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Chopper

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Everything posted by Chopper

  1. Not sure man, just bouncing things around. I believe if suitable interest in gained new threads will have to be started.
  2. On top of this we have been discussing having some weekly open challenges. Random each time, example of 1st challenge would be Reach round 20 with the least number of kills. You would have a week to submit a picture of your screenshot with relevant challenge info and a newspaper from the period as proof. Each week there would be one member not able to take part, all submissions would go to him or her.
  3. Great idea Way, I'm sure there would be interest in this. How about on the game they get to 50 at the start of round 50 they have to turn the music on, throw 4 grenades etc? For those without a PVR I suggest pausing on round 50 and then taking a picture with a newspaper or something showing the date.
  4. I've read your guide, totally agree with the above. I'm trying every map on my own first where I can, but Five and Dead Ops I will definitely need guides for!
  5. 2 people I think is best in your situation. Normally the 3 in the biodome/tunnel 11 should have it, the AK guy obviously can't. Think about your games though and you should be able to work out why you are getting stuck outside. There's never a reason to be running around with a hoard anywhere without air mid level. If the excavators come collect all zombies and then 1 player go. I actually downed the other day due to no air. Threw the QED onto the plate in spawn and a Ray Gun appeared shooting all around....decompression, mini panic from me, jumped down the hole, got stuck, got downed!
  6. I think it was you who inspired me to try it mate. The 2 maps I'm concerned about are Nacht and Five. I like your strategy for Der Riese. Before NML I never got M&S on a map without flopper. I think I've got a tad more experience with them now though and they are a very viable choice on any map, especially with Mule Kick!
  7. Thanks Super, I aborted at 28 due to other commitments. Pretty much just used the Waffe, what an awesome weapon! Way - I'm trying to get used to doing solo, going to have lots and lots of it in the very near future. 50 on all maps seems genuinely challenging. SNN and Verruckt seem easy. Nacht seems to just require an insane amount of concentration and ''A" game. Der Riese seems easy once I get used to spawning dogs in rounds (it's just different in NML). Five and COTD seem to be the hardest due to the amount of time they will take. Moon/Kino/Ascension don't need much said. Shangri-La may be the most challenging but I've played it the least of all. Baby gun seems overpowered so we will see. Dead Ops - I'd like to do this to 50 too, have only played it once though and got smashed so it may hav to wait!
  8. Thanks mate, check your PM. I'm pausing at end of 23, need a break and got stuff to do. Have Ray and Waffe, with STG as Mule Kick, and monkeys. Going to explore the routes for traps later but Waffe is so cool!
  9. Hey Guys, I've played Der Riese a few times, a couple in solo and a few games with Eye and Savage. I'm on a mission to hit 50 on all maps solo, need to learn Der Riese so I can actually help in co-op so I decided to do Der Riese first. I'm on 19 and have been running in the STG room. I can do this for a while but have some questions for the experts out there. At what round should I start doing some kind of loop? Is the power/stg area the best place to hoard before looping for the trap? Any tips for 50 on this map solo? Cheers, Chopper
  10. Yes, but lets call it forced luck. I like this statement an awful lot I entirely understand what forced luck is.
  11. The 1 in the chamber is really good advice for another reason. If you run out of bullets and then try and stab immediately it will automatically try and reload. This has downed me many times, you are expecting to stab and be in a particular location and then suddenly you are 2 metres away and fucked!
  12. When I get home I'll make a quick 5 minute video of rape training on kino, specifically aimed at training a circle rather than a train. There is quite a difference as one is for points, the other is for Thundergun. Your new strategy is right. You could follow the guide as pointed out by Blamco that I did for 2p easy round 40. It takes a lot longer than training though. Thanks for the props Blamco.
  13. They are making room for me, Eye and MixMaster If Super was on console he would be in the list too.
  14. I don't think you meant anything bad by it mate, I just wouldn't link to other stuff. I'd PM the link if I was going to.
  15. Hey Piep, I see you haven't been here too long but I don't think it's cool to post a link to someone else's strategy who is nothing to do with the site on a guide that a good member has worked hard on. He may have seen the other guide, but I doubt it. This guide would have come from his own experiences on the game, maybe some help from other players. There is a push to develop a massive guide to zombies, entirely by the CODZ community. Please feel free to provide ideas like you did, but try not to link to other guides. Cool guide Fatal.
