Chopper
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Everything posted by Chopper
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Clever little guide, my first 8 are the same as yours and then I do it a little differently, but not so. Never thought about no power and that teleporter path, which is very cool. 8 can be very hard in that hallway however, make sure the debris is cleared in case you need to haul out of there!
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Chopper's speed run guide to Kino Why write a speed guide to Kino, a map that has been out 4 years? - People are playing BO again, and looking for new ways to do things. I'm pretty certain there will be something in here that people will not know about. Why do you need a speed run? - Again, people are looking for new ways to spice up old maps. You have the guys who play the maps regularly purely for 'fun', generally quitting at a certain point. This gives them a new challenge. Then you have the 100 hunters.....this is the fastest way to play Kino. Then you have the WR shooters....if you want a WR, you really need to play as fast as possible to reduce potential script errors later; plus, when you know you need to be playing for 60 hours or so, if you can reduce that by up to 10 hours, why wouldn't you? Where has this guide come from? - Personal knowledge, friends advice. Inspired in parts by 5and5, HoardKillRepeat and ilSteveLi. Playing a challenge 2 years ago now, the Bulldogs by accident discovered and then implemented into gameplay something already known, novas only spawn if you enter particular areas after the power is on. Looking for camping challenges, the novas were messing everything up. This may have been known regarding novas, but no-one ever took advantage of it. We ended up camping the firetrap room without novas. Since then, HKR and 5and5 has used part of what I'm going to describe. HKR showed a fast start method, which was specific to just staying in the firetrap room with TG and ray gun, and using the trap constantly. 5and5 has done what I'm going to describe, which I found out just yesterday when speaking with Steve, who also used the same method and is currently paused on 150ish. THE GUIDE ITSELF. Round 1/lobby : restart until the box spawns in the MPL room. If you go to the upper level window in spawn, you can't miss the box if it's there. Hit that box asap and get it moved. Ideally you want one of the trinity - Ray Gun, TG or Ray Gun. In fact, if you don't get one of these, restart imo. Not strictly necessary, but it can make it smoother later. Ray Gun is 1, Monkeys are 2, TG is least important. You want to camp in the spawn room until round 15 or so, and if you get just ray gun you can. A nice setup is Galil or RPK with Ray Gun. If you get Thunder gun, 20 is not out of bounds. Buy QR. Your mindset is kill as fast as possible, and try and take advantage of the fire*****s to work towards your final setup. Buy QR. Round 10-20ish : you can camp until 10 in spawn, no problems at all. TBH though, if you are struggling to get past that in here, the rest of the guide is probably not going to be much use. It's a very high skill requirement to run the final location, and if you can't run the spawn I don't think you can run the firetrap. Buy QR. Whenever you can't hold spawn, start moving around the map with closed doors behind you. Spawn, the portrait room, mp40, dressing room and then you are on the stage. Turn on power whenever you wish. RULES - You are not allowed to set foot in spawn, ever. That is it. If you go into spawn, the roof will partially collapse and then novas will be coming, which is not good. Novas slow down the strategy, and make parts of it harder due to their lack of speed. You can still hit the box in spawn, however. Enter from PM63, and stay back along the wall. Creep towards the box, and as soon as you see x or square appear, hit it. Do not get any closer. Rounds 15 - 35ish : Setup - You can play like a mad man, and hit the boxes mid round....chasing them. It's a bit too hard to advise how to do this, you will either know how or die trying The other option is too take it a bit slower, and hit boxes end of rounds. Jugg and Speed are necessary, Mule Kick is required eventually either way. If you don't have monkeys from the box, definitely take this so you can 'spin' the box when required. nb - Luck can play a huge part in this. I've had RG and TG out of that first box on a few occasions, but then I've had to move the box 10 times to get all my toys. In some ways, if this happens and you are going for pure speed, maybe restart. Gameplay - theory. This is the fastest place on the map you can be. There is a technically faster spot, but it's just not worth it imo. Electricity room is too unreliable, only works until mid 50s and requires you to open doors which will mess up the end game strategy. No novas and the back door of the firetrap means they will flood in from 6 windows only, the spawn 4 and the MPL 2. Use your weapons