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perfectlemonade

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  1. Richtofen! It says I have to spread my brains around before I can give you some more. Remind me that I owe you some [brains] ! Don't let me forget! And thanks so much for the complement. It really means a lot that you like them. :)
  2. I'm sure his game is over by now. :P
  3. Thanks for the barrier thing. I'll change it later. Mathematically, you are losing points by taking insta kills. If you knife, round 2, on insta kill, you get 140 points. If you shoot 8 times on insta kill, round two, you get 210 points. Thus, you lose points. Same with Death Machine. You don't get very many hit markers with Death Machines. You only get headshots, at the very most. So you lose at least 30 points per zombie. This adds up after a while. :)
  4. Author’s Note: Okay, I have to thank Superhands and Ehjookayted for giving me some tips with this thread. Seriously, you guys helped me out SO MUCH. And I **guess** I have to thank the CoD Wiki. I guess. Whatever. Awkward. Anyways, enjoy! ______________ Everything You Need to Know About Points There are these things called points. It’s in Zombies, and it’s probably the single most important aspect of Zombies. Without points, you’re a dead man walking. That’s the best way I can put it. Without points, you’re hopeless, trapped in the spawn room forever with nothing but a pistol, a couple nades, and a knife. No doors, no Mystery box, no perks (except Quick Revive on solo), no Pack a Punch, no traps, absolutely nothing. You’re better off ending your misery before it even begins in a world without points. The thought… OH THE SHIVERS AND SHAKES COME OVER ME (brains for the first user that can put that quote to a character). But yeah, living in a world without points would NOT be fun. And, to be honest, Zombies wouldn’t be much fun either. But, thankfully, we have points (though, according to the multiverse theory, there an infinite number of multiverses [it’s not a universe because the term ‘universe’ would imply a single plane of existence] where an infinite number of Perfectlemonades play an infinite number of games of Zombies where points do not exist, and an infinite number of multiverses Chuck Norris plays Tank. You get my point {pun intended}), and they’re not going anywhere anytime soon, because points are undoubtedly the staple of Zombies as a whole. So you gotta know your stuff when it comes to points, or else you’ll find yourself in a sticky situation. And later on, who knows, maybe you’ll develop an interest in the point whore philosophy and become one like me. But first! What Are Points? Points, dear Watson, are the currency system of Treyarch’s Zombies. And a pretty simple one at that. You get points by advancing through the game, or, in other words, killing zombies (though there are dozens of other ways to earn points). Now, most of the seasoned vets know just about every way to get points, but I’m going to post the basics of earning points below, courtesy of our friends(?) at the CoD Wiki. Here ya go: I know what you’re thinking. Crazy complex, right? Not so. You’d be surprised at how quickly you master this seeming complicated system of currency we have here in Zombies. What you would think would take days upon days of learning will really only take on hour or so of playing time. And once you take into account the power of headshots and melee kills, well, everything else sort of stops mattering with points, at least for a while (we’ll learn all about this later). So yeah, 10 points for every hit marker (so, for instance, every nonlethal shot or melee you inflict upon a zombie gives you 10 points), a varied amount for kills depending on the means in which you kill it, and rebuilding windows. These are the three basic ways players earn points. And once you’ve earned enough points, you’re free to open up some doors and unlock the rest of the map, which brings me to my next topic… How to Build Up Points So first off, every player should know that you start out with 500 points when you spawn. This gives you a little breathing room for buying a wall gun or Quick Revive, and with the zombies spawning in so slowly, you should have plenty of time for your first wave of the game. Now, one round one, I always knife the zombies and save up my pistol ammo for the following rounds, but note that this is personal preference. Many players like to shoot a zombie five times for those 50 hit marker points, and they turn out just fine in the long run. Also, and this is a general tip, I like to let one in so I can have a shot at a powerup, as well as getting those 40 rebuild points. But I’d be wary of doing this in random matches, especially if your teammates’ leaderboards don’t look too impressive. You never know when someone will swoop in and take that kill because they have the attention span of a ball of bellybutton lint. At round two, I normally shoot 8 times in the body then knife for maximum points. Also, if you can line up two zombies (or maybe even three!), shoot them for collateral points. Not only does this do damage to them, but it gives you so much more ‘bang for your buck’ so to speak. Plus, you feel good about getting a collateral zombie spray. Past round three, it’s anyone’s game. Buy a wall gun, preferably a good one with a high rate of fire and a high ammo count (we’ll go in depth with this later), and just start slaying, but be sure to keep an eye on that point counter in the bottom right-hand corner of your screen. You need to make sure you’re keeping that up as high as possible in the early rounds. Make every shot and every knife count. Efficiency, baby! After you’ve gotten Juggernog, I’d suggest purchasing either the Bowie Knife or Sickle (though, if you’re confident enough, you could get the Bowie Knife first). This bad boy is a huge knife (or sickle) that costs a whopping 3000 points, but has a stunning about of damage, being a one hit kill until round nine. While the 3000 point loss may seem extreme at first, you’d be shocked at how quickly you gain these points back and actually make a profit off it. So if you haven’t give the Bowie Knife a go, I’d definitely recommend you try it out! It’s so badass! It is also unavoidable that you will run into a greenish yellow object that emits this bright glow and angelic noise. These are called powerups, and more than a few will lead to additional amounts of points, while some will hurt you overall in the point department. These powerups are listed below: Double Points- Pretty self-explanatory here. Every time you gain points, be it through rebuilding barriers or a zombie kill, you get double of what you would normally get. A well-timed Double Points in the beginning rounds can be huge to your budget in the following rounds. And even if you get a Double Points as the round is ending, you get that many more points from rebuilding a window and (usually) a zombie or two in the round after that. That’s a plus in my book. Don’t really understand the frustration players experience when they get a Double Points at the end of the round. Carpenter- A wooden hammer thingy that made its first appearance in Der Riese, this little guy can be a pretty decent boost for you in the early rounds, especially in the mid early rounds (4-6) when you may not have Juggernog yet, but the zombies are coming in aggressively enough that you can consider them a threat, as the main effect of the Carpenter is boarding up all of the windows. In addition to this, you get 200 (400 if Double Points is on) free points, and I don’t care who you are, 200 free points is nothing to complain about. Max Ammo- Ah yes. The mother of all drops. Max Ammos, a powerup that restores all of your ammo, from your gun to your grenades The drop, usually, that makes or breaks us (at least in the high rounds). But max ammos can be incredibly useful in the early stages of point building as well! Don’t believe me? Well, it’s simple math, dear Watson. Let’s say you get a Max Ammo on round three. All your pistol ammo is gone. Now, instead of panicking and buying an M14 or something, I normally wait, chuck a few grenades, and hope for a Max Ammo. If I get one, you get 80 shots of your pistol back, considering you’ve run out of ammo completely. Theoretically, you could get a maximum of 2400 points with just your pistol alone! Now, I know it won’t happen, but ya never know! So yeah, if you see a Max Ammo, tell your teammates and let them empty out their clips, throw all their grenades, and reload. You should do this as well for maximum pointage and ammo efficiency. Once you’re set, grab it and enjoy your delicious ammunition! Nuke- This little dude will wipe out every zombie that has spawned in the map, and gives you only 400 (800 with Double Points on) points for doing so. Now, if you get this at the beginning of the round, the net loss of points can be devastating. But getting a Nuke at the end of the round can be really awesome! This is why I let in a zombie at the end of each round, to be honest. Nukes can give you a free 400 points after you’ve knifed the last zombie, essentially giving you 530 points (Nuke + 130 for melee) for a single zombie! Really awesome! Insta Kill- A powerup that gives you one-hit kill capabilities for thirty seconds, this can be sort of disappointing to get in the early rounds. I never complain, because one hit killing zombies can be awesome, but you lose out on a lot of hit marker points with Insta Kill. My suggestion is to never take this powerup, unless you have Double Points with it, in which case this deadly combo can lead you to a stunning 280 points per kill (260 for the melee, and 20 for the hit marker that comes with it [excluding round one]). To be honest, before round 15, I find this powerup to be very overrated. I’ll take a Double Points over Insta Kill all day and everyday. Death Machine- A powerup that gives you this huge, bulky gun for 30 seconds, this thing absolutely kills your points. Entirely too powerful. Limits your mobility. Don’t take this unless you have to. Waste of points… And that’s about it for getting up the necessary points in the early rounds. Be sure to develop a reliable strategy and plan your path, including buying doors, weapons, and ammo off the wall. You’ll need to know this strategy, as well as any possible problems you might run into, like the back of your hand if you want to avoid those incredibly stupid early round double taps before you get Juggernog. Oh, and speaking of Juggernog… What to Spend Your Points On First off, let’s go through a list of all the goodies you can buy in Zombies. Weapons: Anywhere between 200 and 1800, I believe, with the Deployable BAR and FG42 being the most expensive, while the lowly Kar98 being the cheapest. Unupgraded ammo is usually half of what the gun itself costs (so let’s say I buy an MP40 for 1000 points; ammo will then cost 500 points. Pack a Punched ammo