  16. Kino is my go to map for just pure fun due to this. COTD, Shang and Moon require so much fannying around between rounds that they can become laborious. Kino, the only possible thing to do between rounds is hit the box. Generally playing with friends for fun we are going to be hitting it during rounds to make them more interesting. People can recover mid round, get Juggs and PAP....on their little ownsome (I like this word)!
  17. Thanks for the comments guys. Sometimes Super it does seem like flogging a dead horse with these guides. I however have always enjoyed writing about most things zombies and if you haven't noticed I'm kinda opinionated If I help even 1 other person I'm pretty happy with that.
  18. Hi Guys, this is something I wrote about 8 months ago. I can see a few things I would do differently, but not that much. I would definitely appreciate some of your ideas on how this was/is and what advanced stuff still needs to go in. This strategy is not for new players. It's designed for those who know how to play but haven't got a consistent strategy to follow and find themselves dieing around level 18 to 25. This gives you massive amounts of points and allows box or trap whoring at later levels. It's also the quickest in my opinion way of getting to level 20, and there aren't many methods which get you to 30 much quicker. Any that do sacrifice points for speed. By having huge amounts of points when you run out of ammo on any gun you can just hit the box until you get it back. For the Thunder this is essential. This strategy will work for 2, 3 or 4 players with slight tweaking. It's easiest in my opinion with 3 but 2 players will certainly be quicker. The main goal is to maximise points in the first 20 rounds whilst clearing them as quickly as possible. From 31 and up it depends on how far you want to go and how long you are prepared to take to get there. Using this method you will gain enough points in the first 30 rounds to easily get to 40 without firing a single bullet and just using your points to set traps if you wish. So the strategy: First 10 rounds - avoid instakill and nukes if you can, it's unlikely if you use the stabbing only method however. Use firesales to hit up the closest box to you, in the first 10 rounds you can get away with this more as the Bowie is one hit kill. Use all your bullets round 1 and 2, you don't want to get a max ammo and then have lost the 40 bullets you start with, that's 1600 points between the team, or the first and second door. Round 1 - shoot all zombies 6 times, then stab. Rebuild the windows whilst they are attacking them 4 times, and then let the last zombie completely tear them down. Round 2 - shoot them 8 times each, and stab them once they are out of the window. Hope for a max ammo. Round 3 and 4. Shoot all zombies 8 times, then stab till they die. You should be able to keep them behind the barriers, don't let them out as a nuke will destroy your points. Even if you run out of bullets you should be able to stab them all before they break down the barriers, just keep repairing them. That's 150 points for round 3 zombies, 160 for round 4. If you let them out and are lucky you may get a *2 but you are also as likely to get a nuke or insta kill, both of which rob you of points. Round 5 - get to MP40, all get it and leave the stakeout, you don't need it and it's a waste of money. 1 person returns to lobby, 1 person in the portrait room and 2 at the bottom of both staircases in the MP40 room. 4 MP40 and 1 knife, if there are too many zombies headshots. The lobby person will get the most points, they will open the next 2 doors. The next part is the main thing, open the doors to the stage and as soon as everyone has 3000 points turn the power on and get a Bowie knife each. You can sometimes do this by the end of round 5, but it's more likely to be 6 or 7, depending on dogs. Round 6 - if 5 wasn't this is likely to be dogs. 2 people in lobby, 2 in MP40 room. Move around, don't be cornered. A tip on dogs....as you see them spawn, get your crosshairs near them and then alternate ADS and firing bullets quickly, the auto aim will tear them apart in 5 or 6 bullets max. The first dog round is the hardest in my opinion, after this it's literally a free round and can be used to collect perks, or hit the box. Round 7 - Should have the Bowie now, 1 person in lobby, 2 on stage and 1 in the MP40 room. You should be able to shoot a clip into the early zombies, and then Bowie knife. Once you have 2500, get Juggs! Round 8 - until next dogs. Same positions, with juggs and Bowie it's cake. Dogs will come round 10 or 11, just unleash a pistol clip into them and then use Bowie to finish them, make sure your guns are reloaded before stabbing the last dog. Round 11 - 15. Stay in same positions, but you will need to start collecting the zombies and