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Everything posted by 83457
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And, from watching a Dychronic video of some modder's gameplay: Double class info: you pick a primary class, a pop up asks what secondary class that you want and you pick that. The menu shows your primary class with a small icon of your secondary (the class descriptions will all be of your primary class). In game, the primary class upgrade (15 teeth) will be double tap up, and the secondary class upgrade (15 teeth) will be mapped to double tap left. So you can use one or the other (or both), but don't have to activate both at once. That is better than I thought.
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Go ahead, it worked for me; I'm up to 525 because the upgraded vulture brought me joy. --- Cryptid Slayer Ammo: this upgrade does what it says; it gives you the best ammo possible. Once purchased, it replaces your ammo menu with CSA in the same way that the mortal relic replaces your class. It combines the 3 abilities and gives you 'basic ammo' amounts and abilities (like ammo regen). It has a large reddish/orange symbol like a skull and crossbones cryptid head. This is what the symbol will be when you throw it down, including the color. It's large too. Ammo costs $2000. It starts at 40%, then +1=70%, +2=100%, +3=100% plus magazine refill, +4= ammo regen for players near it. Just like regular ammo, only put 2 points into it max. The +3 ability fails to fill my magnum clip. The +4 gives a couple of magazines before vanishing which is basically worthless and if all players in a 4 person game pick it up, it vanishes anyway. If you have some in your gun, you can 'search' piles and occasionally find some, like any other specialized ammo. Tip: if you split screen with a friend as guest, he can spend your clone's teeth (which won't affect your total) on the CSA, then you can both use it. --- Corrections: i can't edit my long post above without it removing all of the spacing, so here are some edits. Start with $1000: if 4 buy the start armor, it would only be 80%. It would also be a waste, don't bother. I was just thinking out loud when i typed it. On hybrid classes: i forgot that the game adjusts difficulty depending on number of players (not just solo). So I was incorrect in saying that Tank needs only +3 to stab scouts in a 4 person game. I was thinking that 2 player had 4 player strength cryptids. With 2 players, only 1 point is needed, like solo, to stab scouts in 1 shot. CSA is up there in my opinion as something worth buying. I want my double class (I'll race you there way2), then CSA, then the frequency boost so i can rack up some 'no strike packages' solo wins. Happy gaming!
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What's your most embarrassing down to date?
83457 replied to BrayJayTheZombSlaya's topic in General Zombies Discussion
The sad bit is that I've done that at least 3 times (rg2/off the red balcony in the Buddha room).- 25 replies
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Poc challenge fyi; as you may be aware, sometimes the crater area barn/upstairs hive does not give a challenge. While this may cost you a skill point, that probably won't be a big deal at this point in the game. However, this will only give 11 total challenges so you can only fail 1 and still get 2 teeth for 10 completed challenges. The good bit is that it does not stop you from getting 'completionist'; completing every challenge. So even though 1 challenge is missing, you will get the 4 bonus teeth for getting 11 challenges. I have seen this glitch in 4 player games, but I'm not sure how common it is. In solo it happens about 1 in 25 games or 4% of the time (roughly 75 solo games, 3 instances). Happy gaming! Edit: drill repairs; I'm working on the theory that 5+ drill repairs will cost me a tooth at the end of the game. If i solo with sentries, i get 0-3 drill repairs and get 1 more tooth than a comparable game with the vulture where i often repair 5-9 times. Again, this is just a theory, but seems to be making sense. Perhaps it is a combination of downs/repairs. Like 3 drill repairs and 2 downs might lose you a tooth. But since i almost never go down on solo poc, it's hard for me to get empirical evidence for this.
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What's your most embarrassing down to date?
83457 replied to BrayJayTheZombSlaya's topic in General Zombies Discussion
Number freaking 5. I was trying to see if it was possible to make a crawler on round 52(?) and threw three grenades at once and thought it would be fine to stand on them after I lost flopper. I get hit by the first one, attempt to jump away and get red screened by the second one, then just enter revive mode as the last explodes what seemed like miles away from me. Needless to say, don't attempt to make crawlers past 30 with frags. Its not possible, nor a very ingenious thing to do. Nearing round 30 on Ascension, i kept buying grenades and throwing them into the horde at the Lander pad (grenade wall-buy there), it took about 25 grenades to make them crawlers. Too many, I'm sure. But everytime that i let the kick from rg2 push me off of the edge of the building in Die Rise comes to mind.- 25 replies
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At 450 teeth (of 1000 for dc) i rewarded myself by buying the vulture upgrade. It reinvigorated my desire to play, so it was worth the 50 teeth because i made them back from wanting to play with it. I ran some solo poc wins with it and used it to get to the final breeder fight on solo/Nightfall (with no way to kill him: i didn't expect to get that far). Nightfall is nasty on solo; i was actually mad at the game while playing. I was glad to get to the breeder, but what a fight. I'm sure I'll solo win it one day. Edit: and thanks tdb, while it was a rhetorical question, I have been checking that out and a few other mixes. I've got my 5 relic solo poc. Thanks for the advice.
