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Tom852

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Everything posted by Tom852

  1. I'm on 317 now Video already posted twice (although it still takes 30min to upload ) but here it is again
  2. I actually think your table is wrong for your hybrid... I again had only something around 170 180 or so at 6/6/30 and ended with about 320. I tend to 'waste' shots in the beginning, so the ammo count goes down quickly. But with your hybrid, I'm also very early in the program, early jug and stuff, therefore I think you can make more kills with the last 42 shots...
  3. On PC, COTD is always on a constant popularity. About the same as Ascension.
  4. Happy to see you corrected yourself You take about 55 seconds per wave. Others need half the time. And if you play 20h or 10h for the same round is quite a difference But the safety of this strategy is great. Well done!
  5. I am confused. When the Box is at AK, and you merge trains in Power, where does P3 now go down and where is P1? And how is this meant with zombies are on "top" of you?
  6. In solo: 1. Jug 2. QR 3. PHD or Speed Reload 4. Stamin or Double Tap or Mule or Speed Reload In coop: 1. Jug 2. PHD or Speed Reload 3.-4. Stamin or Double Tap or Mule or Speed Reload
  7. Great work! I'm looking forward for the medals.
  8. Although no one can answer, what a good NML day for hands is (we know what he understands under a "bad" day).... See my frustration today lemonade. First, a ton of bad spawns and Speed Reloads. In between some stuff that looked well, but that I just messed up. In the end, a nice looking run, where I just waste about 5 shots for nothing (shooting only half of the train etc), execute cutbacks where it is just luck that the dogs don't block you etc... Hands, this is a bad day in NML. @Lemonade: I think the key to success is Choppers 10 step program, Hands' Hybrid Strategy and patience. A lot of patience. A super TON of patience and endurance!! It happens to everybody, that you give a MS shot on your feet without jug and a second later a dog kills you. The douzble swipes and double hits and everything, that happens to Chopper and Hands too... 10 tries a day? Let me tell you a secret. I might finish every 50th-100th run with a proper result. 50% Speed Reload 40% Bad Spawns 8%-9% you mess it c655hBMzmv8
  9. Your damn table ruins all my runs. I see I have 200+ at 6/6/30 and I start to shake, my heart beat goes up, my hands get sweat soked, and I'll mess the run a few seconds later...
  10. When you have the "right" type of randoms With Pro's it's just boring ;)
  11. Suggestion: Isn't that something for "Here's the situation?" ?
  12. I just wrote down what came into my mind and uploaded the videos, that support my thoughts But really hands, this stuff will get me my 300 kills, definitely. When it will happen is just a question of how much patience I have. But it will happen with this. Thank you so much for it. Seriously, this is the thread that gave me my 300 kills. And also the triple crown... I always felt incomplete without the 300 kills, but now I can do it! One thing is for sure: Once I've got my 300, you'll never ever see me again trying NML solo. It's amazing what you do. You come up with those awesome strategies. Moon Rec Bay for solo or coop... NML... In this Shangri discussion, you're the only one not straggling and delaying and aborting and whatever, you're the one that tells "hey I'm at 80 with 0 downs, gonna finish tomorrow". Just big respect for all your work.
  13. *Super's Hybrid 90 Sec PaP Strategy; Kill-Maximising Method* A detailed review and experience report by Tom §1) Preface Super has done a lot of nice NML contributions. I think his best work was - at least for me personally - the 90s PAP strategy on the Pad. To be honest, i was never really satisfied with it. My main concerns about it are: [*:3jei76sn]you loose all the quick double knife kills, straight after the first siren [*:3jei76sn]you loose all the single dog knife kills [*:3jei76sn]the first nade could do way more kills, than just 5-6 - as super does it in his pad pap. Now Super brought this here to us, and when we have a look: [*:3jei76sn]corrected [*:3jei76sn]corrected [*:3jei76sn]corrected §2) First Look It promises a lot. A 90s pap with a ton of kills! I was really exited to try it out. But I noticed quickly, that it cannot be done without practicing the strategy first of all, as well I had to develop a feel for it. Fortunately, it was quite an easy work, to correct my faults I did in the beginning. I caught the timing quite fast. So it seemed as a strategy, that you cannot just do and copy. You need to practice it a bit, and think on your own, how you can solve the occuring problems. Once you got the hang on the strat, it goes orgasmic. See here one of my first few tries. Although I was still warming up and finding my "hang" on the strategy, I just broke several personal records. Jug + Pap at 2:20 Jug with only 2 shots. 100 kills at 3min with only 6 shots, as well something I could never ever achieve before. It looked like a potential 300+, although my Pap-to-Jug strategy was not optimal imho. §3) Problems and weaknesses of the strategy a) Timing [step 2-3 of the author's numbering] You will notice quickly, that when you really hang out 6-8s at the sidedrop to doubleknife at least 3 zombones, you need to hurry like hell to get a good first nade. Your sprinting can then tend to mess the zombies a bit, so that the nade will not catch all of them. Interesting is also to talk about a nade slightly after the 2nd siren. It is unavoidable to accidentially throw some of too late nades, as you could already see in the vid above. But when you place it really well, it actually still can take out the full wave, and spare you the crawlers. But however, even if you get crawlers, you'll have lots of time to knife them (=more pts but less faster spawn). Therefore, I wished the creator gave us some more words about the timing. I'm not really sure, if a quite late nade is good or bad. But as said, you'll adapt the optimal solution for yourself quickly on your own. The turn around pap [step 3] Here I faced lots of difficulties. The main problem is, that you get a straight line there, built by all the spawner's at the backswamp. And this line is very hungry for human flesh: I also wished here some words about it from Super. But let's think about it on our own. All you need to do, is try to lead this backswamp spawner line to the right side as good as you can... Or, just shorten your path a bit. When you actually just think about leading them to the right side as good as you can, you'll already be able to dodge them. It is also something that just needs some tries and some practice. But quite soon you'll manage to handle this line: c) The dogs up at the pad [step 5] Unfortunately, it will simply be impossible to always get rid of all dogs. Very often, you have those b!