Tom852
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Everything posted by Tom852
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a) The first post is very unclear. "My weapon" is used 4 times or more in one sentence, and referring to different guns. Especially it refers sometimes imho to the gun he has hacked, which is not in his property yet. Makes my brain hurt. This is a glitch, why is there such a huge interest?? Lets give every player a hacker/wave/ray/ray combo, glitch the astro, and do the roundskip every round and go to 200, and claim its legit. yay. At some point, the grey zone becomes black too, you know. c) The glitch description itself makes no sense. I'm not surprised that it cannot be redone so far. Why should the game give me the gun out of the box when I press "switch weapons"? This seems very unlogical. The "switch guns" is a very basic and easy instruction for the game. It makes absolutely no sense, that this easy command gets messed up with a "give gun" command. -clear words from Tom, who is a bit upset with that thread.
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Kino World Record - Round 51 - No Perks or PaP
Tom852 replied to ninezerowill's topic in Kino Der Toten
1:50 does not look like a hit for me. You can pass by a zombie very close, as long as you sprint, he often does not hit you. 2:07 is something to discuss. 0:35 agreed, but I would also go precautious without jug and revive. God mode makes you also immune to traps. see 8Aw9rDViCT0 I could reload the thunder too in the first few versions. Another point is 0:20, where the turret hits him (listen to the audio), but no hit indicator shows up. We have to keep in mind, that he played on a very early version, where many things are different. Well, afterall, I can't tell if this is a fake or not, no proof holds water. -
4 ideas: a) Two hits at the same time from two different zombies sound often like only one hit. A double swipe can look like only one hit, because the hit indicator highlights only one direction. c) Although no more hit indicators are shown, you can still be not a 100% regenerated. Especially in games with a high ping. The next hit can then give you still a instant red screen. d) You can hurt yourself with an explosive gun. Within a close range battle, you won't notice the hit indicators from the raygun anymore, because they most likely appear at the same directions, that are already highlighted due to the zombie hits.
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Very good thoughts, makes sense. Now I'm wondering, what the EMP'd half earth could be good for.
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IMS 20% Sentry 20% Predator 20% UAV 10% Airstrike 7% Chopper 5% Strafe Run 3% Reaper 3% AH-6 3% Assault Drone 3% Pave Low 2% AC-130 2% Juggernaut 1% Osprey 1% Some guy measured 1000 packages, might not be 100% accurate
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sounds like a pretty funny fun-mode ;)
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Zombie Survival Tip - Why I Keep a Claymore Pile [VIDEO]
Tom852 replied to MixMasterNut's topic in Moon
Good work. As I see already in this thread, I think it is a matter of taste if you like claymores or not - and also for what you wanna use them. But it is good to know about that strategy and try it out in case you haven't yet. Anyone can decide individually, if this fits the personal style of play, or if you rather like to buy mule kick and a wall gun, respectively if you wanna flop, or if you wanna drop your current gun. -
Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Tom852 replied to Superhands's topic in General Zombies Discussion
About third place. For me, it is really simple. Till 40, the M&S, anything higher the crossbow. I agree completely what you said on all other guns! The problem is just, how do you rank a gun? It's abilities to help reviving? It's power in low rounds? In high rounds? Defensive or offensive abilities? It's pretty cool to read these rankings! I'm doing this really intuitive here, but there is mine, without explanations, cause they pretty much fit Superhands' I just try to get the compromise between low rounds and high rounds, between offensive and defensive. 1) Wave 2) Thunder 3) M&S 4) Shrink 5) Bow (I just came up with it as a wondergun, since it is the only useful non-infinite damage gun in high rounds) 6) Wunderwaffe 7) Scavenger 8) Ray 9) Winters' 10) VR-11 -
Dude, in 90+, I catched my hands full of sweat, my body shaking. I'm sorry, but I can't bring up the patience to go for a WR I would even eat a whole cow if I would do another 100 run! I don't see the point in it to be honest. As I said at the end of my first high round solo attempt video: What is the point in it, what have you gained? Why not spending the time with your friends or family? You gain a lot more 'relevant' experience like that! I wrote that in my sig with the words "... see below". However, it tickled. After beeing mentioned in the Masters Guide with ridiculous results, after getting a good result with 'hands in coop, it tickled too much for solo. But now I'm done and satisfied ====== I downed in about 25 and once again in 48. Both downs are in some way related to the fact, that I wanted