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Moon: A Detailed Guide To Round 50 Co-Op


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Moon: A Detailed Guide To Round 50 Co-Op

Summary

This guide will include a comprehensive tutorial and all information needed to reach Round 50 on Moon in co-operative gameplay. Along the way I'll provide tips to getting to Round 50 faster and easier. This guide is recommended for 2 players. This guide is NOT recommended for high scores. This is actually the fastest way to get to level 50 in my opinion, and is not aimed at high scores. There is minimum risk in this strategy as well. This guide is suited best for average to advanced horders.

Requirements

*Reliable teammate with a working mic

*Completing the Easter Egg (Link to my tutorial: http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17170)

*Keep M1911 for Mustang and Sally upgrade

*Multiple Hackers

*Keeping the Biodome from being breached

*3-5 hours playing time

*Advanced circle running techniques

Weapon Loadouts

Player 1: Mustang and Sally, Ray Gun, Porter X2 Ray Gun, Gersches, Claymores

Player 2: Mustang and Sally, Porter X2 Ray Gun, Wave Gun/Dual Zap Guns, Gersches, Claymores

Strategy Guide

No Man's Land

Get as many knife kills as you can until you hear the first buzzard go off, then make your way towards the teleporter. After the siren sounds, teleport to the Moon. You can choose to stay and try to get Jugg, but I don't recommend that unless on Solo.

Survival Tip: You may also want to note if it's Speed or Jugg. Some people prefer to just restart right away if it's Jugg and not Speed so when they teleport back for the first time, Jugg will be there. (Jugg and Speed alternate each time.)

Round 1

Let the zombies in this round. Shoot 5 times and knife for the most points. Line up zombies for collateral damage for max points possible. Letting zombies in means you have a chance of getting a power-up.

Survival Tip: Astronaut Zombie can spawn as early as Round 1, keep an eye out for him.

Survival Tip: Do not throw grenades in the spawn room!

Pro Tip: Line up the zombies for collateral damage.

Round 2-3

On Round 2, shoot the zombie 8 times and knife. On Round 3, just focus on killing the zombies before you get overrun. Keep one walker so you can make your way towards Tunnel 6. Open the first door towards Tunnel 6, and camp in that room (MPL room). You should have enough points for both of you to buy the MPL.

Pro Tip: If you scored a max ammo on Round 1 or 2, try to empty your ammo of your M1911 into the zombies so you can get maximum points.

Round 4-5

Have one person watch the two windows inside the MPL room, and the other guy outside covering the door. If you get overrun just open the next door towards the power room, and regroup and kill the remaining zombies. Be sure to stay in constant communication with your partner at this point or you will not survive long. Get a crawler on Round 5. You should each now have enough to buy Jugg, so go do so immediately. I take no chances and like to secure Jugg ASAP. Be sure to use the hacker on any doors you can. The points you save are crucial in these early rounds. After you return to the Moon, hack the door to the Biodome and camp out in here for the next few rounds. If you have the points, buy another gun (MP5 or 74u).

Pro Tip: Use the Hacker to cut costs on doors in the lab. You can also use this to hack windows and make points (Only one board is needed for the 100 point hack. Rebuild until one board left, then hack for 110-150 points.

Survival Tip: If you or your partner are short on funds for Jugg, use the hacker to give them some points.

Survival Tip: You can also choose to buy the Boeing Knife instead of the 74u, but be careful stabbing without Jugg.

Easter Egg Step 1: Sam Says Part I

Easter Egg Step 2: Hack the Terminals in the Lab

Round 5-9

You can either choose to run around and melee if you both have Boeings, or you can start running circles. You will now start the hoarding techniques in the Biodome. I choose to do all of the hoarding in here as the artificial gravity makes the zombies much more predictable. Low gravity can lack that predictability at times. Also, hacking power-ups is possible in here in the later rounds. You both will be doing circles at seperate entrances of the Biodome. It is crucial you guys keep yourselves and your circles seperated throughout this game. Keep communication open at all times. You should have Jugg by now, but if not, get it as soon as possible. Try to buy Stamin-Up as soon as possible as well as it's very helpful when running circles.