is always 4500, unless the weapon has been hacked, but we’ll talk all about the Hacker later. Doors: Can cost between 750-1250 points, though I’ve noticed the 1250 doors are quite rare. Mystery Box: 950 points. Pack a Punch: 5000 points (!!!) Perks: Ranges between 500 (solo Quick Revive) to 4000 (Mule Kick). The things you really want to know are Juggernog (2500), Flopper and Stamin Up (2000) and Speed Cola (3000) Traps: 750 (Flogger), 1000 (Fire Trap and Electric Shock), 1500 (Sentry) Hacker: There’s too much for me to list for the Hacker, so I’m just gonna quote our old friend Fu453. He’s gone now, but his Moon threads helped me out so much! Big shoutout to Fu453. This stuff is pretty much common knowledge, but six months ago (can’t believe it’s already been six months since the last Black Ops map. Seems like yesterday I was late on the first day of sophomore year because I stayed up all night playing Moon **nostalgic fade out**), the Hacker was some intimidating stuff! No one had any idea what to do with it! But some very dedicated users spent hours, in the name of science, trying to figure out everything the Hacker can do, and turns out it can do quite a lot, as you’ve already seen. Okay, enough babbling. You’ve gotten everything in order now, I’m assuming? Good. You’re now ready to do what points were created for: spending! First off, no matter what map you’re playing on, what strategy you’re doing (except for No Man’s Land, of course, or maybe if you’re really itching for some Bowie Knife action), what you’re trying to accomplish, the very first thing you should spend your points on is Juggernog, quite possibly the single most crucial perk or purchasable item in the game. This seems easy enough, but there’s one thing standing in your way. An old enemy of mine. We were in med school together, until it betrayed me, and turned into a Satanic chest that enjoys taking advantage of newer players that make poor economic decisions. Yeah, you know what I’m talking about. The Mystery Box. You’ll want to spam it and spam it and spam it and spam it some more. But don’t. I beg you. When speaking in economic terms, the single most dangerous thing in Zombies to do is waste your points on the Mystery Box. You don’t want to do this. You don’t want to fall for its sick and twisted trap. Resist the urge to spend your points on the Mystery Box. Opt for something better, something more reliable, like a good, trusty wall gun. Once you’ve bought your four perks—and I won’t tell you what perks to buy, because I may like a perk that you may feel isn’t that necessary (ie I think Stamin Up is easily the second most important perk in Zombies, while some people just don’t buy it period), and you have an ample amount of breathing room with your points, which should be at least 10000 points, but preferably higher, you can start to hit the Mystery Box. But, be warned, you’ll be surprised at how quickly your points drop when you start to spam the Mystery Box. Once you have everything you need, it’s all right to hit it, but don’t put yourself in a tricky situation by wasting your points on trying to get the Wunder Weapon. Go with Mustang and Sally’s if you don’t get what you want right away and cut your losses. Trust me, it’s worth it. Later on, you may want to start taking advantage of the traps that a map may offer. This will cost some serious cash, but if you think ahead and use your brain, you should at least break even with every horde you kill with a trap. You can do this by having a good point gun with you throughout the entire game, but this is something we’ll talk all about when the time comes. And that’s about it for compulsive point sprees. If you’re rockin solo, you’ll obviously need to get the Wunder Weapon eventually, but keep in mind that there’s absolutely no rush and you don’t need to spend all your points chasing after the Mystery Box in a time when every point can still be precious. So yeah, not much else to say for spending. Just think wise. If you’re considering doing something that could put you in a tricky situation, then just don’t do it. Easy stuff, right? How to Save Your Points Well, you’ve gotten this far. To be honest, you’re at the point of the game (pun intended [again]) where your score starts to become an afterthought. But it doesn’t just go away. You have to keep your points up, just in case you run out of ammo midround with your Wunder Weapon and have to make a mad dash for the box, or get downed and have to rebuy your perks. As the game goes on, I like to keep my average points higher and higher. Past round 40, I don’t like to see my points slip below 100,000. You never know when you’ll need a cornucopia of points such as this. So. You need to have a way of keeping your points up. You need a point whoring gun. And what are these guns, exactly? Well, I’m getting to that. Point whoring guns are unupgraded, high rate of fire wall weapons. They are unupgraded because of the ridiculous cost of upgraded ammo (4500), and by round 50, the health of the zombies will be so incredibly high that it doesn’t matter if you’re throwing balls of paper at them or spraying them with an upgraded 74u—they won’t be dying. So, you’ll either need to take advantage of the power weapon in the map or the traps. I usually prefer traps so I don’t need to worry about ammo for my power weapon (I learned this the hard way). So what are the best point whoring guns? They are: Thompson- An absolute monster that is in every WaW map, this gun is the original point whoring weapon. It has a ton of ammo for being a weapon that costs a mere 1200 points, and is the first thing I buy (excluding doors) on Der Reise and Shi No Numa. And, to be honest, I usually keep it for the entire game. Not only does the Thompson have a lot of ammo, it has damage that can rival assault rifles and also a very high rate of fire. It can still kill decently well in the mid 20’s. This is easily my favorite wall gun in the game, and coupled with Double Tap, it becomes a monster with a potent mix of damage, ammo count, and rate of fire. The ultimate point whoring weapon. Type 100- Probably the weirdest looking weapon in the game, the Type 100 is a fun gun to use. Its recoil is nonexistent and has a decent rate of fire, making for a decent point whoring weapon. You’re better off with a Thompson, but if you’re looking to spice things up, definitely give this a go. FG42- Only appearing on the wall in Der Reise, this is an LMG that doesn’t quite feel like an LMG. I’m pretty sure it has the fastest rate of fire in the game, beautiful iron sights, and excellent placement in an area you’ll be visiting a lot on any game of Der Reise. The only problems I see with it is it costs 1500 points, which is a bit high, and its recoil. Oh yeah, quick tip, the FG42 is the only LMG that doesn’t weigh you down, which is a really, really huge plus. So definitely try this bad boy out if you haven’t already. The rate of fire and ammo count is definitely worth the extra cash. MP40- Oh yes. The infamous MP40. It doesn’t really excel in anything—no insane damage, rate of fire, or anything like that—but what it will do is get you some points. Throw some Double Tap and Speed Cola on this bad boy, and you have yourself a point machine. You can spray for a long time due to its large clip size of 32 rounds, and don’t ask me why, but firing the MP40 into a hoard of zomb-bags just feels liberating. I don’t know how to explain it, but anyone who loves it as much as I do will get what I mean. M14- Yeah, I know what you’re thinking, the M14? What? That gun is awful. It’s semiautomatic, and pretty useless past round ten. Well, I can’t really argue with you there. It has a puny clip size (8) with an even punier ammo capacity (96), but there are a few things that makes the M14 a point whoring weapon that can compete with its SMG cousins. First off, if you have even a mediocre trigger finger, you won’t even notice that it’s semiautomatic. You’ll be surprised at how many bullets you can put into a zombie in such a short amount of time. And then we have the price itself. Ammo for the M14 is just 250 points, which is absolutely NOTHING. Assuming you hit a zombie with a good majority of your shots, the M14 might be the one weapon that gives you the most ‘bang for your buck’. I highly recommend this on multiplayer games where the spawn is kite-able, such as Kino, Call of the Dead, or Ascension. Definitely give this gun a shot. AK74u- What I think of as the spiritual successor to the Thompson, the 74u is almost universally loved by zombieslayas across the globe. High damage, high ammo count, decent rate of fire, clear iron sights, minimal recoil that’s perfect for headshots, decently cheap ammo (600)… what is there not to love when it comes to the AK74u? Just a beast of a weapon. Really fun to use. Can’t go wrong with an AK74u. MPL- I don’t know why, but I really enjoy playing with this gun. I mean, statistically, it can’t match up with the 74u, yes, this has been established for a while. But that doesn’t mean it’s not a worthy point whoring gun. For one, ammo is 100 points cheaper than the 74u, though even then, its reserve ammo capacity make the 74u a more economic choice. The MPL has a killer rate of fire, making point whoring quick and easy, especially in the beginning rounds. Plus, the MPL is normally the first wall gun you run into, so it’s a good choice as your first weapon you buy. I always, always, always get it on Call of the Dead. PM63- I know, you thought I was going to forget about this little devil, right? Wrong. I love the PM63. I really do. I love the way it feels, firing in my hands (that’s what she said). It has a decent reload time and pretty good iron sights. It can be a pain at times, as you have to be pretty skilled to wield it correctly, but I feel this is probably the most underrated wall gun in the game. If you haven’t given this a try, I’d highly recommend seeing how you like it. MP5k- Hipfire spray. That’s all there’s really to be said about this gun. The recoil is atrocious and it has a pretty lousy ammo count as well as reload time. You can’t argue that. But what it was made to do—hipfire—is what it excels in. You can put a stunning amount of bullets into zombies extremely quick with this gun. There are, statistically speaking, better guns out there. But I like this one a lot, for some reason. Don’t ask me why, I just do. Plus, it makes a very good sound. And that’s about it for the weapons. There are a few others—the STG, the M1 Carbine, to name a couple—that didn’t make the list because, frankly, I don’t like them that much, but it is undeniable that they are formidable point whoring weapons. But abusing the wall gun system isn’t the only way one can keep his points up high. You can, for instance, be a nice guy and revive! You see, when a teammate goes down, he immediately loses 10% of his points. I don’t know why, so don’t ask me, talk to Treyarch about that. Anyways, the