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yeah, tooth per relic Thanks for the confirmation. Now, how many relics can i still win with? Ha.
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I definitely am getting a tooth every so many barrier hives. Today, i ran 2 relics and got an extra tooth that i can't otherwise figure out where it came from. So, are they giving a tooth per relic now? Edit: ran it again. Again got that extra tooth. I guess it's one per relic now. Or maybe 2 for more than one relic.
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I was just walking in the local park when i found a girls magic wand: big star, pink fuzzy stuff, silver handle. So I walk around waving this a bit and some woman basically grabs her kid, jumps in her car and takes off. I love being me...
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Double class (I'm at 299, on my way to dc). It will reinvigorate your desire to get the others and you will never have to wonder if you can make that 1000 in the future. I'm tempted to buy the vulture upgrade, buy it has to wait for now. When i split screen with my buddy, he plays as guest, so he uses my teeth to buy the upgrade boost, vulture, and toughness. It helps him out and he is having fun being the 'vulture' guy.
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I have to say, that the Vulture at +4 with the 50 teeth upgrade is actually fairly decent. This upgrade definitely raised it's value. The rockets fire fairly consistantly and the 66.6% increase in time means it can actually make it's money back during the second half of games.
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Soloing for teeth on poc tutorial; A win generates 6-14 teeth in solo and a fast game is about an hour. Maybe your sick of randoms, maybe they fail to win too often, maybe it's hard to get 4 friends on the same game system, maybe you're more obsessive than your fellow Extinctioneers...whatever the reason, you are ready to solo some poc for teeth. Well, I've done at least 50 solo wins, rarely use the special ability, rarely go down. So I'm offering up my methods. This is not a fun or challenging class/strategy, this is all about grinding teeth easily. Class: medic or tank. Medic is definitely best: moves fastest, becomes immune to gas clouds, heals fastest, longest run, and (t15 upgrade) can instantly heal yourself. Tank is amazing for the first half of the game: 1-stabbing all of the scouts, having double life. Stab/Shield hits super hard (max tank; shield is 400% of a non-tank-players' stab). His ability can easily save your life in a pinch. On the drill; run to drill, hold x to fix first, then double tap up to be invincible. Otherwise, if you do the double tap part first, there is a second or 2 when you cannot fix the drill despite holding x. If you can't make it past the first barrier hive solo, try Tank until you build confidence, but Medic will definitely be best in the end game. On top of the existing reasons, medic can also hurry through the game (hurry up offense) after each barrier hive. While you could do this with other classes, for an easy win it is best to shuffle the plethora of flares and any found trophy systems toward the end hives: having flares and trophies will help get your non-medic through the end game, but will add about a half-hour of mindless tedium to the game. Flare/trophy shuffle (for non medics); take trophies from the motel area, move them near the next barrier hive, but out of the way, so they don't get used. Go to motel area, grab a flare, search the town area for a trophy, swap, move the trophy near the barrier hive, but out of combat. Move any motel flares to the town, trade for trophies/hypno-knives (throw the knives away if needed, they aren't that valuable at all). You want to leave a flare on the ground in town, where you can grab it as you run back to start at the end. The rest, try to shuffle them the same way up to the last area after you beat the town barrier hive. Then you have emergency flares in the crater area and should (hopefully) have 3 trophies spread out on hive 14. Be sure to leave 1 trophy just after the motel barrier hive, by the army vehicle for the run home; there are always scorpions squirting you there while you battle the rhino. So, throwing that left-behind flare and having that trophy make for an easy platinum (the flares and trophies will last all game). So we want to try to stick to medic to reduce the need for flares/trophies so we can just run through the game quickly. It is still smart as medic to know where a flare or 2 are as you run back through town to keep your beatings to a minimum. Then simply make sure to carry a flare with you as you progress through the game, it saves you, it may help with challenges. Yeah, there will be a lot to say. I'm quite verbose. --- Class build: sentry gun baby-sitter. Recommend teeth upgrades for this: pistol ark (works without it) 125 teeth. Sentry armor (they must be protected, it works very well and is only 5 teeth). Start with a skill point. Buy this first if you don't have it yet. 20 teeth. Medic (or tank) special skill will help if the need arises, but i rarely need it solo (I'm not bragging, I'm saying that if this old, half-blind freak can do it, so can you). 