Chopper
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Everything posted by Chopper
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Team Camping vs. Solo Training (A strategy debate)
Chopper replied to ETEl2NAL407's topic in General Zombies Discussion
There's been a lot of good responses, covering most of what I'm going to say but I couldn't resist. Camp as long as you can, and then kite. It's faster to camp until you can't do it anymore. TBH, in a 4 player game my limit for how long I want to play pretty much matches when you can't camp anymore. With the right team, I can imagine that you can get to round 40 now on Die Rise, what with the headshot perk, DT2 and the liquid gun. That's probably longer than I would want to play however. -
My flash was defintely from going prone immediately after byuing QR.
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ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
I have some new thoughts on the patch once again. My initial responses to it were down to the fact that I had had so much fun using it, and felt it had been taken away. Well, today I rediscovered the fun in it. Yesterday I played to 49 in the upside down room, and was bored as hell. It took me at least 2 1/2 hours, I had no downs and no real risk. It had seemed that running in the China Room entirely to 100, was now impossible. A rather large youtuber had somewhat goaded me into at least giving it another go, so I did today. First things first, I got to 49 today with no downs, in just over 2 hours. This is nearly 40 minutes slower than I had done but I had spent a lot longer getting setup - going for Galvas, ensuring who's who spawned in the right place, and then getting monkeys. These things cost me at least 20 minutes, so it's not that far behind. Now there is a somewhat safe way of running in there, but it was kinda boring the first time I tried it. The problem was my mindset was that it was too difficult. Another friend made me look at it in a different light....it's not impossible but it's kinda close. Anyone who gets to even 70 in there now has gotten a real accomplishment. Whilst it wasn't easy beforehand, it wasn't *that* difficult. Not many people had managed it but still people were saying it was too easy. I see this as a new challenge now. The first 30 are pretty easy, then it gets really crazy. I was still managing to get some pretty big chains, although I was having to cut a lot of them short early. But it was fun again, as it's now pretty insane and I need that adrenaline going to really play well. It's why I never have bothered going for high rounds before, it always seemed like a war of attrition, grinding through the rounds. And the thing is, if you get to round 75, it goes back to who it was before. I'm not going to post any footage of what I have done until I manage to complete it. It's kind of a new strategy, that I haven't seen anywhere before. I suspect Riley/Froogle/5and5 may have done the same thing, but he hasn't shown it in any video and I suspect his reasoning may be the same as mine. He doesn't want anyone to see it before he has done it, so it's not copied. I'm very glad that I got to play for 3 weeks post patch, but the patch has actually now given me a new purpose again. -
I just got the flash in tranzit trying to get perma jugg, but I had tried it many times and it hadn't given me the flash before. However, after getting it and jumping into Die Rise, it didn't give me any money back anyway.
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When is the correct time to use Double Tap?
Chopper replied to sceptilelegend's topic in General Zombies Discussion
Like MMX said, it depends on the game. From the sounds of what you are doing, get it ASAP. Playing with randoms, don't want to be left on your own etc. It will help massively in the first 40 rounds or so. -
I thought they fixed the spawn point exploits in die rise?
Chopper replied to ZombieSlayer92's topic in Die Rise
There is another spot about the Galva where it can be done. Search certifiedzombies on YT and see his most recent video. He is exposing people who are doing it, using theater mode. -
Perm Jug and the best explanation I can give you
Chopper replied to TheBSZombie's topic in General Zombies Discussion
It's cool man, I was trying to make it clear to anyone who gets it after going down once or twice in Tranzit that it doesn't mean your info is incorrect. I didn't mean a correction, just a note :) -
No crawler no circles "challenge".
Chopper replied to A Drunk Soviet's topic in General Zombies Discussion
Like Andrew I abhor the use of gay as it's thrown around. However, I've come to accept that it's so mainstream now, most people don't even realise how bad it is. That is a very sad thing. -
Perm Jug and the best explanation I can give you
Chopper replied to TheBSZombie's topic in General Zombies Discussion
Slight correction, you just need 3 downs in a row.....and that can be across games. Many times I have gone into Tranzit and got it after 1, or 2 downs and revives, so downs in others games can count towards the total number of 3 downs required. It's not rumours in online games, I can't find the sources but there is proof out there that long long falls will give it to you in a coop online game. -
No crawler no circles "challenge".
