Tom852
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Everything posted by Tom852
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I cant answer you the first question. But the second sounds like you had jug. Then it is normal to get a red screen at 4 hits, a down at 5.
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Thanks. Shi No Numa is gonna be crazy epic.
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Hi A little tutorial how to run in circles in Verrückt. Have fun. Verrückt DM5RaJIn_U8 Keywords: kite kiting loop looping circle circling all rape train trains training tutorial strategy guide tip tips trick tricks
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The more is in a map, the better it is. Meaning NDU sux, Moon is awesome. But Treyarch, stay always to the basic idea of zombies. Develop the game the same way as you did till now, and it will come out well. What I personally could imagine is the following. Now, all of these points must be tested. I cannot do this, but Treyarch can. So I think it is in general wrong to say "this is bad, this is good, this is overpowered, this is underpowered, this is not realistic." It is just ideas and inspiration we are giving this awesome team of developpers. GAMEPLAY [*:1ebzi5kx] Second upgrade on guns, second upgrade on perks. Could also mean for some perks, the perks as they are now get weaker, and the 2nd upgrade would make the perks as they are now. [*:1ebzi5kx] New perks and power ups in general. [*:1ebzi5kx] More focus on knifing. Katana and that stuff. Give em more power, but make it so that it still needs skill. So do almost nothing, just add a Katana, one hit till 20. [Knifing a full train is not getting you fast progress, even if one hit kill! You always need to back up to regenerate.] [*:1ebzi5kx] Separated gun attachment pap machine with all known and more attachments. [*:1ebzi5kx] Maybe - please - a third kind of grenades. Such as a insta kill tomahawk. Possible to pick up again. Overpowered? I see this gameplay (throw, kill, pick up, repeat) as a 2 hour investment for round 40 with passed out mates. But still something you could use as emergency solution if out of ammo. Or something like a QED, I'd see this rather as one of these 3-rd slot tacticals. Gersh and Monkey are awesome, Dolls do damage as hell and are awesome: thats stuff for the 2nd slot. And the 3rd slot could be stuff like tomahawk, qed, and whatever. [*:1ebzi5kx] Maybe a third kind of useful, rare, goodies, similar as powerups. Like the QED effects, but just something that makes actually fun and is way more essential for your game, like drops and perks. I'm not seeing a chopper as in multiplayer. Maybe more like a turret as in multiplayer, that can also be destroyed by the zombies. Requires of course a map layout so that the turret is good for something, but it cannot be placed so its overpowered. [*:1ebzi5kx] To adapt multiplayer, I'd like to throw in the keyword "killstreak reward". That could be something. Can mean, killing zombs in a certain (short) time rewards you. Can mean, you just get something at 50, 100, 250, 500, 1000 kills (see the 'make highround more interesting thing'). Can mean, not dying for certain rounds rewards you. Something like that. The more awesome you play, the better the reward. 0 downs at 40, or at 3000 kills, I want a dual wielded thundergun or something in the sense of the wunderwaffe in COTD. [would also offer new tacitcs for the team, like keeping this gun till the next maxammo: how would you do it?] [*:1ebzi5kx] Make high rounds more interesting. This is my most important point. I do not know how. Not by making changes in the graphics. Something in the gameplay. It is just boring as hell in 30+, but you still need to go thru it cause of the leaderboard Zombs have their max speed, the amount of zombs on the map is maxed. Everything stays the same. It just is getting long and looooooooonger. And that is not what it makes interesting. And: It also does not make it more and more challenging. The only challenge for a high round attempt is to plan in enough time, and to keep your connection stable. [*:1ebzi5kx] Do never again make easter eggs dependent of random events, such as excavator going off or napalm spawning. COOP [*:1ebzi5kx] Give the host (server admin ?) some rights. Could be pausing the game, could be kick players. I know, sensitive point. I want warn a player that hits 100 times in a row the mule kick machine in Round 1, hearing "I need more money" 100 times. If he doesn't stop, I wanna kick him. But I'd never kick players just because they are not well skilled. It works in multiplayer mode with the server admins. Would it work in zombies? I don't know, since there are many kids, and kids are not the ones that are multi server admins... [*:1ebzi5kx] Give a game lobby more options. Like: "I want to play with a friend and two randoms." It is really hard to organize this case with the current lobby options. As a well skilled player, I sometimes (!) also do not wanna play with guys that have a rd 12 highscore in Ascension. You might say, this makes everyone choose only pros. But what happens nowadays is, I just end the lobby and open a new one in this case. I don't know if there might be a proper solution for that. [*:1ebzi5kx] Do not put me into games where I have a 200 ping. And it happens, settings to locale only done. [*:1ebzi5kx] Show loading state of all 4. Do not let me wait 5 minutes if one guy times out during loading. Make it possible to abort a load up. GENERAL [*:1ebzi5kx]Quit work with Activision and/or find a way so that you don't have to treat PS3 & PC players as *** (talking about release dates)
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Now that is why I put this circle as the first one in my guide, and also the only area that I show solo and coop. Hope I dont forget it again to upload it this night. This is not working because zombies spawn more on one side. It is because zombies spawn in the center, always running to the window the player is closest. But since you walk constantly, till they come out, you already passed that window. Meaning, the zombie will land behind you for free, directly in the train, without you needing to do any work like dodging him. The remaining 2-3 zombies spawning from the outside and maybe land in front of you can be dodged easily.