15 teeth. Medic: build up class in Town (7 sp). We discussed class above. Use tank if you keep tanking (pun intended) until you get better. Start as tank: 1 sp in tank Start as medic: 1 sp in pistol. Magnum: 2 skill points between motel/town area if possible. The first gets you the muzzle brake (ark attachment if you have it) and faster movement. The second gives you 9 shots, increases stock ammo count from 108 to 162. Gun is powerful, saves ammo (no whining, just use it). If you are constrained on points, do put 2 total in pistol during town, wait on the final class points. Explosive ammo: 0 sp until like hive 13/14 when you have nothing better to do with them. Team support: 5 sp, after sentry and class are maxed and pistol has 2 sp in it. Medic; grenades are best, followed by fast hands booster. Fast hands is very tempting, but your class is 'sentry gun babysitter' and late game grenades will be vitally important. Reloading your measly pistol weighs in lower than having 5 bouncing betties as you run to throw the trap on over and over on hive 14. Hunters are douchebags that crawl out of the ground onto your sentries. Grenades are better and while you can scavenge a decent amount during the game, it just won't help in the end. These protect your sentries, the drill, you while fixing the drill/setting up sentries. They help babysit while you run to complete a challenge; remember everytime that you turn your back, a hunter will take that chance to use your guns as a chew-toy. You will run out of cash if you fail your primary babysitting role. Also, grenades are consumable when you need to spend money; you can buy a set, throw them down, buy a new set for inventory (5 max total Claymores/bbs on the ground at once). Early game, even Semtex is useful, rather than holding max money. You can gather a set of 5, then trade then for found grenades, leaving little pockets of grenades to grab when/if convenient. Tank: grenades or fast hands or feral instincts. Same argument for grenades. Feral will get his slow ass in gear for the end, help him heal faster, and he will stab/bash 20% faster. Speed hands is always nice, but probably 3rd place here. Sentry gun; 7 sp by first barrier hive. You knew that. They do lots of work, last a while, and earn more than they cost; this is key. Only a couple things earn back their money and none with the proficiency of the sg. Later, play whatever hard/challenging class you want, but this thread is about cake-walking a sentry win for teeth. After an initial point in class (tank) or pistol (medic) dump the next 7 here. Set them down so they watch each other and you and the hive and then watch over them. This is your main job, followed closely by 'complete challenges'. Hive by hive sentry placement later in this post. Crowd control (riot shield): late game, if the challenges have been kind, feel free to squeeze an sp or 2 into this (especially tank). Maybe mix building this up along with grenades at the last hives, depending on how much you get hit (i usually buy 2-4 shields per game, no point building it up if I won't be buying a new one anyway). Pistol only relic: keeps away some challenges, saves money/ammo and winning with a Relic earns a tooth. --- Challenges: if you get all 12, that's +4 teeth if you escape. If you get 10, you get 2 teeth on the spot regardless of the win. That's 6 bonus teeth for a flawless win on top of others earned. That being said, some challenges are easy, some are quite...the challenge. Kill the leper in 30 seconds: run from your set up to the other side of the map for a craptid that often runs outside the map and hides behind stuff. He usually ignores flares even if you throw them at him. He does die easily to Semtex at least. Sentry kill fails the challenge, be careful. Kill 3 craptid in the air: and hope the game counts them. Annoying challenge, kills, in the air, over my head, don't register often. Bah. Watch for them to jump, hope for the best. Electric fences often work wonders, sentry kills don't count. Prone kills: sentry doesn't count. Ark attachment liquified them so the corpses don't block your view. Set sentry to watch the drill, you lay, forming a triangle with them. Shoot them off of your sg and drill. Accuracy at xx%: motel; wait for the first honey dog to hop on the drill, kill him. Set sentry, stab your sentry attackers. Town/crater: here you can basically do the same, but this is one extremely glitched-out statistic; you can land shots and have the numbers go down. You can be at 2 hits, 2 misses (50%) and your next shoot brings it to 100% which is nonsensical. My friend and i (split screen) watched as the numbers randomly changed while we stood there not moving. Let the sentries do the work, try to avoid any shooting beyond the first shot to 100%. The mounted sentry turret will count, so don't use it. Carefully place shots on Hunters attacking your sentries/drill/you. Kills with traps: motel; fire up the fence, run through it. Town; middle alley, use that trap, stand in that alley. Or use the 2 by the barrier hive. Motel and town are easy. The cabin/crater area is very hard to get this; many big dudes with more hit points than earlier who rarely go anywhere near the traps at all. Best bet so far is to activate the fire trap and try to run seekers/scouts through it (use flare or grenades to keep control of the game while you do this. Honestly, this is the one that i fail the most. Glitch: trying to call in a sentry gun while i had 2 gives the 'you have too many turrets' massage. I did that at the start of the round when it was going to show the challenge and it never gave me a challenge (or it didn't show on screen nor tell me that it failed). Watch out for that. I occasionally do that to check if my other sentry was still alive, this time it cost me. --- Hive sentry placement (some challenge info): Start: you are in a 1 pseudo-barrier hive area. Put start point in pistol (1 in class for tank). Challenges: melee only-easy enough. Or take no damage; if you have 'start with extra $1000', buy explosive ammo (shield is useless, they usually hit you through it at start). With ark attachment, this is even easier, but