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Superhands

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Everything posted by Superhands

  1. Good stuff way, I can't take credit for coming up with the later-game pad strategy, Relaxing was the first to run it I think. I can take credit for coming up with the telepad PaP though ;)
  2. This guide was released only less than 6 months ago, kinda shocking how outdated the 'About the main authors' section has become in such a short amount of time :shock: Mine has gone from Superhands (Great Britain): insane solo player, several 60+ maps, master strategist, 298 kills on No Man’s Land. to Superhands (Great Britain): insane solo player, several 100+ maps and a world record of 115 on FIVE, 60+ co-op, master of No Man's Land with 361 kills and 330 on the telepad, master strategist.
  3. Getting right at the back of the teleporter on No Man's Land, then stepping off so we don't teleport and everyone dies. Then I run off and try and get a PaP :lol:
  4. :lol: no worries it's a good point Just added this to the video description: 0:00 Rounds before 40 1:52 Round 99 playthrough 26:50 Reaching round 115 and suiciding
  5. Yeah way reaching round 115 was shown at the end, as well as the end game scoreboard ;)
  6. Oh how I wish there were dog rounds on Moon to make it go faster... but hacking ammos is very nice Great finds here Shooter [brains]
  7. Decided to stamp my mark on FIVE once and for all and get a solo WR, round 115. With my own strategy I might add viewtopic.php?f=91&t=21851
  8. This is literally the sole purpose behind the whole run Run is done now, 115 suicide: viewtopic.php?f=91&t=21851
  9. Good, add my 279 there too :3 Well done man, you're improving at No Man's Land very quickly [brains]
  10. So here it is guys, round 115 suicide and a new world record! 0 downs until suicide, which I more or less expected... I didn't see myself going down with this strategy. Total play time was around 39 hours, that's pretty damn fast for FIVE! How this strategy works So you hoard in the War Room, then take the elevator upstairs. If damaged, even slightly, 20 out of 24 zombies will follow you upstairs via the teleporter, rather respawning in the windows all over the area. If a zombie isn't damaged, it will pretty much always spawn from a window. If you don't shoot your zombies, you'll have a room full of window-spawners to deal with which is very dangerous. However, 3 loose zombies waiting outside the elevator for you (easily dodgeable by hanging a left) and a couple of window-spawners, are easily manageable. The rest of the teleporter-spawners will just automatically form a train behind you, making for a nice easy strategy. You can also use the 'auto-train' method (using the PaP Room) to hoard the zombies up in the War Room. It's far easier that way, but very slow.
  11. Hey guys, so as you all may have noticed I'm slowly making a collection of round 100 videos So I figured I'd make a thread with all of my 100 run videos. All of these have been down with 0 downs so far (I always rage quit if I go down before round 40 anyways, and it's unlikely that I'm gonna go down once I get into the rinse-and-repeat 40+ strategies). Still planning on doing 100 runs on Kino & Ascension, I've done these already but I'd like to do them with 0 downs and get them on video. Without further ado, on with the show! FIVE (Round 115, World Record) Shangri La (Round 100) Moon (Round 100) Nacht Der Untoten (Round 80, but more impressive than my round 100s, WR) Verruckt (Round 120, World Record) Shi No Numa (Round 115, former World Record) Der Riese (Round 100)
  12. I love a practical weapon. The Thundergun and Wave Gun are perfect examples - infinite damage, good defensive possibilities and nice ammo count, great for high round runs. Weapons like the Winter's and Scavenger are very nice in the earlier rounds, but in later rounds they start to become a liability. Not to prefer... The Wunderwaffe does infinite damage, but kills only 10 zombies at a time so runs out of ammo far too quickly in the high round runs. Not to prefer... The Shrink Ray has a very tasty ammo count and can kill a full group of 24. But it's range is terrible so you sometimes miss some, and it's defensive capabilities aren't all that great mainly due to it's short range. A good gun, but probably not to prefer... So that's my analysis. Treyarch, if you don't include a weapon with infinite and realistic high round capabilites, at least include traps. COTD is a good map, but a prime example of what to avoid in terms of high round playability, for solo at least. Also make the traps nicely accesible so it doesn't take so long, like the run to round 115 on FIVE I just finished which was done the quick way.