to make sure, that I'm able to protect Quickrevive to be taken. My gun setup was thunder&crossbow. So it was delicate for monkeys, especially since the thunder would anyway be empty Well, both downs absolutely not necessary, just dumb. One down cause I hit the box midround without taking the zombies serious at 25. I had only like 15 zombies left, and I knew the next round would be monkeys. But I only had like 5 shots left on the thunder. So I wanted to get a Ray Gun and swap the crossbow. But yeah, it failed and the Revive was anyway gone.... I wasn't sure if I should restart, but I just thought: "Bad start - good end! Let's go on!" And the other down was because the zombies didn't get sucked into the gersh device as fast as I expected. I mean I know that zombies still hit you, once a gersh is active. But I didn't expect, that they hit me that long, especially since the gersh was placed quite close the those two critical zombies. My fault was to run into a corner, where I had no chance to escape, once I got blocked. Really really dumb, noobish and not necessary. I had the thunder ready there. But since I just had an even ammo count, and I knew the next round would be monkeys and in the current round I'm working on the last wave with that gersh, I wanted not to shoot. I mean you know, it needs two shots for a monkey, so an even ammo count is cool . By the not yet sucked in zombies, I got like one hit, two hits, three hits. Gersh was already active for like 3-5 seconds. I'm just thinking "Damn shit, but those 2 guys here will start to get sucked in within less than 1 second, I'm sure, I will survive it without wasting a shot!" .... And what happened was: Bam Bam, down Therefore, I bought my 3rd Revive in 48, the machine vanished, and.... I felt free No more need to protect that perk, everything else can be rebought! It was like a release And indeed, nomore downs from 48-100. The bad thing was just that I catched the crossbow, which I wanted for the higher rounds, within the first 2 3 box hits in round 15, instead of going for a Ray or keeping the M&S. I just had a lack of a monkey gun ;)
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Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Tom852 replied to Superhands's topic in General Zombies Discussion
My words... But I don't have the balls to say it loud ;) -
I felt a bit underrated with my 74 on Ascension. For some reason, I finally found some motivation to go for the 100, and did it I'll open a separate thread with a log and some video in the meaning of a tutorial. Well I played about 8 hours the first day, that brought me to the 80ies, and today again about 5 hours. So about 13 hours ;)
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Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Tom852 replied to Superhands's topic in General Zombies Discussion
Well, lets see. I assume you have a downgraded version of each gun, which you are gonna upgrade as soon as empty. Wunderwaffe Kills only 10 zombies per shot (also upgraded @ pc blops) out M&S, Ray, Scavenger, Winters Howl, Crossbow(??) no inf damage, out T-Gun We can kill 14+28 = 42 waves with one ammo set. Nice blast radius, quite easy to handle. VR-11 Basically 12+24 = 36 waves for your teammate. But it's really hard to handle, especially to hit your teammate and so on. Shrinkray In case this info is correct, it has a full ammo of 25 + 48 = 73 waves (damn, thats a lot, is that true?). However, it is not so easy to handle as the T-Gun, since its radius is imho not as big. And in case you have some runners left, you still have to run in their arms cause of the babies, that you have to kick. It can get dangerous. Wavegun We have 64 + 16 + 24 + 100 = 204 on the zapper and 14+28=42 on the waver as a full ammo set. Although it is natural to include downgraded and upgraded ammo counts in maps like COTD or Kino, it seems a bit weird on Moon. However. Basically it would be 50 waves the Wave Gun can take out. Quite a small radius, but also easy to get a compact train on the map. So, now lets ask ourselves, which gun of these would you choose for Round 200 on Ascension? The fish gun will last the longest and is in that way the best wondergun! But let us think of the fact, that we have basically infinite ammo [on moon]. The Zapper is now just to prefer, since it has this cool flexibility. There is no need to waste shots in case just little zombie groups are around. Thinking about the narrow spots in Shangri La, I'd rather like to have a T-Gun than a Fishgun. The super instant blast of the Thundergun is just what I need there. So overall, I can't really decide. Fishgun - super ammo T-Gun - super easy to handle Plastic Gun - super versatility Note that no Wunderwaffe appears. And about the M&S I'd like to say: The smoke blocks view, questionable effectivity on 40-50, useless 50+, danger of making crawlers that block you. The crossbow is to prefer as the secondary "wondergun" for saving your life. Now since I'm not sure if this is about the best gun or the most fun gun; lets see, what is fun... Scavenger zzzzzz baaaaaaaaam, oh yeah baby. -
Honestly, the HK makes me fall asleep. It just shoots too slow That's why I voted for the RPK. However, the HK is the better gun overall.