basically keep shooting the drill attackers before more come, watch for the ones that appear to be set on coming after you. Throw a flare if you have (tank) one or scavenge (medic) one, if needed. If you fail this, start over as you can only fail 2 without losing the '10 challenge' teeth. Put 2 skill points in sg. Motel area: 5 possible hive areas, 3 will be hives before the barrier hive. Immediately search the hive-free areas for trophies/flares, ammo, take any special ammo (if you bought explosive, most of these should be explosive if not regular ammo clips). You tend to get lots of the same (up to 3) items, like all flares/ammo/specialty ammo, or soflams/Semtex/cash. This happens for each of the 3 areas, expect to see the same stuff in each area, sometimes through all 3 areas. Great when it's flares and trophies, sucks when it's cash and ammo as these will not be in need. Try to do the most annoying hives in any area first as there will be less enemies, so less stress. I would do the 'middle' hive (parking lot of motel) or Lopez hive (in the middle of Lopez Road [this is this road's name according to the street sign in town]) as they are the most annoying to defend. Middle hive: the second hive is always the 75% accuracy challenge. Wait for the scout to hop on the drill, shoot it, go left under the overhang by the propane tank/water barrel, set a sentry to watch the drill/fence. Stab or carefully shoot the sg attackers. I hate this hive most, so i do it first. Lopez hive: may be pistols, traps, prone, turrets, propane, leper. Most should be easy enough. Set your lone sentry to the left of the hive, between the hive-pink and the barrier with barbed-wire, so it watches the drill. Go to the other side of the drill and watch both. Corner hive (behind motel): often in-air challenge; shoot them as they jump off of the ledge or roof above, place sentry so it faces back towards start. May be pistol only, don't reload, possibly others. Keep turning to check drill/sg. Sign hive: by the start hive, this is quite easy to defend. Put a sentry on the start hive, pointing up Lopez Road and watching the hive. If you get prone kills/pistol kills, move the sentry onto Lopez, facing back towards the hive. Form a triangle of you/sg/drill and shoot them off of the drill/sg, while the sg covers you. When done, put the sentry on hive 1 again. Tree hive (for lack of a better term, it is the only one to the right of the road, has some trees around it). Sentry in the back alcove, but not way back; give it room to see every approach to the area. Various challenges, use the previously mentioned tips. Barrier hive (no challenge): go to the yellow sign that points left. Get behind it, aim your sentry so it sees the rock on the right, motel office ahead, lol sign to it's left. If you're good on cash as you should be, drop one out about 20 feet, watching down Lopez and the cliff above the tree hive. Watch your guns for honey dogs. Always listen to the helicopter guy (ghost squad from Safeguard); he will whine when a scorpion hits him. Make sure to stop the scorpion from doing so. As long as you damage a scorpion, he will move from his location, so don't waste long-distance shots trying to kill him, just wound him and let him move into the kill zones (the sentry won't shoot through the tree tops or get him on the reverse side of the sign, that is your only other job. So be aware of scorpions that aren't getting sg'd and watch your sgs for scouts. Pretty easy and fast in solo. After hive: spend down to under $3000, take the money box. Now you have unlimited time until you start the next hive. You may kill the rhino (if it's there), but otherwise it will go away if you don't shoot it (sg doesn't count) with your pistol. Bathroom/food/smoke/whatever time if needed. As medic, you may take your sg(s) and continue or let them die as you search and move trophies/flares. Have no fear, your new sentries will earn their money back if you let the old ones time out (mp tip: hold your sentry while others do stuff to keep them from timing out during this period if you're not doing anything else). Best case: you have 10 skill points (start with sp: 20t upgrade). 7 in sg, 2 in pistol, 1 in class (whether tank or medic). 9= 7 in sg, 2 in pistol (medic) or 1 class/1 pistol (tank). 8= 7 in sg, 1 in pistol/class (medic/tank). 7 or less: try to get that sentry finished at the next hive, try to do better in the future (what can i say? You want to get challenges, sometimes they just screw you). If you're sucking this bad just take it as practice and work on your weak areas). I couldn't win this crap solo at first either. Only by trying will you succeed until it's easy. --- Town area: 4 possible locations, 3 hives. I hate the middle hive here too and will always do it first. If it isn't there, i simply do them in the closest order, making my way across the map, ending at the barrier hive. That reduces the 'move sg time (always move sgs, then drill)'. Search areas without hives (even if doing the hurry-medic strategy) then search the area around hives as you play them. If you are familiar with this area, just search everything quickly. Try to set up that flare next to the barrier hive (there's even often 1-2 spots on the other side of it after you beat it, check those), or in the middle alley by the trap, or just outside that by the steps (near lsat) for the run to start at the end (and try to drop that trophy just past the first barrier hive for the scorpion/rhino fight so you don't miss the meteor drop/platinum run to start). Middle hive: looking at the hive, go left to the truck with the yellow fire hydrant behind it. (If applicable: grab a sentry and) Get on the yellow hydrant, jump to the