player loses 10% of his points. But downing teammates can be a prime opportunity to gain some points for the reviving player. You see, when you revive a teammate, you automatically get 5% of that player’s points. This may not seem like a lot, but I assure you, it builds and builds and BUILDS over time. You’ll be the 1% before you know it. Soon, bored college students will start an Occupy Point Whores movement, and you’ll be caught in the crossfire. But no, seriously, reviving is a big plus for all point whores. You definitely need to invest your time in learning the art of reviving if you’re looking to be a point whore… Okay, last thing before we get into the best part, with a few power weapons (Thundergun and Wave Gun, I think), the maximum amount of points you can get from a single shot is 300, meaning that your points will slow down to a crawl if you don’t have a point whoring weapon. So please, make sure you’re not relying on your power weapon for point whoring, because it doesn’t work. Now… Point Whoring Map by Map YES! So excited to write this for you guys! Gonna be so epic! I’ve spent a lot of time perfecting (pun intended) my point whoring strategies, map by map. So… enjoy! Nacht der Untoten- Good luck. Verruckt- Always have a Thompson. Your full map loop will take you by the Thommy as every hoard passes. Eventually, everything except traps will become useless for killing, so you’ll need to rely on your point whoring guns to keep your points up. This can be personal preference—some may prefer an MP40 or STG over the Thompson—but you need to be spraying into the zombies constantly in order to let you play without needing to worry about running out of money. The key, undoubtedly, to point whoring in Verruckt is constantly spraying into your hoard. Duh. Shi No Numa- Definitely go for the Thompson first. You only have to buy one door to get it. I find the ironic and juxtapositional placement of the Thompson rather hilarious because it is literally right next to the Mystery Box. If you buy the Thompson and resist the Box, it shows just how strong you are against its dastardly light. So yeah, you wanna grab the Thompson and keep it for the whole game. Once you’ve grabbed Juggernog—and on this map, to be honest, getting Juggernog is pure luck. I’ve gotten it on round four a few times, and I’ve gotten it on round ten a few times. Just depends on where it spawns—you want to continuously spray with the Thompson. By round thirty, you should be approaching the 100000 point mark. Now is when you can try the box for your Wunderwaffe, and start the point whoring strategy. In solo, at least, I recommend just staying by the Flogger the entire game, running either a small circle by the Flogger itself or a large one around the entire area (which, I gotta say, is highly underused. There are bits of land you can sort of play hopscotch on when jumping across the water, and is a very solid train when compared to the Comm Room), spraying at them with the Thompson the entire time. Once they’re rounded up and you’ve sprayed all your ammo into them, use the Flogger on them, haul ass to buy some more ammo, crawl under the Flogger, and repeat. If you’re looking for a solid multiplayer point whoring game, just stick with running in the Storage Room. You have access to the Type 100, and just like the extended Flogger train, the Storage is really overlooked in multiplayer. So yeah, you’ll be alone (forever) and you’ll have easy access to TONS of points. Definitely try this one out. Der Reise- You’re gonna want to have your Thompson the entire game (sound familiar?) for a pointwhoring game in both co op and solo, as you’ll constantly be running past it with every loop you make. Now, solo, I can’t really explain the route you want to take. I don’t know how to put in words. So I’m just going to show you a video. Kus0-rB4nEo I know this guy has a PackaPunched STG instead of a Thompson, but you get what I mean when I say that you could definitely incorporate the Thompson quite easily in a solo game of Der Reise. You will get tons and tons of points from this strategy, even with turning on traps every round. PROFIT! Okay, now for co op. It’s basically the same deal as the solo strategy, except with more than one person. You may think that perhaps this wouldn’t work, but Carbonfibah would beg to differ. MRdZEPY_YZ0 Pretty great, right? Yeah. So… NOW ONTO KINO! Kino der Toten- I hate this map. I really do. I don’t like the stage, I don’t like the point weapon you’re essentially forced to use (M16), I don’t like the brightness, I don’t like the crawlers, I just despise everything there is about this map. BUT that doesn’t mean that I can’t make some serious cash running that stage train. The good thing about Kino is that in basically every possible kiting spot (stage, spawn, Speed Cola, alley) there’s at least a decent point whoring weapon right there. So you shouldn’t have much trouble getting points. So, for solo, you’ll obviously want to run around the stage, as that’s probably the second easiest train in all of Zombies behind the Biodome. This means you’ll want to have an M16. Now, I know I said that you should never upgrade a wall weapon, but the M16 is about the only exception I can think of (you might want to upgrade the Stakeout if you’re playing FIVE, but I’ll talk about that later). Why? Because, when upgraded, the M16 becomes fully automatic. This is HUGE. I cannot tell you how much I hate the 3-round burst that comes with the normal M16. While it may be practical in multiplayer, it absolutely SUCKS in Zombies, and, furthermore, point whoring. I hate 3 round burst weapons. Anyways. Yeah. So upgraded, the M16 becomes fully automatic. While you’ll be profiting less, the automatic rate of fire is well worth it. So, once the M16 starts to suck and you’re confident with your point situation, I’d suggest upgrading. Now, in co op, it’s a completely different story. If you don’t wind up kiting by the stage, definitely try for the alley. It’ll take some getting used to, but you have access to the AK74u, which instantly makes any kiting area a good one in my book. You should have no problem getting your points up to ridiculous numbers in a fairly short amount of time running in the alley. And that’s about it for Kino. FIVE- Oh, FIVE. How I both hate you and love you. On some days, it is easily my favorite map in the game. The sheer difficulty of this map will bring out both the best and the worst in you. And point whoring is no exception. Excluding Nacht, Five is the only map where I find it truly difficult to point whore on. The place where you’ll be running in solo(the War Room) has only one wall gun with placement that isn’t suicide: the Stakeout. And, I haven’t really talked about this yet, I think, but shotguns are far and away the worst point whoring weapons in the game. You just cannot build up points with shotguns. Simply put, they have embarrassing ammo counts and magazine size. I find it difficult to profit with unupgraded shotguns? But, especially on a map like FIVE, where you have no real power weapon, profiting with a shotgun is, I’m pretty sure, mathematically impossible. But, alas, it’s better than nothing. If you want, go with a Stakeout and see how you do. Otherwise, you’d probably be better off with a box gun (yeah, you read that right) like an HK or Commando. It won’t last you long… but it’ll help. And sorry, but I don’t have much of a multiplayer strategy for this map. You can camp in the elevator, but 50% of the time a zombie will be blocking your way or something. One of the good things about the elevator strategy, however, is that you have access to the MP5K if you’re decent at dodging. So, this is sort of like Nacht. All I really have to say to you is good luck. Ascension- Oh yes. Ascension. My baby. Point whoring on Ascension and I, we go way back. I still remember my endless spraying of my trusty MP5K into those zomb-bitches on round 97 back in the day. It was so easy, so freeing, so relaxing. I hit a million points a few times in the game. But alas, I digress. We’ll talk about 1 million point games soon (I feel like I’m saying this [and using parentheses] a lot in this thread {u mad?}). So, in both co op—though there are a dozen other decent kiting spots in Ascension—and solo, you’ll be kiting by the D Lander, and I assure you, there is no better place in the map and possibly the entire game to point whore. For one, with the addition of PhD Flopper, you can throw your frag grenades which are situated literally directly on the D Lander with reckless abandon. If you’re trapping, four well thrown grenades will get you back all your points and then some. But this takes too long, plus it isn’t very fun. I’d much rather shoot at them with an MP5K, which is, thankfully, placed just a short distance away. If you walk down the stairs from the D Lander to the ‘meat of the map’, you’ll find the hipfire machine that is the MP5K drawn onto the wall just a few feet in front of you. Even if you abuse the fire traps later in the game, with the MP5K, you will be profiting like no one’s business. I highly suggest this over the grenade strategy. Why? I’m entirely not sure. Theoretically, you could make the exact same amount of points, but the grenades will take a lot longer. And, in the words of Tank Dempsey, in Zombies, you wanna be livin the fast life. Call of the Dead- Two words: AK74u. Arguably the best place to run on the entire map, the incline outside the lighthouse, has the AK74u, right behind the Thompson as the King of Point Whoring Guns, situated absolutely perfectly right on the side of the lighthouse. Like, it seriously could not be in a more ideal spot. I can’t believe the developers would put it in a place as awesome as it is. But yeah. You can seriously just spray and spray and spray and spray without much trouble for an entire game. Even in co op, two players can easily share the incline, with someone else running inside the lighthouse, making it easy for all three people to have access to the 74u. The odd guy out in a 4 player game can take the spawn, which hosts the lovely M14. Call of the Dead is a joke when it comes to point whoring, almost as easy as Ascension. But just almost. Shangri La- What I consider to be the spiritual successor to Verruckt (it has, essentially, the exact same layout: a giant ring with a hole in the middle), Shangri La can be intimidating. This has been established long ago. But have no fear! You have points on your side? Why? Well, like Verruckt, you’ll be running a full map loop in both solo and co op. There are alternatives, yes, but I’ve found this is both the most practical and point effective. The best thing about full map loops is that you have your pick when it comes to point whoring weapons. MPL, AK74u, PM63, they’re all right there for you to use in Shangri La. While I’d definitely suggest you either have the Babymaker or Mustang and Sally, the other weapon slot(s) are up to