freely until the mid 20s, ammo shouldn't be an issue. Throw in the firetrap every now and again, points pertaining. Once your guns just don't quite cut it, you are going to be following a strategy of firetrap on, once off hoarding and TG/RG hoards and half hoards. The running path is actually 'simple' kinda. If you understand how to cut back/out, jump sideways and step delay with confidence, you will be ok. Jumping sideways uses two/three 'avoidance' tactics in combination. Turning sideways reduces your profile, enabling you to squeeze through gaps. Jumping is used to avoid the second incoming hit. I struggle to explain this one, but it's basically knowing that a zombie hitting you will stun both you and him...if you jump through a gap or past one, you are generally far enough past them to avoid the second hit. Watch any of anyones NML videos for this. The third use is the intial 90 degree turn actually being a screen shake in itself....screen shaking is just timing a direction change in comparison to zombies path/location and animation. The mashing you see just excaberates this fact....mashing makes it so that odds are you will perform an actual screen shake, at the expense of fine control. With correct timing, you don't need to mash, just move. Step delay - I've never seen this mentioned anywere....it's something I've done almost since I began playing, and I'm sure many do it as well without even realising. If you run towards a zombie and stop dead, they are forced to stop to begin their hitting animation. This can stop zombies behind them, and each time you do it you probably gain 2 seconds or so. Once you understand it, you won't even get hit most of the time. A cut out is when you perform a cut back (180 turn of direction) but move inside out during it. It's a delaying tactic ultimately; you head and perform a little circle to the inside of the path you are cutting back on. It takes a second longer than a cut back, but all the seconds add you. Kiting is ultimately path management, and all the delaying tactics are used to 'pile' up the zombies, getting tight groups immediately. 2 seconds is a shed load of time in a tight area. Combinations of drag outs, cut outs and step delaying are essential for clearing windows, stragglers and tight gaps. The running path : With all that said, here's the path. You always start in the trap at the back, that little location where you can't be hit. When it goes off, head forward and to the right off the weird barrier thing. From there, imagine a path that horseshoes from that starting point, to that window, back in front of the trap and then to the MPL corner. You need to get used to always going in front of the trap....as soon as you go behind, you are probably going to have to use your TG which is a really bad habit to get into. Ideally, you want to get behind the zombies coming out of the windows as it delays by a second or two. When to change : Until about round 35 it's repeating the trap on, when off hoard for a bit then TG or RG. You should have no ammo issues prior to this. Once you start running into ammo problems, it 's time to run the pretty standard double trap strategy for Kino. The major difference is that rounds will be up to 33% faster than when you have novas. It's going to be closer to 20% in the long run, but I have seen up to that speed. Cons to this - one QR only, no PAP. These things aren't the end of the world. If you are aiming for 100, you probably aren't going to do it if you go down in the first 50 rounds more than once. If you do go down, decide if you want to sacrifice speed for QR, it's that simple. 5and5 got to 99 with 1 down, Steve got to 113 with no downs. Special players maybe, but it's not out of reach for many players. I have footage for this strategy, but will not do a video without feedback. It takes a lot of effort to make a video for specific strategies, especially as I only do them for CODZ and not my channel. Any feedback or explanations required, will be included.
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What my man EJ said, Box is good, Players are bad. Ray Gun is good, bad Players make the Ray Gun bad. All about the players innit guys. Which is the beauty of randoms, kinda like the outlook of Forrest Gump.
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I got home last night after being away for a couple of weeks, and tried to play a random game. I couldn't find anyone with mics, and ended up with a 4p game that by round 4 was 2 player.....however, we got to 30 before I quit, in like 70 minutes or so. I played as a full random however, box on round 2 in firetrap, got Thundergun. Next hit, got ray gun. Didn't touch it again. Like Jay I like the mystery of a random game, but most of the time my expectations aren't meet. I just want to find 3 randoms all with mics, who can either play, or squeak enough to give me amusement for an hour or 2.
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Your Feelings About The Future Of Zombies.