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The general strategy is everything to max ammo, and max ammo to perk bottles. But of course, it depends totally on the situation. If there just was an ammo, I usually just pick it up unless it is something really useless like a hammer. Or if I'm out of monkey bombs, I don't wanna risk it in higher rounds to chance the drop. Or in early rounds, i wanna pick up the double points to get a free 1k points of the monkey kill.
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Everybody not saying a wonder is lying But it would also be boring I just say the Druganov. No really, this thing is a beast till like 15 or so. Bang, dead, Bang, dead, Bang, dead. Line up a lil' train, Bang, dead, dead, dead, Bang, dead, dead, dead. But to say what makes me most happy, any type of wonder weapon and tactical grenade.
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Can someone tell me what the difference is? Realistic would be more spread, but also better agility of the sawed off. But I don't notice faster movement; more spread maybe. Is there also a difference in damage? Which is to prefer in the end? Cause just form time to time, i like to use it :P
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Thanks a lot for that information. Seems like the best way to get them is just having all players trying to catch it. In the hope, one gets thrown on the correct pad...
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Hi. Well I usually avoid the dome, cause i tend to say it is almost too easy and too boring. But now, for higher rounds (40+), these nukes and insta kills are really handy up there, and I wonder if there is a tactics to get them for sure. What I noticed so far, the jumpy thing (love that word) that is closest to the drop always turns off, just like 5 seconds after the drop appeared, and usually just when you reach it and when you want to take it. I also guess it turns then on again at a time, so that you just have a really small chance to still catch the drop after its last teleport&change. But since the drop will indeed just teleport again when you reach the pad on which it is, it's really hard to catch it. Now, you can also use another jumpy thing, which are usually turned on I guess during this other, closest to power up jumpy thing, is off. Sometimes it takes me to the correct platform, where the drop is, sometimes not. My question is: How can you make sure, you pick up the drop. And i dont wanna just pick it up, i also wanna let it change if it is something i dont want. So more concrete: a) Specific order the drops change? Like always from Hammer to Nuke, from Nuke to insta or something like this? Which pad takes you to which pad, and when? Is it like the phd pad takes you always once left, once right, alternating? Or is it like something with the direction you look? Or is that totally random? c) and so on, just stuff that helps developping a plan to catch the powerup you want always. The target would be: You see power up type xy on the pad xy, so you then know, you have to wait xy seconds and then start with jumpy thing xy, to catch your insta kill or whatever you want. [i just imagine this working, 20 insta kills in round 60, yummy] Do we have something on that? Code fragments or knowledge by experience? Since Treyarch let you choose the power up in Shangri La with the monkeys, I could imagine they have put in some system in that too. But comparing the pads to the teleporters in Five, for which we dont have a system till today, not sure what the pads do.