Player 1: The "more advanced" hoarder should run this circle. Player 1 will get about 70% of the zombies. You will be located at the entrance to the Biodome from the lab. Start by facing the entrance. Stay to the far right, and cut left whenever there's a gap in the zombies. Complete the circle by returning to the original spot, and repeat the technique. Mix in Figure 8s whenever you need to and run both clockwise and counter-clockwise when you need to. If you ever have problems completing the circle, just loop around the island of trees behind you and return to the starting location. You will get the majority of zombies in this spot, with about 50% running in from the lab extrance (Don't worry, Nova crawlers won't spawn.) The following video shows the route you need to be running, the times and places to shoot, and where to jump with PhD Flopper.

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Player 2: The other player will be running at the other entrance to the Biodome (teleporter entrance). Player 2 will only get around 30% of the zombies. There is a long strip that you will be running along, from the bottom of the staircase to the u-turn at the other end. You'll be running a big long oval more than a circle. Start by turning your back to the door and running along the right wall (Just past the barrier zombies jump over). Turn left whenever there's an opening in the zombies, and turn again to complete the U-turn. When you get to the bottom of the stairs, do another U-turn to complete the the circle. Repeat this process. Be sure to keep your eyes on that low barrier when you're doing the second U-turn. Zombies like to come running out of there often. The following video shows the route you need to take, when to shoot, and where to jump for PhD Flopper.

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Pro Tip: Buy PhD Flopper to save on ammo and to not have to worry about a gun.

Pro Tip: You should have had the funds to have the Boeing Knife during these rounds.

Survival Tip: Once one zombie hits you, he will break your sprint momentarily. And once a few more get a hit on you, you'll slow to a snail's pace.

Survival Tip:Keep your eye out for straglers before you start shooting a horde. There always seem to be one or two zombies that show up late.

Round 10-15

Continue to run your specific circles in the Biodome. The Boeing knife is no longer one hit, so I propose you buy the AK74u if you haven't yet. You'll also want to upgrade the Mustang and Sally some time during these rounds. You can choose to hit the box if you like as well during these rounds, just be sure to not trade in your M1911 if you still haven't upgraded it. I like to buy the AK74u, upgrade to M+S, and then buy Mule Kick to go for another gun or a weapon needed for the Easter Egg.

Weapons You'll need to get from the box during these rounds:

Dual Zap Guns/Wave Gun (either player)

Gersch Device (1 player)

QED (1 player)

Ray Gun (only 1 player)

*ARs and LMGs are also great for both players to have if they want,

but I choose to just upgrade my AK74u as soon as I can, and save the

last gun slot for a Wonder Weapon.

You should also buy Claymores during these rounds to start stacking up on them. You'll want to buy them as early as possible so you can place them out of the way each round, and have 40+ saved up for the higher rounds. The following pictures show where to place the Claymore for each player.

Pro Tip: Place your claymores down at the beginning of each round so you don't forget to do so at the end.

Pro Tip: Wait until the next round starts to kill the Astro Zombie if he's near your hording area. This will ensure he won't come back the entire round.

Pro Tip: Hack the AK74u right after you upgrade it to cut down on ammo cost.

Survival Tip: Make sure you're both inside the Biodome before the next round starts. If not, Nova crawlers from the lab will spawn. And there's nothing worse for running circles than teleporting crawlers.

Survival Tip: Remember that when returning from Area 51, your cralwer will turn back into a runner. Do not kill him until you're back in the Biodome.

Easter Egg Step 3: The Artifact in Tunnel 6

Easter Egg Step 4: Collect the Souls (if possible)

Round 15-20

Continue to run your individual circles inside the dome. If you upgraded to the 74fu2, the gun should last you through these rounds. You may have to buy ammo at the end of a round, but if you hacked the weapon previously, it'll only be 500 points for upgraded ammo. Continue to hit the box until you get the Wave Gun, Gersch Devices, and QEDs if you haven't already. Complete the Easter Egg step of filling the vile with 25 zombie souls during these rounds if you haven't already. The earlier you get down there and get those steps out of the way, the better chances you have. Ideally you'll have the majority of the Easter Egg (or all of it) done before Round 20, depending on how long it took for Tunnel 6 to be breached. Be sure to leave a crawler every round just in case you need to do something.

