Chopper
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Hey Guys. So I've been playing some COTD, make that I've specifically played 4 games of COTD to work on a new strategy to enable 50 in the least painful way. And I think I found it You will have only hit the box for 2 weapons, once somewhere early and then again somewhere around 30. You will not need to get lucky with ammo although playing this way you will The first time I tried this I was almost at the end of 39 in 2 hours 20 minutes with no downs, and 200,000 points. Choppering the Dead - my way to 50 Firstly this guide has been made possible by 3 specific things - Way's hoard count, ammo every 5 rounds and 2nd floor lighthouse with door shut. I do not know who discovered the second of these last 2. I had originally proved that the Waffe could leave drops from shocked zombies, but Super confirmed the 5 round thing. Regarding inside the lighthouse, I've run it many times but only on lower rounds, up to maybe 15 when I used to play. To use it for high rounds was a truly awesome discovery. This guide was written whilst I was still strategising. Hence, some of the information isn't exactly as I'd want it but I'm leaving it for a purpose. You do not have to do the things as I've written them, especially from 30 onwards. It's to give you an idea of how I think about ammo and things so you can use the same principles in your own game. Doors and stuff - Keep all these things shut - bottom lighthouse door, boat leading from lighthouse to ship, door above Juggs (this makes the first down much easier), door between flopper and lighthouse. Part 1 - Sickle and then Juggs. You should always be able to get both of these by round 6, sometimes 7 if you get bomb screwed. Firstly there is something strange with COTD. Knifing the zombies on this map is different from any other. They are a complete pain in the arse. I would say that knifing with no Juggs is something I'm very good at yet I get hit all over the place on this map. 1 + 2 - Knife all the zombies. 3 - knife the early zombies coming out of the ground, the first loose zombie should be knifed twice and shot in the head for the drop. Use it wisely. You can start opening towards the lighthouse, it makes knifing much much safer on here. 4 - make sure you have opened the outside door at the top of the steps by the box spawn above flopper. Open the debris inside and then stay on the bottom floor. You need 4,000 points to open outside and get the Bowie. 5 - stay around the lighthouse, the drop overlooking outside the lighthouse from the Sickle is a really safe place for no Juggs knifing. 6 - as the round starts move back to spawn, opening the door leading to trapped characters. Be aggressive, attack the zombies, watch your back, move towards power. By the end of this round you should have enough for Jugg. If not just hang around the PM63 stabbing the early ones until you have enough points. Part 2 – getting set. 7 - 10 be wherever you feel comfortable, I go inside the lighthouse. Pick up Stamina and Flopper, M&S when possible. 11 - 16 outside lighthouse, with an AK. Make the most of good opportunities with death machines and ammo drops to start getting into George. Part 3 - perks * I actually do this much earlier, but for a guide here is a good time * End of 16 have crawlers, start hitting the box. You really want a Ray Gun. I just don't dig the scavenger yet and find the Ray comes out pretty plentiful. Once you get it buy Mule Kick and get the AK back. Finish George with Ray, as long as you have done some damage to him earlier he will die within the ammo. Take the perk. 17 - whatever you want, I still like the AK. 18 - as above, you really want an ammo on either 17 or 18 and normally you will get one. Otherwise use George towards the end of the round. If you don't kill him within the Ray just start the next round. 19 - as above. 20 - the same again, if George died on 18 kill him again now. Part 4 – hoarding time 21 - 30 start using M&S and Ray to get your kills. Kill George when it's convenient, once you have 8 perks leave him alone. *****The alternate way of playing is to use the Scavenger. Either way you play you are pretty set for a while. Trust me you can get through these rounds with this loadout easy. The video will help with the technique but you have enough Ammo within the guns. You are going to be killing 35 full hoards between 21 and the end of 30. They take no more than 6 M&S to kill a group and up to 12 or 13 Ray Guns (that's at 30 for both). With a PAP of the Ray, and just one ammo you are fine. If necessary use George to get ammo. Part 5 – end game part 1 31 - 38 is slightly different, you need to think carefully about a lot of things to avoid a lot of the annoyances with this map. At the end of 30 I'd hit the box for a new 3rd gun, and I still don't want the scav. I want in preferred order a Dragunov, Galil, Famas, Aug, FN Fal. Whichever I get I will PAP immediately. Sorry but it's numbers time now 31 - 109 zombies, 4.54 hoards. 