rear of the truck (there is a ledge), jump to climb up. Set 1 sentry in the rear, facing the corner of the building to watch down Lopez, the hive, the roofs. Set the other towards the front (while still on top of the back of the truck, not on the cab) to watch across Main Street (where the barrier hive is) and the wall to your right. Most of the challenges can be done up here as you will get lots of scouts jumping up (landing in the back corner almost exclusively) to stab, shoot, et cetera. May be spend $6000. If you get 'trap' challenge, simply go to the middle alley and stand there with the trap on (not quite in the trap of course) as that works best and the sentries won't shoot the beasties coming from the back area. If you don't have sentries yet, do this challenge first and then set up on the truck. If you get 'don't spend money/don't use abilities, immediately drop 2 sentries before the 10 second timer is up. If you don't have the skill to easily get your guns up top on the truck; instead, set one facing the drill, set the other in the opening of the alley between buildings, by the hive. Turn on the trap and stay with your other gun, watch the drill/sg. Use the 2 traps between you and the barrier hive as well. Always shoot scorpions. Town Lopez hive: this is the first one that you come to after the motel barrier hive. None come from the motel area, occasionally a scorpion will come over the building to the left of the hive if you look at the hive from across the street. Rarely, a hunter may come over the building across from the hive, but this usually only happens if you set a sentry too far back in that white alcove (area with dumpsters). So, set 1 sentry in the road to watch down Lopez and see down the alley to it's left somewhat. Set the other sentry slightly back in the large (white building side) alcove to watch down the alley, barely see the drill, and your other sentry. Often it's melee scouts challenge; feel confident in leaving your sentries to run down Lopez and stab some. If it is 'traps' run to that middle alley (hit the fire trap too if you want) and turn in the electric alley trap and stand in the alley, by the boxes, run through the fence opening if needed and back. Often propane kills. Back hive (the one down the alley from the Town Lopez hive, by the electric trap and the mounted-on-the-wall turret). Go to the far back corner (white wall with vines) and set one sentry between the vine spots so that it sees down the alley towards the Lopez hive area, the drill (barely), the roof, and across the whole back fence area. Walk the fence to the burning barrel. Stand in the corner made by barrel/dumpster and line up the golden, upwards-pointing sg barrel of the next sg with the church steeple, drop it. It will watch the drill, roofs, other sg. Some seekers will come through the fence here (rare hunter action). Go stand by the first sg. Often spend $6000. Seeker damage (Semtex is good, watch the ones that come through the fence). Don't spend/use abilities (drop sentries fast, then move into place). At the end, move the vine sentry slightly to the corner to have it protect itself better against stragglers, move the other sentry to the next hive first. Church hive (end of Main street by garage door): one sentry in the corner moved out slightly to see down sidewalk past the barrier hive. The other out just past the $750 mounted turret, in the street slightly to keep it out of the other sentries view down the sidewalk. It faces straight down that alley and covers the hive and the truck next to the hive (where scorpions go). May be stab scouts. Spend/don't spend money/abilities. In air. Use traps. It is rare to get the leper challenge in town, sucks if you do. Barrier hive: one sentry by the electric trap wall, facing the barrier hive just enough to see the left wall behind it, aimed more towards the corner/purple awning. The other more or less in front of the hive, facing the first sg, the roofs. Use the electric traps (there is one on either side of that opening) constantly as they are cheap and very effective. Listen to ghost squad when he whines; hurry the scorpions, get them to move into the danger zone (yes, i just said that in my head like Archer). Just do this: watch sentries, listen for scorpions that aren't getting their proper beatdown (and remedy that without running away-Semtex the roof guys that are out of sg view), and keep the traps on. Use a flare if shit gets crazy. Always know where a nearby one is if possible. Use excess soflams on hive or beasties, use propane tanks to speed up the hive destruction if you feel like it. Propane tip (any drill hive): these can always be thrown by the drill for a quick multi-kill when getting overwhelmed, run the ones chasing you past the drill (and the guys attacking the drill) then turn and shoot it. You can even carry some to the last area if you feel like wasting a lot of time on the flare/trophy/propane shuffle between barrier hives and the next area. After the hive, spend down below $3000, grab the money. Fight the rhinos if you want. Search the spot or 2 past the hive. Either hurry up or do the shuffle. Bathroom/food/smoke time. Unlimited time. Sentries will time out if not held. --- Cabin/Crater area: here it gets nastier. They are meaner and more numerous, but it is solo, so not too too hard. Rhino: on hives 10, 12, 14 just past the halfway point. I think that they give $1300 solo iirc. Hunters: their a-hole level is maxed; sneaking in windows, crawling out of the ground behind your sentry, taking the back door route to your sentries and you. Any time you move from your sentries, more often than not, these guys will magically appear on your sentry guns. Shoot them