  13. I just hope they don't go OTT with things, I prefer the simplicity. I also hope they bring back traps.
  14. ME!!! Yeah as already mentioned in this thread, the map first came out and I had no idea there were solo leaderboards. So I ran around for nearly 2 hours, spamming my ammo, then using the 'give m1911' command to give myself another pistol, then upgrade for more ammo. Then I found out that it went on a leaderboard and I sat in a corner and cried for a bit :lol:
  15. Thanks guys! Cheers Tom, yeah depends which trap you use, of course the Olympia trap is quite a bit faster than the MPL trap as you don't have to cross back over before using it Run is now finished guys, 115 suicide Kinda funny, just as I gain this WR, Steve scores 366 on No Man's Land and I lose another :lol:
  16. Cheers guys Yeah cool shooter, I've got an early start tomorrow morning so I'm paused on 110 for the night now, few things to do then home by about 10am to finish the run. 5 rounds to do, one of those being a Pentagon Thief round, so about 4-5 hours in total before I hit 115, in which I'll be suiciding instantly Then once it's done I'll put out a half-hour vid with loads of gameplay in the afternoon Myself and 5and5 have literally just been discussing this on Skype :lol:
  17. Just a quick few mins of HD gameplay to let everyone know I've now hit round 100 with 0 downs, and since everyone keeps insisting, I'm going for round 115. Hopefully the game doesn't restart on me! I'll be putting out some full gameplay when the run is over. Getting to 100 took about 27 hours; the strategy everyone else uses results in roughly 40 hours to round 100. *Update* - Currently on round 110, a new world record will have been set upon release of video evidence Gonna do the last 5 rounds tomorrow morning and release a full video. So for those of you that missed yesterday's video, this is my fast-as-it-gets trap strategy: How this strategy works So you hoard in the War Room, then take the elevator upstairs. If damaged, even slightly, 20 out of 24 zombies will follow you upstairs via the teleporter, rather respawning in the windows all over the area. If a zombie isn't damaged, it will pretty much always spawn from a window. If you don't shoot your zombies, you'll have a room full of window-spawners to deal with which is very dangerous. However, 3 loose zombies waiting outside the elevator for you (easily dodgeable by hanging a left) and a couple of window-spawners, are easily manageable. The rest of the teleporter-spawners will just automatically form a train behind you, making for a nice easy strategy. You can also use the 'auto-train' method (using the PaP Room) to hoard the zombies up in the War Room. It's far easier that way, but very slow.
  18. Just hit 100 on FIVE guys 8-) I've decided that I'm gonna stick it out and go for 115 in hope that the game doesn't restart on me. Gonna upload a little bit of round 99 ending in a bit to let everyone know I'm going for the WR, I'll upload some full length gameplay when the run is finished. Yeah Jimbo I'm only on PC mate, zombies is the only game I really play so it was way cheaper to just stick a graphics card in my PC rather than buying a console. May get an Xbox at the end of the summer though, not too sure yet.
  19. Cheers guys, I'll see how I feel once I hit 100 and also see what I have going on for the weekend and start of next week to see if I even have time to finish it. To be honest, high round WRs just don't appeal to me in the slightest, the 100+ rounds take more time than they're worth. I'd rather just be the badass who goes to 100 with 0 downs and ends the game instantly I guess that's concrete proof that I can go as far as I want to go, but don't have the inclination to do so. I came, I conquered, I'm leaving Technically the current FIVE WR is 107 as Jimbo says he didn't record past 107 but says he did 109. I believe him 100%, but if it wasn't recorded then of course it's not a record. 107 was recorded though, so technically it's 107. Anyone looking to beat it though would probably have to go for 110 so nobody can say that you didn't really beat the highest round ever. As for Swask's run... if there was an end-of-game scoreboard, it probably wouldn't be so dubious. I think he was more going for a points WR than a round WR though and just had the high round WR as a bonus. But you do expect more proof for a high round WR, if it was someone unknown people would instantly call bullshit. Much like what happened to me when I did 161 on Ascension all that time ago when nobody had heard of me I should do it again and see what people say this time :lol:
  20. We may or may not have a new FIVE WR soon. I'm currently on 90 with 0 downs using my new trap strategy I'll see how I feel once I make to to 100, I'll most likely do my usual and just suicide as soon as I hit 100 But we'll see...
  21. Couple that need updating as well: Ascension is 171 by TheZeratulDT FIVE is now 109 by TheJimbogobo
  22. I agree with all of this, I love these for speeding through the early rounds in solo, just going No Man's Land style gathering hoards and taking them out in one go. I also love the splash damage on these - they do 1000 normal damage, 1200 splash damage. That means, learn to shoot them properly at close range (shoot at the feet), the damage they do can be multiplied pretty heavily. This is the only thing I know isn't true way with Jugg you can fire 2 shots at point blank range and you'll be fine. If you get hit by a zombie before you recover, you'll red-screen. If you get hit by a dog, you'll only red-screen if hit by the dog immediately after. If you half recover before taking the dog hit, you'll be fine. Also 3 shots at point blank range = red-screen. I'm also 90% sure distance plays no part in how much self-damage you take. As long as you get hit by them, you still take the same damage being far away as you do at point blank. I know just about everything there is to know about using these bad boys, we've been through so much together on No Man's Land :mrgreen:
  23. This is my first PaP strategy, easiest one you'll find w8r8UJOMTQo To start with, you'll want to make at least 1670 points (9 kills or more) before the 1st siren. As soon as you hear the 1st siren, haul ass to the teleporter pad. You'll get a few loose zombies coming to the teleporter pad first - duse about 8 chest shots and a knife to kill them. No more than 10 seconds after the first siren, cook and throw a grenade on the telepad. Finish shoot-knifing until the 2nd siren. Let the 2nd siren pass you by as you carry on using all of your ammo. At the 3rd siren you'll want to start cooking your first grenade, method for good placement shown in the video. Knife any remaining walkers and crawlers. You might get the odd couple of 2-knife kills but they will mostly require a single knife. As you're on the teleporter pad, any new zombies spawning in will take some time getting to you, so you'll easily have time to knife all of the crawlers and make the money to PaP, most of the time with some to spare. If done right you'll have the points to PaP at around the 4th siren, which more or less marks 90 seconds.
  24. Don't understand why this hasn't been stickied already, it's the main thread in the NML section.
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