then firing at head height into lines of them. You can still shoot about 8 MP40 bullets and then 1 knife, but past round 13 it's easy to get bogged down. In the lobby you can circle around the link pad, or use the stairs if it gets too busy. Walk slowly around the stairs though, you don't want them meeting you going down the other side. In the MP40 room just circle the stairs, it takes some getting used to but it's generally the quietest area in my experience, you should be able to find the way. On the stage just circle the back part as a team, once at M16 corner unload into the nice straight line coming at you. At round 12 or so leave a gas zombie and start hitting the box. It's down to personal preference what you now get. I personally aim to get a Ballistic Knife and then PAP it ASAP, for the revive capability as much as the points you can get and OHK until 14. In theory an MP40 into a crowd and all zombies killed with a headshot will gain you more points but who is able to get all headshots? Always ensure that you keep at minimum 5000 points, this will ensure you can get Juggs back and have some points to spare. There are a couple of different options. Everyone eventually wants a point scorer and a get you out of trouble gun. If you are confident in your team 2 players don't necessarily need the get out of trouble gun. Points scorers are MP40, M16, Commando, Galil, HK and for the first 18 rounds PAPed Ballistic Knife. Python gets a honorable mention as between round 12 and 18 1 python shot and then 1 Bowie will down them. Get you out trouble guns are Ray, Thunder and PAPed crossbow, in the first 20 rounds these will save you from bad situations. My team preference is as follows Player 1 - Thundergun and MP40, M16, HK, RPK, Commando or Galil. This player will stay on the stage. Player 2 - Ray Gun and MP40, M16, HK, RPK, Commando or Galil. This playe will stay in the MP40 room. Player 3 - PAPed Knife and MP40, M16, HK, RPK, Commando or Galil. This player will stay on the stage. Player 4 - PAPed crossbow and MP40, M16, HK, RPK, Commando or Galil. This player will stay in the lobby. EVeryone should also have monkeys. I find that by round 20 everyone can be setup like this. Only PAP the Thunder, Ray, HK, RPK and M16. When you run out of bullets on any other except the MP40 just swap it out, for either and M16, MP40 or hit the box again. Perks - Juggs is number 1, then Quick Revive for the players without a Ballistic knife. Speedy cola is a bonus rather than a necessity. Double tap is good if you can aim well and don't spray. It's essential for an HK as it reduces the recoil and the fire rate is very slow on that gun. The first 20 rounds I only get Juggs and quick revive if I don't have the Ballistic kinfe. Once past round 7 don't bother locking doors, it slows the game down too much and the points just aren't worth it for the amount of time it takes. If you have free time while waiting for the last zombie to die lock the close ones to the lobby and MP40 room but leave the stage. From 15 to 20 keep to the same positions, you can still do the job with an MP40 only if you wish. If you are the lobby player and run out of ammo collect all zombies and head towards the MP40. Communicate with the lobby player and the goal is to bring your zombies together and then run them to the dressing room, before unleashing into them. Two players should be able to stay far enough away from the stage runners that the zombies don't get confused and split. From rounds 21 to 25. An MP40 will not cut it if you plan on staying in the same positions, this is especially true for the lobby player. The MP40 room player can obviously continue to use this, it will be insane amount of points. The stage runners can have an upgraded M16 as the ammo is readily available. They can also use a Ray Gun for easy kills or an RPK or HK for lots of points. This is the same for the lobby player. The ray gun/HK/RPK should last a couple of rounds before needing to be upgraded once out of ammo. After 25 we do the following: 2 players run laps together, collecting at the front of the stage before walking the lap, dodging anything in front. 