Getting Two Ray Guns

To do this, one of the players must already have an upgraded Ray Gun (Porter X2), and the other player can't have a Ray Gun or a Porter X2. The player without the Ray Gun or Porter X2 must have the hacker and hit the box. The player that's hitting and hacking the box must hack their first choice, and pull a Ray Gun for his second choice. Then he must hack that 2nd gun and the other person (the one with the Porter X2) can trade whatever weapon for it. And there you go, he's got two Ray Guns. A Porter X2 and a Ray Gun. The players third weapon should be Mustang and Sallys.

*Note that the player with the Porter X2 and Ray Gun CANNOT upgrade his Ray Gun. If he tries, the computer will register he has two of the same gun, and just give him a Max Ammo for his Porter X2, and will take his Ray Gun away.

Surviving the First Round by the Pyramid (1 Vile)

This is actually alot easier than you might think. As long as someone has the Wave Gun (someone should if you're on that step of the EE), you'll be fine. You should both have your M+S as well, so it shouldn't be a problem. Stand in the back corner on the vile's side, and have the player with the Wave Gun watch the front (vile) and the other watch his back behind the pyramid. The player without the Wave Gun's main goal is to watch his buddy's back. One round should be enough to fill it up.Oh and the round will go pretty quickly, so make sure to keep a crawler. DO NOT hit the switch, you'll want to save it for filling up the 4 viles. Return to the Biodome or continue with the Easter Egg if you've already got the plates from Area 51.

Pro Tip: Place your claymores down behind the pyramid when doing that step of the EE for extra protection.

Pro Tip: 1-2 Flops from PhD Flopper can still take out an entire horde at these rounds. It's also great for making crawlers.

Survival Tip: Be aware of the Astro Zombie, if he's loose somewhere or you don't know where he is, be very cautious running through airlocks.

Easter Egg Step 5: Cryogenic Slumber Party (wait to use the DMs)

Easter Egg Step 6: Collect the Plates

Easter Egg Step 7: The Wire, The Golden Rod, and The Computer

Round 20-25

Continue to run your respective circles in the Biodome. By now the AK74fu2 isn't gonna keep lasting the entire round. I recommend you both buy a AR or LMG and upgrade it (unless you already have your Wunder Weapons). If one person already has the Porter X2 and the other doesn't have any Ray Gun, try to get the teammate with the X2 another Ray Gun by having the other player hack the box. This may take some time to get it, but it'll make up for the hassle in getting it. Although an upgraded AR will do fine for these rounds. You should also try to get the Easter Egg completed during these rounds if you haven't already. Look below for tips on how to survive the second round by the pyramids.

Good Guns to Upgrade From the Box

RPK -------> R115 Resonator

HK21 --------> H115 Oscillator

Galil -------> Lemantation

AUG -------> AUG-50M3

Commando ---------> Predator

Surviving the Second Round by the Pyramid (4 Viles)

This is what you saved those 90 second Death Machines for. Start the round then flip the switch. There is a little bit of a delay so be sure to flip the switch right when the round starts. Both of you stand at the back of the pyramid, and wait for the zombies to get close to the rear viles to kill them. Get the back viles out of the way before moving to the front ones. When they run out (they should last about 2/3 of the round), switch to your Wonder Weapons or M+S to finish them off. This process usually takes more than one round. If it goes into the next round, fill them up immediately on the next round and run back to the Biodome. If someone has a Gersch, throw it before you leave.

Pro Tip: Buy Stamin-Up if you haven't already. It's extremely helpful for dodging zombies.

Pro Tip: Use PhD Flopper at Area 51 if you need to temporarily keep zombies at bay.

Survival Tip: Always watch your back when shooting the horde and always be ready to run.

Easter Egg Step 8: Collect More Souls

Easter Egg Step 9: Transfer the Artifact

Easter Egg Step 10: Sam Says Part II

Easter Egg Step 11: Teleport the Artifact. The Easter Egg is now complete.

Round 25-30

Continue to run your respective circles in the Biodome. Upgraded LMGs are still good during these rounds. ARs will most likely run into ammo issues during these rounds, but are still pretty effective. The upgraded Galil is one notable AR that's still effective in these rounds. By now you should have the Easter Egg completed, making this whole thing much easier. If both players do not have Gerschs, whoever doesn't should spam the box to get it. You'll both need Gerschs for revival and hacking power ups.