32 - 115 zombies, 4.79 hoards. 33 - 120 zombies, 5 hoards. 34 - 126 zombies, 5.25 hoards. 35 - 132 zombies, 5.5 hoards. 36 - 138 zombies, 5.75 hoards. 37 - 145 zombies, 6.04 hoards. 38 - 151 zombies, 6.29 hoards. At these levels it takes initially 6 M&S shots leading up to 10 on 38. The Ray Gun takes from around 15 all the way to 30 or so when it gets messy. Get dolls - full hoards all the way into the 70's At the end of 30 you need to take stock of where you are at. If you can get through a round, any round with just the M&S and Ray with dolls, always do it and hope for ammo towards the end. Do not force unless absolutely critical. You need to keep doing this until the end of 38. AK does not take that much work to kill a few zombies. You will see that they are mostly not whole numbers in regards to hoards, the extra over the whole should be killed with flops really, although if more than .5 it may be worth using your big guns. If at the end of a round you are low on both M&S and Ray, kill George with that 3rd weapon. Take the Waffe. Use all the Waffe ammo apart from 3 bullets. Annoy George to get the pack prepared, use 2 waffes and pick up your ammo. Rinse this Waffe and you are back to perfect. If you were to kill George at end of 33, the Waffe will last until 36. When back you have full ammo. This will last a good few rounds. Always prep George once back - shoot him until his light starts flashing, and then go a bit more. You want him pretty close to death. You are doing this so if you get a lucky ammo you can kill him twice with just the 3rd gun requiring no more ammo. Playing like this whenever you use your normal guns you are going to be getting lots of drops. Instas, nukes and ammo are all obviously good. I can almost guarantee that you can get to the end of 38 having only forced ammo once on about round 33/34, and maybe having killed George twice. So at end of 38 waste all your ammo on George from the Ray, and get the Scav. Prep George for death again. So we should be at the following - full George gun, full Scav, nearly dead George and ammo due. Part 6 – end game part 2 39 - 158 zombies, 6.58 hoards. 40 - 165 zombies, 6.88 hoards. 41 - 172 zombies, 7.46 hoards. 39 - stay away from George. Alternate outside and inside if necessary. I don't want to piss him of and force a drop yet. It will take 14 scavenger shots, 2 on each group. This will leave you with 4. 40 - kill the first 2 hoards with your remaining 4 shots, and then PAP. If you've made it this far you can do this. Kill the next 5 hoards with 10 shots. 41 - kill the first 7 with 14 shots, this will leave you around 12 zombies and 14 total scav left. Round these and then meet George, get at least 3 bullets into him and get the hoard around him, he should die and it's round over. Still due an ammo, still have a full George gun. Have around 11 scav left and a full waffe. 42 - Waffe the first 17 sets of 10, this will leave 9 zombies. Get crawlers with flops. There is a fair chance of an ammo from one of these as you have been spamming wonder for a while. If no ammo recycle the gun. This can be better (*) 43 - George is back. 25 scavs will kill George, each group needs 3. Have them all together, 3 shots each time into George killing the hoard, 8 times will end the round. George will be 1 hit away from death. If you got free ammo you would start 43 with 36 bullets, if a new scav 18 + 36. Hope for this in a strange way. 44 - First group with George, dead group and director. Finish round with Waffe. 45 - if you cycled Scav at 42 you can finish this round, 8.38 groups, 3 shots per group. 46 - George is back, use all scav apart from 6 and then get ammo from George. Finish round, 8.71 total hoards equals 27 scavs. Kill George at end of round. 47 - Waffe first 180, 37 left, use dolls on first group hoping for ammo, may have to cycle scav again at the end of the round. 48 - 9.38 groups requiring 4 shots each!!!! That's nearly a full PAPed scav or a full scav and then it PAPed. Killed George at end of round. 49 - first 180 with Waffe, 54 left. You are home. Final thoughts - Each of my play throughs have gone much better than this, you are going to be suprised at how many bombs, instas and even ammos that you receive on higher rounds. My last thought on COTD - avoid drops unless necessary. If you have the ability to kill with either the scav or waffe always take it past 38 or so. It provides 'drops karma' and means that once you kill with something regular you are likely to get something :)
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Hey Bin, I remember some incredible work from you at the tail end of last year @Jay - Gaga's music (majority), some of Perry's videos. I'm using Gaga in my latest video, will a Gaga mix anyway.