Chopper replied to A Drunk Soviet's topic in General Zombies Discussion
I swear on my life, absolutely no part of my Die Rise 100 was boring. Heart pounding yes, palm sweating yes (especially 4 rounds in the 90s with no QR or whos who). The auto trains in various locations are however boring. PAP Ascension. Kino Lobby top door shut. Kino MP40 top door shut. On these you literally do exactly the same thing, over and over again. There are however many spots where it's not quite the same. Alley on Kino, all doors open. Electricity room on Kino. AK on Shang. Just a few examples of how different kiting, or training can be. And by the way, it's not an elitist thing. People don't use the word train for 1 of 2 reasons in my experience. 1 - Kiting as a term has been in video games longer than some people on this site have been alive. 2 - People don't like the term rape train, because either a) Syndicate coined it or They don't like the term rape itself and train in zombies is too associated with it. I call it kiting as I have done kiting in games long before I even knew zombies existed. It's manipulation of AI, and always has been. Back to the original OP - your post was pretty brazen, as others have said. I like both camping and kiting, Headshooting and Mctwisting...all things have a purpose, and all things can be done for fun. Just because you don't find it fun, it's best not to judge others for finding things you don't find fun, fun. Peace. -
I think Mr BS is right on this one, I'm pretty certain you can take a few more hits regardless of the noise that may or may not be made. I've done 50 a fair few times on Die Rise with no downs, and am pretty certain that in all the games I could find moments where I'm taking a slap or 2 too many, but being ok with it.
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I thought that long falls were an additional method to get persistent jugg?
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ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
Camping is a brilliant coop strategy. Speed cola and Double Tap are infinitely more important than Jugg, Ammo management is key and you can't get far if you can't play well in a team, or hit them in the heads. Headshots btw are between 4 and 4.5 times more damaging than a chest shot. Glitching is camping in a spot where you can't get hit. Hence, if you are somewhere where the zombies are unable to get to you, you are glitching. The liquid gun by it's definition can create this circumstance. It's why I keep saying glitching. The new patch has made the slime patches last longer on the floor, which is probably the worse thing about it. The new slime patches coming from zombies moving away from the original shot location are much smaller, and manageable, but the longer lasting effect messes everything up. -
Mr Richtofen above me speaks the truth. There is almost a point of complete understanding you can gain in this game, when the mechanics are completely clear, and you have faced every conceivable situation and understand how to survive. Some people have slightly faster reactions, some people are able to think quicker, but it all kinda evens out. There is only one player I put above everyone, and that is iLSteveLi. He is the only player that I believe is better than me, and I know a few others who completely agree with that statement. It's a certain arrogance but I know full well what I'm capable of, but I understand that there are many others capable of matching that. Apart from him. I've played more with this guy than anyone else, and the stuff I've seen him do in random games, I've rarely seen matched anywhere on YouTube. And he does it over and over again. Like the best moves you see in others videos, are pretty much child play to him. Peace.
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ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
I had some discussions with a few more people regarding this new patch. One of them made me look at it in a different light. It appears that Treyarch have purposely tried to change this gun from a running gun, into a camping gun. Adding extra slime is a definite example of this. I don't personally agree with this, but it does put somewhat of a different spin on it. The problem with adding extra slime is that it does mean that camping in some particular spots actually favours it towards the glitchers.....you don't need to keep shooting to keep them sliding, as the new slime does this for you. So it punishes the runners, does nothing to the glitchers. Don't know what to say anymore about this. The problem is that people can still get to 100 running, but it actually becomes easier and more laborious. If you only kill 24 zombies per shot, you won't have any ammo issues at all until at least round 65, when it takes 16 shots to finish a round. I don't want to type up the maths here but the gun has 40 + 10, and guaranteed ammo after every 3 or 4 zombie rounds. Up to round 80, the gun will potentially need to be recycled once between the boss rounds, if no other ammos are received. From 81 and up, in theory, if you are playing ultra safe you would have to recycle it every round. However, from round 75 the gun goes back to how it used to be before....no extra slime, chains are back on. I don't know if this is purposeful or not, but it just means that to get to 100 now you simply play in a boring way until 75, and then play as before. Not fun in my opinion. -
Are you sure you aren't going to get your hands on some 115 and create your own little zombie army. I have my suspicions. If you manage, I'd appreciate if you could let me know.