Reviving Your Downed Teammate

Now that you've both got 8 Perma Perks, reviving your teammate is quicker and easier than ever before. When your teammate goes down, continue to horde all the zombies up. You'll notice when your teammate's zombies join with yours as you'll see a big group merge with yours. Make another loop if you need to to get the straglers, and revive your teammate. Having permanent Quick Revive makes it quick. If it's absolutely necessary, throw a Gersch to distract the zombies and revive your teammate. There is no excuse for letting a teammate die now.

Hacking the Excavator to Keep the Biodome Oxygenated

You can no longer keep a crawler and then go hack the excavator, you will run out of time if you try to wait. When the announcment is heard about the excavator going for the Biodome, immediately start hording all the zombies up. Do NOT shoot any of them. After all the zombies are spawned, have Player 2 (by the teleporter entrance) bring his zombies to Player 1. Merge your zombies together, run with your partner for a little bit, then head through the labs to the spawn when the coast is clear. The player that's hacking shouldn't account more than 1 or 2 zombies. Wait until the player has returned to the Biodome, and continue to kill the zombies as usual.

Pro Tip: Obtain two Hackers by pressing x (or square) at exactly the same when picking it up.

Pro Tip: Carry the Hacker for 5 rounds in a row, and you'll recieve 2500 points for traveling to Area 51, and another 2500 points for completing a round.

Pro Tip: Always save one Gersch in case you need it to revive your teammate.

Survival Tip: Do NOT use QEDs anymore. You run a risk of teleporting your teammate mid-round and ruining a 50+ round.

Survival Tip: Always make a crawler, and hack the excavators as often as you can so you don't get blocked off (unless it's going for the Dome, then go mid-round

Round 30-35

Run your respective circles in the Biodome (is there an echo in here?). Your upgraded LMG (if you have one) is gonna start running into problems with ammo. You can either choose to get rid of it for another similar weapon, or hopefully you already have the final weapon loadout for the rest of the game. The weapon loadouts should like look this:

Player 1: Mustang and Sally, Ray Gun, Porter X2 Ray Gun, Gersches, Claymores

Player 2: Mustang and Sally, Porter X2 Ray Gun, Wave Gun/Dual Zap Guns, Gersches, Claymores

You can choose to keep the LMG and try to get a Max Ammo, but eventually the upgraded LMGs will just be too ineffective. You'll want to start killing the hordes with your Ray Guns and Mustang and Sallys. If somebody has two Ray Guns (regular and X2), he should use both of those up before switching to M+S. The other player should use his X2, then his M+S, and then the Max Wave Gun if he's completely out of ammo. I say this because the Wave Gun does not allow power-ups to be spawned from zombies that are killed. You should be still getting power ups somewhat frequently, so keep your eye out for them.

Hacking a Power-up To Get Max Ammo Mid Round

When ever you see a power-up appear, inform your teammate and throw your Gerschs. You both should have them so let him throw his as well. Make sure to always keep one Gersch for emergencies and just in case you accidently walk into the power-up prematurely. Hack the power-up once they start getting sucked in. Remember that after you do hack the power-up, you don't get it until you run into it. So if there's the time, throw your last one. Like I mentioned earlier, you both should have Gerschs and Hackers, so this should be a common occurance during these higher round. If you do happen to get two power-ups or one right after the other, hack them both unless one's a Nuke or Insta-Kill. I choose to pick those up when I can because they're very helpful in the high rounds.

Pro Tip: Make a crawler and travel to Area 51 at the end of each round to make a cool 5000 points per round via the Hacker Bonus.

Pro Tip: Group the horde of zombies as close together as you can before blasting them. This will help save on ammo immensely.

Pro Tip: Remember to lay down Claymores after getting a Max Ammo

Survival Tip: Be careful picking up Death Machines now. They slow you down greatly. I only like to pick them up if I still have a big horde.

Round 35-40

Run your respective circles in the Biodome. Continue to use the technique in the last round of killing with Ray Guns and M+S. Power-ups are gonna become more rare, but should still come up often enough to be able to get a hacked Max Ammo frequently enough. Remember all those Claymores you stocked up on? Well now you're gonna put them to use. Wait for all the zombies to horde up, shoot a shot or two from a Ray Gun or M+S, and then Claymore all the crawlers. This should help save on ammo and help get you through the rounds. Try to group up the crawlers as well before you lay the Claymores.

