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Chopper

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Everything posted by Chopper

  1. That's a strange error, very similar to the claymore stocking error. It sucks to play for 7 hours and then it end like that. I'll put it on my channel for sure mate.
  2. Used to do it in Kino until started to get the coding errors about max objects. We worked out you can get up to around 120 stocked before getting the error. I haven't really had much experience with spikemores, claymores become useless after round 35 or so. Unless of course you are using the VR-11 trick and then they are brilliant. I tended to use them more as a warning system. When are spikemores good until?
  3. Mate I think you should hit up Playstation as well, I'm sure they could put in an option of talk to text, which would make life much easier. When shit hits the fan I just need to be able to let you know we are leaving, if this option was there it would be much better. I haven't got time to press ps type anything and get back to game before I'm screwed! Can you look into getting skype on a laptop that you can have next to you for next time we play? Chat would be much quicker but less obvious, and I'm sure we could find a basic talk to text, like Dragon or something.
  4. I think that a perk which tripled your ammo would be incredibly overpowered. 3 guns more likely.
  5. I'm sitting here bored at work and so I decided to print out a map of Shangri-La to learn it a bit before I play it. Can someone tell me please what is the quickest and cheapest way to get to the Bowie? I can't quite work out just from the map which side is cheaper to go from, the MP5k or MPL. Or even if the waterfall comes into it. Thanks!
  6. This is the aim, 4 perks, sickle, AK and M&S by 10.
  7. Alright, but you could of used better grammar there... "Yes! Finally somebody understands!" Keep that in mind for the future. Oh dear. I don't see how this could be more pretentious. You pick up on this but ignore 2 posts down with no capitalisation and starting multiple sentences with but. It irritates me to see what I call lazy grammar, but most people try hard and as mentioned a fair few aren't native English speakers.
  8. Yeah this is good advice if you are new to the zombies. One major thing that I think causes a lot of needless deaths especially for beginners is moving at the wrong time. The worse time to move when you don't have juggs is right at the start of a round. The area that you have opened will immediately have zombies spawning in it. Waiting for 60 seconds at the beginning of a round makes a huge difference. When you open anywhere try and post yourself at the next door you are going to open, this ensures nothing can spawn behind you in most cases. You can always then bail if you get overwhelmed. In general if you don't know what you are doing moving mid round is going to create problems. Until you are good at controlling groups it's really important to be in a position where you can't get suprised from behind, and have a way out for when shit hits the fan.
  9. I will try and post a vid I made the other day of how to get Sickle ASAP, round 4. It's not the greatest quality as I was playing around with some settings but at the minute I'm struggling to get my new capture card working correctly. It's definitely watchable. Once you have the sickle you can camp for a fair time at the bottom of the ice slide area without having to drop down to the front of the lighthouse, you can prob stay with minimum risk until round 8.
  10. Do you have a source for this Select.....I don't know anyone apart from you who has ever seen this. And I've asked a fair few people.
  11. I know the flipper and zips on cotd are the most fun :D
  12. That's exactly what I'm after, for the 2 going on the long run to do it and then the other 2 to drop out. I'd be more than happy to help 2 others out who wanted to go on a long run do the same thing, we me dropping out.
  13. I can't apply to join the Dempsey group for some reason, there is no option to apply or PM.
  14. Yup VR11-Lazarus will give you the pickups irrelevant of the weapon you used. Nice to know mate, brains for you. Maybe I was imagining it but we seemed to get more drops when using the VR-11 than we did killing them the regular way.
  15. Damn, if I'd have known about this I would have sucked it up and played another round to become the Dr http://www.image-share.com/upload/768/28.jpg A few people in here who have recently added me should be able to verify. The most gutting thing about this attempt was that my kills and score didn't update. Since getting to 49 on 3 seperate occasions, including my last run with savage I've had more kills and a higher score but still not updated :(
  16. You're not supposed to get drops from the Scavenger Upgraded either? o: In your case it is George as well. This is very interesting. By the way guys, once you anger George, don't lead him into the pond at the bottom of the lighthouse where you train,loop,play follow the leader. Instead, take him through the lighthouse and down the super happy fun slide to speed cola. I find this way much safer than the tiny pond of death. I've definitely had drops from upgraded scav kills....but thinking about it, I've always had VR-11 insta kill in effect....
  17. I'll start this by saying I've never played Shangri-La. Some of the guys from here are going to play with me for the first time, hopefully very soon. I have some very specific questions though... By what level do you think the Egg can be completed entirely? How long would you estimate it takes? Is there anyone on here who is interested in helping out to be helped back in return? By this I mean for a record or above say 40 run I've got a feeling having completed the egg will make a huge difference. But for a huge run you only want 2 players, but need 4 for the egg. Is anyone out there prepared to help fellow CODZ'ers out by completing the egg and then quitting to allow 2 people to go on the run after completing the egg twice? I'd be more than happy to do this in return, or help out anyone in the same way.
  18. Is it when you hit George when he is on his own, which electrocutes the zombies and then killing them or hitting George and other zombies at the same time?
  19. I'm not sure. I shot George with the wunderwaffe with the zombies there, they dropped a max ammo and a double points. So maybe shooting George is the key? Maybe someone can test it? I'm pretty certain I've killed enough zombies with it and seen them killed to have tested that they don't ever drop anything when killed. I'm guessing that's at least 5000 zombies conservatively, so it would a chance of less than 1 in 5000 minimum. But you've both obviously seen it and in both cases George was involved. Maybe there is something in that?
  20. The absolute best strategy in my opinion is 2 players outside the lighthouse, with the lighthouse door shut, and the boat to the ship open. The key is to have 2 seperate circles, 1 by the pool and the other infront of the AK74u. The best tip I can give is to practise on solo running trains in those small little areas. Both players should have M&S and AK74u, you don't need anything else until around 35-40. I've been over 40 5 times with this strategy. Savage and I are going to have a go at 50....we attempted it last weekend and died on 40. When we do it he is going to capture card some of it because as far as I am aware no-one has posted this strategy before, anywhere. As long as you both know how to control your zombies getting ammo is never a problem....we even did it without mics a couple of times whilst his was charging. He also had a 2 bar connection, and massive props go to him for playing with that connection so well. Savage had never run this strategy before but I think he would only use this one now. You have AK ammo for both players, and revives are really easy. You can either circle all the zombies at one end, whilst the downed player crawls to the other end.....even with QR you can always get the revive if you have the balls to trust that you will get it...normally you will take a couple of hits. Or you can run to the ship, round there and then go upstairs before jumping back down. There is no camping strategy that will work past round 25 or so....the best camping strat is probably 2 players by the power room with HKs or RPKs. I just hate camping myself.
  21. Teamwork between 2 players. The VR-11 PAPed gives a shot player around 7 seconds of insta kill. So if you gather a hoard, and then get shot by it you can kill them all very quickly. The player who has been shot will become anti zombie, and they all run to the other player which you can use to your advantage. My favourite way of taking out a hoard is to circle the group by the pool in front of the lighthouse, the non VR player then runs to the steps and stops, the other guy gets a tight circle and then comes sprinting to the steps. If he shoots you and then runs down towards the starting spawn all the zombies head that way. 1 decent grenade, 1 flop, 2 AK clips, all will kill the entire group. You can also normally stab 1 or 2 new spawners before the effect wears off.
  22. This is what i'm on about, I killed him with a LAW and it still happened? Ahh, I'm glad you posted this thread then. I had a theory that it was the Ray Gun that prevented you from getting perks off George. Well, I guess it's just a random thing that happens every now and again. But I'm still not sure about that. It could be a certain way that we kill him, or a certain place. Still not sure yet. I'm almost 100% certain I have me on video somewhere killing him with a ray gun and getting a perk. I'm 100% certain I have seen him killed multiple times with the ray gun and have never not got a perk, unless you already have 7.
  23. If you're serious about getting past 40-45 or so getting a VR-11 massively cuts the time the rounds take. Round an entire hoard and all gone in 1 go, they spawn again so quickly on these rounds that it doesn't take more than a min or 2 to get them again. Totally agree on the crawlers, especially on high rounds when it's a pain in the arse to make crawlers. If one comes back running you want to be able to kill them without worrying about it ending the round.
  24. I've been thinking about it and the more I do the more mistakes I realise we made when we went down. I've recovered from that exact spot before as well! 1 - only the downed player goes to the Juggs area, the other player stays at the MP40 to attract zombies from that death trap. 2 - never have 2 people in the Juggs PAP area, especially on round 40. 3 - just worry about an AK, nothing else. 4 - when you spend 60k on the box to get a PAPed VR-11 use it, and make sure you shoot the other player! Next time mate, level 40 in around 6 hours is not to be sniffed at on a 2 bar connection, the first time we ever played together. I do love the way we developed that strategy though between us, dual circles, swapping circles, joining circles, it was very very sweet play.
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