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Tom852

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Everything posted by Tom852

  1. Was actually 26 the first day.
  2. Well, they have to do something new. The call of duty style is outdated, ideas are gone. MW3 is just MW2.2, many are totally bored out of it. This "interactive movie" thing is disliked by many guys (i mean Black Ops, sorry, 50% play, 50% cutscenes. Just thinking about making a whole mission a cutscene (where you get to kennedy)... Super boring crap imho) It needs something new. Why seems to be in there Blizzard, no idea, but don't forget they have awesome ideas (Diablo II, WOW, Diablo III), all super awesome games, just a different genre. I'm looking forward for it. And that it will be under Treyarch's lead means also that it will be zombies. It was too successful to dumb the zombie thing. It was so successful, that they will make the zombie thing from super awesome to ultra awesome. Blizz knows about "leveling your char up" and what people like, that's gonna be awesome. I feel it.
  3. Me, like so: mpHdkkZjfWo
  4. I just go with wall guns. Once I want something else, I just hit the box midround.
  5. After I played it now completely through with some hours of experience and how it feels after a while.... yes, i'm bored and it was not well invested money.
  6. Yeah, it's often terrible. Russians, that do not understand a single word. Or Guys that wanna tele at 8 or whatever, and even if already 3 guys are on the tele in 6 or 7, he sticks to his Round 8. And so on. Ugly. I haven't done too much random games, but so far usually I could get my jugger later or earlier. Not sharing the hacker is actually a good idea: viewtopic.php?f=72&t=17497
  7. Done with not enough experience, so it's not perfect, but I think it goes into the correct direction. So check it if you want. It's solo, but it's also super obvious how to expand it on 2ppl. At least I could get my "unstoppable" achievement [reach wave 15 on every map] with it. zcGaPfJ5390
  8. I had a game ending cause of disconnecting from the treyarch/steam server only once or twice in my life. Could be a timeout thing for too long games, cause the server thinks "no one would play that long anyway, this game must be a fault in my system, i kick it".
  9. Thanks, don't worry about the brains ;)
  10. Just played it the first time today on solo (video is uploading ), and have a pretty good impression of it. I like the Squads you can call, the turret is super awesome. Also the different type of "enemies", like normal, C4's, choppers, 'nauts, shielders and all of that. As well the leveling. I would appreciate some - if not most - or even more - of these, of course in a zombie gameplay adjusted style. I'm just thinking about a reward where you, and not Sam can control dogs or so. Stuff like that. More interactive gameplay things. Maybe it's just the turret and the riot shield quad that makes me like survival mode. But in the end, it's still extremely far to what zombies is.
  11. MW3 is a big mappack for MW2 imho. 'nuff said ;)
  12. Thanks so much for this awesome feedback. It makes the work worth it, no matter how many views the video gets. Hey, its even just 42 minutes, the rest is bonus material ;)
  13. and another new one: I was not pimping around, just needed a while to get stuff done in the outstanding rounds. Hitting Box, hacking excavators, teleporting, take care of red guy... It's amazing: For 50 in Ascension, I needed 2 hours, and here in Moon 4 hours. Amazing is, that the zombies spawn super delayed in the dome. Even when you think you have a max train, you might have something between 15-22 zombies. But that is not the reason everything takes so much longer. I think it's cause you have to wait so long, till you even have those 20 zombies together in the dome. When you have a look at Rounds 31 and 32, which were done in the Tunnel 11, they are a lot faster. Similar to my Ascension Table. Dome is safe like hell, but slow like hell. Guess that's a nice to know. Although actually everybody already noticed that in a Coop, you get 0 zombies in the dome when someone is somewhere else... Even in solo it sucks bad ass. Something is just wrong with the spawning there. But I didn't get the impression, that in a 2ppl, both in dome, the zombies spawn delayed. Pretty interesting. Have to analyze this closer in the next 2ppl. Aborted my high round attempt at 48, cause, sorry, there is no point in it. The unlimited ammo is cool, but if it anyway takes twice as long as in Ascension... no thx.