Chopper replied to Matuzz's topic in Research & Development
Please try not to re quote the wall of text....now there are 2 :) -
Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
Yeah I'm interested in kino. Think maybe firetrap and no qr? -
The Unwritten Rules Of Zombies(Voting Open)
Chopper replied to Boom115's topic in General Zombies Discussion
Sorry Boom wasn't saying it shouldn't be in the poll mate, just that I personally am against that and dont think I'd play with people who want to use that :) -
The Unwritten Rules Of Zombies(Voting Open)
Chopper replied to Boom115's topic in General Zombies Discussion
I have to say something about rule 5 in the voting. I'm against that rule almost completely. Its about opening doors equally rather than based on who has much money. As I only play with friends this rule would really suck. Sure some knife more and get more headshots but in a team game with friends, that rule just sucks. Most games I play 1 or 2 do the first 4 rounds on their own whilst the others are smoking, drinking or pissing! -
Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
Not sure he'd want me to tell you but it was on one of his practise runs. On his first run, he needed help with just where the trap parts were! It was one of these practise runs where it took 4 hours, and then he went down almost immediately getting cut off going back into the trap room. I think it was run 4 which was the 176. These guys never ever stream their first attempt, no-one is that good -
I never really played much solo, but hearing the issues a lot of people have, it boggles the mind even more when you know Mato did it with all 5 relics in solo with a beast score. Even those that 'only' did it with 4, brafuckingvo.
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Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
Man I don't know if I'd even attempt to setup windows that early. I was in a lobby with both Steve and Scottie when they did their 5 runs. Scottie started on 42 or something, and it took him 4 hours the first time. I know in the end, both guys didn't do it until past 46 as they thought it was a little slow in there earlier. 5 is such a crap map as rounds 35 to 50 take so damn long. -
Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
Hey Layton, I understand that entirely. I know for a fact that that particular strategy has never been posted and written on here. You also mentioned that someone else (playa) had run it, so you were giving credit. My point was more an overall about why there is such a lack of strategy now on the board...most of it if not all has already been done. I know you said you were going to put out all your low rounds and I really think you should, as I'm sure some has not been posted here before, especially the fast starts. Die Rise for instance......do that one mate!!! -
Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
One of the main problem with producing strategy threads is that there isn't much left which is original. The original strategy in this thread has been around for a long long time now. The one Jay has posted has as well, although more people would call that a glitch. The main problem with Der Riese and speed is how lucky you are with the box. To limit where you open, and quite rightfully if you are doing a speed run (and all WR's should be speed runs) means the box can't go to particular areas etc. Ideally you want monkeys and either the Ray Gun or the Waffle before the box moves, and then go and camp where-ever the box goes and keep hitting it until you get what you want. Ultimately, however you start, the fastest place is as the OP states, in the thompson room. And you need the door back to spawn open to take advantage of the trap. I don't want to discourage people from writing out their own strategies, just be aware that more than likely someone else has already done it and written it or put it on YT. -
Nice 'intro' mate. I think this line sums up what many of us think about you. You're like Peter Pan, stuck in an adult body. Don't change.
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Your Feelings About The Future Of Zombies.
Chopper replied to Matuzz's topic in Research & Development
My feelings for zombies future are somewhat nervous. If BO3 is the same as BO2, they will kill zombies for a large part of the active community. No-one I know bothers with BO2 anymore, they are all back on BO1. The main issue is re-playability. That might seem a contradiction but let me explain further. Zombies will of course always have re-playability. An endless survival mode with no way to win; in it's nature promotes replaying the game over and over again, to beat your highest score. However, when applied to BO2 model what that led to was frustration from players at the elite level, being limited in how far they could by whichever script error ends their game. If you know that you can't go past say level 120 on Die Rise before the patch, or level 105ish on Origins, what's the point? Then we come to the buildables. I'm sure they can be fun, I know they can. An attempt was made to move away from the original feel of zombies, and give I suppose a more winnable, or completionable (why isn't that a word!) factor. Winning would be completing an Easter Egg, the completion part would be finally upgrading a staff for instance. In itself, there is nothing wrong with that. However, WAW came out over 4 years ago, and got people the first taste. BO followed it 1 years later, or 3 1/2 years ago. People had been playing zombies for 3 years before BO2 came out, and turned it all on it's head. People literally make their living from this game, not that many, but some do. Then you have all the youtubers and twitchers who do it for fun. I have made maybe 5 videos since BO2 came out that I cared about, and I hate them compared to what I did on BO. Regarding the buildables, when someone is going to sit there and play a game for up to 50 hours, and many do when aiming for the insta kill rounds, they have no interest in building something. I know this group is a real small percentage of the actual customers, but they make most of the videos that the majority watch on youtube, and it's that group that IMO leads a lot of people to come to sites like this, to develop their own skills and learn to get better. I can't be the only one who noticed that the strategic aspect of this site pretty much died on release of BO2. It just wasn't the same. As a suggestion going forward, I would say that there are ways to appease everyone. I'm going to take Origins for my example. There should have been 3 modes - survival, custom and story. Survival should have had no EE, and the staffs available from the box. Custom could have options turned on and off. Story mode would be the only place to complete the EE, and the only place with buildables. I would even be happy if survival mode was only unlocked after completing story mode. But don't make me spend an hour every single time I start Origins to fully upgrade 2 staffs and get setup. The biggest thing that my friends miss, is the turn on and go mentality that was on BO1 and WAW. You start, spend 5 rounds doing whatever, get a perk or 2 and away you go. I do understand what Treyarch attempted with BO2, but it was sorely misguided and pissed off a lot of people. Try to get it better next time guys. -
Der Riese: Fast Low Rounds (To 50)
Chopper replied to Awful Lawton's topic in General Zombies Discussion
Unfortunately there isn't anything really left to strategise about :( -
This, this and this. Not on topic, but all my places are already covered on here somewhere.
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Thanks guys. It's really nice to realise that there are far more 'family' guys and girls out there than would be expected in the gaming community. Maybe that's why CODZ is like a family more than anywhere else I've frequented on the web....the variety of users.
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In Case You Didn't Know, Bo2 Vs Bo1
Chopper replied to Mr. Jay's topic in General Zombies Discussion
The zombies hit you faster on BO2 but they are easier to kite and wriggle away from. It's much easier to kite on the shoulder in BO2 because of this, although making a mistake leads to a much quicker down. -
I powered off my XBOX whilst paused on round 93 on Origins trying to unplug my PC. I had no downs. I still haven't done 100 or bothered again on that map.
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Single Player Zombies...worth It?
Chopper replied to AlphaOmega's topic in General Zombies Discussion
Zombies has different definitions. I skew away from the traditional and prefer the down and dirty stuff in the long run. I have somewhat of a routine regarding new map packs. I generally will take 2 weeks after a map pack comes out and play it almost constant. Solo in the day, coop at night. This is the learning period. Coop is only for fun, always 4 player with the same 3 others. If I like the map, I will attempt a reasonable high round on it solo. However, I will only play a map really high if I really enjoy it. So for BO2 that was Die Rise and Origins. The rest got real boring for me by round 40, especially MOTD (I even had to just look at the forums index to remember the name of that map, that's how much I hated it). Coop high rounds are real one of events, I've only ever done 4 I think. Origins, Buried, Die Rise and Bus Depot. Above is my personal opinion, as stated within 2 weeks all I play are various challenges on almost all maps, with some getting a few solo attempts for various reasons. To look at how BO2 stacks up with BO1 solo, just look at youtube and twitch. People are back playing BO1, as for most BO2 did nothing for them. Mato, Steve and Kingjaq - they all have or had records for BO2 solo, yet all of them only really attempted any map once. I know that these guys will never ever attempt any of them again. Yet they have all gone back and revisited BO1 (well KingJaq hasn't quite, but he is open to it). BO2 dropped the ball IMO, but then my opinion is vastly different than the majority of the customers out there. -
Your most memorable moment of black ops 2
Chopper replied to TheBSZombie's topic in General Zombies Discussion
Getting 100 solo on Die Rise. I had only done one 100 on BO 1, and never claimed it as I didn't have sufficient footage. I live streamed the entire game, but messed up my perks from the start and ended having to do 93 to 97 with no whos who or QR. First BO2 100 has to be my most memorable one.
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