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It annoyed me as long as I didn't know the map well, because you couldn't look around. But now, I don't even notice it anymore ;)
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just read my post again cause the thread came back up. true, i mention only coop stuff... i think, cause i almost never play solo. on the other hand, what you should say for solo... be able to run trains.. that is what a pro is, isnt it? cause he then survives and goes to high rounds. some patience is needed too. we can add that a pro knows how to react to the thief or monkeys and stuff. midround boxhits to refill his ammo and he is good....
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Yeah we were doing the old 'train and merge' trick. My 11 downs were completely unnecessary - 4 downs from controller fail, 1 from typing at the wrong time, 3 messing about once we reached round 60 and one suicide. All in all, only 2 genuine downs from getting stuck/screwing up. and i had one cuse of taking that screenshot [screenshot taking causes lags sometimes...] http://cloud.steampowered.com/ugc/595832927241279280/8D3812E06CC7B6B26B369C9CA818E66DA8A9BD74/ and the other was just right after, cause it was a bit messed up afterwards But really dudes, check the killcounts... Superhands did all the work basically! His downs mean nothing!
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I just did a lil game with Superhands He was the one with the thunder gun, so no blaming about my kills Please change me from Dempsey to Richthofen. http://cloud.steampowered.com/ugc/595832927240959970/E9124727AF0AC428B658676098209628B8E0D8EA/ http://cloud.steampowered.com/ugc/595832927240952715/45408FC76382F4BE7FAC10629967157646C5D45E/
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Mid-round bosses vs between round bosses
Tom852 replied to Superhands's topic in General Zombies Discussion
I can't really decide, however I voted for Boss Rounds. Boss Rounds speed the game up, thats nice. The max ammos you can plan in are yummy. And as you said, they make the game less boring. However, the 'semi-invisible' gun taking thief... I hate that fck dude!!! Midround bosses... are midround bosses. I like the astro concept. The napalm is cool too, since he disturbs your circle a bit & works as a trap. Shrieker, don't even notice him normally It's a bit blurry sometimes, but that's it. And Gee, I never had problems with him. Kinda liked him all the time. He also forces you to change circle locations. But he should drop an ammo. I like both concepts, imho 3arc can feel free to mix them up, or keep going as till now. -
Very awesome. How did you put the counter in (software)? And what song is that?
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RSASS in Hardcore and MSR for Core ;)
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Does destroying killstreaks with guns get them xp?
