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Tom852

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Everything posted by Tom852

  1. Did you observe any rule at what point it appears? --> Getting same gun 3 times --> After 10 20 30 40 hits? --> After x hits at a certain box location? --> ... Did it change anything? Power of the weapon, did the box stay longer at that one location, was it cheaper to hit the box, ...? The lines the characters said could be the usual lines they say at getting guns.
  2. Generator Room is actually not a bad train It's not the safest and not the easiest, but you can handle it. With the path through the middle of the room you got a nice alternative path to avoid big incoming lines. Cutbacks are also well possible, but often not necessary. The spawn behaviour itself, the activated spawn points, do not let the zombies come in too crazy. Warden is to handle in most situations, if the trap is active. If the trap is not active, it is a spot for you. Extremely hardcore are also those 2 areas in the back of the roof. Behind the plane itself, to the side of the starting strip, there are like those 2 areas that look like you can do a train. But in solo, they go crazy. (However nice in 3-4ppl, have one running the classic train in front of the plane around the structure, and then one in each of those, should work without problems.) Interesting is also the citadels tunnel. When you go down the stairs from warden's office, you get into a room with one spawn and 2 doors. Again in solo ugly, but in coop to handle. Could also be one for you. My favorite for this challenge would probably be the washing machine room. Nah, not the whole one, behind the fence only. Since there is only 1 spawn point (through the door in the fence), you can do a half circle fore and back (or like always a cut back, whatever people call it nowadays, anyway like you run in the sushi bar). It works actually well, until too many come at the same time and zedds spread out, forcing you to do a mini triple cutback on only one half of the small area. But it can work, however still depending on luck at what point the big zombie groups come in. Another one which I use very often in coop is on the bridge. Instead of the center, use the side where the chairs spawn, be only behind the boxes. Usually you get your calm time there in coop, not being distracted by other players and with only a few zombies it's easy. But with a full spawn, it again gets crazy and could be one for a crazy solo train challenge. Another one could be found before you take the stairs to the spiral stairs, where this box is. You see a pillar in the middle, around this one. Pretty sick one though. Then we got the infirmary dog room of course, a damned area These are trains that work in coop, when you get a reduced spawn intensity. I'd never recommend them for solo. If you rather look for something, that still works, but is just not the super easy stuff, I may recommend maybe a train within the spiral stairs area.
  3. Signed But I gotta say, there is something to it. It is boring, and it is a waste of time. But what would be the difference of doing 10 Round 50 games or one round 100 game. In the end, you waste the same amount of time. There is just a feeling coming up once you achieved your target, it's just that you have done it. It's like my rich uncle going to the opera with his wife, first row, so he can say "I did it". But I know him, he rather would like to see Rammstein and AC DC. But he was Opera first row, Prestige Level 10. And that is, what a Round xy run is. Pointless, but Prestige. Like I hear "uhh, he was opera first row", I also hear "uhh, he did 200". I did it myself in the old days (100), and it felt great, I don't regret it actually. Indeed I'm thinking of doing a 100 again in BO2. But we have to be clear, and I know this is a delicate topic. If you're above a certain skill level, a high round record is at some point just a matter of endurance, and no longer a matter of skill. My opinion. The path you run, the things you do, the zombie spawn behaviour and everything is at some point so burned into yourself, that nothing can go wrong, except your focus says goodbye. But yeah, in the end it's the feel of having it done, that makes it worth in some way. On the other hand, 10 funny coop games are 10x more fun, maybe you meet very nice mates in there with that you have contact for a long time.