  14. Hi I wanted to check a few guns, and how proper they are to kill the Astronaut. I basically was interested if there is maybe something similar as there is with George. We know, the FAMAS gets a huge damage multiplier on George. So I just tested a bit. 10% Life Increase For my calculation, I first tested, if his life increases indeed by 10%, as the zombies helth does. Result: 11-->18: 10.0% life increase per round 11-->42: 11.5% life increase per round Maybe something changes a bit in higher rounds, since the measurement was done quite accurate. Don't know. I just assume 10%. Headshots, Backpackshots, Inside / Outside = More damage? Result: No. All guns I tested (Python, Famas, Dragunov) showed no difference. Relative to his life increase, absolutely the same amount of shots is needed. You rather need more shots when you are going for the head, due to a few misses!! Test environment: Solo Close shooting range Killed him in same round as he spawned Only stomach shots (see above), for M&S Ground shots. All Guns are upgraded, all though I use the downgraded names! Table explanation: It shows: [*:tqp3da8w]How many shots are needed to kill him in Round 30. [*:tqp3da8w]The ammo needed to kill him, in relation to the respective gun's max ammo. [*:tqp3da8w]The highest round, that one full ammo set of the respective gun suffices to kill him. Personal Conclusion: Rank 1: Ray Gun. Fast and nice ammo, nice damage. Winner in all categories. It's the gun for him. Rank 2: LMG's (including high ammo AR's, so, the galil maybe) are the insider tip. Due to high ammo count and nice base damage, 1 ammo set is able to kill him even in higher rounds. But it is slow!!! Hard to put it therefore on Rank 2... Use only if speed of killing doesn't matter at all. (Killing at crawler time or so...) Rank 3: Python. The second insider tip. Fast, nice damage, average ammo count. Recommended if speed of killing matters. Rank 4: The M&S kills him really fast due to the high damage and fire rate, but has not a nice ammo count. Recommended only if speed of killing matters a lot! Also doesn't need proper aim, such as with the ray gun. Excellent choice for a moonwalking astro. Rank 5: Snipers have also a cool damage [same as Cobra, M&S, Ray], but they shoot too slow. And the 10x headshot multiplier, which is the highlight of the sniper, is just gone (unlike at George, where the headshot difference can be noticed well). Therefore not recommended. Rank 6: Average AR's (Commando, Aug, and worse) are not suited to kill him. They are not outstanding anywhere. Not recommended. Rank 7: SMG's and other such things are completely inappropriate. Further thoughts: The result shows clearly: Everything that is different to a normal zombie is, that the headshot multiplier is removed. Anything else stays. So we can easily say: What works well on zombies, works well on the Astro. If a gun is quickly out of ammo on zombies, it will be the same for the astro. If a gun does a nice damage on zombies, same for the Astro, and so on. So the M&S will kill him quick, but the M&S will also run quickly out of ammo. The HK emptied on him will do a ton of damage, but it will also take a while. So you can deduce, what other guns do and what not. Gun Charts: viewtopic.php?f=53&t=9270 Measurement results: Calculated results, how many gun shots are needed to kill him in solo with a 1k Damage Gun (Ray, Python, Sniper, ...) Rd, A Life, Shots w/ e.g. Ray 10 4362 5 11 4798 5 12 5278 6 13 5806 6 14 6387 7 15 7025 8 16 7728 8 17 8501 9 18 9351 10 19 10286 11 20 11314 12 21 12446 13 22 13690 14 23 15060 16 24 16565 17 25 18222 19 26 20044 21 27 22049 23 28 24253 25 29 26679 27 30 29347 30 31 32281 33 32 35510 36 33 39060 40 34 42967 43 35 47263 48 36 51990 52 37 57188 58 38 62907 63 39 69198 70 40 76118 77 41 83730 84 42 92103 93 43 101313 102 44 111444 112 45 122589 123 46 134847 135 47 148332 149 48 163165 164 49 179482 180 50 197430 198 51 217173 218 52 238890 239 53 262779 263 54 289057 290 55 317963 318 56 349759 350 57 384735 385 58 423209 424 59 465530 466 60 512083 513 61 563291 564 62 619620 620 63 681582 682 64 749740 750 65 824714 825 66 907186 908 67 997904 998 68 1097695 1098 69 1207464 1208 70 1328211 1329 71 1461032 1462 72 1607135 1608 73 1767849 1768 74 1944633 1945 75 2139097 2140 76 2353006 2354 77 2588307 2589 78 2847138 2848 79 3131852 3132 80 3445037 3446 81 3789540 3790 82 4168494 4169 83 4585344 4586 84 5043878 5044 85 5548266 5549 86 6103093 6104 87 6713402 6714 88 7384742 7385 89 8123216 8124 90 8935538 8936 91 9829092 9830 92 10812001 10813 93 11893201 11894 94 13082521 13083 95 14390773 14391 96 15829851 15830 97 17412836 17413 98 19154119 19155 99 21069531 21070 100 23176484 23177
  15. I just tried the sprint jump out, played NML for like 1.5 hours. (jesus, that is so monotone...) I guess NML is not the perfect place for it, but I'll also check Shangri La. I can imagine it working there way better, since it goes a bit up and down, no straight walls and so on. I tried different styles, earlier, later, jump thru a gap or jump by a zombie line. My experience is: -You just go straight at the jump, you cannot react quickly anymore if you feel like going a bit left or right would be nice. -The landing always delays you a bit, which caused me getting a hit that I didn't expect, although I always restart the sprint instantly. -When trying to go through a gap that was just slightly too narrow for normal walk through, the sprint jump didn't help me out even once. In the end, it feels like there are 5% of situations in that I got less hits then usual, 5% of situations where it rather gave me more hits, and 90% of situations where I didn't feel a difference. Compared to the screen shake, where you significantly notice less hits almost each time done, the sprint-jump's effect feels for me far far away from the shake screen's effect. However, I will take it with me and use it for situations that look anyway hopeless and nothing else looks like a solution.