2 players circle the stage clockwise, beginning at M16, then by the back wall where the box is and then along the front back to M16. Both turn round and aim for heads from this point...upgraded M16 is not a bad idea in this situation, up to round 30 you will earn back around 7k to offset the cost of ammo. Communication is the key, the lap players need to come out of the dressing room at the same time the stage players arrive at it from their circle. After round 30 we start using traps or Thunder to kill them. Thunder player now comes to the stage and if you are able to do it have 3 players by M16, killing everything coming out of that window and any coming from the back wall. The thunder player needs to get a tight group of zombies by the set of stairs away from the teleporter. Practise, practise, practise is the key to this. Once you have the entire group 1 Thunder will take care of them. Do this 4 times a round, boom 100 - 140 zombies dead. The M16 group can shoot into them but only above head height, killing a gas zombie can screw up the circling player. When using a trap we circle in the same way but then either go through the dressing room and turn on the trap or out through the lobby. If you get a tight enough group the trap will kill them all within seconds, allowing you to walk back through it with Juggs just as they start spawning again. Teleporter can also be used in the same way. You can also use the circling as a group and then using the traps but it's hard to get a team of 4 through the lap after round 30. Ray guns are point stealers, only use maybe between 25 and 35 for the 3 players at the M16 corner to help them handle the zombies that come their way. If you run out of ammo on your point scorer just get another one. MP40, M16, doesn't matter, past 30 it takes too much effort to kill them anyway. You are purely getting points for traps. Rinse and repeat until you are bored. There are safer ways to do this, and plenty of alternative effective strategies. This is to me is the quickest method, and it's point whoring at it's best. How to revive a player safely depends on stopping for a few seconds after they go down and having a think. Any zombies on the map will always go for the closest player, wherever they may be. This is the key to safely reviving someone. 4 players is the easiest, then 3 and 2 can be a real pain without monkeys. If you play Kino and stay entirely on the Lobby, MP40, Dressing Room and Stage side you can sprint a circuit and have time to spare for the revive. This is sometimes the only way to revive someone, especially when you are lapping together. If you are lapping this is what to do - stop killing any zombies. Continue to circle but one player should sprint of ahead, and let the other 2 keep walking the zombies. This will ensure that all zombies should continue to follow the 2 players, leaving the sprinting player able to do a lap without encountering a horde of zombies, rather the odd 1 or 2. If you are playing the way I have described in my strategy the way to revive depends on where someone goes down. For instance - playing 2 on the stage, 1 in the lobby and 1 in the MP40 room. First things first, if someone is down stop killing zombies!! You do not want any new spawners. If the MP40 room player goes down all his or her zombies are going to go to either the stage or the lobby player. You want them to go to the stage player. To ensure this happens the stage players need to get the zombies over to the M16 corner and then 1 will sprint through to the dressing room, encouraging the zombies away from the lobby player. Once this player has the zombies following him back towards the stage the player from the lobby can walk to the portrait room, and then sprint down the stairs to revive the fallen player. If the lobby player goes down I suggest the MP40 room player moves slowly through the dressing room and waits for the zombies from the lobby to come down through the theatre. Circle the stage as a threesome for a bit and once there is a clear path someone needs to sprint through to the lobby for the revive. If a stage player goes down 9/10 the other player can perform the revive on his own. The downed player needs to crawl to in front of the box at the back of the stage whilst the other player continues to circle. What he or she then needs to do is lead the players of the stage using the steps to the left when looking towards the lobby, walk slowly along the front of the stage, waiting for most of the zombies to jump down (remember they take the shortest direct line to you, they don't need stairs). Once this has happened you can sprint up the stairs infront of the teleporter, go to the left towards the M16, to the back of the stage and then along for the revive. New tactic - very high level 2p strategy...fastest possible way to do Kino. Setup - Player 1 - ThunderGun and anything, probably AK74u. Player 2 - PAPed Crossbow and anything, probably AK74u. The idea is to stay in the alley, collect 2 groups before combining and getting rid of in 1 go with either a trap or Thundergun. The reason for staying in the alley is so that no gas crawlers span, as they are the slowest. The back gate of the alley should be shut, 1 player is going to circle in this little area. The other player is going to circle either in the MPL room or by Double Tap. I can't explain how to do this, you either will be able to or you won't. Many people now know the idea of combining zombies, from ascension, shangri-la or moon. This is kino's version on steroids.
