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perfectlemonade

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Posts posted by perfectlemonade

  1. I think it's just too many things happening at one time. You are basically guaranteed to get it on Shangri La eventually. The Baby Gun is just so complex, and so the game gets strained, and eventually it just can't take it anymore.

    Semtex is also complex, and that has been known to cause it. Stacking claymores, shooting Ballistic Knives, and firing other stressful Wonder Weapons (Sliquifier mainly) have been known to induce G Spawn.

    My theory is that it's just when the game is pushed to its limit—not memory, but more like its elasticity when presented unforeseen situations—and it gives up. