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Chopper

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Everything posted by Chopper

  1. That was when your credibility disappeared.
  2. Just random mate. I've played well over a hundred games solo on the start of cotd, and encounter an early drop maybe 5% of the time.
  3. It took me a while to work out that nade consistently, it makes a huge difference as the result is almost always the same with minimal risk. You can throw faster grenades a kill them all before the 3rd buzzer but it relys too much on really nice spawning so they all group together perfectly for you. I like the ease of this way I believe I have found almost a routine that you can do to almost guarantee over 200 kills each time. I'm trying to make a guide from it, with the end goal being 300 kills.
  4. Yep, slicing is the difference between living and dieing. Any single zombie in front of you should be able to be dealt with via 2 slices as you move 180 degrees around him. I think there are a few examples in my video. Here is a video of a 90 second PAP. I can consistently get very close to this time regardless of the start, I just pretty much need 1500 before they are running and I'm always good. After they start running I manage to kill 4 without a hit due to slicing instead of stabbing. I'm either moving backwards or sideways as I stab them all and it makes all the difference. 4_E0dZCouTU
  5. At a rough estimate 3500 after first grenade (not that difficult but difficult to be fast ) including any knifing kills, then training and getting rid of 3 * 8 bullets to gain an extra 720 points before the 2nd grenade will leave you on around 4800 after throwing it. BTW this is a pretty rough estimate, no man's land rarely goes perfectly but there are methods you can use to maximise most runs. To get 300 you need lots of things to go well for you, in the first 3 minutes of the game. The key really is how you throw them to consistently get good results regardless of luck. Everyone will get games where they get perfect grenades but it's never a guarantee so you want to be in a position to maximise anything that is left. You want to be walking backwards as it goes off with clear space behind you. On the first grenade you are going to want to shot no more than 8 bullets to clear any fast crawlers and quick runners whilst your dazed, then as you come clear you can run forward and stab 2 or 3 zombies. On the second grenade you want the same but ideally you want to be able to step sideways after throwing it and loop around so that you can run towards the crawlers and fire any remaining ammo then stab once or twice to get enough points for pap. I made a short video of what I think is the most consistent grenade you can try and throw. 85DnutpJr5k
  6. Crescent is this shape http://upload.wikimedia.org/wikipedia/c ... nt.svg.png If you perform that shape going backwards it's incredibly effective at quickly collecting zombies into a small group. A cutback would be when you get to the point on either end of the crescent and you quickly reverse direction, circling slightly outside the imaginary area you have just traced to avoid any hits. Eye and I are working on some video guides to some of the more advanced kiting stuff, look out for it!
  7. Cut backs and crescent moon circles would be the way to go. Practise the area on solo, it's close to twice as many zombies as you will see in co-op play. M&S helps massively for emergencies!
  8. This clicked for me today Thanks Eye!
  9. Wowwow, nice:P But isn't it better to leave the debris to the ship closed? And what circle you run there? I runned from the lighthouse to the ledge they jump off and the back across the debris to the ship. And repeat. But once I got stuck next to that kind of metal/iron plate thing, which you have to walk around, since it can kinda block your way. It is not full to the wall, but it is half off it. Do you run that circle, or other way around? It's better to leave the lighthouse door shut and the debris open if you are playing with 2 people who really know how to kite. I'm preparing a guide for EyeCntSpel's super zombie guide and will have some footage of kiting the various places that are used.
  10. Nice post mate linking to 2 really good guides. I've had lots of success today with it, my biggest problem still is my over aggressiveness. Was just on 140 kills around 4 minutes in when my little boy turned my PS3 off! It's incredibly frustrating though waiting for a nice start.......the difference between 1400 points and 2300 when they start to sprint is incredible in terms of PAP time. 1400, even 1300 is doable, but takes a lot of time.
  11. After posting this last night I realised something else. Luck really does play the most part in having a good start. I found that if you stand in the big pool to start with more zombies tend to spawn in the pools. I never used to as I'm green brown colour blind and can't always tell the difference between speed and juggs so normally have to walk up the way up and take a look at the machine. I've learnt somehow to realise that I can be almost certain when it's jugg as it looks darker to me. It won't make sense to anyone who isn't colour blind but basically if it's speedy I'm not sure, if it's Juggs I'm normally pretty sure. Randomly spawning bad zombies are my biggest issue, even with the lag I can control enough to move forward and stab crawlers but then 2 dogs will spawn up my arse and butt fuck me.
  12. Hey Guys, I've noticed a couple of things in No Man's Land which are pretty irritating and was wondering if you had experienced them. Lag - from a really good first grenade that leaves like 5 crawlers or so always gives me massive lag, frame rate issues, it kills most times if I try and get rid of the crawlers straight away. Health - after being hit once you need your screen to go clear and then around 1 second before you can safely get hit 1 more time. Like most people from playing hours and hours and hours of zombies I know how long this is, especially from spending a lot of time knifing without Jugg. In No Man's Land it seems that you need longer to clear your screen, especially with dogs. What feels like around a second and a half after screen clears, 1 hit can still down me. Anyone had these things happen?
  13. Hey Eye, great guide. I was finally able to spend a couple of hours today in no man's land, got PAP and Juggs 3 times with the fasest PAP coming at 117 seconds, 124 to pick up gun. What I realised was a few things - It requires a fair bit of luck. You need quick spawning zombies in the pools, dogs to spawn at the right times in the right places. When you get lag from the grenade its very difficult. Finding a good path to get the zombies in the ideal space for a grenade is crucial. When I was running randomly I was stretching them too much, once I got a good little tactic going I was consistently able to get really good results with the first grenade which is so important. My biggest mistake still if shooting the M&S at the wrong time, normally as 2 dogs jump at me. Kills me everytime. I'm not certain I could get 300 but 250 is pretty achievable I think. And the 2p thing we were talking about is definitely on!
  14. I'd have ak 3rd. It's the only gun you are guaranteed to get back and the way you play 6200 is nothing, even 10 times over a long game.
  15. I'm 100% certain that most players haven't got both. The main reason being the pain in the arse Shang Easter egg.
  16. This, plus my biggest issue is when you need to switch quickly to your trouble weapon you can get caught out.
  17. The Coward - level 40 less than 300 kills.
  18. I don't think anyone can argue that the wave gun isn't the most effective of all Wonder weapons. It's also IMO the most fun. I love the waffe but it's killing potential is pretty limited.
  19. Past about round 40 VR-11 insta-kill is the best way to go.
  20. Good post man, brains for you. I pretty much agree with everything you said, but then I'm sure you would have expected that the way we play. Only minor thing I disagree with is Ray Gun + DT + Flopper + Speedy equalling M&S with 240 bullets. Up to 30 or so this is true, but past 30 I find that the only way to definitely clear a gap is using M&S.
  21. Well it was certainly more useful than your helpful and witty response. It's very funny to make fun out of 'retarded' people. Maybe GFaqs has room for you?
  22. Great post, brains to you. I find the AK much easier than Mule Kick though, mule kick pretty much always gets me about 2 foot away from getting back into the airlock!
  23. Check the Reapers thread guys.
  24. Back on topic I don't find it that bad when he starts sprinting backwards, in some ways he becomes more manageable. AK area for instance when you are kiting there you can either run all the way around the rock, or just on the back side where Mule Kick is, doing cut backs for control. If you are running loops which are easier to then turn around and shoot on if he is in the wrong place, by the box for instance or just on that right hand corner as you are looking back up to the exit, he can be a pain in the arse to go past. With the gravity effect you can with a slight mistake fly too close to him and get grabbed. If he is running he can be incorporated into the hoard and managed. ThanksOstoned, hope it helps. For moon especially timing the drops in the first few rounds can mean getting the Bowie on 3! Ideally on solo you want ammo end of round 1 and then *2 end of round 2. If you save your ammo on 2 and have *2 on 3 you get lots and lots of points!
  25. I'll be honest the only time I watch math is in the first couple of levels. Once the team or I have 2000 points on top of the initial 500 I will make sure the next zombie killed is with bullets and not a knife. On Moon for instance 2 player I'd keep all the zombies in for the first 2 rounds, except the last one. I'd then stab once and shoot twice in the head, hoping for a max ammo or *2. Past that it just takes care of itself. I personallly use a PAPed AK so never worry about ammo or points. Past round 35 or so on most maps I start looking for the quickest way to kill. If I was to then run out of Thunder/Wave/Baby Maker etc ammo I'd go back to point whoring knowing that eventually I'm going to get a drop, and hope it's ammo. What makes moon so fucking cool is that you don't have to hope anymore, just have to hack!!
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