  19. The best thing you can learn on this map is to never sprint through the airlocks. Astronaut isn't a problem then.
  20. Chopper’s guide to Kino – where’s the show zombies? Kino; although it’s a new map compared to the original WAW it still has nostalgic memories for most players being the first Black Ops map. For me it was the first zombie map I ever played. If I want to have a complete laugh with friends it’s the map we will play each and every time. It’s easy to get far, but hard to do so easily. There is a very simple and safe method which 2 players can use to get to round 40 in 8 hours. It’s the way I first got to 40 when I wasn’t such a good player. Using a variation of this, 2 good players can carry a complete newb to round 40 once they have become advanced players themselves. I’m actually going to write this strategy first, before going into anything advanced. For new people this should be easy to follow as soon as the game mechanics have been understood. A lot of advanced strategies require specific skills, which are only developed by lots of practise. Kiting, especially 2 people in 1 area is developed with practise. Some people will get it naturally but everyone will still need lots of practise. If you just want to get to 40 this will get you there without any of these skills. (R40 2p easy) Round 40 2 player easy strategy – slow and steady wins the race. What you need in the first 10 rounds. 2 * MP40 2 * Juggs 2 * Quick Revive R40 2p easy Part 1 – getting to MP40. What’s required: M14 each - 500 points * 1750 points for the first 2 doors. 1000 points each for MP40. This is all manageable by end of round 3. * As you become more confident in stabbing and managing the spawn you can get rid of this gun. Essential beginner tip – Health and staying alive. You can take 1 hit safely, a 2nd hit will down you. You will notice a red line appear on your screen when you are hit once, from the direction it has come from. Whilst the screen is red, and for 1 entire second after it has cleared you are still vulnerable. The biggest mistake I believe people make is not understanding this. When I see people go down on their window it’s because they are ignoring this advice. If you get hit once back away from whatever it was. Make sure you leave enough time to become ‘clear’. Strategy – what are we trying to do? Decide 2 windows each to watch. I would have 1 person manage both windows in the open downstairs, the other person to watch the upstairs window and under the stairs. You both now have a ‘fast’ window, and a ‘slow’ window. By this I mean that the zombies take longer to reach the window near quick revive and the window under the stairs. You are aiming to gain 2000 points each. Being pedantic 1 person needs 1750 and the other needs 2000. Let’s give some names to some locations….. Where you start is known as spawn. Spawn has 1 mystery box, an M14, and Olympus and the teleporter receiver pad. There are 4 window spawns, and 3 gas crawlers spawns. Quick Revive is also located here. Round 1 – stab all zombies. Round 2 – you can either shoot once with the M14 and then stab, shot twice with the M14 or stab twice. Round 3 – for beginners my advice is just to shot 3 times. You do not want a nuke on this round as a beginner, round 4 would be quite difficult for you unprepared. The level of runners compared to walkers jumps quite dramatically. At the end of this round leave a walking zombie. Spend 750 points opening the door at the top of the stairs on the right. Let’s give some names to some locations….. This next area is called the PM63 area. There is a PM63 on the wall, 1 window spawn in a small enclosed corridor and a balcony spawn point. 1 mystery box is here. You can see this if you look left after opening the door. From here you can see down to the stage. It leads into Portrait room (square area with portraits on the walls…). The distinction should be clear, I class them as separate areas. There is 1 window spawn in here plus 1 roof drop spawn. This is left of the entrance to the room…there is a hole in the ceiling. Mule Kick is also here. Between the PM63 and portrait room you will find the first electrical trap. Spend 1000 points to open the door in the portrait room. Go down the stairs of death (this will become clear later). Let’s give some names to some locations….. The area you are now in is known as the MP40 room. There is the upper area, which is to the left as you enter from the stairs of death. The stakeout is located here, as well as 1 window. The rest of the room is the area downstairs, with a wide sweeping staircase on either side. This area contains the MP40, 2 window spawns and 2 or 3 ceiling spawns. Speed cola is also here, and a turret. Buy the MP40 here, this gun should only be replaced once, when and if you buy Mule Kick (more later). Strategy – what are we trying to do? Gain access to the back of the stage, this will cost 2500 more points. Once behind the stage you can camp if you haven’t got enough points yet for Juggs, or camp if you are more comfortable with that for a few rounds. Essential beginner tip – Fetching some souls…Dogs. Dogs are going to appear on round 5, 6 or 7, 6 probably being the aggregate. They then appear every 5 rounds. When the round starts the music changes, the screen colour changes somewhat and you hear a voice….. “Fetch me their Souls!” For a beginner dogs can be a nightmare. There are basic and advanced tactics for managing them. Be aware that the first dog round is going to be the hardest. Option 1 – stakeout. Stakeout is a OHK on dogs, but it costs 1500 points. For a beginner this gun could actually be a good choice as it’s close to OHK on zombies to round 10 or so. 6 shots in the chamber, less than 12 dogs for 2 players…..it’s very easy with this gun. Both stand at Speed Cola and take either left or right side to cover. Option 2 – backs to the wall. This is in my opinion the easiest way for a new player. When you hear that it’s a dog round both run to the PM63 area. There is that small little corridor with a window in it, both get into their and ADS the doorway. 5 MP40 bullets will kill a dog. The dogs have to come round the corner of the doorway slowly giving enough time to kill them before they reach you. 1 person should fire at a time, this ensures you won’t both have empty clips at the same time. Option 3 – circles. Dogs game mechanics means that you can actually walk a backward circle and they will not be able to hit you. They stay in the middle of the circle, jaws always snapping just behind you. Round 4 – with an MP40 each you should not yet have any problems. 1 person can take both windows downstairs, the other can take the window upstairs and anything that comes from the stairs of death. Round 5 – if not dogs same as above. At the end of this round if you both have 1250 points then open the first door, leading into… Let’s give some names to some locations….. Dressing room. The dressing room contains 2 window spawns and 1 ceiling spawn. The MP5K is also here, and 1 mystery box. This room on high levels spells death for beginners, there are 2 paths to choose to get through it, left or right and your choice in later levels makes the difference between life and death. At the end of this area there is another door, open this to… Let’s give some names to some locations….. Back of stage. Once the power is on this whole area opens up, but what you are currently looking at now is the back of the stage. The distinction is important for an advanced strategy, for beginners not so much. This area contains 2 windows, 1 ceiling gas zombie spawn, a mystery box, M16 and Claymores. The power switch is here too. The last thing here is the M16 door. This deserves to be bolded simply because most high round strategies need it to be shut. Keep it SHUT!!! Round 6/7/8/9 – you are now behind the stage, if not dogs on 5 it will be on 6 or 7. Some people like staying in this area as long as they can hold out. It avoids the nova gas crawlers who can be very problematic. I’d advise to both buy claymores when you can afford them, 1000 each. Without claymores the idea is for 1 person to cover the back window, the other person covers the doorway from the dressing room and the window to the left. Swap when ammo becomes a problem, if it’s really a massive problem you can grab the M16. With claymores you can use a different tactic. Both people should lay their claymores leading away from the back window, spaced maybe 2 metres apart. This is 4 guaranteed zombie deaths, and a warning system. Both players then stand at the doorway to the dressing room, covering the window on the left as well. When you hear 4 big bangs behind you one of you will need to cover the rear as your warning system is now gone. Next thing to do is to turn the power on. Let’s give some names to some locations….. Front of the stage. The most important area on kino by far. You will be starting every single round here. Once the power is on a curtain is raised and you will see a drop off with a turret in the middle, and 2 sets of stairs either side. The teleporter is here too. Below there is an area which has a window at either end, and then the viewing corridor which leads back to the initial spawn. The middle of this corridor has a mystery box. At the end of this corridor is a small alcove on the right, which contains the Bowie Knife and Juggs. Between the corridor and the spawn there is an electrical trap. Half the map is now open and this is what you will be using to get to round 40. More on that later. Once the power is turned on you will be meeting some new and unwelcome friends, gas crawlers. The mystery box location will now be viewable on the crude map which is above every single box location. Essential beginner tips – Gas Crawlers. These are what kill people more than anything else. They are difficult to see, easy to get caught on and they release noxious nova 6 gas as an explosion when they are killed. The explosion can damage you if you are too close and the gas screws with your vision, just like Multiplayer (tactical mask pro I both love and hate you BTW). First note – if they are killed by the ray gun they don’t explode. If they are knifed they don’t explode. Their explosion hurts other zombies. Remember this, it really helps. They are weaker than normal zombies…..by comparison the Bowie Knife is OHK on normal zombies until round 9, and on gas crawlers until round 13. Their hits also damage you less than a normal zombie, but I’m not sure about the specifics of this. Perks. You now have access to the 4 perks you are going to be using. Double Tap is not for beginners, and it’s not open yet! Juggs (Juggernaut). The most important thing in zombies is Juggs. There is never a time