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When we are running circles, we normally try to design out train that way, that we have an option to put these 2-3 zombies that are coming from our front into our train. There are 3 general strategies to do that: a) Normally this works just by dodging them. An alternative is to do a cut-back, meaning you do not dodge those 2-3 zombies, but you change your direction and dodge the whole train behind you. This makes sense if the 2-3 zombies are in a not passable gap, but your train behind is in a wide open area. My coming out tomorrow verruckt video will contain some crazy trains which actually contain such cut-backs in the general idea of the area, and then once everyboy spawned you can go over to the circle. c) In some areas, you can also do a 90 degree run-away, meaning you dodge no one. For instant, you get zombies in front of you coming from the M16, a train behind you on stage near podium, and you go just down the stairs to the theater chairs. Good to know is also that the hardest part of Rape Training is while the zombies spawn. And the more spawn, the harder it gets. Means, you thunder your train and you get 24 zombies spawning. But if you use a Commando or so, you just kill one by one. And one by one is easy to get into the train. Whereas getting 24 in a train can be tricky. But thundering is faster, that's the way things work. Often, just a change in the direction of your circle can do the trick to make a circle way easier. I recommend my video, linked in my signature, where I talk exactly about this stuff like directions and stuff you need to keep in mind. With some practice, this should then actually be no problemo.
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So is it. When going to the "next room", as you called it, just slide by on the edge of it, then you dont jump. You can also jump over it, but you must sprint when jumping and jump at the right moment. I think passing by is easier. If it catches me, I try to land on the first pad in the air and run off it instantly. This drop out of the first pad in the air is not high enough to kill you.
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Measured again, but this time, differently. I think this is the one that tells most, because I guess it is freakin realistic. Test environment: Moon, 3ppl 1 pro, 1 well skilled, 1 medium. No special hurrying or something. Easter egg not done, digger 6 never went off. Died at 27, 27 is not counted in the stats. Gun setup: Nothing special, as usual going for nice guns, 2 rays were in, zap was in, upgraded LMG's were in. Due to some complete downs, some rounds were done by one or two players only. 2 teles in 9/10 for jug, beyond 15 tele every round due to downs & pap; except round end by accident (which you see as 0 crawler time). I guess this is how you can imagine a random game. Always a crawler, because one guy always has something... Needs to hit the box, pap, buy jug, pee, whatever. Something is always up... As well sometimes one passes completely out and so on. And that is why I think this table is quite convincing. Measurements: Fight time: Time from round start till only crawlers were left. Crawler Time: Time where you have a crawler or a single zombie for things like tele, box and so on. Round 24 has a too long fight time due to a mid round teleport, which was also counted as Fight time. Roudn 26 has a too long fight time due to the fact only one player was alive and had no ammo and was PHD'ing from midround. Overall result: Game Time till 27 total: 143minutes Fighting Time till 27 total: 94minutes (66%) Crawler Time till 27 total: 49minutes (34%) Observations: It has been shown that one fast tele without hitting box or so costs you about two minutes, including gathering people up and run back to dome. I am really surprised. I expected rather something like 50%/50%. But still thinking about the fact, that within 2.5 hours of gameplay, 1 hour was pimping around. It is so much time you loose.
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aight ty. and second must then not be papped, right?
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Interesting to see what some people like and some dislike For me example, I like the map especially cause of astros, excavators, stinkers, randoms destroying windows. They make everything just more versatile. Some more stuff to develop strategies for. The more elements in a map, the more I like it.
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Hi. Yesterday my teammate had already a ray gun. I hadn't one and was at the box, bit hacking. So I hacked a Ray Gun finally and wanted him to get it, so that he gets two Ray's. I thought this works, but when he picked it up the Power Up Ray disappeared and he didnt get a second Ray, he just kept his guns. Was that not supposed to work? Just as you can get two identical guns also from QED drops? Did we do something wrong? Must the first Ray be papped already?