you. I’d go with a 74u, but the MPL is also a very valid option. It’s up to you at the end of the day. Okay. So how to point whore exactly, especially on a tough map like Shangri La? Well, unlike Verruckt, you want to assign a certain spot to shoot. For me, it’s always the bridge, but others prefer the power room or wherever else they feel comfortable shooting. You want to do this because of the fire zombie. This is seriously the only reason to be more cautious when shooting. The fire zombie will spawn at your feet and kill you before you even know what happened. You want to always, always, always be looking in front of you in Shangri La. I learned this the hard way. I went down on 49 solo (it was my first time ever trying for 50) because a fire zombie spawned at my feet. Don’t make the same mistake. Predict his spawns. Points are one thing, deaths are another. Moon- Oh my God. This map. First of all, I’m not even going to talk about No Man’s Land, that gets its own section, I’m just going to talk about the actual moon. Okay, so this map was designed for the sole purpose of point whoring. The Hacker makes point whoring unfair. I’ve already listed all the uses of the Hacker, so I won’t tell you again, but it is batshit insane how many points you can build up in Moon. For one, you can hack a weapon that gives you upgraded ammo for its usual unupgraded price. This is so huge. You get all the perks of PackaPunch, but with absolutely no penalty. Then you have hacking windows, hacking perks, hacking the excavators, hacking PackaPunch, the Hacker Bonus, etc. The Hacker Bonus is pretty huge. It basically gives you tons and tons and tons of points at the end of every round. You can read more about it below. So, as you can see, the Hacker can give you a monumental amount of points. In my mind, it’s not the Biodome that makes Moon so easy, or the Wave Gun, or No Man’s Land (NML is actually quite difficult, if you ask me), or getting Juggernog and Mustang&Sally before round one, or anything like that. No, it’s the Hacker. Without the Hacker, Moon is not the same map. It’s actually becomes sort of hard. So, Hacker + Point whore state of mind = happy day. Point Whoring in No Man’s Land I gave No Man’s Land its very own section because, frankly, it deserves it and it’s hard as hell. The sole purpose of No Man’s Land, at least in the beginning stages, is point whoring. But the problem is that I don’t really play much No Man’s Land. I find it horrifically infuriating, and there are many times when I play it that I want to punch a baby in the face. So I asked our reigning User of the Month Superhands, whom I consider ‘super good’ (you laughed, admit it) at No Man’s Land, what are some good tips for getting up points in early phases to prep for that world record run for kills in NML? This is what he said: Thanks Super! You really are a pro at NML. Anyways, he told me some stuff I would never have even thought of, like waiting a few seconds so the zombies have slightly higher health. That’s never even crossed my mind before. Thank you again, you were a huge help! This was, to be honest, the only section I’ve been worried about, but you really bailed me out here, dude. Okay, so along with what Super said, you’re going for a 90 second PackaPunch in serious No Man’s Land runs. This means that every point, every bullet, every zombie counts. You’ll want to knife like a maniac after that first grenade. To an extent, I feel that you need to be somewhat reckless and sort of make some stupid decisions. When talking No Man’s Land, a death before PackaPunch is undoubtedly worth an extra two thousand points by knifing crawlers. Because, if you’re going for a world record, you need those points, and you need them fast. The only way to get them is to be stupid at times, and that’s fine by me. If you’re not going for a world record—you just want Mustang and Sally and Jug before round one—still take these tips to heart. You should still sacrifice your health for points in No Man’s Land, period, because that’s what No Man’s Land is all about. You should still go for Mustang and Sally before Jug because you will get WAY more points that way. A lot of people these days, I’ve noticed, have started to treat No Man’s Land as a separate map altogether, rather than a place where points are intended to be built up and to prepare for the actual moon, which I think is what No Man’s Land was originally designed for. Just my opinion, though. There’s not a solo leaderboard for No Man’s Land for nothing. Now, there is the concept of Two Man’s Land. I, personally, have never had the guts to try this out competitively, but after seeing Superhands’ and Tom’s video demonstrating how simple Two Man’s Land can be, I might have to try it out. Looks… interesting. Tehehe. non63oOevAg I’m so jelly of these guys. That’s all I have to say about them. Awesome video, Tom and Superhands! How to Get a 1 Million Point Game Well, this thread is wrapping up, but we know that it couldn’t end without mentioning the coveted ONE MILLION POINT GAME. Now, I’ve gotten one of these before, so I’d like to think that I’m qualified to give pointers on a million point game. First thing’s first, though, let’s take a look at the ideal maps for a million point game. Ascension- The MP5K, as well as the addition of the Thundergun, makes getting 1 million points stunningly easy. You have special zombie rounds to break up the action, Gersches, really good weapon placement, everything you need. Can’t really complain with a map as perfect as Ascension, except maybe for the lack of Double Tap. It’s like one of those custom maps that are made it be really easy, except it’s official. Ascension is that easy. Call of the Dead: The 74u’s placement alone makes a million point game very feasible on Call of the Dead. While there is no true power weapon past the mid 30’s, the placement of the 74u is just too good to ignore. And if you don’t believe me, just watch this video. After you pick your jaw up off the floor, tell me if you don’t think Call of the Dead is a good million point map. 32z1-aIW0jI Ridiculous, right? Probably the single most impressive game of Zombies I’ve ever seen, if you ask me. But no one would ask me. #foreveralone Moon- The Hacker. The hacked AK74u. Free points. I can’t even describe how easy it is to point whore on this map. The only problem might be the lack of a wall gun in the Biodome, but you can easily pick up some MP5K ammo in the labs without much trouble. Plus, if all the zombies have spawned in, you won’t have to deal with the crawlers. Moon=laughably easy. Now some general tips, for 1 million point games. Double Tap Is a Must- Can’t tell you how important Double Tap is. Probably the biggest setback for Ascension is the lack of Double Tap. I don’t get why they didn’t put it in. It was one of my favorite perks. But yeah, you really want to have Double Tap on a million point game. It makes your point building increase by 1/3, apparently, which may not seem like a lot, but I assure you that it makes a difference. It makes a 6 hour game into a 4 hour game. Who wouldn’t want that?! Absolutely No Traps- If your sole objective is a million points, why waste your money and use traps? It’s not a smart thing to do. All you’re doing is extending the game, and by the time you hit 750,000 points, that is the last thing you’ll want. Stick with your point whoring gun for both point whoring and killing (it’ll happen eventually) on million point games, using your power weapon only for emergencies. It makes a difference, trust me. Use Every Opportunity You Have- Whether it be through killing monkeys on Shangri La (you get 500 points for knifing a monkey before it either takes your drop or hits you), rebuilding windows, or teleporting to No Man’s Land every round for the maximum Hacker Bonus, you need to use every opportunity you have. If you get 5000 free points every round from the Hacker, think of how much that will build up. If you go 50 rounds, getting 5000 points every round from just the Hacker Bonus, that’s 250,000 points right there! I mean, damn! That’s ¼ of the way there, from the Hacker Bonus alone! Once You’re Set, No More Mystery Box- After you have everything you need—tactical grenades, emergency weapons, what have you—you need to forget about the Mystery Box. You don’t need it. It’s for the better. Trust me, your points will disappear if you hit the box too much. Just don’t do it. And if you run out of ammo on your power weapon, throw your Gersches and see if you get a Max Ammo. If you don’t, just wait it out. You’ll get a Max Ammo sooner or later. I learned this the hard way. On round 92, my points went from 800,000 to 609,000 because the box wouldn’t give me my Thundergun. Crazy right? But if it’s happened to me, it’ll happen to you. And on a 1 million point game, the last thing you want to do is lose 200,000 points to the Mystery Box. Okay guys, well, that’s all I’ve got. While this can’t compete with some of my stories in my eyes, this is probably the best (and longest) informational work I’ve ever written, and I’m very proud of it. If you made it this far, thank you so much for reading, it means so much to me. Until next time… PEACE -perfect
  5. Wow, really cool! I woulda missed this if you hadn't shown me, Super. Thanks! Definitely gonna use this! :D
  6. Yeah, mostly just bad luck. The pre-siren knifing is pure luck, sometimes you can get up nearly enough for Jug, while other times you can get only two or three zombies. It's just a matter of luck. As for the knifing, just make sure that you don't take stupid risks. What I like to do is take care of the armless ones first, then go after the crawlers next immediately after throwing the grenade. You should have a solid 30 seconds of nothing but knifing bliss. The more you play, the more you'll find how to bend the limitations of knifing crawlers. It's frustrating at first, but you'll learn. And the nades... just practice your aim. Predict the bounces of the grenade itself. Can't really help you much there. Good luck! -perfect
  7. Guys, you know there is another chapter up, right? :D
  8. Hey, I didn't know about the 163 bug. Hands, mind doing a quick 163 run to confirm this? :lol:
  9. You can still use M&S defensively with Jug but no Flopper, you just have to be smart about it. So, for most of the time, I'd choose Jug. The only map I wouldn't do this on is Moon (duh). In fact, I always get M&S and Flopper before Jug on Moon. I think this is a more thought provoking question: If the randomly spawning perks in No Man's Land were Jug and Flopper, which one would you choose on a world record run? I've thought about this one a lot. The logical choice, at first, seems to be Jug, but just think about it for a while. Having Flopper would be one less that to worry about (splash damage) and flopping off the stairs would really help with getting up more points and would essentially give you unlimited grenades. Food for thought.