  16. Awesome guide! Short, simple and easy to understand, but effective as hell. I'd like to do this, but it's hard to get a 3+ team ready for FIVE. I remember the last situation when we played FIVE with a nice team was when COTD came out, and we overplayed it. As we all noticed, that we should maybe take a brake from COTD, we just played DOA first (my one and only coop game in DOA), and then FIVE We did the first part of this strategy, unfortunately got some bad luck at round 9-10-11, so we never made it to jug and to the base floor of the war room. But what I can remember from this game is that it worked so far awesomely well in general. What I would like to ask is, am I right with my guess that all the zombies spread up more or less to all the windows around there? So that the 2 window-watchers in the pap room do net get that many zombies, but the runner gets to most? Or is it rather hard to watch the windows?
  17. Thx Superhands, don't worry about the brains. We all know about that problem About the profanity:I know it's sometimes a little bit inferior. But when I look for a synonym for "bad" and go through my limited vocabulary, I might end up with "gay", I'm really sorry. I can not verify the 50/50 ratio for a '3ppl camp' / '1ppl run' strategy. It's an experience value. For example, in Shangri La, I did the MPL train whereas all 4 guys were not together. Each at his train. It is pretty easy then. But I've also done a ton of games where all 3 other guys were just camping at the bridge, complaining about not enough zombies, whereas I got a ton of them. (this is also related to the active vs passive thing). As well, in Ascension stamin up lander, when the other 3 guys are at the phd lander. I get at least 50% of the zombies there, rather more. Same when I run the train close pap around this box location there. But i have no comparison there to a 4ppl split up situation. But it is really depending on the area you are at, too. As said, if you go to the COTD speed reload water area, you get anyway none. IF your teammate is running the NML train and you get on the teleporter: you get none but some dogs. I think when a player is in a certain radius to a spawn point, this spawn point gets activated. No matter if there are 1 or 3 players, an active spawn point has an equal chance to get a zombie actually spawning. So the more spawn points active (the more the players are split up), the less zombies each spawn point. Pretty, almost absolutely sure, that this is more or less true.
  18. Negative. He still moonwalks, and sometimes he glitches and starts to dance. I have never seen an invisible excavator though. Is kinda logical, lets say, I have never "felt" one.
  19. 47 minutes of pure information, njoy! Index: [*:21m16ky1]Types of circles [*:21m16ky1]Dodging options [*:21m16ky1]Deal with zombie lines [*:21m16ky1]Optimize shooting [*:21m16ky1]Gun choice [*:21m16ky1]Perk choice [*:21m16ky1]Gain additional safety [*:21m16ky1]Running thoughts [*:21m16ky1]Various [*:21m16ky1]Avoid getting overrun [*:21m16ky1]Co-op rules [*:21m16ky1]React if someone got downed Features: [*:21m16ky1]Stereo Voice [*:21m16ky1]720p [*:21m16ky1]Ideas supported by layout pictures [*:21m16ky1]In-video links to further discussion of several topics [*:21m16ky1]Variety of maps and guns used First few video comments: djsL5gG8B6o
  20. Aight, thanks a lot. Definitely gonna check this.
  21. We all play zombies for a long time, so just laugh about these things.... What I learned so far is: Don't get upset, just take it with humor. It's not worth it! Just had 5min ago a very well working random game, where the host ended it for no reason, without announcing or anything... But hey, who cares. It's a random game, that is what you have to expect. Get some friends ready if you wanna go serious. (btw, Superhands, my steam username is "tom_ddj")
  22. I have known about it, but to be honest, I never use this too. I don't know, for me it seems like "here I die anyway, I can jump like I want", or I make it through without jumping. But I sprint always in the critical situations. Might be connected to my playing style, might be a lack of skill. I don't know, now I read it in this awesome guide. When I asked Superhands what special things I could mention in my circling video guide, he says "sprint-jumping"... Maybe I need to go deeper into it too. (However, I mentioned it in my guide, but it still is like a side note: "also sprinting and jumping can help.") Superhands, couldn't you upload a video showing how this exactly works? At some examples? That would be cool. Because I really still think either you make it thru the zombie gap, or you don't. No matter if you jump or not... :? However, I just got over the main post again, it's really awesome. I just give a random guy brains so I'm unlocked to give you some Ehjookayted, really earned BTW I still think how amazing it is that I will basically say the same stuff (indepent of this topic!) in my video guide... I'm freakin' out. I love this.
  23. I needed 2 hours and 3 minutes for 50 in solo by doing a speed run. So 1,5 hours is absolutely impossible for a 2ppl.
  24. hehe I remember, I got my copy a lil' later, cause I was out of money. I guess beginning of March Yeah, March 13 ordered ;)
  25. Awesome work, I like this! Really interesting to see on what different types of guides focus on! Of course [brains]
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