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uhm... although i guess this topic is quite outdated: First of all, I spend lots of time to gather up all good rape trains of a map in one video. I get you 12 rape trains here, 3 minutes each, commenting about advantages and disadvantages, telling you things you have to take care of and so on. wubTmj6Au7g The most common strategy is to put 3 guys in the dome and 1 at Mule Kick. I dont recommend this, since the one at mule kick will get 50% + of the zombies. Gets quite boring for the ones in the dome, and the one at Mule Kick might get a little exhausted by time out there. I'd rather say, get all 4 in the dome. As it was mentioned in this topic, this is no problem. Or you just go awesome and put one at spawn, one in each tunnel, and one at Mule Kick for example. It can work well, yes. But in general, it is super crappy, really. The teleporting vacuum cleaner stinkers are messing up your path like hell. I mean they teleport quite often right in front of you. If you shoot your train, they are too low to take some hits too. Once only crawlers left, they are disorganized and not under control, just pimping around and not easy to kill effective with little ammo. Really not to recommend. Only if you have no other choice! The power room is absolutely no problem. The problem is just, that it is outside, meaning concrete: Lack of audio orientation, unorganized zombie movement (they are spread up and so on), too slow zombie movement. I guess it is not the power room that killed you, its the properties of an outside area. But with some experience, you can handle these things. If you have 3 other guys spread over the map, you dont get too many zombies there (less than 1/4 !). With a decent gun, the circle goes over to camping till 25, since you get hardly any zombies. However, if it doesnt, the area offers so much flexibility, i hardly can believe the ones spawning out of the ground are the problem. Most important, dont walk too fast (train yourself by crouch only - it works), listen really closely if you get someone behind and always look around - dont shoot for too long. Try always to make the zombies compact, try not to let them spread out like hell. Tunnel 11 is challenging since you get tons of zombies there, even if all players are spread up. But it can be well handled with some practice. But really Ehjookayted... Tokyo&Rose and headshots?? This dual wielded gun is as precise as my 5 year old son would fire a SMG. Unlimited ammo is always nice, but imho Stamin up + LMG's (you run too slow otherwise) or Assault Rifles do the trick, in early rounds the not upgraded PM63 is for sure nice too.
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Yes, but lets call it forced luck. It didnt work the first few attempts, because as I mentioned, you really need the right power up the right moment. 2x at the beginning of 4 or 5, maxammo just when your ammo goes out, nuke at the end of any round, and so on. I restarted quite often, just because I got a 2x at the end of a round, didnt get a max ammo at all, or a nuke at the beginning of a round :)
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Well as seen in the "Power Up Drop Code" or also here in the zombie spawn formula, we are given some part of the game code, which is just not complete, but goes in the correct direction. Now this formula made here is made so that it totally fits all the measured values, meaning measurement and formula fit each other. Now I'm not sure if some random variable is in the game calculation, that determines how many zombs you get.But to be honest, I'd rather go after this formula than the other one. So have also some brains from me.
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ty. Well, this is not such an easy question. Basically yes, but in the end, the area has too many disadvantages. This is why it is not in the video. It doesnt fulfill many of the aspects you expect of a nice area. [*:329esvbo]Takes away the option for the guy in the cabinet to use it as emergency extra circle thing. [*:329esvbo]really 0 time to shoot the zombies [*:329esvbo]Problematic double spawn at top of stairs (stairs & window) [*:329esvbo]The area is hardly able to carry a max train, and your train will grow and grow since you cannot kill the zombies fast. [*:329esvbo]Ton of corners, and if you avoid them, you must make your train even smaller then you already have to. And it quickly gets too small if you dont go quite close to the handgranate and try to use the shotgun niche thing. [*:329esvbo]0 flexibility in your path. [*:329esvbo]dubious amount of overview, the wall between shotgun and window blocks view to window/stairs (clockwise) or handicaps view to doorway (ccw). It will probably work if you split up the zombies to four players, and keep the zombies from cabinet and downstairs mostly away. However I'd ask myself if it is in this case not more convenient just to camp at the handgranate. I tried all areas out in godmode solo. In the Handgranate Area I would have died about 5 times per round and needed like 5min or even longer in 15, using an Assault Rifle. Whereas in the 3 areas shown in the vid I would have died 0-1 time and needed like 1minute.
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Hi A little tutorial how to Run in Circles in NDU. Have fun. NDU YYQlkgQfvdI Keywords: kite kiting loop looping circle circling all rape train trains training tutorial strategy guide tip tips trick tricks
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nice post, have some [brains] btw, have a look at this ra9nYpkpU8I
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Skullcrusher new pics are up in 5 seconds.
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Thanks for all the compliments! I'll update it. This is in, the gun is called G16-GL35 I did that, the Shotgun does almost nothing, but the AUG is awesome. The AUG-50M3 Shotgun Attachement is on the bottom of the table
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