  10. But do you not agree that teams need a leader? Who will run everything, keep everything in order? Who will organize games, keep record of the games and high scores, make sure everyone is having fun? Someone has to do this if you want organization with the teams... "All pigs are equal, but some pigs are more equal than others." While this is perhaps a poor analogy, and I'm not calling this site communist or anything, there must be a leader of the teams that can both lead and be interactive with members of the team as well as the rest of the site. There must be a leader, and there must be people below him. That's how it works. People have tried doing otherwise hundreds of times. It doesn't work.
  11. Thank you, Lissa and Liam, for giving me a firm answer. This is what I wanted to know. Doggy, bro, I think you may be blowing this out of proportion. I don't think they are trying to shut us down, I think they just want to become more organized. We may have to adjust some, but Team Wunder Waffes will strive on. This may seem kind of scary, but, after reading over everything, I think this is more of just a 'spring cleaning session' to tidy some things up. There's no need to leave. Our team will still exist, just in a different form, once everything is said and done. Remember, what doesn't kill us, makes us stronger.
  12. This is what I don't get. I enjoyed Team Wunder Waffes. I had a genuinely enjoyable experience with my teammates. I consider most everyone on there to be my friends. I respected my teammates. I don't know where yall got the idea that the teams have stopped being about Zombies and started being about... I don't even know what you guys think the teams are about now. The only thing we talk about on our thread is making our team better and getting games going. That is precisely what the Teammate Finder is for. So are you guys shutting down the teams because of the spinoff teams that have popped up? And, if so, just assign three official site teams—for the PC, Xbox, and PS3—and leave it at that. No other teams. Because I want to be part of a team on this site, and I don't understand how a team can live on without being allowed a home on the site. Can someone just please explain to me in black and white why the teams are being shut down? If it's for all the spinoffs, make three official teams and end it there. Delete all other threads. This is not an unsolvable issue, people.
  13. I've already said this before but....... Pulse Cannon (Upgraded: Neptune's Trident) Effect: Found in a flooded underwater 935 base, the Pulse Cannon fires a super-pressured blast of water and does infinite damage. The Pulse Cannon has 3 shots in its clip with 6 in reserve. However, if you go outside in the water, the Pulse Cannon has infinite ammo, but its damage is greatly reduced to that of the Ray Gun, but without the explosive qualities of it. Pack a punched it becomes the Neptune's Trident, with 5 shots in its clip and 15 in reserve. In the water, its damage is increased to that of the Scavenger.
  14. Good to have you back, soldier
  15. How to Properly Slay the Undead With Your Friends: A Beginner’s Guide to Being a Good Teammate Hello all! Perfectlemonade here to bring you a guide on the simple act of surviving the zombie apocalypse with your friends. Yes, the killing of zombies is a social activity! And a fun one at that! Looking for an excellent, creative vacation that will surely lead to a lifetime of unforgettable memories? Well… look no further than visiting Call of the Dead, Siberia. Here you can slay as many zombies as your heart desires. An activity both bonding and physically enhancing, killing zombies at Call of the Dead will bring your family closer than they have ever been before! Just make sure to bring some mittens along with your trusty Wunderwaffe DG-2, it’s sure to be cold out there! But no, let’s be honest. The killing of the undead is a wonderful, completely healthy social activity that all your friends can indulge in! But with the undead, of course comes some degree of danger. This is why you must know what you’re doing before you begin killing zombies. I’ve seen too many good men lose their lives to the undead because they assumed a solid K/D in multiplayer translates into being a pro at Zombies. This is, sadly, not the case. Killing humans is one thing, killing zombies is an entirely different matter. The going will be rough. Infuriating, at times. But at the end, it’s worth it. Trust me, you don’t want to be that guy that gets everyone killed when you’re faced with thousands of undead. Your friends will really hate you in the afterlife. So, if you’re up for it, join me on our journey to become a true master zombieslaya. Part One: The Setup We all have to start somewhere. This first part is the part where we all begin at one time or another. If you already feel like you have a general grasp of this stuff, go ahead. If not, take out your pencil and paper. You may want to take down some notes. Buy The Game In order to slay the undead, you must first have the actual requirements to slay the undead, said requirements consisting of a gaming console, a controller, a TV, an internet router, and Call of Duty: Black Ops. Black Ops can be found at your local video game relater such as Gamestop. This may go as a given, but you’d be surprised… Find Your Ideal Zombie Slaying Environment One of the most overlooked parts of being a good teammate is being comfortable in your natural gaming habitat. Personally, I prefer a well-lit room with a nice couch that puts me eye-level to the television. Some, however, prefer a small room—okay, let’s face it, a prison cell—with doors the doors locked from the outside, trapped in a perpetual state of complete darkness. Okay, so maybe that’s not true. I just like poking fun at stereotypes. And gaming stereotypes are no exception! All of my non-gamer friends picture me as this social pariah that locks himself in a dark, musty room for hours at a time, while this is only partially true. I don’t lock my doors from the outside, that’s unsafe! Anyways, you’d really be surprised at how a proper gaming room can affect your performance. I always find that I suck pretty bad when I’m not playing at home. If you’re having trouble getting into a niche with the game, try adjusting your posture, or maybe add on some pillows to your gaming chair. Usually, the more comfortable you are with your immediate surroundings, the quicker you will get into the flow of things and become ‘consumed’ by the zombie killing madness, thus making for a more enjoyable experience. These tips, of course, are general to gaming as a whole and certainly not exclusive to Zombies. That’s not to say that surroundings you are accustomed to aren’t extremely important to your game. In order to be the best possible teammate you can be, you have to be playing in your beloved ‘game room’. Explore Youtube (And the Rest of the Internet!) Having trouble getting the hang of ‘kiting’? Are you interested in learning about the specific maps and all their secrets? Well, invest in Youtube! There are literally hundreds of Zombies videos at your disposable on good ol’ Youtube. If you’re having trouble finding reliable videos—it is the offseason, after all—I have a few very, very good commentators that will help you out. They sure helped out me! So first, we have Tom852000123. He is, in my opinion, the granddaddy of them all, and CoDZ is fortunate enough to have him in our community! That’s right, the creator of the greatest Zombies video ever, in my opinion, is currently a very active member on the forums! If you want to get better at Zombies, watching Tom’s most noted video—an epic visual guide called ‘How to Run Rape Trains’—is a must. I saw my skill increase exponentially after viewing this masterpiece. He showed me maneuvers I didn’t even know existed! If you are a beginner, and looking for a good, solid starting spot, Tom is the place to start. Here’s the video, in case you have trouble finding it. djsL5gG8B6o Next up, we have TheRelaxingEnd. Some would call him the best Zombies player on the face of the planet, and with results like his, it’s hard to disagree! Multiple 300+ kill games in NML, including a world record game on PS3, I believe. 148 solo on Ascension, 7 on Call of the Dead. The list goes on and on. Often one of the firsts to discover groundbreaking kiting locations and strategies, (see below: ‘Call of the Dead Round 70: Birth of the VR11 Strategy) TheRelaxingEnd is one of the most highly respected zombieslayas on the net. Definitely worth the time. PCOhAXlVJNU Finally, we have TheSyndicateProject. Yes. That’s right. One of the most controversial gaming personalities out there, TheSyndicateProject has wooed zombieslayas ever since the World At War days, while also creating a plethora of haters. Many of Syndicate’s achievements have become Zombie lore—most notably the creation of the term ‘rape train’ and hitting 115 rounds on Kino Der Toten. Though his channel has since become cluttered with Minecraft and Modern Warfare 3 videos, if you’re looking for a place to just chill and watch some funny commentary over quality content, Syndicate is your man. If you’re interested in exploring his videos further, start here! OPek5AB8SnI Now, there are other very good commentators out there—most notably Cjgarof, Yoteslaya, Matomaster21, Swask2, and MurkaDurkah—but, for me at least, these are the guys that really stick out to me. Content wise, they are the best of the best. If you’ve given Zombies a chance and still aren’t seeing the results, I highly suggest checking out the above commentators. But Zombie-related content is not exclusive to Youtube. A quick Google search of ‘Nazi Zombies’ will reveal countless online Zombie guides, including the site you are currently on (duh) and the COD Wiki, a website made from user-generated content that people just love to hate. However, most of the COD Wiki contains reliable information and is, overall, a good hub for all your Zombie needs. Okay, so that’s out of the way! Now, there’s only one thing left to do before you’re ready give Zombies a go… Setting A Goal