  4. Hey Sluggo, nice picture! Isaac Well you got the laundry strategy on one hand. Around 7k pts ready to spend in Rd1, which shall be spent somewhere. Of course it's nice. I just have two issues with it. First, this is the time it needs. You can spend 5-10minutes on round one doing it. Of course you do stuff you anyway do at some point, so not all time is wasted. But some is, and I don't like it. I'm also asking if I really need a shield or jug or what ever in Round 2. Yeah, it is nice to have it, it's also nice to have the points ready for later. But it is not necessary. The major problem I got with it is that you make too many points. So many points that you get overwhelmed with drops in Round 2-3. Means, Nuke at the first zombie and you get 400 for the full round instead of 1000+. And, more important, the nuke will not feed your dog. Therefore, I'm questioning the shower strategy. It's indeed a tricky situation and finding "the best" strategy is difficult, since each comes with advantages and disadvantages. I mean I can get my Jug in 1, but then I get those Nukes in 2-4, and the infirmary dog is not fed up to 10+, finally getting then killed up there once I do him. I usually try to follow some scheme like this: [*:2babbr56]Rd 1 knife with 2x, I personally save the ammo. [*:2babbr56]Rd 2 feed the dog - it's just perfect in what time they spawn. Shoot 8x and finish with knife or knife twice. It's like as soon as the dog ate the zombie, the next one is in the right position. [*:2babbr56]Rd 2-3 break: Run around, get MP5 or M14, open showers, key and such. [*:2babbr56]Rd 3: Get key, get 2x from cell, a small hoard should have gathered up at your spot. Shoot a zombie either twice then knife, or just headshot him. Progress towards gondola, open door, power it, use it. Should be well possible considering points. [*:2babbr56]Rd 4: Feed dog and get points for jug which you power at some time. Can also get the oxygen of course, could also do generators depending on points (it's an additional door). Could get shield parts. Could, but I wanna build it in the cafeteria. This is slowly then just too many doors. So I rather let the shield be for the moment. In general to get nice points, I shoot 3x then knife or headshots in case too many arrive. Can refill MP5 in generator room if I wanna invest the points for the door. [*:2babbr56]Then: As soon as possible I progress to the infirmary for the dog there (using gondola). I try this as early as possible, since it's risky up there. This can be in whatever round, depending on how it goes. Can buy the Uzi up there. [*:2babbr56]Then: Focus on shield. I usually use the spiral stairs at this point, so I can also pick up double tap, tomahawk and wires. Gondola back up, shield in cafeteria, and with Jug, DT and shield you are good for now, can do whatever you like then. So we could write this shorter: [*:2babbr56]Go to round 2. [*:2babbr56]Cell dog in round 2. [*:2babbr56]Key, Gun, Gondola. [*:2babbr56]Jug + Docks Dog [*:2babbr56]Infirmary Dog [*:2babbr56]Double Tap, Tomahawk, Shield Parts [*:2babbr56]Shield in Cafeteria As said this is more a script or a description than an instruction. It's just what I try to do, and if Nukes appear at the wrong spot I have to improvise, if double points spawn at the perfect moment it all goes faster and can be done earlier.
  5. I play on PC, so can't really number it. But I'm a high senser When I move my mouse about 0.5cm I do a 180° turn. Means not like this
  6. It cannot be a memory overload. I got this error (also the fake entity error) on PC the old days and how would you overload 16 GB of memory + pagefile. It must be based on the coding. Like there is an array of 128 length or something, or 1024, whatever number, but once exceeded the game crashes.
  7. I think the table format slowly goes out of bounds, and the original idea of the table is no longer especially valid. It was made so everybody can edit, similar to a Wiki. This doesn't work on a forum And making changes is a bit tricky within a lot of formatting, but the thing is more or less final. Therefore I ask if we should make a board version of this?
  8. Hey guys To fill the strategy section a little bit, I decided to post my train guides in here. I talk about as many train spots as possible, about 2 minutes each. I try to mention the path, dangerous spots, how the zombies spawn, how and where you can shoot and whatever is to keep in mind. The video order is: [*:200q78nm]Café [*:200q78nm]Hole Room Top [*:200q78nm]Hole Room Bottom [*:200q78nm]Buddha [*:200q78nm]Power roof [*:200q78nm]Spawn [*:200q78nm]M16 [*:200q78nm]Power below roof, all around it [*:200q78nm]Power below roof, **** please report this topic, post **** [*:200q78nm]Power below roof, 'side' room [*:200q78nm]PDW Room [*:200q78nm]SVU Room Maybe you can get some inspiration out of the vid and I hope I can get some out of your feedbacks. What are your favorite spots, which do you don't like at all? I don't like the Buddha Room, it's just out of nowhere down there and quite slow The café and the hole room are my favorites.