constantly, have your sentries watching each other. Hives: there are 5 hives. Hive 14, the big one on the edge of the crater, in the muddy grassless area, is the last hive. You can't do it until the end. It is a pseudo-barrier hive like hive 1; it has a challenge and gives unlimited time after it is beat. The Fence hive has 2 locations along the fence. The other hives are always in the same places. Okay, you just finished the trophy/flare shuffle or just came up the road in a mad dash for the finish line, so you pass under the connecting footbridge and near the Cellar hive... Cellar hive: (it blocks a cellar door where there is a helicopter laptop that you can stupidly waste money on if you like spending money for crap; $3000s/6000mp. There is one on the roof in town that is the same useless thing). It calls in an attack helicopter for a few seconds. This hive, coming from under the footbridge, place a sentry by the left wall, just before the hive. Face it out at the fire trap. It sees the drill on it's left, the path ahead, the building up and right. Go back under the footbridge to the fence by the octo-tree, turn around and set a sentry facing the right wall under the footbridge. It sees the drill/sg, the bridge, the building to the right (scorpions on the roof). Stay by the fence if possible. Watch for Hunters/scouts on this sg (the other will be fine). Watch for scorpions on the left roof, the fence sort of blocks them but not good enough. Occasional meteor behind you on the dirt road. May be leper; likely behind the Barn (upstairs hive) sitting where you can't see him, if you look behind the barn, he climbs up. May be spend/don't spend. May be knife scorpion. May be no seeker damage: just watch for the one behind you. Watch for where the others land and put distance between you (and keep an eye on that second sg). Use grenades. Rhino just past the halfway point is usually barely noticed. Stand under the footbridge (listen for your sentry behind you to stop because it's getting chewed on), shoot the rhino. Rarely it hurts the drill to the point of repair, which can often be ignored long enough for the hive to pop. Barn hive (upstairs hive): grab your sentries and run past the fire trap, past the end of the white fence, up that ladder. This is the quickest way as you will run out of time getting 2 sg + drill up here. Coming up that ladder, go forward into the corner, turn around. Go right so you are along the back wall by the drill still in that general corner, across from the ladder that you came up. Face sg1 left so it sees the wall, left door, drill on the right (aimed at chain-SAW). Move left to the corner and slightly out towards that door. Set sg2 there, facing the drill. Both sgs see each other and the drill. You mostly stay in the corner, challenges allowing. May be traps...which i have trouble with. Try to get some seekers or scouts to chase you through the fire trap. Grenades to watch the Barn and/or flares might help. This challenge sucks back here. If you know a solo method, let me know. May be spend/don't spend. May be leper. May be melee scorpion. Fence hive spots: if it is the... Middle Fence hive spot, stay in the barn; move oldest sentry to the front, set where the broken bits stick out of the front of the barn (the open area between both ladders), facing straight out. Take the newest to that area, but left, by the edge above the ladder (but still out front), facing the older sentry, the drill, some of the upstairs. Fairly easy, but the rhino shows up downstairs and then comes up. Grab your newer sg and drop and run past the hive, turn and drop it facing the rhino who should be merrily smashing your other sentry. Kill everything else first. Hunters will be like bees on your other sentry. Throw a flare if needed; the rhino will ignore it, but quickly bang out the others, kill rhino. Drop a sentry or 2 if needed on either side of the drill and hang out there for the remainder of the round. Otherwise it is the... Cliff Fence spot, where you would do this (from the Barn hive upstairs): grab sg, run past Cliff Fence hive, up the mud ramp on the left, under the deck overhang. Just past the post, drop the sg facing the barn (more or less) it sees the drill on the left, under the overhang on the right. Run to barn, grab drill, drop off, set down drill (just so you won't be trying to climb the ladder while being attacked if they start coming before you are ready), climb back up, grab sg2, set anywhere by hive in view of sg1, get/plant drill, grab sg2 and head under the overhang, set in back corner, watching anything it can, but especially the other sg. This isn't too hard, but the combination of occasional scorpion missiles plus the very determined hunter attacks plus the eventual visit by the rhino can be a tad trying. Often stab a scorpion or spend $. When the rhino shows here it is a pain. Try to spread your guns about 20 feet facing each other. Shoot him. He goes down fast but throw in a few Hunters here and a scorpion and it gets annoying fast. This is a good one to have a flare for to make this really easy. If you don't kill the rhino quickly the scene may become chaos. Quickly focus on Hunters attacking you/scorpions/Hunters not attacking you/rhino, in that order. The hive will probably be done at this point, but drop a new sg if you can't take control because you have very little time between hives now. Finishing fence hives: if you have 2 sentries left now after the hive popped, place the oldest one on top of the dead hive, pointing towards the Grassy Cliff hive. Move the other first, then this one. This will protect you if you ran out of time and you can easily see if it gets destroyed/times out. Grab this one, then grab the