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Superhands

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Everything posted by Superhands

  1. Thanks man, yeah it's all good all the while everything is going smoothly, you get a bad spawn while you're using that strategy though and you've got about 10% chance of surviving lol, I guess I was just using it and waiting for something bad to happen and I felt like I was taking the piss a bit by the time I got to round 60 so I slowed down. I've still got a few things I'd like to with BO Jay, mainly just improvements on scores I already have, a 100 on Nacht would be nice and I'm certain I can get a 370 on No Man's Land. From there I think it's just No Perks challenges all the way I'm always on the lookout for a console on the cheap, might come across a bargain on a PS3 at the right time, who knows...
  2. Hey guys, so here's the finale video from my run to 120 on the Black Ops version of Verruckt, beating the previous record of 115 by Draculantern Didn't go down until I suicided on round 120, was planning on buying all of the unused Quick Revives to prove that I haven't gone down but as you'll see in the video, didn't quite happen lol. Pretty obvious that I at least tried though, surely From rounds 25-60 I used a fast 2-trap strategy which is shown in the video, it was a bit risky so I started using just the one trap from then onwards. This is the 8th Black Ops map I've been to round 100 on now! Nacht is a possibility but I'm not gonna make it a definite goal. COTD is just not happening for obvious reasons. Enjoy!
  3. As I've said, this is a good, useful piece of work here. If one person doesn't see the point in it then, oh well. I for one can certainly see it's merit, as I'm sure a lot of us here can. I know that someone as knowledgeable as Eye wouldn't ask to add it to the MZG2 if it wasn't valuable information.
  4. Hey guys, so here's my fast and safe (well, as safe as it can get without having Jugg) 30+ strategy. Roughly 40 seconds per spawn and just as safe as Venom's strategy, which this strategy is loosely based on. I developed this strategy during my world record run to round 80, working out an early version of the strategy in the 40s and discovering the zone-mechanics trick in the 70s - using this trick, the strategy becomes safe to use at round 30, probably a little earlier. VERY IMPORTANT to sit in the corner immediately after killing the group in the first room; all the while you're sitting in this corner, all of the spawns will only be triggered in the first room, which ensures a clear path back to the Thompson room. On both ends of the map, best to wait for 9 seconds after your Thundergun shot before you move.
  5. Great work Jay, it seems there are still a lot of players who haven't gotten to grips with the basics and this should help them on their way. You can say that people know all of this stuff all you want, but if that was the case there wouldn't be so many god-awful players out there that do the following: *Buy a wall gun as soon as round 1 starts *Open doors at the wrong time *Blow all of their points on the box before they even consider buying perks *Blame their 20th down by round 10 on "needing a better gun" while you're not going down despite only having SMGs *Refuse to co-operate or follow a strategy and instead choose to run around the map like a headless chicken, getting in everyone's way and therefore getting themselves and other players killed simultaneously
  6. I always back out of a game if the players have a score of 20+. If I'm playing with randoms, I'm going in for a revive-fest Played some FIVE with randoms last week, none of which spoke a word of English. The host (white player) ran off upstairs on his own, I ran the labs and the 2 guys in the middle kept going down, the white player would not budge so it was my job to keep teleporter-hopping to get the revives. 17 revives by the time round 15 rolled on I went down at round 25 due to some stupid teleporter glitch that teleporter me into a bunch of zombies, I didn't have any defensive weapon for the whole game so I had no chance. Died out and found out the white player had been using a god-mode hack :roll: he was surrounded by zombies and blasting them all with the Ray Gun without taking a single hit, so I left the game.
  7. Have a look at my project The Complete Solo Zombies Survival Guide, there are a couple of bonus co-op guides in there, one of them being for FIVE. It's a 3-4 player strategy though. Also I'm gonna write an alternate co-op strategy which can be used by 2-4 players. The basis of it is, for a 2 player game have one guy running the War Room, and have the other guy running the labs/basement strategy, which once practiced is just as easy as running the War Room. Any extra players would camp the elevator on the Top Floor, or the 2 windows inside the PaP room - the Top Floor is a little harder, but it's more exciting. Watching the windows in the PaP room can get very lonely but in the higher rounds when zombies become harder to kill, you can keep them locked out indefinitely if you've only got one window to watch.
  8. I'd say I haven't achieved my full potential in terms of co-op high rounds, but only since my lifestyle doesn't permit it as I've made clear before. But the records that I do have, I'd definitely say I've earned. Round 66 on Moon, I came up with the strategy we would be using and helped Tom get through a patch of bad connection. I think I only downed once before round 60, then 5 more times from 60-62 trying to sabotage the game :twisted: Tom did well to keep getting me back up and noticed that I'd just started to mess around, and we agreed to suicide on 66. Round 60 on Ascension, I definitely did my fair share of the work, myself acting as the decoy and Tom doing a pretty damn awesome job as a medic, particularly during my controller fail incident 50 on COTD, my teammate was a good player but had no idea of the strategy so I did a lot of directing and helped him recover from many a fail due to lack of knowledge of the map or strategy. 45 with 4 players on FIVE was just a huge 10 hour revive fest, I was running the War Room the whole game with a few friends who struggled to hold down the PaP room, I had close to 100 revives at the end of the game and 2 downs. 45 on Shangri la again with 4 players, similar story just running around reviving everyone even though I got about 70% of the zombies where I was running. So yeah, I'd definitely say I've earned my stripes as a co-op player, and who knows maybe my lifestyle may change by the time BO2 rolls around, in which case you'd see several 70+ co-op games from me. But who knows what time will bring, or if my formerly regular teammate Tom would be interested in tackling each map as it gets released :P
  9. Some changes are good and add a bit of diversity to the game. For example, George can be a pain in the ass, but he can also benefit you greatly. Whereas things like the Shriekers in Shangri La, and the diggers and astronaut in Moon seem to serve no purpose apart from pissing you off. I don't like it however when they take away things that made the game what it is. Boss rounds broke up the gameplay and enabled you to get through the rounds quicker so it doesn't become so monotonous. Also traps where obviously very useful and allowed diversity in play-styles. It just seems like the further the game progresses, the more the players are forced to play a certain way, which isn't the way to bring in larger audiences.
  10. Thanks for the kind words mate Absolutely right, my kiting skills don't quite match up to that of a Chopper or Alvaro, but it's fair to say that they're probably top 10 and I've also taken a lot of time to study the various maps to find my most preferred way to play them under certain circumstances. Strategy is the key to getting results, but your ability to execute the strategy consistently will always determine how far you can go, as well as your ability and smarts to recover from a dire situation. These abilities are something that all of the greats have in common.
  11. Hey guys, full gameplay video for you here from a solo game on FIVE with no perks bought, reaching round 37. Auto-train FTW I can definitely improve this and it's a fun challenge, so I'll be going for it again in hope of a 50+ game. Feel like I got a little ripped off here, got an unusually horrible spawn right at the end as I came out of the elevator, thought I'd gotten through it then got a double-slap from behind, seemingly out of nowhere. Enjoy!
  12. I've got a lot of fond memories of FIVE, those days when we'd just converted over from W@W and still thought that camping was the key to high rounds. So it will always have a place in my heart and be one of my faves. I'm also a huge fan of running the labs/basement in co-op games, I'll probably write up an alternative strategy at some point in which 2 guys camp upstairs, 1 guy runs the War Room and the other runs the labs, the top 2 guys get a few more zombs so they don't get bored, but not so much that they get overpowered even in the high 20s. On the topic of this here solo strategy, I've put it to good use to pull off something epic (or at least sounds really epic on paper). Gonna have my longest ever vid up in 1-2 hours ;)
  13. Yeah to sum up what Eye said, the further away zombies are spawning away from you obviously they'll take longer to reach you, so it'll take longer to gather a train or if you're camping the zombies will come at you at a slower rate so the rounds will take longer. So for example, running the Biodome in solo you've got zombies spawning in the labs that take a long time to get to you, zombies spawning out fo the ground which delays them by about 5 seconds, and zombies spawning on the other side of the dome. You're looking at an average of 60 seconds to gather a full train. Whereas somewhere like the Recieving Bay, you have the 2 main spawn points just seconds away from you as well as a few loose ones from outside which reach you fairly quickly still. In this area you're looking at an average of 30 seconds to gather a train. Also in a map like Ascension, running at the PhD Lander will take 60 seconds per spawn since you have zombies spawning from all the way over near the Mule Kick trap and Auto-turret just outside of the spawn which take a considerable amount of time to reach you. Whereas if you use the PaP area strategy to trigger spawns only in the PaP room and launch pad, all of the zombies spawn within seconds reach of you and you'll always gather a full group in less than 25 seconds. There's a reason some people take about 20 hours to get to 100 on Ascension where other players do it in less than 13 hours ;)
  14. Maybe a good idea, but I think when you saved, it would exit the game automatically and you could only load the save once, once loaded it would automatically be deleted from your system. That'd just be cheating if you saved on 50, died on 51 and reloaded the game at 50 :lol:
  15. Great for those 'out of Thundergun ammo and too close to a monkey round to be bothered to recycle' moments, great work guys :D
  16. And that was after spending about 4 hours getting to round 30 because we had to mess about so much just to get the EE done and get the astro locked on the other side of the map. 70 can be done in less than 10 hours if you get some nice luck in the first 30 rounds with the box and the diggers, then head to the Recieving Bay as soon as you're all set.
  17. Thanks mate Really depends how you play it, Kino and Ascension are most likely the quickest. With Kino, the quickest way to get through the first 40 rounds is to use this strategy by TheZombieProjectCOD: Then at the higher rounds either his 40+ strategy or my MP40 room strategy. For Ascension, running the spawn from round 10 onwards is the way to go.
  18. Ascension is one of the quickest maps there is :P
  19. Yeah there are a lot of factors to consider, sadly each method of calculating has a downfall somewhere. It's your thread anyways dude so I'll leave it up to you to decide ;)
  20. Good point mate, but then I guess 6 50s out of 10 more-or-less warrants a 50 average with a few maps missing. But then I also guess, someone that's done a round 99 and made to average the rest of their round 20s with it would get an average of 27, which is probably more fair. So maybe just the average with no limit is the best way to go ;)
  21. I think maybe instead of working out the average, it may make more sense to work out your 'median' and get your score from that, averaging the 2 median numbers if you've set scores on an even number of maps. This would work well since, if someone consistently does round 10 but has one round 99, then the round 10s would basically be taken as the average since they'd have a 10 in the middle. Whereas someone who consistently does 70s would get a score relevant to that. For those that don't know how to work this out, you basically list all of your scores in numerical order and take the middle number as your score. So mine for co-op would be: 20 28 35 37 37 45 45 45 60 66 37 + 45 = 82 / 2 = 41 and for solo: 73 80 88 100 100 100 100 115 115 161 100
  22. CoDz has always honored Round 50 (Richtofen) as an ultimate goal for co-op and I agree with that logic. I think majority consider round 40-50 as a realistic and reachable target (5-6 hours) compared to 60 or 99 co-op which may take double the amount of time or days. Super, I can get to 99 on co-op for an easy map like Ascension or kino and have lower rounds on other maps and will still be ranked higher in average than most others. I think that's unfair Good logic there actually mate. You could do a round 99 on Ascension and have 1 on every other map, that'd make your average a 10 where it'd be 1 if you took away Ascension.
  23. Ah, that'd be the Zombie Whisperers clan. My average was 43, but with way's 'anything over 50 is counted as 50' rule mine is: 40 Could be 50 but will never be due to my neglect of co-op high round attempts What's with the only-up-to-50 rule though anyways mate? If someone has done 60 on every map, wouldn't it make sense for their average to be 60? Also just for fun, my solo average without the 50 limitation would be: 103 :D
  24. Some of these ideas people come up with are pretty great, but I'm not a fan of changing the PaP system at all. The reason I and many others fell in love with this game is because it was simple yet brilliant - no over the top crap, it just worked as a game mode. I still think that things like the napalm zombies, Astronauts, Excavators etc. are an example of what should be avoided. They don't help break up the gameplay or anything, they just create an annoyance and seem to serve no real purpose apart from pissing you off. The Moon ones aren't so bad since I've developed strategies to work around them without much of a problem. But I rarely play Shangri La, one of many reasons being because the Shriekers make the most annoying f***ing noise in the history of the game. The napalm zombies as I said serves no real purpose, he's just there to get in the way. I've gone a bit off-topic here, but my words were based around a point I really wish Treyarch would abide by - if it ain't broke, don't fix it. Instead of working on new features, work on things that are currently an issue. Spend more time testing for glitches, working on high round support... basically, I'd much rather see a game that works flawlessly rather than a game with loads of features crammed into it that feels incomplete.
  25. Great thread dude There are always other simple challenges that can be added, no perks etc.
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