The Hacker Bonus

The following chart shows the Hacker Bonus recieved, depending on how many rounds you've been holding the Hacker:

1 round: 500 points

2 rounds: 1000 points

3 rounds: 1500 points

4 rounds: 2000 points

5 or more rounds: 2500 points

Some players are aware of this bonus, however most people are unaware you can get TWO of these bonuses per round. One for completing the round and starting a new one, and another one for teleporting to Area 51 with the Hacker. Every time you travel there, you will get the bonus. Now add these bonuses together (by leaving a crawler and going to Area 51 each round), and you will be making a significant amount of points per round.

1 round: 1000 points

2 rounds: 2000 points

3 rounds: 3000 points

4 rounds: 4000 points

5 or more rounds: 5000 points

Things to note about the Hacker Bonus

* To recieve the Hacker Bonus, you must carry the Hacker device for one whole round before you get your first bonus points in the next round.

* You cannot put the Hacker down at ANY time, or your cumlative Hacker Bonus will return to to 0, and you must carry the Hacker for another whole round before starting back at the 500 point mark.

* Multiple Hackers will sometimes net multiple players getting the bonus.

Pro Tip:You should always be able to hold your breath long enough to make it to the next airlock when running back to spawn.

Pro Tip: Never set your Hacker down unless you absolutely have to.

Pro Tip: Go for Nukes or Insta kills on the floating platforms if it spawns right above your hording area (first platform). Make sure the zombies are all spawned and in your group when you do this.

Survival Tip: Continue to Hack the excavators at the end of a round whenever you need to. Keeping the tunnels clear will hopefully prevent you from accidently running into a saw in one of the tunnels and running out of breath.

Round 40-50

Continue to run your respective circles in the Biodome. In these late rounds, it's going to start getting very hard to come across power-ups . Conserving your ammo is the number one priorty for these rounds. Remember to always keep one Gersch ready for when you see that power-up and have to hack it. Continue to use your Ray Guns and M+S first, and remember to place Claymores when you have them to kill crawlers. Whoever has the Wave Gun will start using the Wave Gun to his benefit to get power-ups using the method provided below. Be sure whoever does have the Wave Gun saves at least one full clip of his Ray Gun or M+S when using this technique.

Guarantee Yourself a Power-up

Power ups may seem completely random, but they're not, they're based on points acrued. Every certain amount of points you get, a power up will drop (along with random power-up drops that get rarer with time). Knowing how to use the Max Wave Gun properly can guarantee yourself a hacked Max Ammo. Only use this method if you both are low on ammo. You should have saved most of the ammo in the Wave Gun for this moment. During this process, your teammate without the Wave Gun cannot kill any zombies. He should just horde them up and not kill them.

I learned of this technique from a fellow member on here, Superhands. A big thanks goes out to him for letting me put his technique up on here. This method will ensure you will never run out of ammo. His Moon Solo Guide can be found here: http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17624

Quite simply put though, after a certain amount of points (increases through the rounds due to a multiplier each round) you're due a powerup. Even if you're killing with a weapon that doesn't drop powerups, like the Thundergun, you'll still be due it and the next time you kill with a weapon that does drop them you'll get all the drops you're due, hence the reason why some people use the Thundergun to get loads of kills, then get about 4 or 5 drops when they throw a Gersch Device.

In my solo games for Moon, as soon as I get the Wave Gun/Zap Gun I start using it for each and every single kill. By the time I've used all of the ammo, plus points for holding onto the hacker, I've made a LOT of points. Of course the Wave Gun doesn't drop powerups, so when I'm out of ammo on it I just kill with another weapon, get my drop, hack it to a Max Ammo and I'm all full again. My highest round is 52 so far with this strategy, and I've had a drop every single time I've attempted to get one.

So there you have it. When ammo is starting to get low, have the player with the Wave Gun kill all the zombies. The other player should just horde the zombies and/or merge them with the Wave Gun's group. Have the player with the Wave Gun use 5 or 6 full clips on the zombies. After he has killed 6 clips worth of zombies with the Wave Gun, both players can begin to kill with the Ray Guns and M+S. A power-up will appear with this next horde, so just throw the Gersch and hack it as usual, and you're good to go again. Do this as necessary, but remember this method does take time, so I would only use it when ammo's getting low.

Round 51 and Beyond

So there you have it, Round 50. You want more you say? Well who's stopping you! You've simply got to continue using the methods used from Round 40 up. You'll notice that the difficulty does level out by now, and it becomes more a time restraint than anything else. The higher the rounds, the more you will have to implement SuperHands' method of getting Max Ammos to ensure you're not always running out of ammo.