drill, but if you are getting attacked already, grab the drill and head where this sg will shoot. It will protect you and get eaten so you can make a new one. Grassy Cliff hive: straight out from the drill, moving away from the hive, hit the edge of the cliff, turn around and set a sentry looking towards hive 14, down that incline. Follow the cliff edge ahead a few feet and set another sentry facing the Grassy Cliff hive so their fire crosses each other. Leave almost no room between the sentries and the cliff edge; even 2 feet will be enough for Hunters to climb straight up out of the ground onto the back of them. Will either be scorpion melee (try using the shield, easy enough with the sentry damage they are taking already), or drill health 50% or better which is quite easy. By now, a steady stream of Claymores or bouncing betties should be on the field, blowing up almost as fast as they go down (5 max down). This should be a relatively easy hive. Hive 14 (i could have called it Crater Hive, but no. It's Hive 14. That's just what it is). Once destroyed, the nuke laptop will be exposed. Don't fall off the edge. Quickly run your sentries to the puddle, facing each other, maybe 10-20 feet apart. One watches from the tree above the hive and left of that as far as possible. The other watches from the cliff edge on out. They watch each other. You watch the drill, the sgs, any scorpions that are straight out and may not get shot by the sentries (just wound them to keep them moving into danger). You constantly drop grenades, mostly by the drill area or right at the base of sentries (1 per sentry, several by the drill). And you run to turn on the electric trap every time it goes off; throw down grenades, then run. The electric trap is on for a random period of time. I originally thought that it lasted a set time, then thought it depends in how much damage it deals, but no. Testing shows that it just randomly turns off, usually lasting 10, 30, or 60ish seconds. I have turned it on during a lull, ran back through the puddle, still no cryptids, then had it shut off; 10 seconds long while dealing no damage. Other times it just stays on for a while. I'm not sure if the randomness is intentional or a glitch. This hive is maybe 6 minutes (?) and you get attacked by a rhino just past the halfway point. He is usually dead quickly here. Same as usual; he beats on a sentry, you and the other sentry get him quickly. Otherwise, try to steal the sentry as he beats on it, move it, drop it. Not too hard of a hive on solo. "...then haul your ass back here": as ghost squad said at start-arm the nuke and run. First, you have unlimited time. Mop up the leftover scorpion or 2. If 1sg left; take it up to the cellar doors (where Cellar hive was). Set it down facing fence where the Middle Fence hive might have been. If you have a second sg, run over to this side of the town barrier hive, set it there, facing up the road towards this end area. Drop bouncing betties by them; 2 by cellar, 3 by barrier hive. Make sure to grab a flare (walk to start if needed). And make sure that you know the location of your Town flare. Make sure that you know the way home. Walk it all the way back if needed (though nowadays the game has little yellow markers to show the way). If you see any trophy systems set them up shy of the barrier hives as you will be stopped by meteors temporarily at these locations while rhinos and Hunters and scorpions show you their love. Get to the nuke. Wait to be sure that your 'run meter' is full and your class upgrade ability is ready. If tank/feral instincts, throw these immediately after activating the nuke. Okay, hold x. Go up ladder, zig left around ledge that you can't climb, zag right to the corpse of the Cliff Fence hive (so you don't get hit by the rhino by the Middle Fence hive corpse). Run, fight by the sentry. You hope to get the rhino interested in it over you, but don't waste much time. Run until you near the meteor. If it looks busy, throw the flare where your sentry will shoot them. Fight the rhino by the white fence if he's there as he can be manipulated here (try playing with him here after the town barrier hive for practice). The meteor makes 4(?) Crackling sounds and drops on the last, it won't harm you, I often slide through them as they drop. Go through the barrier hive area (grab that flare I talked about if you don't have one now), straight through the center alley (this makes the rhino come around and he takes longer to kick your ass), a waiting scorpion shares of his body fluids with you. As you hit Lopez Road (and a seeker, and some Hunters, and more scorpions), drop the flare, drop some betties, run past your trophy there, turn and set a sentry. Either you will sit here unmolested until the meteor drops below ground or you will be getting bludgeoned by your rhino friend. If it is the latter, drop another sentry up higher if possible (if he goes after it, turn the first one to face him, otherwise) run around the army vehicle and try to keep it between you and the rhino, kill anything else and/or shoot the rhino, but you must get to the meteor in time for it to fall. Take the beating, use the special medic (or tank) ability to survive. When that meteor drops, move. Stay right down the sidewalk. If not medic or no feral instincts, just run for the platinum win (your shield will keep the Hunters at bay, or quickly turn and shoot if needed). If medic or boosted enough, spend money to keep up your spend rate leaderboards. On the ride out, whip out the soflam and try to middle-snipe a scorpion before the helicopter gets him. Good luck, thanks for reading! Give feedback or let me know if this helped as it was a lot of effort to write all this... Ha.
