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Chopper

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Everything posted by Chopper

  1. I'm not talking about it in that respect. Mechanics/Buildables/Map layout - all these combined are what I'm judging on. Whether they may be from Buried/MOTD/wherever isn't completely relevant to my point. Origins is about as perfect a map as they have done, whichever team it was :)
  2. Completely forgot about this until TAMB dragged it up. Love that song!!!! Wish you could do this on BO2, but the new mechanics just do not allow it :(
  3. I have tried to follow this discussion, but I struggle with it. For me Origins is the absolute ultimate zombie map. From a mechanics point of view. I don't know who made it, but they did an incredible job. Maybe the story wasn't as good, I don't know. If it was the original team, they hit it out of the park with Origins. If it wasn't, then whoever they are they are needed for Bo3.
  4. What's up guys. This site to me has always been split into 2 main groups of users - - Storyline specialists and - Strategy specialists This isn't definitive, and there are what you could call lurkers, or casual users but most people are coming here for one thing or the other. There are also the guys who enjoy both parts of it. Strategy group would also include people who just enjoy playing the game. The users still on this site have stuck through up to 4 years of down time, dead time etc. The only thing that brings me back is the strategy behind the game. I just love playing. I don't care how they got to any map in particular, just the mechanics behind the map. Are any of you out there people who only enjoy zombies because of the storyline that was attached to it? Also, are there any strategy people out there who only enjoyed it when they were able to strategise to a deep level, the best way to play a map? This game has massive longevity to me, mainly because I just love playing, just because. Are there any users who don't actually enjoy the playing, and were only around for the story?
  5. Sure, I'll try to, although other posts I plan will cover this further. It's mainly for insta kill, although a PAPed AR with DT2 will rip through zombies until around 50. On the higher rounds where you get 2 insta kills it can kill an additional 2 hoards. At the TS spawn, an insta will use 3 grenades. For a second one, you obviously only have 1 grenade left so the additional hoards can be killed by an AR. It's helpful for ending rounds when you want to save other ammo. Very situational, but if you are going for really high rounds it can help. A staff, boomhilda, STG PAPed. STG is the best PAPed gun IMO. Loads of ammo, and loads in the clip. Very good recoil. Ray Gun....is nowhere near as good as a Boomhilda in most instances. The thing is, the Ray Gun is only useful if you have PHD, and then it only works until round 60 or so. Boom is better for taking out the Panzer, and for ending rounds. If you are using a staff, I see no need for a Ray Gun. Without a staff, Ray Gun + Boom + PAPed AR is a great choice for a round 40 ish game, although you could get to 50 without too much trouble. In that case though, give up the staff and just run the crazy place with your original weapons choice, adding a STG PAPed and possibly an AK, to go with the Boom and / or Ray Gun. Thanks man, although I am the North side of 30 :)
  6. My views on this. All 8 are only necessary if going for a really high round, as you are guaranteed to be able to keep getting QR back. On the flip side, does anyone really want to have a huge amount of downs? My perk choices for this map vary. Jugg, Stamina and QR are the most important. Then, it's either PHD, Speed or Mule Kick. Speed cola is a luxury perk. Mule Kick for certain strategies is very helpful, but only up to about round 50 and very occasionally past 70. PHD is brilliant for throwing nades at your feet. I normally end up with all of them regardless. Playing a speed run 4 perks I'd take PHD as the 4th. Electric cherry is a brilliant perk, until you realise that it can ruin your game if it glitches. For camping though, if you mistime a shot this can save your life. DT - good until about round 60, but for most strategies completely unnecessary. Deadshot - my aim is pretty good, and it's rare I hipfire. Not sure what good it really does. Mato's video is really good, however I'd get them differently. The instructions for Jugg and Spawn are perfect, however, camping near Gen 6 is not a great idea. Rather, use the free zombie blood to check Gen 6 first, and then use it again a round later to check stamina and the ones adjacent to that :)
  7. Welcome mate, hope you enjoy your time here Such a cool name too.
  8. Gen 2 and 3 are open....gen 2 for mp40 access. Gen 3 is where you have to stay from round 5. Footprint is OK, ak area is OK. But you can't go through either entrance apart from opening nml on round 8.
  9. Patience is the key. The problem is, the boxes are around 30 zombies right? On solo for instance you need to get to round 11 before there are that many in a round. I really can't find the exact numbers so I'll postulate the best way to do it. From I think 7, there are 24 zombies per round. So really you need to hoard them all up, wait for a robot to pass, kill ASAP then start the next round. Obviously the panzer makes this difficult but you should be able to kill the extra 8 or so you need at the start of round 8 before he causes issues. Good luck beast!
  10. Hey guys, what is up. I can't even tell you how happy I am that all the map packs are now released. It seems for the last year all my friends have been concentrating almost entirely on high rounds. Our little crew was always a challenge team, and between us have held pretty much every first room WR, both in solo and coop. That was for BO. So now all the map packs are out, it's 2 years of challenges for us. Speedy triple panzer challenge. Rules are very simple. By round 5 you get to speed cola/generator 3. You are allowed speed cola, sticky grenades, an MP40 and an AK. You can't leave this area. Both doors leading out need to be open, and that is your limit. At the start of round 8, open NML and return. Now survive until you have faced 3 rounds of panzers. You are not allowed a player to bleed out. The first 2 rounds are ok, the 3rd is just evil. For 3p we always get 3 panzers on 14 or 15. We have not beaten them yet. Best of luck. Crazy addition 1 - turn on all generators at the end of the panzer round, buy 4 perks with Jugg last. Super crazy no-one can do this addition 2 - turn on all the generators mid round, buy 4 perks etc. Panzers have to be active when the generators go on. This challenge takes no more than 20 minutes, maybe 25. Any team that does this prove just how good they are in regard to teamwork, communication and clutchability. Good luck guys.