Tom852 replied to YourDragon son's topic in Modern Warfare 3
I'm pretty sure it does give you xp. -
Hey I thought I share my fast XP strategy to level up fast. For those who have not read it, check this: http://www.gamingupgrade.com/mw3-10th-prestige-leveling-guide-how-to-level-fast-in-call-of-duty-modern-warfare-3/ First, I need you to tell my play style. I play basically only Hardcore Domination with this. There, the gun choice is not that important, and you don't get raped by snipers and akimbos all the time. I use one SMG Class and one AR Class. Guns Primary I personally bring up 3-4 guns to 500 kills. In the beginning, I just use only one gun (MP5, UMP, Scar, M4A1...). I use it till 500 kills. Once done, as just said, an SMG and an AR is done up to 500 kills. Basically it, could also be a Sniper or a Shotgun... Once these done, I mostly go with the MP7 in the end, which might not reach 500 anymore. Make sure, you earn 20k at 500 kills. There is the regular gun challenge, and there is also a veteran challenge at 500, 1000, and 2500 kills. So If u used a gun twice already [veteran @ 1000] you won't earn a veteran challenge at 1500! Attachments Attachments are done as said in the guide: I do all the challenges that do not lower my kill ability. Which is for SMG Rapid fire, Silencer and Extended mags, for the AR it's everything but Thermal, Shotgun and Hybrid. Secondary guns I use Stinger only, see below. Usually I can make it up to the 10k challenge with it at I think 100 shots. Proficiency You get 10k at 300 kills with them. I focus on these: Range for SMG, Kick and Stabilityfor AR, Attachment for attachment challenges. Because Stability is unlocked late, make sure to use it as soon as available. Kick and Attachments can be easily done later with your 4th gun. Also well work Speed, Damage and Breath. Other challenges are crap. I usually get about 1800 kills in one prestige level in total. Only 1200 are needed for those 4 proficiencies. So don't worry too much about Range, Kick, and Attachments. Just make sure to get it over with Stability, cause it's so late unlocked. And you should not use a gun, with that you already got your 500 kills, just to be able to finish Stability. I also already used the SMG with Stability, just to be able to finish it. Perks Perk Tier 1 (blue) Blind Eye is imho a must have. But we won't use it all the time, there are some cool challenges. Put in a Stinger in the second gun slot. Accept the predator and chopper and sentry and whatever downs. Right in the beginning of your prestige, put in Sleight of Hand. You need 300 kills while having the perk. Blind Eye might be unlocked, before you finished your 300 kills, but just stick to it till done. Easy to get is Scavenger, too. So put it in when available. You need 250 collected ammo packages. For the Pro challenge, you just need to get 300 kills. So both, pro and normal challenges, are awesome, and you can work well on both at the same time! Once you unlock the Pro version, you start with max ammo. That means, you don't pick additional ammo up automatically. So what i did was, whenever i spawned, i gave a shot and reloaded, so I could pick a package up. When I saw like 5 ammo packages at a hot spot (e.g. flag in dom), I shot, reload, pick up, repeat. This killed me from time to time, so don't forget to watch the game... It would be awesome to put Scavenger in specialist, but it does not really fit my play style. That is why I have it constantly equipped, till these challenges are done. Once Sleight and Scavenger are done, you switch to Blind Eye. Its Pro challenge is awesomely quick done and goes together with the not-pro challenge [just get choppers down with the stinger]. I don't recommend the other tier 1 perk challenges. Perk Tier 2 (red) Quickdraw is awesomely easy to get. I do that in the beginning, when other red perks are still locked. You need 200 kills with it. Goes hand in hand with sleight of hand, that also just needs kills We use Specialist at 20+, so Hardline goes and stays in that slot, after Quickdraw is done. It also stays in there, once you have all Hardline challenges to maximum completed. You quickly get 500 specialist killstreak rewards, as well usually I get 80 assist rewards by the pro version. Hardline speeds up all the specialist and perk challenges, so it's imho a must have. Assassin and Assassin Pro are nice challenges. Since slot 2 is blocked, we put Assassin into the specialist reward. You need 100 Kills, while enemy UAV is up. The pro needs - I think - 50 kills while an enemy CUAV or EMP is on. Since that is rare, and my Assassin is in specialist slot 2, I have trouble to get that easy