  9. Those are my main circles: +Cafeteria: is probably the easiest one. +Front of cafeteria/Trap area: Narrow but works well. +Docks: Sometimes tricky in solo, but if you put the shield there pretty much no problem. +Roof: Very easy, flat, fresh air. +Showers: No view, lots of corners, but a nice one for coop. Especially because you reach any place in the map quite quickly. +Top of spiral stairs, at afterlife station: One of my personal favorites. +Generator room: Also a cool one, but gets crazy if too many zombies come.
  10. One thing i noticed once, after I got the sound on the bridge and waited like 5 rounds until I wanted to throw it in the lava, it did not work anymore When I shoot a zombie on the bridge, I never get the sound in that same round even if I kill another 30+ zombies with the Tomahawk after the shot.
  11. Nice trick with the Showers in Round 1! I didn't calculate it through but would rather use this to get Jug asap. I guess there is one afterlife missing (1x key, 1x shower, 1x gondola) to get it in Rd 1, but at least can get it at the beginning of 2.
  12. I bet the main reason for all the hate is jealousy. I don't think there is any connection between reviving skills and shotguns. I ignore my own rank for quite a while now, and it's just a more relaxed play. Recently I did some video about downs and could kill myself 20x without worries. Restarting TranZit until the Hatch spawned at bus depot, getting 5x a Round 1 game on the account: no prob.
  13. In the farm I usually run somwhere in the middle of the map, around the truck or in front of it. I use the Ray, once empty I EMP the full train and get a new Ray out of the Box. I Town I meanwhile prefer the Bar, running my circle there and try to reach a good result. I like the VOJ there as an oh shit gun, working well until ~40. As it was said, I also think Town is quite a bit harder than Farm.
  14. I could imagine other things also need free entities, like zombies, parts, a blundergat lying on the table and so on. But claymores are the only ones that you can stack and make the game crash.
  15. On PC mine do also not stack. Max is 1 and getting one per round Seems to be a bug I guess.
  16. Could play the map on PC too now. I did not spoiler myself in any way. I saw the official trailer and that was it. I enjoyed the experience of having no clue at all of the map, when first playing it. I like the atmosphere a lot. I noticed a bit a questionable map layout within the cell blocks. The isles are so narrow that you simply can't travel midround through them. But overall it's well done, already saw some nice train spots. Out of the perk choice I'm disappointed tbh. I still hope I haven't found them yet... Bringing Deadshot as probably the most disliked perk back is a bit weird. PhD woulda been cool also in MOTD, Mule Kick, Stamin Up. Especially Stamin Up I miss. I see the point in not bringing Quick Revive and Stamin Up (Death Machine), but anyway I miss them The new guns seem awesome as far as I've seen them. The wonder weapon seems nice, only seen it on another player. Deathmachine is epic, nice balancing with the movement speed. The Tomahawk is fun, and the Level 34 spoon is better then I could have ever imagined. The wallguns are nothing special as expected. Guns with bullets. The new HUD is very cool. I like to see what other players have which part. But the makeover of zombies has also some questionable stuff in it. I mean why is a fuel can shiny? Not playing a fantasy title here... The music that plays way more often is also kinda good. Most of all I like the interactivity with the map. There seems to be a lot of stuff to do. My friend did everything in the last game (Plane, The spoon, Tomahawk and so on). I actually had no clue what he is exactly doing, but I like it when there is additional stuff to do besides killing the zedds. I just have the concern it's too much work. It's nice to have additional challenges like building something, but if you need 2 hours to reach round 10 it starts to be annoying. It felt like doing a complete easter egg yesterday, but we only did that spoon, tomahawk and wonder weapon. The ability to revive yourself in afterlife is cool. Also the reviving strategies are still important in case of a second down. Also the get the Jug back challenge stays, which brings me back to the map layout point. If you are in the cell block isles, you don't even have to try it. Neither have to try to revive there. Well overall, I like the map a lot. My favorite for now for sure, but i have a feeling that is could stay my favorite for quite a while Great Job 3arch!!
  17. In a no sliquifier game I made it to 56, then I thought it's going too slow and ammo was getting too narrow. So I started to use it without practice, basically game over. With Sliquifier, still not much experience, could go to 58 with 1 down I think - game over after first down in Who's Who, stupid mistake made. Bit higher round is planned.