when it’s not your priority to have this. It enables you to take 4 hits safely before the 5th will down you. It costs 2500. Quick Revive. Enables you to revive a downed comrade in half the time it would take. Ultimately revives should be done in such a way that this is not required, but it’s still essential to have for when things don’t go well. It costs 1500. Speedy Cola. A bonus rather than a necessity, you reload in either ½ or 2/3 of the time it would take. Can be very helpful for the ThunderGun. In no situation with any other gun will it really save a beginners life. It costs 3000. Mule Kick. I’ll be honest I have never used Mule Kick on Kino, simply because I haven’t realty played it since it was released. My opinion therefore is theoretical and based on game knowledge and potential strategies. This perk is not essential but would massively help on Kino. Being able to have a ray gun first gun, Thunder or Crossbow second and MP40 3rd sounds pretty damn cool. It costs 4000. Double Tap. I love double tap, you can kill quicker and it reduces the recoil on the guns it’s best suited for, RPK and HK. The effect especially on the HK is profound. If however your aim is bad you are going to be wasting bullets. Using the tactic I am describing it is completely wasted, you don’t want to be killing quickly. It costs 2000. Traps and Teleporter. Traps cost 1000 points each and are always OHK on any zombie that runs through them. They last 30 seconds and have a 90 seconds cooldown period before being useable again. If you run through a trap without juggs you will die, if you run through with juggs and full health you will live but be one hit away from death. The teleporter servers 2 functions….the biggest and cheapest trap you have and as a gateway to Pack a Punch, and 30 seconds of safety. To use the teleporter you first need to initialise it from the stage area, then initialise it from the teleporter receiving pad in the spawn area. When you use it you will be teleported to an area above basically the spawn. You are able to look back at the stage and the zombies will collect here, looking up at you. Grenades can be purchased in here for 250. Pack a Punch is a machine in this room, costing 5000. It improves any gun placed in it, some much more than others. Round 10 and above. From no onwards it all depends on your ability and confidence as to how you are going to proceed. You should now both have Juggs, and MP40 and Quick Revive. You don’t actually need anything else at all and you can go to round 40. Any round from now onwards is going to be basically the same. Part 1 – initial spawning. Collect as many zombies as possible before using the teleporter. Part 2 – collecting. From the safety of the teleporter you are aiming to have all 24 zombies spawned and in the stage area. You can kill them by throwing grenades down or shooting them. As a beginner I advise against this. Part 3 – arriving on receiver pad. If you haven’t killed anything this area is going to be empty and safe. Within 10 seconds lots of zombies are going to appear out of the big doorway in front of you. Part 4 – moving safely. The idea is to take the following path/loop at walking pace. From Spawn move to PM63, then to Portrait Room, Stairs of Death, MP40 room, Dressing room, Back of Stage, Stage, Corridor, Spawn. Essential beginner tip – Catch me if you can. Your walking speed is equal to a zombies fastest run. This is key for all things zombies. What it means is that if you are moving forward and can’t see anything in front of you, you are completely safe. On kino especially this is very important. Part 5 – how to kill and when to kill. This is where it gets tricky and knowledge of how and why they spawn is essential. If you have 24 spawned on a level, which is the maximum whenever one is killed a new one will be spawned somewhere close to a players location. If you kill 2 at a time, 2 new ones, 3 at a time, 3 new ones etc. The only ‘safe’ place to kill a large group is the stage or using the trap leaving the dressing room. This is safe simply because it’s the only area you can handle a brand new spawn. Beginners will struggle with this without access to the teleporter especially on the higher rounds. Whilst you are walking the loop if you kill anything coming from behind you, the new ones will spawn in front of you. If you are going down the stairs of death and there are 2 crawlers there if you are not able to jump over them, or lead them out you are trapped/pincered/screwed. My guidelines for shooting. There are 4 main places you can ‘safely’ shoot into zombies from. Past round 20 it doesn’t make much difference as you won’t be killing them quickly enough to cause a problem. Before 20 you are going to have to figure it out somewhat for yourself. The first time you try this tactic you are going to understand what I am saying. For beginners it’s best if only 1 of you shots, the other should be watching for spawning zombies around you. Once you are more experienced you can both shoot but for now it’s much safer for only one. Place 1 – from the receiving pad. Shoot for 5 seconds into the group coming from the doorway in front. Place 2 – the tiny corridor between the PM63 and Portrait room. Again, no more than 5 seconds. Place 3 – dressing room at mystery box location. Place 4 – back of stage….when you are coming out of the dressing