Chopper
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Everything posted by Chopper
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It's like you read my mind, just taken 10 screenshots now, going to have them up within 30 minutes :D
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I believe what Treyarch tried to do with both George and the Astronaut is take people out of their comfort zones. It always seems to me that one of the biggest complaints is that he stays where ever you are, meaning you can't just chill out in one simple spot. Both George and the Astronaut I suppose reward players who are adaptable. You could lock him on the other side of Pi and run the spawn or tunnel 11 if he's too much of an issue. Or you could keep moving kiting spots when he gets into your area. This is what I sometimes do with George, I switch between middle floor of lighthouse and AK area. And what Way said, Moon is the easiest map in my opinion, guaranteed ammo for life. 2 people co-op who know how to deal with him definitely makes it the easiest. If you don't know how to deal with him then I can see why you might not find it so easy.
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Call of the Chopper - guide to 50 with video included
Chopper replied to Chopper's topic in Call Of The Dead
COTD is a funny map, speed runs are completely determined by luck, nothing else. As I mentioned I've had games where I've literally hit the box 4 times and got the holy trinity, Ray, Scav and Dolls, and then not needed to hit it again until late 40s. Not getting the waffe sucks arse, kinda like mine and Supers game in Shang where the monkeys decide to stop taking your drops....unless it's an ammo anyway! -
Hi Guys, For those who love looking at posts on your smart phones, CODZ is now active on tapatalk. Please see here for more information - http://www.tapatalk.com/index.php The application is $1.99 - I promise you that if you regularly use this site on a smartphone this will be money well spent. I've used this application on a few other forums and it's mighty powerful. The text fills the screen nicely, now more pinching and zooming around. It is obviously slightly limited but you can respond to pretty much any post with it, in a nice and easy way. Check it out please guys and give us some feedback Chopper
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Here's the Situation (New Situation)
Chopper replied to Ehjookayted's topic in General Zombies Discussion
Eye my answer is 'correct'. I've actually done exactly how I described in solo on more than one occasion. I know that the mechanics work like this, and where I can shoot the ray gun from. The box to the windows is more than far enough away. You are looking for an answer that's only in your head. The circumstances as described are almost impossible to have occurred, and it's left up to our imagination to fill in the blanks. I think I know the answer you want, especially with your reference to up top. You want someone to use the geysher or go up the tunnel and do a reversal. But IMO its not the best way. The thing with these things is they are subjective. Unless your description has more information we have to take certain assumptions. Originally we were in the power room, then it was the AK? We know 4 zombies have spawned, but don't know where from? How? All we knew was that it all happened in the AK room. Mechanics don't matter so much, I described how to kite the AK room with no Juggs. -
Yes I understand but I was just making a point that you made about potentially them coming here. In regards to sales and stuff as I don't play with randoms it doesn't worry me at all. Either way I'm buying, my friends are buying, we are playing and talking about it regardless of Halo. I'm on a PS3 anyway,
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I think this is a zombies forum and all anyone will be talking about is zombies. There aren't really any fanboys on CODZ, we love zombies and a variety of other games among the various members. Any halo fanboys coming in here will be dealt with swiftly by the staff. Any CODZ members participating in flaming (which I doubt) will be treated the same. Now over on gamefaqs the fanboys will be having a field day clogging up each others boards. But not over here :)
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Yeah and on PS3 now a 4p game to 40 is pretty much impossible. Once at 30 the frames crap themselves and go into meltdown.
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It's tough Matuzz on this topic. I understand what you mean in a lot of ways. I do not know your skill level at all, but as Super says the way I keep it fun is by playing for fun. Now in the current format I can do that in varying ways, be it running crazy areas or messing with friends. Maybe it could be an option as you have described but what you have done is basically have rounds 8-15 become what say 30-40 are now and then combined max spawn speed with an inability to make a train. People will still be able to do it though, as a lot of people don't make trains perse, in your example a train is spawn control and moving through the map. I think most people like it how it is. You can get to 50 co-op on a few maps in under 3 hours, and 50 solo on most in 2 hours or so. Now a lot of people are prepared to play for 8 hours or so, which is how a lot of less experienced players can get to round 50 co-op, by playing really slow and safe. Take that and see that if you get 2 really good players playing for 8 hours they can do much more. I think what I'm trying to say is that by doing it your way you are taking away what more people like about zombies, the almost marathon like quality. Sure not everyone does, but an awful lot of people especially when the maps are new can happily spend 12 hours a day playing if they can. But I do like your idea, of somehow having it become Super difficult after 1.5 hours, but I think it should be an additional mode with seperate leaderboards. Maybe something like the map starts getting locked up differently each round, until the team ends up almost in a last stand situation if they can survive that far.
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I'll post my ideas in your new thread mate.
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No Man's Land Frustration and Support Group
Chopper replied to perfectlemonade's topic in No Mans Land (NML)
What Super said....I very rarely double shot without Juggs even though you may have seen it in a couple of my videos. You can always find a safe distance but you can't find that distance and guarantee 20 due to dogs. You are better using 2 seperate shots to make sure of 20 kills. As Super said it's a lot of trial and error, and trying new things to see if they work for you. I spend possibly as much as 50% of the time I'm playing NML trying new little things out. It's pretty much always been that way. The way I learnt was watching one Relaxing video, and then trying stuff out myself. I like to think most of what I do in my PAPs is pretty original, inspired mainly by discussions between myself and Eye. Actually most of my kiting is that way. But almost all of my shooting has come from stuff I've picked up of others. In both Steve and Supers last NML videos I got stuff which is now a major part of my NML arsenal. Keep watching, and only try and take 1 thing at a time. Watch Supers last video for instance on the side drop and see the way that he does his cutbacks from the side drop, stairs, side drop. Different than most and worth trying for yourself. -
It's a nice idea Way. I think you should make a fairly large list now of all the potential challenge ideas you may throw at people. Just so when someone is in the lobby with you there won't be any kind of disagreement about the challenge you have chosen, as everyone will have seen them and had a chance to say (like Dan did) why one might not be so good. The only other thing is the person doing the challenge should be host. It means they get the 4 bars and if you are just spectating you don't need to be lag free :D
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Here's the Situation (New Situation)
Chopper replied to Ehjookayted's topic in General Zombies Discussion
Ok, I'll try and take this and break it down. So let's assume we had 24 in the AK when he goes down. And he kills 5 and 4 more spawn. However, you the player know 4 have spawned so you obviously can see them. There are 4 different places they can come from, 2 doorways and 2 windows. 38 zombies are fast, and we must have at least some kind of control, otherwise you couldn't pick up the ray gun and manage to be safe. Now I have spent an awful lot of time in this here area and it's very rare to get more than 1 come from the tunnel in this situation. You can't do a power loop, there is not time. I'm thinking logistically how this could have happened. You have been hitting the box which means you are probably running a counter circle with no Juggs but stamina. I imagine he has come in and you have run your counter past that doorway at the wrong time, and then picked up the gun as he goes down. In this case we have a chance. The reason I say counter is because if you were running clockwise hitting the box, you would have had almost no chance of picking up the ray gun as he downed. You could get it but it would be very very tough to not be trapped. Now we come to where the zombies are coming from. If none are coming from the bottom window this is the best option. The absolute best scenario is that there is enough room to sprint across the face of the hoard coming from the now downed player and get as close to that corner window as possible. This moves all the zombies away from the box and towards that corner. You then move slowly to the base of the stairs, well, it's 38 so relatively slowly.....just fast enough that they aren't hitting you and then sprint across the ledge and past the window, sharp left towards the geysher as deep as you dare and then immediate 180 cutback. This move will ensure that all zombies stay in the bottom portion of the area, as they can't get along the upper ledge fast enough to keep a shorter path to you....your move to the geyser reverses this distance Here's the fun part and is judgement based. You are now by the tunnel, with the hoard pretty much all there. If they have cleared the AK doorway, you can take a chilled walk back across the ledge, super slo, and you will always have enough space to move past any that are at the bottom past the AK. You now have a hoard, maybe 15 seconds has passed. You are roughly at the box. Keep going counter, and have a tight group. Move along the ledge again slowly, and make sure that as you reach the stairs they are all on the ledge. Move to the corner window in a slight zig zag. As you go down the stairs move a little to the right....this is a delaying action. Our goal is to be at the bottom window with all the zombies past the window on the ledge. The move to the right does not shorten their path enough from the ones at the back to reverse, and it delays a little as you then move back to the left. This is a key move in zombies, most people do it without even realising it. Now, wait as long as possible before moving past the AK whilst looking towards the stairs. Once they are all down you sprint your little arse to the box. 20 ray guns shots should just about kill a hoard on 38. At the feet, keep shooting with the trigger down with your back to the box moving to the left. I'd be amazed if within 6-8 shots they are not all crawlers. Back up the tunnel if you have to and just pick the fast ones of, before going back to the slow ones. Make sure you kill them all before the revive. You need your friend to spawn. The dude is going straight for Juggs so it depends on where it is as to the message you send. If it's at MPL tell friend - go from spawn slowly towards Juggs. Zombies spawn from the spawn then and he will lead them through the spikes. The 4th player should have gone straight for Juggs, and will probably then try to head for the tunnel......where you and douche bag are coming from with a bunch of zombies that are spawning behind you from the AK. If timed right no-one has a chance to escape, everywhere will be blocked on 39 and it will end at Juggs. If it's at Mud it's basically exactly the same but reversed. The other players will funnel over the bridge, your friend and the other guy bringing a hoard which will probably meet you around the PAP point. Again, no-one has anywhere to go. Phew! -
I agree with Liam. I don't think an egg is good when it is solved in a day! Or if's it's like Shang when it's just stupidly time consuming.
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I admire your confidence djjove but as a new member what you have not yet realised is that CODZ is filled with some of the best players in the world already. No shit, no hiding, what the board has accomplished both strategy and gameplay wise can't be matched anywhere else. It may be tougher than you think ;)
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Well thank you siphorous for the Freudian slip but Super is definitely the man at the minute. Since he started concentrating on NML more he has done some really amazing stuff. Couple of different PAPs, 300+ on telepad and now 349. Right at the minute I can't compete with that :)
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NML high-kill analysis - find out where you're going wrong
Chopper replied to Superhands's topic in No Mans Land (NML)
The table is good in a theoretical viewpoint, and works towards some videos that I have seen on YouTube. The only videos it doesn't work for is Steve and some of Mato's. Spawn control is what it's all about in NML and we are getting closer to cracking this too. It's not so much the ammo you have left, but more the ammo you have left over a certain point after 7 minutes or so. Super's theory of from 30-20 is very very good, but I know there's something else in here somewhere. -
What order do you get your perks
Chopper replied to killallzombies's topic in General Zombies Discussion
Ok, so when I say I get my perks in random order I want to clarify what I mean. If I'm running certain spawn control at the start, I have a Bowie and Juggs is not opened yet there's a good chance that on my way to it I'm going to pick something up. So on Shang I am often at the Bowie at the start of round 4, with 1500 points (monkeys are my friends ). If I know Juggs is on the MPL side almost everytime I'll end up with Juggs after Flopper and Stamina. The power room with that back door shut is ridiculously overpowered when you have a bowie, just hang at either of the back windows and you can see all you need to see. If a fire gets too close you can open and just back up against the AK door. Knifing with a closed area behind you is sometimes better than trying to be stupid and knife in a bad area even with Juggs. The AK area in the early rounds can be like this. Shi No is the same, I just buy whatever perk I see most of the time, I normally don't open anything until round 5 or 6, and if I open a hut, have enough for the perk only but not enough to try another door and buy the perk I just buy it as I have to do the next round regardless. I like keeping minimal doors shut in the early rounds. I hate 5,6,7 and 8, they seem so slow and the more you open the slower they get! -
No Man's Land Frustration and Support Group
Chopper replied to perfectlemonade's topic in No Mans Land (NML)
Honestly mate, I think it could do with an overhaul. But I think maybe you, myself and Chopper could work on a v2, Chopper and myself have found out a lot that has helped members on here better their scores, some of them even getting to 300 using our tips and advice. Eye I will work with Super on getting something made, I've been thinking for a while about trying to collate various videos......but I might try and do my 10 point plan with Supers assistance for some of the gameplay. I will also look at our other members who has posted various videos and take from there. But all CODZ There is so much stuff floating around, as Super said a fair amount from the 2 of us that I don't think it needs to be rewritten....reformatted for sure. -
Stamina on the right map in coop and QR are both life savers. You should never really be far enough away from your partner to need stamina but you never know what might happen. Only map I don't like Mule on is Nacht and Shang.
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What order do you get your perks
Chopper replied to killallzombies's topic in General Zombies Discussion
Completely and utterly depends on the map and situation. The only perks I know for sure I'm going to be buy are Juggs and Flopper when available. But I rarely buy Juggs first tbh, normally because it's out of the way somewhere. I tend to pick up my perks in random order. But my list is as follows - Nacht - don't buy Mule. Verruckt - Standard 4, no Mule. SNN - will always leave either DT or speedy and buy the rest. This is mainly due to me leaving the comm door shut all match. Der Riese - leave DT, take Mule. Kino - depending on mood will leave DT or Mule. Ascension - Juggs, Flopper, QR, Speedy. COTD - Juggs, Flopper, Stamina, Mule....rest come free. Shang - Juggs, Flopper, Stamina, QR. Moon - Juggs, Flopper, Stamina, QR. -
Shangri-la most efficient high round solo strategy.
Chopper replied to selectyeti89's topic in Shangri-La
We worked out how to run semtex to AK safely in 2 different ways.....videos up soonish. -
I believe there should also be a 350 group, there are maybe 5 people in the world only who have reached that high. If someone from the forum gets to that level then I think they would deserve that Super or I will for sure get 340 at some point, I have no doubt in that. 350 is a whole new ball game though, and if someone gets there they should have the medal named after them!!!!!
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Shangri-la most efficient high round solo strategy.
Chopper replied to selectyeti89's topic in Shangri-La
Wait until you see what Super and I are doing ;) -
This means work doesn't it Lissa :evil: :lol:
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