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Chopper

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Everything posted by Chopper

  1. Goal is 70 in 2 hours. Ice staff is the only way to go. White disc....I mean the one that opens to the bottom of PAP. Colours aren't my strong point, but I thought that one was white.
  2. I know it looks bad but for the admins to just 'clean' the forum isn't too bad. It takes me less than 10 seconds to remove one and be ready for the next to be done. Its when you have to delete and block the user....that takes a lot longer.
  3. Hey Guys, I've been trying to write a speed guide for a while. It's the hardest one I've had to do. This again is a big brain dump, so excuse the length and poor formatting of this. Each and every game is different due to the map variables. There are a few ways to go about it, so I'll try and summarize. There are 2 main options for generators. • Generators all on by Round 9. • 3 Generators on by Round 10 I always, always do the following regardless when going for a speed run that is, if not I'm getting monkeys now. Round 1 Activate Generator 1, kill 10 knights. If you have 2 zombies in a row, try and get 6 shots in. I generally leave the round with 16 or so shots left. Round 2 through 4 Stay in the bear gun area between spawn and generator 3. Just go for headshots, you don't want nukes. Check first shield location. Get sticky grenades. Variable - Round 5 On your way back to spawn, check the fire tunnel for shield piece. Get QR. It actually makes the zombies spawn better anyway for what you do next. Into spawn, do up the 2 windows upstairs, pick up your 2x and go for the head. End of this round I will have 10k, pretty much always. Whatever else happens, this doesn't change. Variable - if it snows on 4, I will open generator 3 from the bear area just to dig there. It's a huge bonus getting the first Ice piece from this location. You can also check the shield location here too. Round 6 Move to MP40 generator 2 area, find the shield piece, get claymores and get the blue disc. End 6, keep a zombie and move to No Man’s Land. If you have problems staying on the generator, open the workshop door and camp at the window at the top, with the NML door behind you. There's so much to do now, and getting the right order is the hardest by far. Firstly, you need to remember the best order. Then you need to be able adapt if things change. Round 6 NML Check for the first white disc location, and then loop round the other side of the PAP area to be able to check the first 2 footprints for the shield part, and the white disc location by church. Turn on generator 4 and get Jugg. Do round 7 just on the generator, shouldn't have issues. Round 8 Just deal with him....this round can take from 30 seconds with a zombie blood and nuke, to 3 minutes if you can't quite get him in the right place in regards to the zombies. Round 9 3 Choices. Pack a punch (Mauser to Boomhilda) at the end of 9. This is the safest option. Pack a punch start of 10. Safest speed option Pack a punch end of 10/11ish. Pure speed option. The thing is, if you want to do it on round 9, you should have turned generator 2 and 3 on when you got to them. I sometimes do this....however, if you do not find the Ice piece on round 4 I wouldn't bother. You will have to come back here for 2 tasks regardless.....a staff piece, and the TS for the second Ice puzzle. And then the issue is, doing it on 9 means probably 2 visits to generator 6, 1 more than is necessary. You have to make the decision fairly early on. I just don't bother, but I'll explain how to do it. If I was turning them all on by round 9, by the time I'm on round 6, potentially 5 are on. I would hit stamina before Jugg, purely for time. I'd do 6 towards the end of 8 or 9. It's kinda hard to play quickly and get enough points for this option. To PAP start of 10, you would have gone pretty much the same way, with the following difference. By the end of 9, you need to grab the gramaphone, head to 6, go into the Ice tunnel to get the crystal and then turn on generator 6. Once 10 starts, you then need to dig all of church before going to PAP. You need to beat the knights, and have the ability to do a shitty PAP. And I still think this isn't the quickest. I would go for option end of 10, 11ish PAP. I haven't fully decided if you save time Pack a punch before completing the Ice staff. Being able to shoot all the tombs with a Mauser is really cool, but having the Mauser pre doing this means you can smash through the rounds whilst doing the challenges for the Ice staff, to include the crafting. So the quickest way to do it, ultimately, is by far the hardest. You can take 5 - 7 minutes with one zombie on 10, to do it all safely. It's probably the best way to practice it. For speed though, you need to be killing and building at the same time. More on generators If you are not going to Pack a punch until after round 10, or towards the end of the round you are risking losing generators, and therefore time. If you don't turn the generators on before 10, you will waste time turning them on later. The most ideal is that the knights spawn close to you, or a nuke appears. If they go to 5 or 4, it's ok. If they go to 1, 2 or 3 it's going to cost you more time than you want. Better the devil and all that. Everything about the speed run contradicts another aspect of it. Now if you want to smash it, you have to go mental on 10. In an ideal world, I have a piece from 4, generators 1, 4 and 5 are on. All that really matters is that the round can't end until you have all the staff pieces. You also have to be aware that if you do get the pieces, and finish the round but do not PAP you will have the knights on round 11. I'd go straight to gen 6 start of the round, hitting the Jugg digs first but damage as many zombies as I can that are spawning behind me. A lot of these won't re-spawn due to the way damaged zombies don't if you get far enough away. Hit all the digs, get the crystal. Return from the tunnel, keep damaging them, head to gen 5 from church. Hit the few digs there. Now, if you got the piece on round 4, there is a real good chance you have all the pieces now, which is perfect. Go back to 6 and get the crystal. If you still only have 3 generators on, start round 11. Now it's really tough. You have 3 generators on, a pistol and an MP40. Head straight to bottom of PAP, and build the staff. Now, go crazy and shoot everything you see with the Ice. Head back to 6, into the tunnel and build the staff. Before entering lob all your grenades in the footprint and tunnel....any damaged aren't re-spawning. Do the first puzzle, and then get out. Turn on gen 6, head to Jugg and do the first 2 tombs. Head to 3 and turn it on, then 2 and turn it on. Do the last tomb, build the shield, Pack a punch your Mauser. End the round anytime now. Do the discs and kill everything you see using Mauser, ice staff or claymores. Head back to tunnel at 6, and go get your staff. You are now set. I've completed this process as early as 11, as late as 15. Please let me know your thoughts, suggestions etc. I will definitely be posting more in here as the ideas come to me.
  4. I respond fully tomorrow but ultimately you need the boom to be able to camp the edge strategy. This is maybe 5 seconds slower than the ultimate camping spot but the panzer spawns in front of you, and you never, ever have to move until mid 50s. Everytime you have to deal with the panzer and move, you lose a fair bit of time. You need to do everything during rounds as well for it to be real speed, and the boom helps on 10, 11 and 12 especially.
  5. I'm not sure mate. Best I can do or have seen is ready to camp at end of 15, 28 minutes. Rounds complete tickover starts at like 70 seconds, gaining on average 1 second per round. It's not possible in an hour mate.
  6. This, this, this. Careful on this map is the way to frustration. Bully your way pass Panzer, get to 10 and then you are set to go. It's much less frustrating this way. If Panzer downs you, you lose 10 minutes. If you spend 30 minutes getting to 8 and then die, man it's depressing. 1 knifing in spawn, 2 in bear gun area until 4, 5 in spawn with bear and * 2, 6 at gen 2 with mp40, end 6 turn on 4.....about 7 minutes to do all that. If you still want airstrikes, get Ice by 11, clear panzer on 12 and then use Ice to fill the containers....takes at most 5 rounds. So even if you get to 17, hoard them all up and run them back and forwards past the Church pedestal and then do the same at the Tank Station. Be patient, run on every hit and you will get them.
  7. On rereading the OP, my response and BBY's, I realised I made a mistake. The OP is talking about doing the full EE, and I'm talking about just the Ultimate Staffs. You 100% can't do the EE on round 10. Even if you could get all the staffs by then, you can't get the airstrikes. You can get the airstrikes earlier using Way's great guide but you don't then have enough points to get all the pieces....I don't think. The main problem is the red piece on round 8. Let's say you have all other staffs ready to be filled, and have airstrikes. You isolate the panzer to save the zombies, get the piece and go and build the fire staff. You will need until end of round 9 to fill the 3 staffs and prep the fire staff. Fire staff completes somewhere in round 10. You still need to kill more zombies for the last few steps. This has definitely piqued my interest. I'd be interested in trying this guys. I would guess that the earliest round you could potentially do is 12. Just tooooo much killing required for all 4 players to get airstrikes. XBL - Chopper0Nator
  8. I think Jay pointed out the biggest issue - 3 round burst. Ray Gun has much more damage potential until say round 40, MK2 has much more past 60. In the middle, their use is circumstantial so it's harder to rate. Past say 70 only the MK2 will do anything, and it's just not worth the bother. Boomhilda does a better job for both insta kill and the panzer.
  9. Wow that's a big first post! I like the idea, but I don't think it's possible to do it on round 10. A few friends of mine have tried it on solo, and the record is round 11. And it's easier in many ways on solo. I tried to calculate and worked out that there just aren't quite enough zombies to get all the staffs filled and complete by round 10. It's a great idea to get the 3 staffs that aren't fire ready to go. And then do fire. Even this though takes 3 whole rounds to complete if you don't start until 8. Too many zombie souls are required for the 3 staffs, and then for the fire caverns. You could potentially glitch it a little, and kill all the bodies on the fire grate with a normal weapon to gain their souls for the ultimates, and then burn the bodies. Still not sure you can get it done on round 10 though. Maybe right at the end. Good luck to those that try! Prove me wrong ;)
  10. It's very difficult to get accurate figures for complete 'killability' of any staff. I have run probably around 100 rounds past round 65, so past max spawn speed. The Ice staff has an effect of around 7 seconds, with say an 1/8 second delay between the shots changeover. It's this changeover that can kill you for no apparent reason. I'll repeat - as a new shot starts, there is a slight moment when you are not protected by any Ice wind. You can go down in this time. It happens incredibly rarely, but it does happen. Regarding killability. There are 20 zombies spawned, the Ice shot kills all of these, and then anywhere from 5 to 16 extra. Those are the lowest and highest I've had, so 25 with 1 shot or up to 36. 31 seems average to me. I've spent a lot of time watching those numbers climb, but never actually in anything more than a casual observation. These are educated estimations, but the 31 is pretty close IMO. This only works past max spawn, and the range is mainly due to the way they respawn. Wind staff number should be in theory very similar, but you have to abort the wind staff much quicker which can cost you kills as part of a HKR (hoard, kill, repeat) strategy. Wind staff is unsuitable for anything except partial camping, whereas the Ice staff is almost permanent camping until the effect ends and then rehoarding. Edit - testing of these is very very difficult. MMX gives a good way of completing it. However, to complete the testing you have to 'burn' a game. Past round 70 or so, to really perform these tests you have to ensure full ammo for each round to test. The issue is that on a normal game, you won't have max ammo until a few shots in every other round. I'll have a think about whether I can do it, but not sure I can spend the time to firstly get to 70, then do a few rounds of testing and ultimately end the game.
  11. Buildables, no crawlers and awful PAP. Those to me were the 3 most iconic and game changing aspects of BO2. I think the replayability of BO2 is seriously hampered by the difficulty of PAPing. I actually quite like the system of having to work for PAP. However, they should have at least added an option in custom game for PAP to be automatically on. The inability to quickly PAP ruins so many potentially amazing challenges. If not the custom game option, then at least make the initial PAP really difficult and then once achieved, every other game is much easier. Buildables....I don't mind doing some stuff. What annoys me the most is that it takes 45 minutes to get 2 staffs on Origins, and 30 minutes for 1. Both games would be on round 12 or so. Round 12 on a normal map takes around 15 minutes. It does irritate me that something that I have completed literally at least 50 times, still takes the same amount of time. They should have added a feature where once you have done it x amount of times, it becomes easier next time.
  12. Default, default. 8 sensitivity on BO1, 11 on BO2.
  13. Very tough question. Coop is harder mentally I suppose. You can't break when you want. It is much easier to stay alive however. I'm assuming that you are playing with someone of similar skill to you, who understands the tactics you are using. In this case, coop is easier. You can literally get to say 76 coop, which is roughly equivalent to 100 solo with 50 combined downs. On solo, you get 3 lives. Those lives are for sure easier to protect in solo, but it's rare in coop with 2 good players to ever have a bleedout. Overall, I actually think solo is easier regardless of what I posted. I've done a few solo 100s, done 93 coop, 79 coop, and a few other 70s. Solo was easier everytime.....but I can't help think that that's mainly a personal thing as I take lots and lots of breaks. Always easier solo. For a guaranteed high round......I'd go coop everytime with the right teammate and time.
  14. The ray gun MK2 is rarer than a good random game imo. I play Origins a lot, and hit the box within the first 5 rounds every game. I get the ray gun an awful lot. I have had the MK2 a grand total of twice from the first box. The fact I remember I've had it twice shows how rare this is. I've probably hit and moved that first box 50 times, and got it twice. 1/2 the times I hit it though, I get the ray gun.
  15. Very hard to say. From a usability point of view the Ice. From a visual killing point of view, the wind. Seeing a big group explode in a cloud of claret takes some beating. From an effect point of view, watching them burn is very cool with the Fire staff. But I love the colours the lightning gives off. Overall, probably the wind. Looks the best, works as long as you need it.
  16. I had a good chat with TheFrenzy yesterday. He is doing this with speed cola door open, to prove some kind of point which I don't quite follow. Nice strategy BSZ :)
  17. It depends on the map mainly. A high round on Origins or Die Rise, is not the same as a high round on Nacht or Five. It's much much harder to get to 50 on Five, than 80 on either of the other 2. As BS says, Origins is a real bitch to start. However, that's mainly if you are maximising points....then it's a bitch. Once you come up with a defined repeatable strategy then it becomes easy. If I play in a controlled mindset, with a set goal it's very rare that I will go down before round 70, which I consider a high round. If I'm trying to rush, then I will go down....on round 3 or 4, or 8, 9 or 10. Consistency comes as mentioned from skill and knowledge. It also comes from the mindset with which you approach each game.
  18. I've become used to the monkey fails, used to zombies respawning apparently from thin air, the glitches that happen after the EE....but this is a new one on me. Treyarch you produce these wonderful games, marred by atrocious glitches. Try a little harder next time please on your testing This is a listed video. http://www.youtube.com/watch?v=FzXstpnHX3k FzXstpnHX3k
  19. I think this is close to unbeatable - Video is unlisted. http://www.youtube.com/watch?v=O0CF-pibaiI O0CF-pibaiI
  20. Staff holder area is pretty good, but the spawns are really slow in actuality....you notice this if you hoard them all up and then kill them in a group. To get another full group again takes an age. And I'm pretty sure you can't get ammo's right at the bottom....as you could then easily keep ammo back in your favourite staff in a later round. PHD is only for sticky grenades. I have been killed by my own claymore traps before, but not experienced it yet on Origins.
  21. He rarely makes it round the corner, he has to come through a lot of Ice, as soon as he gets in the tunnel a 6 shot down will give you enough time to pull the Boom out if he happens to make it. Edit - Just realised I forgot to say that I keep shooting in the same spot, but when he comes I go around to where my claymores are, and then he can't even hit you :)
  22. Hey Guys, hoping to start a thread showing the best camping and running spots on Origins. Generator 5 tunnel - Solo round 35 - 80 seconds from round to round. 3p round 30 - 3 minutes. http://www.youtube.com/watch?v=t_aTwAK9onk t_aTwAK9onk
  23. Don't want to step on your parade but having realistic goals is a massive part in success in zombies. If your gameplay needs a little help, work on that before trying for 100. You are talking 12 plus hours of concentration, with 3 mistakes allowed. I'd say that if your gameplay needs help start with Kino stage. It's where I learnt how to play zombies. Get a Thunder gun, and from round 15 or so stand on that stage and hoard each and every group up. Kino stage has everything you need to learn. Climbable objects, barriers, things to circle around, and multiple entry points. If you are still keen to do 100, go with Ascension lander but be warned, it's probably a 15 hour plus game if not quite a bit more :)
  24. Hey guys, I'm hoping a story guy or three can help me out with some stuff I've been wondering. Does the zombies storyline in anyway affect real world events? Thinking mainly WW1 from Origins - German scientists looking for advantage for the Germans etc. And then, do any of the other maps come as late as Cuba and the missile crisis for instance? Thanks in advance :)
  25. You can screenshake in Bo2. ? You can, but not with the same confidence. BO2 is a bit like hold your breath and hope.
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