If you want to be good at Zombies—or good at anything, really—you have to set a goal for yourself on day one. Difficult things like becoming a pro at Zombies may seem daunting at first, but setting a goal for yourself, with a clear destination in mind, will make things tremendously easier. Let’s take my goal, for instance. I remember, about this time last year, I began to get into Zombies. I was still having some serious trouble getting past round ten. I saw all these Youtubers kiting zombies as if it were the easiest thing in the world, and I gotta say, I was extremely jealous. I wanted to be like them. Pros. Legit. I wanted with all my heart to reach those coveted triple digits. So what do I do? Why, set a goal, of course! I decided, on a cold, February night last year, that I would reach 100 rounds. Solo. And I would not stop trying until doing so. I tried and tried and tried for months. There were many moments where I thought I would never do it. I thought it would never happen. I still have yet to experience the prestigious third digit. But I’ve been close. In December, I went down at 97 on Ascension. It was my first truly ‘high’ round game. I was proud. Okay, I was bleeding with pride. Like, if pride really is a sin, I’ll be on the first train to Hell when I die. But yeah. 97. It may not be all that impressive for some, but after raging for a little while, I got over it. And I was overwhelmed with this flooding feeling of accomplishment. Before I had this game, I thought of myself as average, at best. But after, I finally decided that I was good enough to be called ‘elite’. It took months of practice, but I achieved my goal, which was, I have decided, not to reach round 100, but ending a game and thinking ‘wow, there aren’t many people in this world that could do what I just did’. That’s the type of game that will change your Zombies’ career forever. I don’t know how to explain it… but you’ll know it when you have it. When you finally come to the conclusion that yes, all your hard work has paid off, because you have reached the Promised Land. But enough rambling. It just goes to show that anyone—yes, you, Mr. or Ms. Reader—can go from a player that doesn’t know the difference between an M14 and a Thundergun to a player very capable of triple digits and beyond. You can do it. But you have to keep your goal with you, no matter how tough it gets. When you just want to quit and never come back to the game. We all have moments like that. But it’s the people that get through those moments that become something special. Part Two: Getting Better So… you’re serious about this, huh? You’ve found your gaming headquarters? You’ve done your research? You’ve decided on a distinct goal? Very well, then. Let’s get down to business. You’re field ready now, soldier. Play Solo Yeah, I know. Some people hate solo. OH EM GEE, it’s so so so so BOR-YING. How do you not like, DIE OF BOREDOM?! Well, Sarah Sissypants, I’ll tell you why. Solo is your training ground. It’s your practice before the championship game, so to speak. To most players, it’s where you spend time mastering the art of zombieslaying. For however many hours I’ve played co-op, I’ve played twice that solo. Besides high round (and I mean record breakers here) runs, there’s essentially no pressure in solo. You can do as you please. If you want to piss of George while zombies are spawning or spend all your points on the box, there’s no one stopping you. Though it may not feel like it at times, at the end of the day, solo is a hell of a lot easier than co-op due to the fact that there are countless less variables that can screw you up and end your game. You don’t need to worry about inconvenient traps in solo, or players running into your kiting spot (I’ll get into this later). Now, that’s not to say that solo can’t hold its own, but this argument has been talked to death. If you want to get better, before you even consider going online, play solo. And lots of it. The only way to get better is to play more. So keep at it. Referring back to my previous section, set some solo goals for yourself. Some of my favorites are completing 20 rounds without going down a single time, or trying to hit round 10 without buying Juggernog. The last one is, in my opinion, one of the best, if not the best, judgments of skill in Zombies. Even the pros become incredibly lazy and start depending on Juggernog entirely too much. If you play a map without Juggernog and successfully complete a goal you’ve set for yourself multiple times, you know that you’re ready for the big leagues. Alas, that’s a bit much for the average beginner. For most players in the infancy of their zombieslaying career, surviving is already hard enough even with Juggernog! There’s no need to complicate things further. Baby steps. If you can go five rounds without downing, you can go ten, then fifteen, so on and so forth. Solo is the ideal proving grounds for achieving these ‘mini goals’. Solo is also a great way to try out new strategies. If you’re having trouble running a certain kiting spot (we’ll talk about the logistics of kiting later), simply migrate over to a different location and give it a go. I have a prime example of this. I’ve always had trouble running the stage in Kino. I know, weird, right? I just suck like that. Anyways, ever since seeing TheRelaxingEnd’s video using the lobby as a quick highround strategy, I’ve been eager to try out the lobby as an alternative kiting spot. And while it got cluttered until the zombies began spawning in faster, once I hit the mid-twenties, just like that, training on Kino had become a breeze. That’s the glory of solo. You can’t do that in co-op. You can’t just monumentally change your strategy mid-round. There may be someone else already running in the spot you have in mind. But in solo, you have everything at your disposal. Weapons. Perks. Every square inch of the map. It’s all yours. So, if you want to improve to achieve co-op mastery, ditch the internet router and opt for some good, ol’ fashioned solo zombieslaying. Set some mini goals. When you’ve reached those goals, and you know what you’re doing, you’re ready. **Author’s Note: I’m in no way ‘bashing’ solo. Solo is the bomb. I have a tremendous amount of respect for the solo players out there. It was what got me hooked on Zombies, but I just feel that co-op is more complicated, and is what I strive for these days. Become Familiar With the Maps Go on an exploration throughout the maps! You’d be surprised at how much you’ll find! Treyarch puts all these sly little clues in their maps, and solo is the perfect place to look for these clues. Moreover, you need to understand what happens in each map, and how it can affect the outcome of your game. Take Moon, for instance. There are so many things you have to know about that map in order to become good at it. There’s the air (or lack thereof), the astronaut that steals your perk and teleports you to really inconvenient places, the hacker, the excavators that will completely ruin your game. The list goes on and on. You’re hopeless if you don’t know what you’re doing. Also, if you want to be a solid co-op player, you need to be confident in your abilities to run kiting spots alternative to the location you’re used to. I’ve spent quite a while learning how to run the 74u train in Ascension, because the spawn or lander spot may not be open every game. You must improvise, and you can’t do that if you’re not comfortable with the map. Know what perks the map has, what weapons it has, the special enemies on the map, etc. I assure you that, if you are not familiar with any of these threats to your continuance of zombieslaying, you will surely bite the dust. It’s kill or be killed with zombies hot on your tail 24/7! So… please. In the interest of your game and your reputation, become familiar with your surroundings. I cannot stress how important it is to know a map like it’s the back of your hand. You will simply not be able carry your weight if you don’t know your revive routes or the best kiting spots. Besides, what’s there to lose? You’d be surprised at how much you’ll find if you just take an hour out of your day to go and walk around the map. There’s so much stuff to find. If there’s a solo Easter Egg, do it! Easter Eggs really help with going out of your comfort zone, and is a good judge of skill and patience, as patience is a HUGE component of Zombies. It takes true skill to hold down the power area in Moon mid round with dozens of zombies on you to fill up the soul containers. And who knows, during the process, maybe you’ll stumble upon a completely new Easter Egg. It could be yours. They could name it after you. How cool would that be? It would be really cool. That’s how cool it would be. Furthermore, try to understand each map’s special enemies and what they can do. George Romero on Call of the Dead, for instance, has a hammer that deals an insane amount of damage. He also can really screw you over by shouting and stomping on the ground and sprinting all over the place (AKA HULK SMASH MODE or BERSERK MODE). Trust me, before you even consider playing one of the newer maps co-op, you want to get far enough so you can see what all the enemies do. It would really suck to get laughed at by everyone on your team when you freak out and ask what the fudge a fire zombie is doing in Shangri La. Just saying. I seriously cannot stress how important it is to know these maps—and what dangers lurk in their shadows—like the back of your hand. There’s been too many good soldiers lost to the mud pits of Shangri La, the fog of Call of the Dead, the narrow corridors of Veruckt. Do yourself a favor. Learn the maps. Learn to Kite No matter how much you insist on camping, and no matter how fun/awesome it may feel, the only way to get to high rounds, to get that Richtofen status, is kiting, also known as ‘rape training’, ‘circle tricking’, or ‘conga lining’, among other titles. To put it simply, kiting is the act of grouping up zombies in a tight wad, then shooting into the horde with your weapon. Now, I don’t care who you are, but kiting can be difficult to master. Even