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ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
Yep, someone did 115 on PS3 today. It's above the galva area, all zombies spawn to one window. It looks even quicker than the galva one did. Although there are still some other spots that are very safe, but slow. Hole in the upside down room, an area just of the Buddha room. It's madness. They would have been better to patch the gun by only letting it kill X number of zombies tbh, although that would have sucked still. What they did makes no sense in relation to the issues that game had and community were complaining about. -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
Ok, so there are a couple of things. The liquid gun used to leave a big pool of slag or whatever it's called where you shot. Now what happens is zombies that are dying also leave random smaller pools all over the place. So it makes running the big chains impossible. However, past 75 it starts working as it did before. But then on round 102 it creates crawlers. So, the smaller pools only affect players running, those glitching in a single spot aren't affected at all. So now there is a safer way ultimately to run with the weapon, until 75 then back to as before. The safer way is much slower, and much more like BO high rounds were.....same old same old, rinse and repeat, boredom guaranteed. The liquid gun pre patch was sooooooo much fun to use, and it's just not now. I could get 100 again post patch, but I don't really see the point. It would take me around 6 hours to get to 75, where it took me 3 and 1/2 before. And then I get to 102 and can't really go higher? Well, there is a new strategy developed which takes advantage of the fact that damaged zombies don't respawn when you leave an area. Designed for Tranzit to make it harder, it is now being abused to clear a hoard in 50 seconds. So the way to get high is abuse this system, and do it slowly but have no chance of going down. I can't see how that is better than having a strategy which took a lot of skill in itself, but was much quicker and actually meant you could go down. 46 in the world now on XBOX, and they are still removing people. There are at least 10 above me that are hackers, so that means that there are only 35 other people who have managed a ton, legit pre patch. They nerfed a gun which only a small number of people could use in my opinion. Those that have tried to use it pre patch will attest to just how difficult, but fun it was. -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
PS3 leaderboards are already hacked. Above Galva there is a new spot. So the wonderful patch that Treyarch did means that glitchers can still use the gun for massive chains, as long as they find an area and all legit players are knee deep in purple ****. Wonderful job guys, completely ruined the wonder weapon for legit players, and didn't even fix all the glitchable spots. -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
Corporate anywhere has screwed over the world now....RBS lost 5 billion GBP last year, yet paid out 687 million in bonuses. From what you are saying I assume you are pretty clued up on the financial aspect in the US, and are fully aware of just how evil the corporations are. Starting with Enron, moving to Solomon then Fannie Mae and Mac, just to name the real big ones. I don't think you are looking like that at all mate, just you have a different viewpoint which I personally find refreshing. I think the devs are losing in the decision making process on some things, I just can't see the execs giving a flying **** about things like patches. So in my opinion it comes back to the devs. -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
ETEl2NAL407 - very well written response. What you say is completely correct, however you are missing the point in this discussion if you are saying don't whine, just act in the future. Couple of reasons - The reason I bought hardened is so that could play the "exclusive" NTZ. However you cut it, there was a perception among all buyers that this would be similar to how it was on BO1, and remain an exclusive for close to a year. Now I made a logical decision that the only way I could play this for 9 months was to buy the hardened addition. There may have been emotion involved as I wanted to play NTZ asap, but that doesn't change the fact that the company have been more deceitful than they have been in the past. Whether this is natural for all companies or not is irrelevant, Treyarch still acted in a way that they haven't done in the past. This is why we feel cheated and why we are whining. This brings me to my second point, why the whining and bitching? It's simple really, firstly it makes me feel personally better after venting. Most on the site have seen me vent on a variety of different things. Secondly though, is my belief that the actual zombie developers do listen to the community and may in some way be able to somewhat rectify this problem. Not the big bad CEOs of the company pushing for this, the guys that actually make the game. My original point in the first thread was that they had screwed up the liquifier gun unnecessarily. That still stands. In complete honestly if the company had openly said that the hardened would only get NZT for 2 weeks, and it would be free with the season pass I would have still bought hardened. This is because I would want to play it immediately, and most importantly I really can afford that money without a second thought. Sorry, that really doesn't mean to sound arrogant as I tend to keep my personal life away from the site, but I don't struggle when it comes to money. That doesn't change the fact that there are many people out there who that 20 or 30 dollars would make a much larger different in their life. I'm arguing as much out of principle as my personal feelings are conflicting the fact that I would have bought it anyway. I just want them to make good zombie maps, get rid of glitchers and glitches, and not have a massive overreaction to a gun that they made, tested and damn right knew worked exactly as intended. -
Well the leaderboards do appear to have been cleared of the hackers. I do not know how Treyarch did it, but they did. I had a friend on 100, who Galva'ed. Mato and Dims had 119 and 107 respectively, they have been left as has my 100! It doesn't make sense though as the gun now makes crawlers, Mato can never be caught. Oh well, it's good to be at 146 in the world, rather than 4,000 something.
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ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
There are still 2 spots where you can do exactly what everyone was doing in BO, making a single hoard, killing and then starting again. The Buddha room and the upside down room with a hole. The liquid gun was like a step forward from this. I can't believe that the developers didn't realise that it could be used as it has been being used. The way the chain works, moving from zombie to zombie, in a map with walkers just can't have not been realised. So it is still more than possible to get to a high round, but it's the same old rinse and repeat crap from BO. The guys going really high were spending literally 100+ hours on a game. This can still be done after the patch. What's the point though? These guys who were spending that long simply couldn't do the same thing pre patch with the liquid gun as it was so difficult. Yote did a video were it took him like 6 hours or something to get to mid 60s. That's around 1/3 of the way to 100. So it would have taken him at least 18 hours to get to 100, which in reality would be much more as he would have to recycle the gun a lot. The fact is he wasn't good enough to do it in the china room to 100, which can be done in as little as 7 hours. There are really very few players who can do it. So basically after taking an apparent step forward, they have taken a massive step backwards. That's why I'm so annoyed, it was so unnecessary when they could have just patched the glitch locations. -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
This and this can't be done anymore. It sucks. http://www.youtube.com/watch?v=Nw8ogJnTKLs http://www.youtube.com/watch?v=PadvQw-LFKQ -
ATTN Treyarch - sledgehammer and the fly
Chopper replied to Chopper's topic in General Zombies Discussion
It only chains when the gun is out, and the zombies that are dying but moving away from the original shot location are constantly dropping slime. So you can't run the china room anymore.
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