a shitmachine of particle accelerator in Switzlerand. Maybe might play a role later on They were almost afraid they might create a black hole. http://en.wikipedia.org/wiki/CERN#Particle_accelerators I can't see anything looking like an accelerator with noclipping. What exactly did you thought might be one? As soon as you thru a wall there is basically nothing that you wouldn't see from inside the map too.
  18. My best one is the pp90m1 @ hardcore @ hipfire @ steady aim @ close range. I love that thing.
  19. Hey Whenever I play zombies, I mostly hit a beer or two (or more). I just wondered, have you experience with playing drunk? What do you think, do you play better or worse? Is it like driving a car: You think you drive better but actually you loose skills, but you just don't realize it? When you do not care too much about the game, cause your drunk, might this be an advantage? Just to mention, when you don't have jug and you knife, you might get a ton of hits, cause you are so stressed. But as soon as you get jug, you play the same way but you won't get hit anymore, just cause you feel safe. Might alcohol have a similar effect, like just playing more relaxed, more routined, and therefore in the end lead to a better gameplay? Do you loose the fear of zombies and just rape them, instead of making errors because you feel uncomfortable, when you are surrounded? Or is the loss of focus and reaction causing the opposite effect? I'm not talking about totally drunk situations, I'm talking about 2-3 beers, when you still are awake and when you do not see everything doubled For me, it's rather that I'm getting lazy and unconcentrated, and play worse in the end. But at the same time, I also think this loss of fear of the enemies is an advantage in some way. What experience you made? Is your gameplay getting better or worse, when you play drunk? And might you just feel that it's better, but might it actually be worse in real? [the reason this topic is opened in the strategy section is cause it might turn out that it is better/worse to play drunk, leading to better sucess of your play, therefore maybe being a strategy tip to play drunk or not drunk]
  20. Your discussion style with writing into the quotes is not really good for overview and so, cause within a quote I expect a quote (something I've already read), and not some new information. So I just had a hard time to follow the thread. Hey look, I really understand that you love the Wunder cause of the style, the look, that it is classic and everything. But that doesn't make it to the better gun!!!!! Yeah, the Wunder has some advantages, like shooting into distance or that it's effect is all around, going around corners and everything. But why should I be interested in zombies in the distance, they do not danger me. Why do I need to shoot around corners, I just run a circle and those zombies behind the corner will land in my train, where their fate doesn't look good too. Tankeo already said that and got some brains for it from me. In the end, what matters in a professional style of play is just that the Thunder can kill more zombies than the Wunderwaffe (Black Ops), and that is all what counts. It is like scientific proven, that the T-Gun is better for your game. Now of course, you don't like what is best, you like what also looks good and so on. Therefore this is no offense or something - anyone can like what he wants. For me, all what counts is:
  21. Simple rules and indeed challenging Might going for a few tries for this! Since challenges challenge your strategy, this might rather belong to the strategy/gameplay section.
  22. I miss it too on Ascension. Very sad it's not in.
  23. T-Gun FTW! Wunder kills slow, kills only 10, half as much kill capacity as the other guns, no defensive life safer abilities, hurts yourself, and 95% can't spell its name right. It's crap all over the place. But I understand if someone likes it cause it has style, is a classic, tradition and so on.
  24. Had it about 4-5 times. Twice in the 30 or 40ties. Very uncool.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .