Chopper
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Everything posted by Chopper
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Persistent Upgrades, obtaining, functions and losing
Chopper replied to A Drunk Soviet's topic in General Zombies Discussion
I trust you mate, I can't see it myself, but I may slow it down later to have a good look. In that case, do you have any idea why I got the perk and the 2k extra for using the methods I used in that round? -
Persistent Upgrades, obtaining, functions and losing
Chopper replied to A Drunk Soviet's topic in General Zombies Discussion
I thought it was the carpenter. However, I killed the first 3 with Sallies, the 4th with the liquid gun and the rest with knife. I didn't get a free perk, so that would say that I didn't knife them all. I have on a few occasions gotten a free perk from sallying them all. I can upload that entire round if you wish. -
Persistent Upgrades, obtaining, functions and losing
Chopper replied to A Drunk Soviet's topic in General Zombies Discussion
JExHnoUIbWE No idea, although almost every zombie up to this point had been stabbed. -
Nothing at all, my channel is pretty much me kiting, with almost no camping. I enjoy both kiting and camping, this strategy IMO is neither.
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Hey Guys, this is my quick and dirty guide to how I start on this map. I won't lie, you need to know what you are doing for this strategy. Whilst I'm sure all good players can get setup, I think this is by far the most consistent way of getting where you need to be, guaranteed. Start tranzit, take 3 downs for perma jugg. Round 1 and 2. Straight in elevator, use a key and 'build' the lift to get it back up. Pick up another key. Stab all zombies, waste a bit of ammo, leave two zombies. Jump across to power, you need 2750 points to make this work. Just stabbing all 14 zombies on rounds 1 and 2 will net you 2540 with max window boarding. You need to use your ammo to get above this to the required 2750. It's not a problem really. Open power double doors, 750 door to left of power when looking out, and 1000 for the stairs. Build the gun. Pick it up. Jump on either power lift and get to top of this building. Round 3 - get your stab on, probably won't make the points for Bowie unless you get a nice couple of drops, but you will get close. All zombies are 3 stabs, and with perma jugg you shouldn't have problems. Just know what is around you at all time. Once you have 3k, buy the Bowie. Round 4 - if you haven't got the Bowie yet, you need to be a bit more careful. Got to the area above the MP5, do a bit of hoarding and then throw a nade, almost all zombs are now crawlers, and most are one stab. Round 5 - 9. Just keep stabbing, get jugg whenever you feel like it, you don't really need it when you have perma jugg. Your shopping list before the end of 9 is Bowie, Jugg, Mule Kick, Claymores (not totally necessary but nice), Stickies and Sallies. This is more than do able, and you will end up with from 3k to 6k spare. Do not get a free perk from the little dudes. End of 9, jump from the dragon to the area with 2 lifts and 1 barrier. Buy QR and who's who if it's there. Use a lift to get back to spawn area, drop down to PDW gun and buy it, take who's who if not got it and get into the china room. Set for game pretty much now. Rounds 10 - 20 I use Sallies freely, you won't run out of ammo and it's safer than the liquid gun in my opinion. Whenever you get a boss round save one, and go hit the box for monkeys if you wish. This is easily the most frustrating part on occasions. The other day it cost me 80k over 4 boss rounds, and 12 entire map circles. Use PDW and sallies in conjunction for insta kill, this negates the need for speed cola. Never take a 5th perk, you want to be able to get who's who back if you recover. If you down in the first 30 rounds, and get spawned by the box location the other side of the bar, you can argue for a restart. It will cost you a QR whenever you get spawned here, as you won't manage to get to your body. Almost anywhere else that you spawn, run towards the PDW, hoard a bit and run back. Past 25 the strategy becomes progressively easier. By 40 you need only 2 cutbacks. The key is to get as deep as you can into both the elevator side, and exit side of the room whenever you do them. Stay the hell away from the back wall. 90% of the kites are easy, but some are really tricky when a load flood over the bar drop thing. Most times you see this happening early, and be prepared with either a monkey or the liquid gun. Happy hunting. http://www.twitch.tv/choppernator/b/363352106 - from 13 minutes into this video you can see all this in action.
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Ugly little fuckers/bastards or c*nts, depending on my mood at the time.
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Camping is 2 to 4 players dug into a hole, where speed cola and dt are more important than Jugg, and ammo management as a team is key. It is not this. I love camping, but you shouldn't traditionally be able to get much past 35 with pure camping. Whether abuse or not, designed or not, it has ruined the leaderboards for those that care. I don't, I enjoy watching videos and will take kiting on round 50 for 10 minutes over this for 10 minutes any day of the week. There is absolutely zero skill level involved in this method. I would normally agree on this mate, on almost any other map. The thing with Die Rise though is that the rounds from 11-40 are actually challenging on this map! And they don't take too long anyway, you can get to 40 in really not much time at all. When 100 legit only takes 8 hours, I'm not sure. I suppose though if you are capable of doing 100 legit, you aren't going to have too many problems on the early rounds anyway so I see your point. I do enjoy the earlier rounds though as it takes a lot of skill to run the china area, and is a lot of fun :)
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I'm sorry but a camping spot that means it's impossible to go down, is not good game design. It's not an amazing find, it's just shitty programming.
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Seen it a few time. Glitch or not, I wouldn't be proud of getting a high round doing this. A trained monkey could manage this.
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@949 - bit of a misnomer there, you just have extra chances but I can assure you, you can die.
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What's up guys. To who's who or not to who's who, that is the question. I personally believe you should always who's who, if you are comfortable reviving yourself or understanding how to stay alive long enough to respawn in your original body. What are your thoughts?
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Andrew, I have 5 people on my friends list above 80 now. Steve knocked out 60 last night, I got to 55 last night before an epic trample stream fail ended my game. I still say it's too easy in ways, although the china area is not so easy to run in the early rounds. 11 to about 23 are much harder than past 24. Once you suss the perk setup though (removed my opinion at request of friends ) it is still not particularly challenging. Most of my downs are on the boss rounds when I'm running around with a single one, trying to box hit or something.
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Good guide. I was struggling to do a beginner style guide as the china area is much more complex than it appears, and I've never bothered with that area. Really impressive stuff mate.
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Can't confirm falls but it seems irrecoverable deaths in the lift work that way. Edit - some new notes, it is incredibly glitchy when you revive the who's who of someone. Just had a game where on 27 or so, my friend only had one gun, and could not knife. I hope they fix stuff like that, because glitch free it is almost too overpowered. With a good team and monkeys, plus the the perk in the right location, games could almost be infinite. Oh and on the round before, a guy as who's who, fell off. After that, even when spectating it was constantly saying who's who to him, and he said the spectating screen was strange.
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I can add a couple of things. Death in certain locations, will create the doppelganger, but he will be your new character, with just the knife and pistols. Getting squashed on a lift, dying will travelling on a lift both create this. If you have QR perma perk I'm pretty certain in solo you can revive yourself faster. That's from watching JLoves2Game video.
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I know that it can be lost on round 15, as it happened to me in a coop game today, and the other people in our party said the same thing for there game. Can post a video if necessary.
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I read it and understood it, but didn't feel the need to quote it. It rubbed me the wrong way what you said initially, so I was a bit 'prickly'. For that I do apologise, most people who know me on here know what I'm like. Your point was that you get cornered rather than fall. My point was that by adding PHD it would remove all difficulties on this map. There are 6 or 7 easy kiting spots on this map, and a lot of very narrow spots. The point is that you should not be getting caught in the tight spots....if you are, you are making unnecessary mistakes. Due to how open some of the map is, the makers in my opinion are making you make good decisions, rather than having another ascension based map where it's all easy. Past 35, if you have managed to get there you clearly know what you are doing. I've now seen two other friends get high, one to 60+, the other 2 80, all playing independently using the same kind of strategy. AsG Dims, and JLoves2Game. Now these are both amazing players. But that kinda makes the point even more valid. A map should be challenging to the masses, until the 'masters' work out the best strategies and then guide writers explain how to get to a high enough point to make them work. On our first 4p game we got to 22, with no problems until a glitch on the boss round caused a game over. We used both the strategy that Relaxing used, and the one that the solo players have been using but modified. Strategies are never exclusively created by one player, apart from on certain maps such as five. Myself and Boysta played today, and did rounds 20 to 30 in the MP5 area, trying different room combinations to see what is best. The best players who do this, are 5and5 and Pish. They are Gods of working out spawn spots to understand the fastest and safest strategies to get to high rounds. For more general standard strategies, lots of different people are going to discover them, and eventually they get into the community and are widely used. I personally write strategies. What I would say for this map is to not explore unless you can safely do it, this means making sure you keep a zombie with you, or keep a player with a zombie. The best tip I could give is to work out where you want to run, start the game and get to the power ASAP, and check where Jugg is. If not where you want to run, restart. Alternatively use Who's who, with the same effect. Never all go for the box as a team, it's a way to die if the round suddenly ends. Peace mate :)
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Quote away dude.
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HAHA OK zombie master, I'll bet its WAY to easy for you I'm guessing you meant zombies master, and too easy for you. I won't bother quoting the rest as it contained a single period in an entire paragraph of text. Either way, it is too easy. PHD plus M&S is the ultimate I don't need to think choice. Up to round 35, any problem and just shoot the shit out of your feet. PHD turns using M&S from an art form into a none thinking option. If you need it as you can't manage to drop down the various locations, then again, you need to think more about the game. When someone went to round 81 solo on the first day, a map is too easy. When a 4 man team went to 34 in the first couple of hours, it is too easy. It's an awful lot of fun this map, but with perma jugg for 15 rounds, perma quick revive, seriously, what else do you need? I never said that I was a zombies master, you did. You happen to be right, but I still never said it.
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In my opinion the reason it's not in there is that it is not necessary. Yeah it's in the lift which you can't access, and I believe it potentially could be received from the EE. Ultimately though, the map is so easy anyway it would just be too overpowered.
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You fucking rock, and you know why. That is all ;)
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Works in coop too, although my friend somehow lost his when we were messing with the first room challenge there. He had gone at least 10 rounds before losing it.
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Play solo tranzit, buy QR and die. Buy QR and die. Next time you are downed you will get the green smoke, and have the perk. Even if you don't buy QR the 3rd time it will carry over to the next game.
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Just messing around on Tranzit solo first room, and I am currently at round 20 with no downs. Bearing in mind the highest so far legit is 22, using 3 lives, it just seems so game breaking to me.
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The NML leaderboards had a glitched player, the same one, on there for 6 months plus. As this was their first solo leaderboard ever, I would have thought they would have managed to fix that one person. There were even parodies of the name done by other players with legit scores. Cry me a river though, I didn't realise they spent millions developing their games and then giving them away for free. Oh no, they take our money for them. With BO2 they did something pretty despicable, and charged people for the hardened addition, selling it mainly for nuketown zombies. Then a month after game comes out everyone can get it for buying a season pass. I have defended Treyarch in the past, and I certainly have gotten a lot of enjoyment out of their games. Rverything you said was all well and good, apart from the glitched leaderboards. When I see NML with the same glitcher at number 1 for 6 months, it kinda invalidates somewhat your point.
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