  11. Sorry mate my reply may have come across a bit aggressive. On actually watching all of Relaxing and Mato's video they aren't that different to what I do, but I do it quite a bit faster. Up to 7 seconds a hoard faster. I cut back quite a bit quicker than they do. When Steve streamed his 106 or whatever it was, we were in a party for 2 days. He was the first person I saw do anything like it, but he did it fairly carefully. You don't actually need to go down as far as Mato does, or Relaxing. You can even cut back inside zombies....they will always catch you up. Even if it's only 4 seconds a hoard, if there are only 20 average hoards per round, from 60 to 100 you are saving close to an hour. That's quite a bit of time :)
  12. I've watched those videos, and was in a party with Mato for part of that game he was in. I hadn't personally seen anyone do anything other than camp it. Any running was very different from what I am doing in the video. From a listed video I posted it seems most people think it's good, whereas 3 or so say Mato ran there, or Relaxing did. Mato discovered the spot we can say, Relaxing then did something different, as did I.
  13. 1. Persistent upgrades- Perma Jugg was needed for Tranzit. You could argue it is actually more needed on Origins, but with the old crew it's not possible. Tombstone is overpowered, wherever it is. Who's who was great when it worked. A bit OP, but on Die Rise it was an easy enough map that it wasn't technically game changing. QR - challenge players dream, certainly helped with some Who's who revive but not game changing. Rating- Good idea, some hits and some misses. 2. Leaderboards and ranking system- Irrelevant to my personal interests, completely stupid system however. I do know someone with shotguns who has played a lot of turned recently, and taken a lot of downs. They are still shotgun. However, they are in the top 10 for almost every leaderboard on BO2 for solo, and has been top of most. So maybe the system is better than we realised. For the rest, the fact it's so easy to manipulate means it's a joke. Rating-Needs an overhaul 3. Uniqueness with each map- The maps are all pretty unique when compared to each other. Die Rise and Origins are pretty similar, Buried and MOTD are pretty similar. Tranzit is way out on it's own. Die Rise and Origins are the closest to old BO style zombies. Tranzit was like every new idea they had thought of, unedited and in one map. They got better after that. Rating-Pretty cool actually. 4. New perks and weapons- What can you say about this, it was awesome. There were some misses - Jet gun comes to mind, but the rest were pretty damn cool. Sliquid, Acid, Magic staffs! Perks - Scavenger was pretty cool, who's who is great, cherry is seriously undervalued..... the rest, not so much. Rating-Very good. 5. Random lobby- Only ever been in them for trolling videos. Random lobbies were made for this. For a regular person trying to get a game, they are crap. Rating-Sucks ass (Jay's rating is good enough for me) 6. Other minor mechanical twitches- The infamous Zombies behavior update IMO was a fail. They have made the game more realistic, and less a case of tricking AI behavior. That's not a good thing. The really good players can adapt to this without much issue, I do feel sorry for the more casual players who now can't knife behind windows, and are getting double slapped on round 2. Headless zombies double swiping should most definitely be removed. The worse thing however they have done is make it almost impossible to see exactly who your teammate is. Why do you need to be 5 feet away and looking directly at a character to see which friend it is. Rating-blah. 7. Grief- I hate it, others love it. Rating-whatever. Overall - BO2 zombies was so close to being perfect. The maps after tranzit all look amazing. Origins is just a slam dunk. 4 people in the snow going crazy with ultimate staffs has to be seen to be believed.
  14. Well I thought Mato camped almost entirely and Relaxing ran in the middle, where the Tank usually stops. I'll ask them when I next speak to them.
  15. I think you are right so my sums are wrong. I suppose that as a last resort, after having used the box ammo you could take the wind staff. It's a pain to fill the ice with an ammo but it's just doable. You might get an extra 2 rounds done which to me isn't worth it. I'd rather get to round 90 1 staff than even 95 2 staffs.
  16. Yeah it's the more the annoyance level of worked for something for someone else to take. Let's face it, all staffs work to round 50, and how many 4p random games are ever going to go past that. Whatever you have, it will do the job.
  17. Tough question. I don't think there is another map which has more strategic possibilities in it than this one. It's my favourite zombies map by far. I believe you can use one staff to maybe 87 or 88, if my theory of ammo every other round comes true. You have one ammo in the box, and can always turn a generator or two on to force ammo next round. If you can avoid doing either of these until 80, you are definitely good to get to 85. TBH, wind staff is pretty much useless. It may help a little, but you can ultimately kill 11 hoards with it. That's like a 1/3 of what the Ice does. And if you get an ammo with it you still have to get the Ice back to make good use of it. If I need to use the wind staff, it's probably time to end the game IMO. Probably from 35 and up you can kinda start it. It will take much more work to round them up, and it's mighty risky. From 45 it gets safer, and the higher it goes the better. I'm still not 100% sure of maximum spawn speed round but from the mid 60s it really comes into it's own. From that point on you can judge better how quickly to cut away from the wall to your left shoulder to reverse back. Often you can cut inside a zombie or 3 that is spawning a little further down, so you shave a few seconds off how long it takes to get back. Thanks Alpha.
  18. Thanks Eye. I'm on 79 mate, at the start of the round with no ammo in anything. Paused for an hour or two. I still have the ammo in the box but I have plans for some video and I want to make the entire wind staff during during a high round. Craft, puzzles and ultimate in the 80s mid round. Made a huge mistake last round and shoot a single bullet then 6 straight after, which ultimately costs 2 3 shots. I needed those 2 shots at the beginning of this one to get my precious ammo. I've made an educated guess that ammo comes every other round.....I'm about 90% certain it has happened that way on every 70 plus I have done. Probably 1 out of every other 2.5 between rounds you get an extra one, I camp that entire round. I know ammo will come at the start of this round or I can get knights next round so it's either a round of stomps, dig up a new mauser or take the box ammo. I'm not certain that a mauser will even kill 1 on 79. TAMB. Lost interest in the maps at the time and had some busy stuff going on in my family mate.
  19. Chopper

    Generators

    Mn5wUw6rjUw When you disagree with what someone says and are adamant in being right, it's always best to be sure.
  20. Hey guys. Not seen footage like this anywhere else. I made these 2 videos to show a few friends what I was doing. 13-15 seconds per shot, can kill up to 36 per shot. Round 67 isn't the best example, but it was to show how I handle insta kill and panzer. 69 is much smoother as the previous 15 rounds or so was fine tuning it. The videos are unlisted. http://www.youtube.com/watch?v=Ar4HAfx7hTY Ar4HAfx7hTY http://www.youtube.com/watch?v=O2J79d_lilw O2J79d_lilw
  21. My teammates. And what infest said.
  22. Chopper

    Generators

    I can find lots of footage of me killing them with staffs and getting no drops. I'm not saying they definitely don't but I'm saying it happens. The first time it happened to me was the first weekend after the release. I was in a party with 2 people who were past round 100 and they had the same issue. They were allowing them to destroy them all and taking a horde to the last generator. It may appear, it may not. Its apparent that people are experiencing it both ways.
  23. Chopper

    Generators

    As already stated they will only come with 4 or more on....good tip for solo is to leave 3 on until you need an ammo, then turn another on at the end of the round meaning they will come next round. They drop ammo if they are killed with any method except the staffs whilst they are destroying a generator. That includes a nuke. Nukes will kill them wherever they are though, so be careful. They also drop an ammo if you allow them to destroy all generators....as soon as the last one is done it spawns there.
  24. LJ is kinda correct, it relies on the TS area but you can't sit in one spot without running into ammo issues. It's more for the first 15 rounds, and how quickly you can do them.
  25. Thanks for the last couple of comments guys. Hoped it helped BoomBye and that it helps you Paolo. However, I am writing another guide which is close to a pure speed run....70 in just over 2 hours :shock:
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