  18. You can try to throw a donkey kong junior bomb. The funny thing about is, that when the screen gets frozen before entering who's who, the monkey throwing animation is still completed. This is especially important when the whole ground is slippery. The monkey keeps the zombies together, once it ends the goo is gone, all zombies run together to you - it's organized. If no funny musician was thrown, half of the zombies run to you, the other half is stuck in goo, the third half are slow zombies staying somewhere else in the way. Normally I'd try to run a nearby train, collect the horde there, then run back to myself and revive. But this is a bit difficult in the buddha room, cause there is not much space. I never did it, cause I don't run in the Buddha, but I would still give it a try. If it's not possible, just let the 45s pass by. Keeping Jugger and some other perk(s) is worth gold.
  19. https://docs.google.com/spreadsheet/ccc?key=0Akx9iCAz57g3dFdpcTVRMjJNX3BaVHBTOWQyclVBZ1E#gid=39 The problem is that 5 different people report 5 different ways of how you loose or obtain a perk... It simply has not completely been broken through, therefore it's sometimes a bit swampy. Especially Fast Revive "How to loose". One says it's lost when a dude bleeds out in your vicinity, the other says it's not lost... And Cash Back is crazy, only a hand full of people ever got it. Fast Revive Effect: Halfs the time needed for a revive. The effect cumulates with Quick Revive, leading to an almost instant revive speed. How to obtain: Get about 10-20 revives in a single game. Best done with a second controller. Let the 'dummie' player go down and down again. How to lose: Lost if a teammate in your vicinity bleeds out or when you had started a reviving attempt before and failed with it. There might be more ways to loose it. Steel Boards Effect: Zombies have to pull three times instead of just once to remove a barrier. The barriers change from wood to metal. How to obtain: Rebuild 74 barriers. Can be well done inside the bus while all windows are attacked. In early rounds, not all repaired barriers count!!!! How to lose: Do not build a single barrier for 1 full round. Head Popper Effect: Doubled headshot damage, and the zombie's head will fly off even when knifed. How to obtain: Headshot 2 zombies with a single bullet. How to lose: Kill 24 zombies without a headshot. Knife kills are also considered as non-headshot kills. To reset the 24 limit, you have to do about 5-10 headshots. Juggernog Pro Effect: Increases your health. It takes you 4 hits to die without Juggernog, and 6 with Jugger. How to obtain: Get downed and revived some times (3-6) in an early round. How to lose: Automatically lost in round 15. (Bugged - you hear the sound but keep the perk until your first down) Insta Kill Pro Effect: Insta Kill kills all zombies that are touched. How to obtain: Do not kill a single zombie while having insta kill in two successive insta kill periods. How to lose: Lost when a zombie hits you, while Insta Kill Pro is on. You can still kill zombies normally (shoot, knife) while Insta Pro is on. Carpenter Pro Effect: Makes carpenter placing steel boards instead of wooden boards. The killing player must be the one that had picked the carpenter. How to obtain: Kill a zombie behind a window, while a carpenter is repairing the barriers. How to lose: Lost if no zombie is killed behind a window during following carpenters. Cash Back Effect: Gives you 5x200 = 1000pts back after buying a perk. How to obtain: After buying a perk, go prone next to the machine several times. How to lose: Lost as soon as you don't prone next to a machine after buying a perk.
  20. In TranZit is boredom, in Die Rise it's lack of practice with the Glibber Gun. So I voted lack of experience.
  21. Yo looks like Jug stays active, just did a lil test game with perma jug and 3 MS shots were no red screen in 16.
  22. Aight I slowly get into it. Got some nice 100+ kills shots, and it also starts to work with a bit less downs. Still trying to keep the goo more to one single spot, but for that I'd have to run the path too close to the zombies, getting too many hits then. Thanks.
  23. Thank you. This is imho just not reliable. Every here and then zombies are stuck in the goo, blocking all the paths, here and then you have to slide yourself... Hmm I don't know about this strategy, looks not safe. SVU in china café for the win, Sliquifier for the fail? I don't know. Well I try to do a practice game. http://www.twitch.tv/tomkzombies/ Maybe you go up to 40, maybe to 50, maybe to 60, but at some point this freaking shit is killing everybody. I mean in my game I used Ray/MS until 56 I think, 0 downs. In 57 started to use Sliquifier. In 58 game over with 3 downs. Da fuqq.
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