the most skilled players slip up from time to time, zigging when you should have zagged or something like that. You have to understand how to run different areas, the different strategies, when to drag out your horde or do a cutback. These are all vital to your success. Why I’m saying this is because kiting is incredibly important to being a good teammate. More often than not, late in a game, you will find yourself having to ‘clutch’ a round—or, in other words, finish the round with all of your teammates spectating because they have bled out (more on this later on). This can be, to say the least, incredibly stressful. Clutching rounds, putting the team on your back, is where champions are made. Like a coldblooded three point shooter whose shot is true in the last seconds, this is a skill you can only acquire through experience. But in order to clutch a round, you must know how the kite all areas. And this, my dear reader, is where your hours upon hours of mastering the art of kiting in the safe, hospitable environment of solo pays off. Wow your friends as you dodge and weave your way through countless zombies, blasting them away with your weapons. As you start out, searching Youtube for tips on kiting throughout the maps (on a side note, make sure you’re confident with at least two different spots on the map you’re playing on, save Nacht, Verruckt, and Shangri la. You can’t get the A-Launch on Ascension every time), it may seem pointless and redundant. It may make you want to rip your hair out, to rage on the bullshiz traps that just weren’t your fault, but it’s worth it in the long run. To hear the stunned ‘OOOOOH!!!!!!!!’s of your downed teammates as you save the game for them… well, that’s a feeling that just can’t be given to you through any other media in this world. So do the dirty work. Make sure you know how to kite before you start up a game. Please? Try Out Different Weapons and Perks In solo, you’re the only guy out there. Which means all the weapons are YOURS. The Wavegun, the Thundergun, the Wunder Waffe—they are yours for the taking. No one will snatch your beloved baby gun when you’re alone. But that all changes in co op. Because, see, there are these players called ‘boxwhores’. They’re exactly what they sound like: inexperienced players that fail to realize there are other aspects to Zombies besides Wunderweapons, and thus spend every last cent of their points on the mystery box to get that elusive Wunderweapon. When you arrive to the big stage, to playing with players that may either be better or worse than you, you will obviously be denied the Wunderweapon of the map sometimes. So you must improvise. You must go outside of your comfort zone, per se, with your weapon loadout. Now, preferences differ between players. I can list off all these weapon and perk combos that I like, but at the end of the day, one man’s gold may be another man’s trash (see what I did there?). My favorite guns may be radically different from your favorite guns. Take the Python/Cobra. Even the characters themselves say they hate it. But it is a MONSTER. Get some Speed Cola in with the mix, and a good helping of Deadshot Daiquiri? A very capable zombie slaying weapon up until the mid 20’s. ^My baby :3 Of course, you may despise this gun. Or any of my favorites, at that. But when it comes down to it, having a reliable gun in your hands is pretty dang important. And the only way to figure out how each weapon works is to try them out, to get your toes wet. So give it a try on solo: set a goal (shocker, right?) to finish out a game with a weapon that you normally don’t see many people running with. And who knows, maybe it will become your new favorite… Part Three: Co-op Well, soldier, you’ve made it this far. Congratulations. You’re on your way to being a Zombies legend, playing (and hanging) with all the pros. Skillwise, you’re there. You have what it takes. But there’s still some stuff we’ve got to take care of first before you’re ready to go into a private match, set a world record, and show the world what you’re made out of. Acting Appropriately All too often, in co-op matches, we see a certain ‘species’ of player that ruins a game before it even starts: the stubborn, childish point whore. Yes, you know who you are. I have a minimal amount of respect for you, point whore… I should stop there. Anyways, playing Zombies online involves human interaction (duh), so with human interaction comes a basic set of guidelines required to be accepted and even liked by your peers. These guidelines—while often unspoken—are vital to your success as a teammate. If you want to be a pro at Zombies and show off to all your friends, you must understand these guidelines. So, Perfect, exactly what are these guidelines? Well, excellent question, Jimmy! Thank you for asking! While this unspoken code his sometimes hard to pinpoint precisely, there are a few things you need to know if you’re looking to be a solid, reliable teammate. These include: -Buying doors when you have the most points This one should go down as common sense, right? I mean, it’s socialism, in a way. If Karl Marx were gazing down upon our heroes and saw that Nikolai had the most points, and he opened up the first couple doors, I’m sure he would be incredibly proud of his Communist son. In Zombies, you must spread the wealth. You must become a single class, at least in the early rounds. You may hate it, but it’s for the good of the team. If you have a lot of points, be the mature one. Buy a door or two. It’s common sense, man. Those 750 points won’t make or break you in the long run, and if by the infinitesimally chance it does, at least you know at the end of the day that you went down trying. Don’t be the douche in the group. Put your greed aside and buy some doors. -Be Mature If you’re young, and I’m talking like below thirteen years of age, act like someone that is at least moderately mature. Don’t cry when something doesn’t go the way you want it to go. It’s not worth your time. Talk normally. Don’t scream, make farting noises, etc. into your microphone. If you do, chances are the person you’re playing with will never play another game with you again, and you’ll just make yourself look stupid in the process. And if you’re a teenager or older, act your age. Do you scream and cry in the real world, in front of everyone, in the public eye? No. So don’t do it. It’s human decency, people. -Keep To Your Own Window (And Kiting Area) If I had to wrap up all my frustrations with co-op Zombies into a single, tightly wound pet peeve, it would undoubtedly be that, no matter what, you do not take kills from my window, or walk through my kiting area without telling me first. This is the most infuriating thing in Zombies, for me. I cannot tell you how many times I have been forced into buying most of the team’s doors because some idiot won’t buy the doors (see above) even though he has the most points because he’s leeching my kills by taking my window. And don’t even START me on noobs blindly running into my kiting spot where I have 20 zombies on my a*s and acting like a broken monkey bomb, only attracting half of the zombies then making me get cut off from all directions. It’s just… rahhhh!!!!! I can’t stand it when people get in my ‘area’. It’s my place. If you need something, a go at the box if you’re out of ammo, or need to rebuy a perk after you get downed, inform somehow first. I’d be more than happy to adjust so you can slip through unharmed. But if you just barge in without any warning, and something happens, well… expect some payback. That’s all I have to say about this. MOVING ON. -Don’t Rage Downs happen, even to the best of players. It’s an unavoidable part of the game. No matter how you are, you’ll get downed eventually. It may seem infuriating at first, especially if you go down at an inconvenient time or place (talking to you, Tunnel 11 that’s about to get breached by an excavator), but, regardless of how infuriated you are, you must not rage quit. You can scream and curse—I find downing to be the only time to actually raise your voice in a game of Zombies—but quitting and thus completely abandoning your teammates is desertion. You’d be facing 20 years in prison if you just quit on your fellow soldiers in a real war. Plus, it makes you look like a douche and can endanger the entire match. Don’t rage quit, for the sake of your integrity and the game. There are other ones, map specific rules (stop throwing your nades at George, Frank!) that I won’t go into, but most of this stuff is just common sense. Don’t be that guy that messes up everything by not buying a door or running through someone’s kiting area. It’s just not a nice thing to do. Join a Clan/Find Some Teammates Sometimes, random matches aren’t enough. Once in a blue moon, you might find someone willing to join you on a long game as you continue on your journey to leaderboard immortality, but for a vast majority of the time, all you’ll find are awful players that doesn’t know the difference between Juggernog and a PES. So you must take the initiative. Find some teammates. Ask your friends to see if they wanna play some Zombies. If they do, and they’re good, then great! You’re golden! Your real life friends are just as serious about getting to high rounds as you are. This is a very, very good thing. But, sometimes, your friends aren’t into Zombies. So you must branch out. For one, you can invest in the Teammate Finder on this site and, depending on your console, join Team Wunder Waffes or Team Grim Reapers. There are always other, smaller clans popping up across the internet, even in the off year that we are currently stuck in the middle of. It doesn’t take much effort. The Teammate Finder is your friend; use it to its fullest potential! Another useful tip for finding reliable teammates is keeping in touch with randoms that you had good games with. You don’t even need to friend them—just write down their names somewhere, send them a message if you’re getting a game together, and ask them if they want to join. I’ve met quite a few players who I would consider really, really good at Zombies through