room you can go left or right around the big huge thing, not sure what is it now! Go to the right and look back into dressing room. They will funnel in a straight line to you in all these locations. During all this you may be wondering well how the hell do I actually kill anything? Traps and the teleporter are the answers. Past round 35 it’s pretty much the only way, excluding very high level hoard combining and Thundergun. After using the teleporter you have 90 seconds to wait before it cools down again. This is the same time it takes to do 2 loops. The safest possible way to do Kino is like this. After using the teleporter do not kill anything, just walk the loop twice which will ensure all zombies are behind you. Get the teleporter ready (hopefully on the 2nd loop) and do the loop for a 3rd time (if it wasn’t ready). This time though when you get to the dressing room you are going to use the trap. It will kill all 24 zombies but will start spawning them all immediately. This is why we have waited for the teleporter…once they are all dead it’s like a new round has started. You can rinse and repeat this continually, over and over again. MP40 ammo is freely available, but it’s going to take some time. It’s taking roughly 150 seconds or so to kill 24 zombies. To do things faster it’s difficult to explain some of the things that you need to work out. Whilst walking the loop you can kill a few zombies, if you are confident moving through the areas in front of you with new spawners. You need to begin to understand how quickly they spawn, and how long it takes to kill them. What’s next? Time for the magic of the mystery box. The 2 weapons that are ultimately the end goal are the Crossbox upgraded, and the ThunderGun. Ray Guns are good until level 19, whilst they are still OHK. Past that point they need to be handled carefully otherwise you are leaving crawlers all over the place. They are good for removing a single zombie in your path all the way to 30, but it’s going to start taking lots of shots. You both want monkeys as well. These are tactical grenades that take 2 seconds to prep and throw but once out every zombie on the map will make a beeline to them. They last about 10 seconds but during this time you are completely safe. You want the Thunder or Crossbox gun as your first or 2nd, you don’t want any chance of losing it if you have picked up Mule Kick. If you get a Ray Gun take it and then get Mule Kick. For the 3rd gun buy an MP40. If you struggle with the Ray Gun or it’s past level 20 just have 2 guns, MP40 and Thunder or Crossbow. The Thunder gun is always OHK on any zombie close enough to the initial blast. Even if they are not killed they are thrown out of the way. The crossbow upgraded acts bait to the zombies. The fired bolt will be chased by any zombies nearby, before it explodes after 3 seconds or so. When you are running the loop on higher levels, someone needs to always be watching the front with either of these guns out and ready to use. With this setup you are good to go forever, it will just take lots of time! There is more to come to this guide, much more but I want to see how this goes first. More stuff includes how to revive, how to recover and how to do things really quickly. I hope you enjoy it as it is.
  21. Chopper

    2x Ray Gun

    First gun needs to be PAPed Tom.
  22. Yep, non PAPed M1191 gives me 24 * 30 points most of the time between the first and 2nd grenade. It has also given me 240 points before first grenade, maybe 300 if I manage a kill. This leaves 8 bullets. They are either fired after first grenade if I'm dazed and there are runners, or just after the 2nd grenade. 40 bullets = 1200 points if shot into 1 train. Add 50/60 or 100 for any that are killed with it. Use these wisely. Eye and I are reworking the strategy guide for NML, I'm asking for the help of mixmaster and superhands too. Many people on this site have the skill to hit over 250 kills, but not necessarily the ingrained tactial nous to work out what to do. Our aim is to change that. There are things like how to double stab....with timing you can get hit but as long you have given 1 hit, you can get the 2nd killing stab without getting hit again. This doesn't work in water as you can't step back a tiny bit, which is required. How to always stab dogs without getting hit. How to play with lag on PS3. The 3 main different grenade spots and the pro and cons of each. I want CODZ to have the finest zombie players anywhere as 1 group. With some of the strategical minds on here as shown by a variety of high level guides, we should do this!
  23. Thank you guys, I thought there was some kind of trigger, I suppose I don't care what it is just to know it's there. I've been doing closed doors ascension and was hoping that it may get a bit easier...obviously not!
  24. Does anyone know if it's possible to get a firesale before you turn on the power or open any doors?
  25. The quickest I have seen is 67 seconds, the quickests I have done is 81 seconds, the ideal time is 90 seconds. 90 seconds can be consistently repeated over and over again. And something that people don't realise....Juggs is not as important as wasted bullets. It's better to get Juggs later if it has meant that you have killed 40 zombies with 4 bullets, rather than 30 with 6 bullets.
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