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Extinction weirds. If a beastie hops on your sentry gun, simply move it away. Occasionally, this leaves the beastie sitting in the air, gnawing on nothing and he'll just stay there. Trick grenades: i picked up Semtex until i had 5. I found some canister bombs, so i dropped the 5 Semtex since it was a location i would be fighting at later. I used the canister bombs, grabbed the Semtex. Then i tried to trade the Semtex for 2 canister bombs again, but it picked up the canister bombs and still showed the Semtex in the grenade slot (but it wasn't the usual visual glitch). I found some Claymores. It set down the canister bombs, picked up the Claymores, i still showed the 5 Semtex. Finally, while playing, i chucked the Semtex...the first 3 were Semtex, then when I got to the last 2...they were Claymores. Sneaky. Spin doctoring: Lead_psychopath taught me to spin to heal folk or fix the drill faster. This also works on search item, deployed boxes. Note that simply moving speeds it up and while spinning may be fastest, simply oscillating or moving the left stick in a tight circle works almost as fast and let's you keep your eye on what's going on. Poc craptid dance move; sometimes on the hive just after the first hive (by the park sign) and quite frequently in the corner hive (in the corner behind the motel), a honey dog will start to climb on the drill, appear about 5 feet away and slide through the air to the drill very quickly. Odd. Poc, last area; where the barn hive is upstairs, you can get on a small ledge on the outside of the building. Poc, by the grassy cliff (hive 13), the Hunters crawl out of the grass behind you and your sentry guns. Walk to the very edge and set them down to stop this. (typo-wrong word)
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Yeah, it is really worth it! EDIT: Double Exp/Teeth doesn't work on solo either. 1. Sucks that the double-teethsperience isn't on custom. I only play solo and split screen custom. My friends all got One or moved on to other games or both and I'm terrible at inviting strangers/playing randoms. 2. I'm tempted to buy the upgrade boost (i simply timed it out in split screen for informations sake with my ss clone), but I'm grinding for that 1000 point double class. Solo is easy enough that i use the special ability 0-1 times per game so it isn't worth it. 3. One quarter of the way to 1000. It's funny;i get obsessive compulsive (i know that it's hard to tell) and suddenly want to buy certain things like the vulture upgrade that i would hardly ever use. But so far, I've managed to keep my eyes on the prize.
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Do you guys play WaW on Steam, xbox or playstation?
83457 replied to Phoonzer's topic in World At War
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Class upgrade takes 3 minutes to reset. 1.5 minutes with the frequency boost for 200 teeth.
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Odd. Not happening here as of 13:00 est 9.6.2014. Same 12 teeth no prestige/no pool tooth. I had 4 at the end of hive 14, awarded 8 after the game, just like usual if i get completionist. Also, i had a drill repair this time which didn't effect the teeth amount. I'm guessing it's 2 teeth for a platinum poc escape.
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(post rewritten due to insanity of original post). Okay, i did a solo game with no downs, no drill repairs, platinum escape. 12 teeth, i did not prestige nor did I get a bonus pool tooth. 2 nonsuspicious teeth that were from kills. 601 total kills means that i got 2 from kills during that game. 2 for 10 challenges complete. 4 for completionist (12 challenges complete). 1 for relic 1 for escape That leaves 2: platinum? No downs? No drill repair? Sorry for my first post. This post didn't really get us anywhere and i would not have written it except that i had to replace my original insane post. So, in game, i saw 2 teeth show up from kills. 2 from the 10 challenge. The other 8 were awarded after the game (i checked my teeth count after hive 14 at which point I had earned 4 teeth). So, it seems that completionist only counts if you actually win, since it isn't awarded until after the game is over.
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@thedinobot, Thanks for the info. i keep getting my butt beat in that area of mayday solo. I'll get it one of these days. I keep grinding teeth on poc solo because it's a guaranteed win for me. @GRILL, I'd love to play, but I'm very introverted so it's hard to send invites. Don't worry, I'm only a little crazy. If i could join your game i would, but it's always full or solo...(no option to join).
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I keep getting platinum solo escapes from poc and it doesn't give me teeth as I'm flying off, so i guess not. Guess: every so many barrier hives maybe? I keep getting them as a barrier hive is destroyed. Not every b hive of course, but definitely seems to trigger them. Maybe no downs before the hive or something? Using what people describe here isn't matching the higher number of teeth that I'm getting. I keep failing completionist, but almost always get the 2-for-10. 872 teeth to go for double class. Have: faster revive, more cash, flaming stowed riot shield, hq incendiary, seeker explosion protection, start with sp, faster health regen, hg ap ammo, damage upgrade, sentry armor, all 4 class upgrades, ims fast trigger, keep valid attachments, the 11th relic (magnum acog), ims flaming pools, no snare, pistol ark attachment. Working on double class, then upgrade frequency boost...and I'll see where it leads from there.
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ALL UPGRADE FEEDBACK AND TIMES. This post edited and moved to post 48 (page 3 on my phone). Every attempt to edit here removes all spacing...So, read it there for in depth descriptions and time limits. It's a worthy read.
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A little trick for testing them; get a bunch of teeth, split screen with a friend, signed in as guest, he'll be your clone with all of your teeth. Play as the guest and spend the teeth, see if you like the upgrades before you spend your actual gt's teeth. Sign out, sign back in and try something else. The toughness is good. I couldn't even see results from hive 1 stun knife, pointless. I'm saving for pistol ark, but i feel i should go for the frequency boost. But then again, i rarely need the special ability. I guess I'll test the pistol ark, then decide. Decisions decisions... I bought the pistol ark. Worth it just for the fact that it turns them into electric Kool-Aid. Now i can finally justify using armor-piercing bullets on my pistol.
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