Pro Tip:Place Claymores a couple feet away from your target for the most ideal damage. It can miss zombies if they're too close.

Pro Tip: If you have a group of crawlers, you can use PhD Flopper to kill them to save ammo.

Pro Tip: Always tell each other if either of you are going to use a Gersch.

Pro Tip: Be careful if you're partner's off doing something and you're knifing some of the crawlers. One might be holding a Nuke, and if you hit that you could end up getting your partner killed.

Survival Tip: Don't assume the round's over simply because there are no zombies out. Another horde may be spawning late or your partner may have the majority horded up.

Survival Tip: Never assume that the round is over. Always communicate with your partner to confirm he has no more as well.

Other Helpful Resources From CoDz

"What Are Drops Based On?" - http://callofdutyzombies.com/forum/viewtopic.php?f=53&t=17536

"Chart of Zombie's Health/Damage Per Round" - http://callofdutyzombies.com/forum/viewtopic.php?f=53&t=9270

"No Man's Land: Survival Guide" - http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17460

"Hacker: Discussion & All Known Effects" - http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=16354

"Quantum Entanglement Device: Discussion & All Known Effects" - http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=16357

"Written Steps To The Big Bang Theory Easter Egg (w/ pics)" - http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17170

"The Hacker Bonus" - http://callofdutyzombies.com/forum/viewtopic.php?f=72&t=17170

  • Like 1
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Brains to you of course my friend :D

I don't know if I've inspired the community to write better strategy guides than mine, but I'd like to think so! This guide will undoubtedly help us all achieve really high rounds on this map. Brilliant work actually.

EDIT: Thanks for linking to my guide on the bottom :D I'd brains you just for that.

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I don't know if I've inspired the community to write better strategy guides

I'd say yes, I wrote my FIVE strategy as requested for your masters zombies guide and I enjoy sharing my knowledge ;)

Next I'm thinking of writing up one of the following:

Solo straategy for COTD

Co-op strategy for FIVE

Co-op strategy for Verruckt

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Thanks for the positive feedback guys! It took a little bit of time to make it look all nice and neat, but I'm happy with the end result.

I actually wrote a Ascension Solo guide back in February when I first signed up here, but just haven't had the time to write any since then. I like to make them easy to read and understand, so it takes a little bit of time to tweak out the final details. Now that I have more time on my hands though, I can put some more time towards the site (not that I wasn't before.I'm usually quite active on the site.)

Thanks to way2goo, duckcall00, FU453, Ehjookayted. I linked your guys' posts at the bottom of the page. I'll be sure to brains you guys for your respective topics if I haven't already.

EDIT: BTW When I look at this guide on my Droid phone is shows the entire text in that bright green color, and not just the subtitles. But on my computer, it's white like it's suppose to be. Is anyone else seeing the all green text?

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Great guide! Looking for forward to try it out :)

Do the exevators always breaching in midround? Or is that totally random?

Since that is the thing I'm worried about.

The first excavator warning announcement almost always goes off at the start of a round. It will make 3 of these initial announcements before doing the 60 second and then 30 second warning. As long as you're in the lab when the 60 second warning goes off, you'll be able to make it back to the spawn area in time.

Before Round 20 or so you have enough time to finish the round, make a crawler, and go hack the excavator. But in the higher rounds, you're better off having one guy horde all the zombies in thethe beginning of the round and have the other guy hack the excavator after all the zombies have spawned out.

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Awesome guide.

The only thing I miss is a focus on merging the trains. I think its really important to make faster progress. It can be easily done if you meet up in the center of the map. The Wave Gun Man kills now all zombs on the map with a shot, instead just these 70%, and this in the same time.

When Wave out, we did same tactics but just with gershes, which then drops pretty much always something, as mentioned. Till 40 we used gershes only.

I think this is a nice to know to make things fast. 20-30s to gather train up, 10s to meet, 10s to organize and shoot.

Like this, we never had to use a Ray or the MS, and could use this ammo for Mr. Red, which takes about 200+ Ray Hits in Round 50.

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This is an awesome guide! Nice job putting it all in such an organized fashion. I used to post on other forums and no one was as picky as me like this! Haha. Some great tips there I didn't know about. It really comes down to technique and discipline to make things work. Man, I hate playing with randoms. I wanna make some high-round attempts soon with 2 players on all the maps. I usually play with 4, but it takes too long and too much room for error.