*ches up at the pad, and ruining everything: Maybe we can have a word by Super or Chopper, how it is best to handle those dogs. d) The second nade [step 7] As I already said, your first nade tends to be very very late. Therefore, I have like 5 zombies up the pad and 15 still in the swamp, when I'm supposed to cook my second nade in Round 4. Sometimes I didn't even manage to throw the 2nd nade before the 4th siren. Here we notice something, we already knew from the PAD only strategy. The later your first nade, the longer you wait until you get the group for the second nade. But as we now, there is some kind of spawn break after the second nade in Round 4. And therefore, this does not matter at all. See the final full run. I'm very late, but on the other hand I have a nice group already ready after pap. If I papped earlier, I would have needed to gather the group first, so it compensates each other. I hope this is right what I say. Therefore, a point that I think is worth to mention, is the timing stuff again. Imho it's worth to wait a while with the 2nd nade and throw it more precise, then hurry with it, just to get fckd by a straggler. e) Reliability Whereas the executors and audience of super's NML strategy were used to the massively ultra save pad only thing, we are now faced with something, that can always lead to some problems and fails. Here is just an example. A dumb spawner at the wrong place and wrong time, hitting me, slowing me, messing it. I would not consider it consistent, and I'm saying this although I think I got the trick of the strategy. §4) Positive aspects a) Problems can be trained Most points mentioned at §3 can be avoided by practicing. Or you can at least minimize their occurrence. Kill count As I already mentioned, the first nade guarantees you a ton of kills. All the dogs you knife, the few double knifes. Yummy. This is really an awesome base for 300+ runs! c) Point count Yummy yummy. As you kill more, you gain more points. Here is something, I never could think of with the pad only strategy. I got 5k already just by throwing nade 2. There wasn't even a need to knife them. Or when you still knife them, you'll have up to 1.5k points left after the Pap, which leads to those freaking early jugs. d) Shot count This strategy really opens the door to get your 100 kills with only a few shots used - see the top, first video. It's just a yummy thing. §5) Conclusion My PAP got slower, my Jug got faster, and I have some more kills at 3:00. And therefore... This opened me the gate to the magic 300 kills. I will never ever use something else again! This is epic stuff here!! But pay attention. It is not so reliable like the pad only strategy. Like any strategy, it needs some practice first, before you can execute it well. But afterall, it's the best strategy I have seen for NML so far. But of course, this is just my opinion and everything said is very subjective. I was of course too proud to do the 300. So I didn't do it. But I could have done it. Well ok.... uhm.... whatever. But enjoy the final, full run video:
  14. I like this concept a lot you made chopper! Starting at basics, establishing towards details! Very cool.
  15. What one calls a mistake, is the other player's most favorite feature... Let's do not forget this. I like the new Black Ops Maps a lot. First of all, there is this massive versatility. No map is just a little like the other. Indoor - outdoor - day - night - easy - hard - greyish - whiteish - greenish etc. It's awesome. The best what 3arc could have done. There is a map style for everyone. The best development is for me the more and more upcoming interactive features. The map is not just static. There are devices moving around, but also lots of different devices that you can use to move yourself. The shangri monkeys and so on... The hacker was probably the highlight of those interactive elements, since it made a lot known 'statics' suddenly to cool 'interactives'. I'm probably a guy, that will always admire new features. If it's a gun, a nade, or just something in the map, I'll like it. What I think was a mistake, was to add Mule to all maps. It's never good to make changes in old, approved things.
  16. IMHO "find own place, help if necessary" is the best teamplay you can do I'd go to my own place. In case I wanna have some fun and see some unorganized guys running around, I would go to the other guys at flopper.
  17. Why is everybody disliking Shangri??? I like it so much Probably even my top favorite in challenging maps. BtT. What kind of spawn is this again in the vid?? I like the first nade, quite a nice kill count granter as it looks. I'll try that next time I go to NML, which is not planned in the near future Now I have to hurry with Shangri, otherwise you'll say I stole your strategy (I'll imagine everyone will do the same thing)
  18. Absolutely true. Just have a look at my Ascension Speed Run guide where I go down. 3 Gershes, straight out, till I have QR and Jug back. My point is now just, when I play like that, in what way did I need NoJug skills?? My Gershes are my protectors. Of course you'll say, that if I was out of gershes, I would have needed it. But even I can handle to lead a max train away (also in maps that have the respawn feature when you leave your train) and have eventually a free path to my beloved Jugger. I don't like doing it, but I don't need to "waste (?)" 100 hours on NML for that.
  19. Didn't know it either, but I just assumed it means "those that have reached hundred" I would not consider it as a major advantage. You'll anyway have a good feeling when you are close the end of the round. If you are careful, you won't accidentally take out the last zombie. I still see it as a goodie, but not as a must or as a almost-must. But I of course also say, it's easy to quickly print the wave count.... Why not? In the worst case, it won't help you at all, but it definitely won't be a disadvantage to know it ;)
  20. Some guns you call the worst are my favorites under certain circumstances Very interesting I love to get a Papped Dragunov at the FIVE Warroom circle. It's epic ;)
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