Superhands
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Everything posted by Superhands
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Yeah, I mean it's okay with the Wave Gun cuz you just tap left on the d-pad, any other weapon though and you might have problems. I've read on the CoD wiki that if you lose your Mule Kick perk by any means then you'll lose whatever weapon is in your third weapon slot - if that's the case then it wouldn't be so bad, I'd probably always keep a wall weapon in that slot so it wouldn't be much of a problem if I lost it. Guess I'll have to test if this is true though as any wiki-based sites are written by the public and not always right.
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Quantum Entanglement Device: Discussion & All Known Effects
Superhands replied to Fu453's topic in Moon
To name a couple when getting one out of the box: "Never again will my creation be used against me..." "They stole this from me!" -
Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Superhands replied to Superhands's topic in General Zombies Discussion
It'll push them over at early rounds too if they're not close enough to you, it's all about how you use it. Even past round 100 it can still take out a whole group of 24 if you gather them up nice and tight and blast them at close range. Far from useless Interesting, we've got at least 1 vote on each option so far... -
Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Superhands replied to Superhands's topic in General Zombies Discussion
Yep, in a co-op game I always save my M1911 and upgrade it if someone else gets the wonder weapon first. Of course there's certain maps where I don't even bother trying to get the wonder weapon and just got straight for the M&S, COTD being a good example. -
What is a good 40+ kino der toten challenge?
Superhands replied to DR3WMANCH3W's topic in Kino Der Toten
Another I forgot to add: Stick to your guns - Only 2 turns allowed on the box(extra turn allowed if you get monkeys), and whatever 2 guns you get have to be kept for the rest of the game. PaP is allowed. -
I don't think the plane has any story behind it, it's only there cuz Nacht is originally based off a bunker from the W@W Multiplayer map Airfield.
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What is a good 40+ kino der toten challenge?
Superhands replied to DR3WMANCH3W's topic in Kino Der Toten
Pistols only - Self explanitory. Ray Gun NOT allowed! Bombs Away - Launchers only, so with Mule Kick your arsenal would be M&S, Law & China Lake. This one is real good fun from personal experience. PaP allowed on both challenges. -
I think COTD is one of the only maps that I'll really bother to use Mule Kick on. M&S, Ak74u & a gun to take out George - I currently keep the Ray Gun only to kill George and a few M&S shots, which both combined will take him out if the ammo is full on both. Which it normally is cuz I generally only use the M&S to free myself if trapped and the Ray Gun specifically for killing George. Then when I have all 8 perks I'll switch the Ray Gun out for the Lazurus to make George go away for the rest of the round.
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Der Riese Missing Zombie? how did we miss him?
Superhands replied to fraztheman's topic in Classic Maps
That's the problem with the classic maps, the sound is kcuf'd up and you can never quite tell which direction they're coming from and how far away they are. This was never a problem on the W@W versions so I dunno why the Black Ops versions are like it... -
Zap Gun/Wave Gun - Best Wonder Weapon Ever?
Superhands replied to Superhands's topic in General Zombies Discussion
VR11 - Insta-kill gun for Co Op. I thought it was a pretty effective weapon if you knew how to use it with a teammate IMO. All the rest I totally agree on though. Yeah I don't think many people do 40+ on COTD co-op without using the VR-11. I completely disagree about the Thundergun being useless on high rounds though, it's the only gun that kills on Kino & Ascension at rounds 50+, not to mention it takes out a whole spawn of 24 zombies not even upgraded and is just as effective against the monkeys on round 100+ as it was on round -10. -
I haven't played this map much yet but I've gotten to round 52 solo, yet to get into a proper co-op game.
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TBH I've used it once and it was pretty cool, but it's not particularly useful. Ok so it's extra ammo which is a plus, but I don't like the fact that youcould lose your bext weapon if you go down.
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On Der Riese Which side do you open up first
Superhands replied to chimpanste's topic in World At War
Well it's hardly "nooby" to buy the Thompson, not being big-headed but I'm one of the best Der Riese players there is and I buy the Thompson at round 3, most of the time keeping it for the rest of the game. It's a powerful weapon, good point builder and you can continually buy ammo for it. Of course knifing is good for points, I always knife in the first rounds - but what happens if you spend all the points you just made on the box and end up with a couple of crappy weapons? At least by buying the Thomspon you're guaranteed to have something good to start with. I guess it doesn't need mentioning that I go the Thompson way ;) -
Mule Kick got added to ALL maps 2 days ago, there's been posts about it all over the forum dude ;)
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Hey guys, thought I might have seen a poll on this by now, but I haven't so I figured I'd make one. The Thundergun was my fave up until the Wave Gun came out - the Wave Gun itself it practically identical to the Thundergun in terms of practicality (it's ability to instantly take out entire waves of zombies at close range even when not PaP'd) and ammo. But you also have the added Zap Gun which has a lot of ammo when upgraded and kills in 1 shot at whatever round. You also get the occasional failed shot from the Thundergun, which from my experience isn't present in the Wave Gun.
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Quantum Entanglement Device: Discussion & All Known Effects
Superhands replied to Fu453's topic in Moon
It can take all of your ammo/points but the vast majority of the time it will just take some of it, a small amount in most cases. Also it has to be a RED points for it to have a negative effect. -
I don't think you can. There is only one wonder weapon per map. Only 1 player can have it at a time. When her or she dies or leaves, it's returned to the box. I'm sure you all know this. Though, it is rumored, that if no player has gotten the Thundergun and a Fire Sale hits, there is something like a 1 in 4 million chance, that both players could get a Thundergun. Like I said, not sure. Yeah I've seen videos of the 2 Thunderguns, that's what made me think it may be possible. Though I guess really the Thundergun thing is a glitch really, thinking about it I'm not sure Treyarch would purposely let there be 2 of the same wonder weapon in the game.
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Wow, that is luck, I've never had a perk bottle drop. I have had a Wave Gun drop a couple of times though, interesting to see if you can get it after you've already upgraded it so you can have 2 of them like you can with the Ray Gun...
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1. It takes 32 seconds to hack a door WITHOUT Speed Cola, but just 21 seconds WITH it. Quite a considerable margin. 2. I'm not certain with this, but I think if you take a weapon from a box that you hacked to a certain location, it will screw it up. But it definately works if you don't take a weapon from any 3 of the locations while hacking. 3. The map has been out for a month on Xbox now and there's been no proof of this, so we can safely assume it's not true. Does anyone know if there is a way to get more than 4 perks in solo?
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... and there's a LOT of noobs out there lol. I learned it on the first day and it's pretty irritating that I have to keep telling people about it. Hence me posting it here.
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You're absolutely right about those training spots. Thing is a lot of us hadn't played the Black Ops version of the map until just recently, I mean I didn't get to play it 'til it's PC release last Thursday. The map layout itself was the same in World at War of course, but due to the way the zombies moved and the way you'd get stuck on them if you got too close, it was impossibly hard to run trains in smaller areas. It's completely different in Black Ops, you can run trains in really small areas pretty easily.
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Good math! So I guess in some ways using the Wave Gun for all the killing has it's benefits cuz you'll minimise the amount of drops you get, I can't be sure but I think I had less than 20 drops by round 50. So I'd probably stop getting the guaranteed drops by round 60 and have to start point-whoring. Which is actually quite convenient at that stage, as I could just train by the AK and use that to build huge points without even killing them. Then of course I'd have to go back inside, grab a hacker again and kill them with a Gersch to get my drop. Simple enough! All this of course is assuming the figures are the same for co-op, if any different they'll be lower which could mean you'd still be guaranteed a drop even after round 60 :D
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I honestly didn't know the details, but what I do know is everytime I used all of the Zap Gun ammo and all but the last clip of the Wave Gun, we're looking at about 700 kills when it's upgraded, and everytime I threw just one Gersch Device and I got some sort of drop each and every single time no matter what the round. Pretty much like the other guys said - it's kill/point-based, not round based and with so many kills and points made you're due a power-up, you just need to kill with a weapon that will drop it.
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True, power-ups are important, but using the Wave Gun is part of my whole strategy which involves dropping a power-up only when I need it. Got me to round 52 on my 3rd solo game with 0 downs up to that point. It actually works to my advantage that the Wave Gun doesn't drop any power-ups, because that means I have control of when I get a Max Ammo. I gather up the zombies and take 'em out using the Wave Gun, over and over 'til I have no ammo left for it. I would have killed a LOT of zombies by this time so I'll be due a power-up, but of course the Wave Gun doesn't drop them. So, I gather the next wave and kill them with a Gersch Device - guaranteed power-up drop at this point, which of course I then hack to a Max Ammo. So effectively I can top-up the ammo on the Wave Gun exactly when I need to. This is easily the fastest and also safest way to get through the rounds, plus it's a very methodical way of playing which is what I'm all about It seems as though the Gersch glitch was fixed before release onto PS3 & PC, I used this strategy many times a few metres away from the Cosmonaut and it didn't affect him at all. Also to get back on-topic, nice mention about the M&S Choppernator! The Ray Gun may take less shots to kill the Cosmonaut but the Mustang & Sally will do the job quicker - if you have the M&S in hand when the Cosmonaut grabs ahold of you, just completely unload on him as soon as you get caught and you'll blow him up before he headbutts you. Not sure how well this works in really high rounds as I haven't tried it, but it works well into the 30s.
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Is Treyarch focusing too much on story over gameplay?
Superhands replied to BizBloodshot's topic in Treyarch
Overall I'd say yes, in COTD and Shangri-La I kinda felt that 3ARC just quickly put together some ideas for new gameplay features and mostly concentrated on the new Easter Egg. But with Moon I think they did the job properly, the new things added to the map had me saying "Heh, that's pretty damn cool" rather than "Why the f*** did they think it was a good idea to add that?!".
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