[brains] [brains] [brains] [brains] [brains]

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(Awful Lawton's great to have)

I smoke alot of weed but is the Awful Lawton even in Moon?

Bahahaa :mrgreen: that comment made me crack up! My apologies guys, I guess I never really paid much attention to it. The Crossbow is not on Moon. I rarely if ever use the Awful Lawton (only if there's no other good weapons), so I guess I sorta assumed it was in there. Which leads me to a great question. Why did they decide to take it out on the last Black Ops zombie map? I know it really didn't get used much, but why take it out for the last map, Moon?

I'll update the OP as soon as I can. Sorry again for the delay guys, I've been compiling an epic Storyline/Timeline thread as of late that's taken up all of my CoDz time :lol:

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I thought you just made a mistake and meant to say the M72 anarchy, which is tight.

Personally, I never ever use the M72 Anarchy or China Beach. It's crawler city all day with those weapons. Although I will say, a semi-automatic Rocket Launcher was pretty badass the first couple times using it.

If the Crossbow didn't upgrade to what is basically a Monkey Bomb Gun, it'd be the most useless weapon in the game IMO.

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(Awful Lawton's great to have)

I smoke alot of weed but is the Awful Lawton even in Moon?

Bahahaa :mrgreen: that comment made me crack up! My apologies guys, I guess I never really paid much attention to it. The Crossbow is not on Moon. I rarely if ever use the Awful Lawton (only if there's no other good weapons), so I guess I sorta assumed it was in there. Which leads me to a great question. Why did they decide to take it out on the last Black Ops zombie map? I know it really didn't used much, but why take it out for the last map, Moon. That just seems unecessary.

I'll update the OP as soon as I can. Sorry again for the delay guys, I've been compiling an epic Storyline/Timeline thread as of late that's taken up all of my CoDz time :lol:

Think about it: if the auto-monkey gun was on Moon, how easy would hacking be? Also, a bow and arrow wouldn't exactly work out great with reduced gravity.

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(Awful Lawton's great to have)

Bahahaa :mrgreen: that comment made me crack up! My apologies guys, I guess I never really paid much attention to it. The Crossbow is not on Moon. I rarely if ever use the Awful Lawton (only if there's no other good weapons), so I guess I sorta assumed it was in there. Which leads me to a great question. Why did they decide to take it out on the last Black Ops zombie map? I know it really didn't used much, but why take it out for the last map, Moon?

I'll update the OP as soon as I can. Sorry again for the delay guys, I've been compiling an epic Storyline/Timeline thread as of late that's taken up all of my CoDz time :lol:

Think about it: if the auto-monkey gun was on Moon, how easy would hacking be? Also, a bow and arrow wouldn't exactly work out great with reduced gravity.

Hmm, that makes perfect sense about the first part. That's gotta be why they nerfed it for Moon. It would've just made it too easy to hack. Good thinking Eh, I'll be sure to come back and brains you for the smart thinking.

I don't think the gravity level would have any affect on it in-game though. The Ballistic Knife isn't affected by the lack of gravity (though it should be), so I doubt that it'd be any different in the Crossbow's case if it were on Moon.

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  • 2 weeks later...

Yeah when I saw videos on Youtube of people hacking the excavators and stuff before Moon came to PC & PS3, I was like 'that'd be simple, just have a Lawton as a third gun and you can use it to distract the zombies while you hack'. But when I asked Relaxing about it he said it'd be the perfect way to hack, if only they'd put it on the map. I was disappointed to hear that but it made sense.

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Yeah when I saw videos on Youtube of people hacking the excavators and stuff before Moon came to PC & PS3, I was like 'that'd be simple, just have a Lawton as a third gun and you can use it to distract the zombies while you hack'. But when I asked Relaxing about it he said it'd be the perfect way to hack, if only they'd put it on the map. I was disappointed to hear that but it made sense.

For me, standard proceedure is to throw a gersch device behind me right before I hack any excavator control panel. That sucks up any zombies that would interrupt my hacking. I also use claymores to watch my back in the control room. Just be careful not to place the claymores too close to the windows though. That's my solo strategy at least, or when I'm playing co-op with teammates who don't use teamwork

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