random matches. It may seem kind of stupid at first, going into random games just looking for a good player, but once you separate the noobish 7-year-olds from the pros, you’d be surprised at how valuable (and fun) a good, old fashioned random game can be. When to Revive, and When to Let Die As I’ve already said, downing is a part of the game. Sometimes, it’s something that you just can’t control, that would’ve happened no matter what you did to try and prevent it. With downing, of course, comes some unavoidable things (under normal situations) like losing your perks and all zombies formerly chasing after the downed player now completely abandoning him, and going after the player closest to the one that is downed, if that makes any sense. Another thing that happens when you down is that you go into last stand. When you enter last stand, a short fuse (I don’t know the exact time. If anyone could tell me, that would be great) begins ticking. With each second that passes, your screen begins getting redder and redder. Sounds become drawn out and fuzzy. You’re bleeding out. After a certain time, your character ‘dies’ and you are forced to spectate for the remainder of the round. When the next round starts, you respawn at a certain location with nothing but a pistol and two grenades. However, you can be saved. If you’ve gone through the steps and played solo, you’ll know about Quick Revive, which allows you to be brought back up after being downed. In co-op, it’s the exact same concept—except Quick Revive is replaced my actual players. Yes, that’s right, the players themselves can pick you up, give you a second (or third. Or fourth. Or fifth.) chance at zombieslaying goodness. This is called reviving, and is undoubtedly one of the most crucial aspects of the entirety of co-op Zombies. Reviving is a risky, unforgiving business to get into. It’s probably the most dangerous part of Zombies, in my opinion. Reviving leaves you vulnerable as you cannot aim (but can shoot by pressing ‘Y’ while reviving), and cannot move or dodge the zombies. So, in order to get high in Zombies, you have to understand the situations where reviving is the best option, or letting your teammate bleed out. Now, in order to revive, you have to know your way around the maps, all the secondary routes you can take, where the teleporters drop you off, etc. But before you do anything, you have to ask the downed player where he’s at. Once he tells you, there should be a virtual layout of the map and every possible route to take to revive the player appearing in your head. If you decide that you can revive him, then go for it. Throw a monkey bomb, and haul a*s over to the bleeding out player, revive him, then cover him as he goes to rebuy his perks. But it doesn’t always work like this. Sometimes the player is in such a bad spot that you just can’t go on a cross map reviving expedition. Take Shangri La. No one wants to revive someone that goes down in the deathtrap that is the waterfall. It’s suicide. So sometimes, you just gotta let him bleed out. It’s nothing personal, it’s for the greater good of the team. No one enjoys seeing a player bleed out, but you’ve gotta do what you gotta do. Now, knowing when to revive and when to not can be difficult, to say the least. Your knowledge of the maps must be keen as well as your confidence in your skill. Reviving takes practice, experience. But there will come a time where you’ll be faced with a situation where reviving is necessary. No one can tell you what you should do—it’s just you against 24 pissed off zombies, and a helpless teammate begging for your assistance. I can’t give you much more advice than this. Just make sure you have your most powerful weapon out while reviving, make sure you have Quick Revive, and make sure you throw a monkey bomb. That’s just about all I have to offer. Good luck, soldier. Kills Aren’t Everything! I hate the scoreboard. I hate seeing people have more kills than me. It’s stupid, but I feel that the player that has more kills than me somehow demonstrates that he is superior to me, that he could embarrass me in a game of Zombies. Yeah, it’s dumb, but there isn’t a single person reading this that hasn’t felt the exact same way before. It gets to my head, it makes me concerned about my kills. I despise it. But I’m trying to change. And, for the most part, I think I have changed a lot. I’m starting to understand that kills aren’t everything. Really, it’s about luck with the box. Who gets the power weapon. That’s all it comes down to, really. No, what I’ve really started to pay attention to are revives. Revives demonstrate selflessness and, to be honest, more skill than kills could ever be. Anyone with mediocre skill can run around in circles with a Zeus Cannon and blow away every zombie. That’s nothing special. No, what really separates the good players from the great players, I’ve decided, is the ability to go into a dangerous situation with little to no protection, and come out alive—with a revived player running right next to him. That’s what the scoreboard is for, I think. Revives. That’s how you become great, and that’s why kills aren’t everything. Part Four: The Promised Land You’ve made it. You’re good enough to call yourself pro. Congratulations. But there’s still work to be done, soldier, before you’re ready to go down as a Zombies legend. Realize Your Goals Remember the goals you made, way back when you first began playing? Well, now is the time to realize them, to turn your dreams into a reality. You have everything to place: the skill, the teammates, the wisdom, the ethics. You know the maps like the back of your hand. And now you’re ready to achieve that goal, the one you set oh so long ago, the one that has kept you going and going even through the darkest of nights. You should know, by now, that getting to round 100 may seem daunting, perhaps even terrifying, at first, especially co-op. But you can do it. It’s only a question of will you do it. Will you put in the day’s worth of zombie slaying in order to hit that coveted triple digit? Are you positive that you’re good enough, that your connection is good enough, that you can stay awake for this long? Only you can answer these questions, my friend. And when you’ve answered yes to all of them… do it. Go out there and make a name out of yourself. Livestream it. Record it. Show it off. Make the true pros—TheSyndicateProject, Yoteslaya, TheRelaxingEnd—notice you and acknowledge you. Hit that infamous triple digit round. And if you fail, so what? The great thing about Zombies is that there is no limit as to how many times you can try and try and try again. You can just keep on going. So if you don’t make it the first time, then okay. No big deal. You have the rest of your life to achieve your goal. But it’s not going to be given to you. You have to go out there and get it. You’re at the plate, soldier. Time to make all the hard work you’ve put in pay off. Get that world record, get to the top of that leaderboard. There’s no one stopping you. Play With Humility By this time, you’ve probably reached your goal. It must feel good, my brother in arms. It must feel good to lean back in your gaming chair, look around, take a long, deep breath, and let it sink in that you’ve made it. After months of playtime, you finally achieved your goal. But it doesn’t have to stop there! While officially, you could just give up now, but what’s the fun in that? If you’re a ridiculously good Zombies player, then keep on playing! Zombies is supposed to be fun—make sure you keep it that way. Chances are, if you go into a game, and you’re now a world record holder, you’ll be one of the best Zombies players in the world. There aren’t going to be very many people that are ‘better’ than you in any given game. But you can’t let it go to your head. Your ego will probably soar, and that’s okay. It is an unavoidable fact of human nature. But don’t be a douche about it. Make sure, when you play, you play with humility. Just because you’re the best guy on the team doesn’t mean you can be bossy and look down upon everyone else. It’s not cool. So yeah… if you ever do wind up with a world record, please make sure that you don’t become narcissistic. It’ll help you make some new friends, as well as make sure that you don’t fall to the Dark Side. (YEAH I JUST WENT THERE) Help Out the Beginners So maybe you go into a random game, just looking for a fun, casual match, and you run into some new players. Being new, they’ll probably have some trouble getting the gist of things. This is where you come in. If you see a new player—a beginner, just as you were oh so long ago—having a tough time, help him out. Show him how the game works, revive him when he gets down, give him tips. You were in his position once. Keep the chain going. Make him fall in love with Zombies. Spark his addiction, and who knows, maybe one day, that noob that you helped out will be a pro just like you. Well guys, that’s all I’ve got. Thank you so much for reading. If it helped, or if there’s anything I missed, please say so and I’d be glad to add it. Until next time, PEACE! -perfectlemonade
  16. I don't think 'patience' is the right word. There are at least 50 people on this site that could own world records—and I'd like to think that I'm included in that group. But, the problem is, we're human. We get tired. And thus, especially on co-op, our play deteriorates after 5-7 hours. Like I've always said, I think there's a threshold (I'm going to start calling this the 1337 Line) where it stops being about skill, and start being about time management, attention span, amount of caffeine in your system, etc. Your mind starts to decompose. You yearn for sleep, rest. So, to an extent, yes, I think there is skill involved. But I think, once you pass the 1337 Line, the only that holds you back is human limitations.
  17. Deadshot by far. ITS THE DEADSHOT POWER OF THE DEADSHOT DAIQUIRIIIIIIII :D
  18. Have you read the book of the same name? You won't regret it. :3
  19. You got enough for jug before they even started to run. Wow. :3
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