challenge. So what I do is, I copy my fast XP class and swap out Hardline with Assassin Pro. As soon as an EMP comes in, I switch to that Assassin class and switch back, once the EMP ended. This will let you earn the Assassin Pro thing really quick. The normal challenge is anyway earned, even without special treats. So many UAV's are called in, it's amazing. Overkill would also be super easy. But it does absolutely not fit in my stuff (want stinger as secondary, and want hardline). So I ignore it. You just need some kills with your secondary primary for the challenges of Overkill. Perk Tier 3 (yellow) SMG class Nice challenges here are Steady Aim and Dead Silence. Steady Aim needs 300 hipfire kills. Steady Aim Pro needs kills after sprinting, which you can't really take well influence, but you will anyway earn something there. Dead Silence needs 125 or 250(?) close range kills. Dead Silence Pro needs 'fall and survive', which is pretty dumb imho. I ignore that. Those are very well done with an SMG hipfire spray. Spray, not pray and spray! So that is why I have Steady Aim equipped, and Dead Silence in specialist slot 1. AR class On the other hand for the assault rife, a very nice challenge is Stalker. You need 300 ADS kills with it. The Pro Challenge is not easy to get. You need to delay trigger claymores, IMS and similar. I basically ignore it. I love the semi-wallhack Marksman, that is why I have Marksman equipped, and Stalker in specialist slot 1. However, Marksman is impossible to get with an AR. You need to hold breath. And I won't use the breath proficiency. Those are the ones I hunt. I focus rather on the gameplay abilities, then on the challenges in the yellow perk section. Rewards for Steady Aim and Stalker are also given at 750 kills, which is not worth hunting. But I like those perks, so I use them anyway and might get even up to 750. Streak reward Specialist Specialist is what you use. The advantages are: [*:4bc1cik8]Basically double XP. At 1, 3, 5, 7, 9, 11, 13... kills you get an additional 100 or 150 XP, I ain't even sure. [*:4bc1cik8]We have very easy challenges like "Earn Recon x times" [*:4bc1cik8]You also work on the challenge of the earned perks, and in case unlocked also on the pro version of it. [*:4bc1cik8]Rewards are already given at very low killstreaks. [*:4bc1cik8]At a 7 streak, you earn all perks and proficiencies, so you are the Terminator himself then. Be aware: Also destroying an enemy equipment (e.g. Bouncing Betty), destroying an enemy killstreak (e.g. Sentry Gun), getting down an enemy chopper (e.g. UAV), as well capturing an objective counts towards your killstreak. That is why I like to put Sitrep in my specialist slot 3, having a Stinger with Blind Eye Pro and EMP nades. Specialist reward choice This is really individual here, so pick in there what you want. All cool perk challenges are mentioned. My choices are stated below. Don't forget to keep your gameplay at a good level. So I really want to use Marksman with an AR, although the challenge is impossible to get. Just take perks that work for your game, and that have awesome challenges. Be aware that specialist perk challenges go much slower, since you don't own the perk all the time. Especially the 6th perk you get at 5 kills will make almost no progress. Earning challenges The 'earn a perk x times' rewards are given at: 5 - 500 - 100 per earn 15 - 1000 - 100 per earn 30 - 2500 - 167 per earn 75 - 5000 - 111 per earn 150 - 10000 - 133 per earn 250 - 10000 - 100 per earn 350 - 10000 - 100 per earn 500 - 10000 - 67 per earn According to the table above, it is absolutely worth earning every single perk 30 times. If you put that specific perk you work on in slot 1 with hardline, two games should be enough to earn the perk 30 times, and therefore get a total of 4000 xp (2000 per game). I do that straight once hardline is available. This messes the game play a bit up, but as said, since also capturing flags or shooting down UAV's will help you, it's really easy. Later on, I put useful perks in Slot 1 (Stalker for AR and Dead Silence for SMG). As we can see, it's nice to earn those 150 times. At 150, I wanna swap my regular yellow perk with my yellow perk in the first specialist slot. That way, I work on earning the other one 150 times [additional 19k xp]. Once done, I just start working on the 250 limit. Normally, this is reached quick with the slot 1 perk. I sometimes even reach the 350. But I definitely dont wanna go for 500, thats not worth it! Compare with the demo class setup below. Fast perk earning Play a rush style, play a fast game mode. S&D is absolutely not suited in my opinion. I would focus on things like