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Looking for a short but effecie strategy
Chopper replied to Eddiethehead's topic in Call Of The Dead
No sorry I mean it spawns above where flopper is. As soon as the game starts you see the light almost in your crosshairs. Just keep restarting until it's there - the idea being that you begin to hit it early as you can whilst it is close by, then once it's moved you are getting nice and early fire sales. You don't want to chase it unless you really have to. Once I got my Scav, Ray and Dolls without it even moving, and it makes the game much much faster. -
Looking for a short but effecie strategy
Chopper replied to Eddiethehead's topic in Call Of The Dead
COTD is about the hardest map to create a short strategy for. I am doing a video at the minute showing how to get to 50 in the quickest way. Clips notes - Restart game until box is spawned directly in front of you. Stay spawn until 3 or 4, move towards the lighthouse. Open outside lighthouse door above box, move to bottom of lighthouse and open to slide and stamina. Get sickle, move back to spawn. Move towards power 5 and 6, end of 6 should have juggs. 7-9 stay inside lighthouse, stab them all. 10-25 - work on getting the following: Stamina, Mule Kick, Flopper, M&S. Bare miniumum. Then hit box, take scav as second gun, ray as 3rd. If you get either but not the other replace that gun slot with an AK, or Famas, Galil, Aug or FN Fal. Between 10 and 25 you are getting all your perks free from George. Until 33 Scav is one shot. Until 42 Scav is two shots. It keeps going up. Good luck. -
Solo Der Riese Strategy w/ Comms | Round 23-24 playthrough
Chopper replied to Vodstok's topic in Classic Maps
It's a good first attempt mate, like Mega I'm not a fan of the framerate and tbh I didn't really notice the likes and yeahs The only thing is that I've seen it before in a few varying ways, I'd have preferred to see you do the same thing but in the middle 30s. -
I spent a week sick in bed just after Ascension came out but was sticking to Kino. Almost every game I was getting messages from people spectating asking me why I was doing this, that, how I was kiting etc. Then I played COTD co-op and my first down was on 49. I thought that was a little bit special, especially as it was a 11 hour game.
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Thanks Jay I tend to kite in 2 ways, safely where I've planned almost every move ahead or a more risky but ultimately rewarding style of playing instinctively. In my opinion the best, fastest and most consistent way to get a huge start is to stay only at side drop before the first grenade. To do this most of it is instinctive, as you are doing a lot of blind turns and having to rely on a touch of luck or good reactions to escape. The main advantage of this is you can collect a messy hoard much, much, much quicker. This enables you to get the grenade of before that buzzer, or just on it and kill a whole hoard. If you have managed 1800 start, 1 or 2 dogs and a couple of nice zombies of the drop you are at like 33 kills on 48 seconds, with a full pistol. But it's massively risky and can lead to very frustrating times. Then I go back to moving around from the other side, past the stairs and around the back. It's safer if you time it well but you struggle to get the grenade off quickly enough. Often hoards are really nice and you can play safe even in a small area but if you don't want to have to run around a big area, spreading them around it's good to have a way of dealing with the messy ones quickly and it's all instincts then. I've tried to explain some of what I'm thinking whilst commentating but it happens so quickly I can't seem to find a way to get it across. I think that would explain some of what you are asking Jay. If you could give me a couple of timed examples in any of my videos I'll try and explain those :)
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Python to Cobra is completely insane. It is the only gun in zombies which no matter what map you are on or where you are on it that you can hear your teammate fire this beast.
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In the most simplistic term the way to get a slash is to move very quickly at a zombie and at the same time as you stab you make some kind of aggressive movement on the right stick. It's why when you see me stabbing often I'm already looking at the next zombie before I've even killed the first one. I made an attempt once at a guide, by the time though that I had listed 6 different animations and what can and can't happen I got a bit over it. It's something that is very difficult to quantify in words although it's possible, for me it's just instinct now. If you run at a zombie head on for instance there are like 6 different things that may happen. Is the zombie 1 or 2 hits? Can you do a 180 circle, this leads to 2 slashes almost every time. Sorry I'm going to keep editing this with brain flashes, maybe we can make a guide out of all the responses. Distance is a key aspect, too far away and you lunge or do the stab. Slashing and not getting hit as well, leading to a very quick 2 stab kill is all about getting as close as possible and timing your knife to hit as they go to hit you, most of the time your knife action blocks their animation and you can get a second in quickly. It's getting the combination right of sprinting in, knifing and moving the directional aim. The direction is key, it forces the slash most of the time. Overexaggerate it in practise on something like Kino. If you are looking away as the knife starts to move it is almost forced to slash to keep up with where you are looking.
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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)
A higher sensitivity is a bit of a double edged sword - sure it will enable you to get out of really bad situations but it can also put you into the situations in the first place. If you play on a high sensitivity next time you are above 35 solo start the round by kiting and walking as much as possible. It's so easy. When you move slowly you are planning your kiting much more methodically. I think it's the same to playing on a lower sensitivity. When you play on a high sensitivity often everything is pretty chaotic, it kinda drives you to do more and more cutbacks. Bit like when Ronaldo first played for Manchester United. He was doing 5 step overs to beat one player. Why am I doing 5 cutbacks here plus a 720 McTwist when 1 single circle kite would suffice? It's not always like this, I play a lot of safer rounds but often fall back into the madness stage, which leads to 95% of my downs. -
I see lots of topics about new perks which I really enjoy reading. Something new melee related, be it wonder or new knife....maybe even perk related. I believe this would be too cool. It's what I want when I think about a new perk. However the thing I would like to see the most is more than 4 perks. Choice is ultimately never game changing on solo. It's always Juggs and QR, then flopper and stamina. Those are the only 4 that truly affect you in a physical sense in relation to your characters movements and the ability to save your own life. Mule Kick is for some strategies, and in some cases game changing. It's generally making it easier though. Speed is just because I love it, ditto for Double Tap. Unless of course you are camping. Deadshot is nice for certain situations. So 3 of the 9 perks are basically there to improve your fun rather than make a massive difference in the gameplay. Sure DT and Speed can make rounds faster. So if they offer anything else it comes down to whether they want it to be game changing. At the minute the premise is the same, you can kill up to 40 sans wonder if you wish, then you need to trap and wonder. The perks make no difference to this. Are they to introduce a perk which significantly changes this? Anything else they add is for more interesting ways to kill or do something. Even the pro perks would not significantly change anything, however fast you run, switch guns, reload, aim, shoot, however much damage you can take it would still be the same situation at 40. They say an ammo perk would make you overpowered - people are already overpowered. Mid round box hits can be done on each and every map if you really really have to. It's a pain in the arse truly, but it's still being done. Too many people have gotten to 100 now for anyone to believe that players are not overpowering the maps. Maybe an ammo perk could work it if is limited to every other round past 60. So what I would like to see added taking into account my feelings as stated above would be more than 4 perks. Earnt potentially, or bought at a high price. Challenge based would be a mini game option. Have 4 perks already, want speed? Complete some related challenge and be able to purchase it. Same for DT. Get 10 revives in co-op, hey have QR on us. Survive 20 rounds no Juggs, have it on us. Would certainly give a new way of doing things without changing the heart of what we love so much. It is sick to have all perks, even though you don't need 1/2 of them. It's just nice Zombies has to always remain a game that 50 can be done in 3-4 hours, and 100 takes 15 plus. However hard a map seems with perks there is always going to be way to own it. This needs to stay. Some hard maps would be appreciated though.
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I'm damn strong enough anyway when I can hold a semi auto rocket launcher, a grenade launcher, 50 or so rockets and grenades at the same time, and did you see my Monkey collection? I am glad that Mule Kick gives me the extra strength to hold my 2 lil pistols.
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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)
I may cut it to 2 parts, I haven't as much time as I want at the minute and I'm going on a weeks break next Sunday. I want to get my new COTD strategy to 50 up in the next few days and then hopefully a part 2 before I leave. Whether there will be a part 3 I'm not sure :) -
NML high-kill analysis - find out where you're going wrong
Chopper replied to Superhands's topic in No Mans Land (NML)
I'll analyse this when I do Mato vs Steve which will be out in like a weeks time. Had some big problems downloading stuff from youtube in the last few days. -
New controller effect on my gameplay
Chopper replied to Chopper's topic in General Zombies Discussion
Kinda like Trigger, I've had this broom for 28 years, but every part has been replaced 30 times :lol: -
There are plenty of videos out there dude, and guides on this site. Some people don't want to follow a formulatic process - I just played a lot of COTD and running around in a single circle in the lighthouse is not my idea of fun. With co-op: Hoarding 2 groups, combining and destroying, again gets boring pretty quick. Then there is the fact that not everyone has the ability or confidence to do some of the co-op strats, regardless of how easy we may find them.
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New controller effect on my gameplay
Chopper replied to Chopper's topic in General Zombies Discussion
My son broke my last one, only the R2 button but that's kinda important. I went back to the shop and they gave me a new one which came straight out of a brand new PS3 console. It seems to have exactly the same issue, a big dead zone. I'm contemplating just swapping the spring from the old controller with the spring from the new and using the old one. I just hope it works out! -
Hey Guys, I really wasn't sure where to place this. My old controller which I adore has almost completely lost the ability to sprint. The spring has gone and I have to put massive force down to use it. Both sticks on this controller are incredibly loose which means playing on an 8 I only have to move the tiniest amount on the right stick to change direction or aim minutely. The new one I bought seems to be official. Although where I live you can never be sure it seemed to be ok. However there seems to be a slight dead zone on the right stick. I can move it a tiny bit before it registers any action. For my game, especially in NML this is completely disastrous. I'm just so used to kicking the aim up or slightly left and right that not being able to do this is awful. Can anyone tell me if I just need to wait for it to loosen up and the slight dead zone is fine? Or do I need to try and find another controller?
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What I now think about randoms. I am a random to them, no different. I used to feel superior, that was before I joined CODZ and thought about things completely differently. I found an outlet here to discuss all the things I wanted to talk about with randoms but there really was no outlet. Sure there are the annoying ones, the squeaky voices, the swearing, Mum jokes etc. You also find some really good player, makes some good friends and more often than not end up having some kind of fun game. Don't diss the randoms!
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Thanks Tom, I figured I'd get an answer from you :D
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I'm not sure man to be honest I'd assume there would be a way to I mean literally not move from exactly where you start and play the rounds with like the thunder or death machine. And then how long would it take to get to 50?
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I was planning on doing it your way in NML Tom Seriously what would the quickest possible time in God Mode on whatever the quickest spawn is anywhere on zombies to 50?
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Thanks Ostoned Myself, Phxntxm and Mix were talking today on skype, whilst playing I might add. I have done this with Eye in the past and Way. Mix posted the above as we were bouncing stuff around. It's so completely true. I'm 100% sure I wouldn't have gotten to 300 withouts Eye's help, breaking parts of my game down. This is where most of our NML stuff came from. It was then vastly improved with the work that Super has done, and in the discussions we had in various threads. It was this combination which got me there, and I'm pretty certain all the other guys on here who have managed it. Real team effort.
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In my entire NML career I've killed a total of one zombie post M&S. I'm normally spent and just can't be bothered with it anymore.
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When I first started with zombies I really was terrible. Like needing an M14 on round 2 and getting overwhelmed due to my awesome aiming abilities. The first time I got to 40 co-op it took 7 hours, that was a couple of days after playing solo to 38 in 5 hours. I learnt entirely on the stage in Kino how to kite. I've always felt that there are 2 different types of kiting - functional and beautiful. Beautiful means always selecting the least obvious path, and you end up almost in a dance with the zombies. I practised this much more than functional stuff and I've always felt it has helped me improve. Someone recently said something on one of my videos about my reaction times. It's something I've never really thought about as how important it is. I realise that when I'm kiting I'm fully switched on as it's not functional, I'm having fun with the paths. This means that when I suddenly have something go wrong I feel I'm in better control of the situation as it's almost an extension of what I'm already doing. Try and get used to being as close as possible to the zombies. The closer you are to the hoard in a lot of cases, the easier an escape can become. To practise this on Kino start by the turret on stage, and don't leave it. Try as hard as you can to not go behind the stage at all. On Kino it is more than possible to circle every hoard with just the turret, and learning this will make you a much better player. I understand what you are saying regarding limitations as to how good you may become but I feel with enough of the right practise anyone can get to a very very high level. You just need to challenge yourself to try new ways of playing the game that we all love :D
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