Groundwar, Domination, Sabotage and so on. Rush means you die often, but you also kill often. The more kills, the more earns. Don't worry about the K/D. For XP as far as I know, a 30/100 is better then a 20/0. Lethal Use Frags and get 50 kills. After that, use what you want for your optimal gameplay. Other challenges than the Frag one are really difficult to get, respectively depend on the enemy's behavior. Tactical Easy to stun, flash and EMP 50 Enemies here. Think the rewards are given at 10, 25 and 50. So just do each 50, and get a total of about 25k XP with tacticals. Now we also have a nice nice synergy here. Since flashed and stunned and EMPed enemies, that another guy kills, count as assists, it's very good with Hardline Pro. As you know, also destroyed IMS and Sentries count as a kill, so perfect with your EMP grenade. In case you just work on Scavenger and you have no Blind Eye, the EMP grenade lets you also do short process with enemy sentry guns, that rape you. Other challenges Easy challenges There are some nice challenges unlocked by time. I just wanna get them. Examples are: Call in 2 UAV's/Predators/Choppers in a single game - each is rewarded with 2500 XP I think. I mean, easily and fast done. Just camp a bit for the chopper & use hardline. Another one i just have in mind and i normally would miss is "fall 30 feet to your death"... Seatown at Flag A, visit the teddy down there. 10s for 1k xp or whatever that gives you At about Rank 75-78 - almost done challenges I check all challenges, that I normally don't observe. Since you sometimes might use the assault package for weekly challenges and similar, you might just need like one more Predator for 2500 XP or so... Or when u use the SMAW in the beginning, u might need 1 more kill for 5k XP or so... That is what I don't wanna miss. So I check all of them, and: Get these! As well, since I put Assassin in the 2nd earning slot, I might not have progressed too well with that challenge. Whatever my perk earning challenges tell me, I might swap out hardline for Assassin. If I need like 10 assist reward earns for Hardline Pro, I might play one game with the Recon Drone or so... Just optimize everything in the end, so you get a good use of the challenges and no almost done challenges left. Daily & Weekly ONLY ONLY ONLY if they are fast and easy! Don't play weekly challenge optimized for 10 games and play so bad that you loose about 20'000 XP, just to earn a 5000 bonus from the weekly challenge. Also, DO NOT swap specialist out too often! Since specialist is anyway a double xp, as well all the challenges you work on with it (perk and earn perk), it is so much not worth to call in 15 sentry guns, what is right now the weekly challenge. Absolutely not worth it! That needs at least 10 games you are missing specialist! Overview At Level 80 I have: 3-4 guns at 500 kills with all easy-to-do attachment challenges done. 100 kills with the stinger ------------------- 300 Kills with Kick 300 Kills with Attachments 300 Kills with Range 300 Kills with Stability ------------------- 300 Kills with Sleight of Hand 250 Ammo packages with Scavenger collected 300 Kills while having Scavenger Pro Some Blind Eye / Blind Eye Pro Birds shot down ------------------- 200 Kills with Quickdraw 500 rewards got with Hardline 80 assist killstreaks by hardline pro. 100 Kills while enemy UAV [gotten only cause Assassin in Specialist Slot 2!] 50(?) Kills while enemy EMP or CUAV. ------------------- 300 Kills while ADS with STalker (actually way more, maybe even 750, since I like that perk) 300 hipfire kills with Steady aim (actually way more, since it's basic equipment for me) 125 close range kills while using silence ------------------- 150-250 earned Marksmans [AR Class] 250-350 earned Stalkers [AR Class] 150-250 earned Steady Aims [sMG Class] 250-350 earned Silences [sMG Class] 150-350 earned Assassins [both class at slot 2] 75-150 earned Sitreps [both classes at slot 3] Any other perk 30 times earned 1500 total earned perks [this is tight to get, usually get it at 78-79] ------------------- 50 Frag Kills ------------------- 50 Flashes 50 Stuns 50 EMP's ------------------- A ton of stuff you get anyway, and you cannot keep an extra eye on anymore. Like kill the top player 3 times in a row and so on. fiJIPAigpu0 Yeah but these are all the challenges I keep my eyes on, and it works great so far. I completely do not do a Sniper or Shotgun class, do not use Assault or Support Strikes... I left all that out, just my SMG and AR class with Specialist. So far, I notice a massive faster leveling up. 13&16 hours last prestiges.
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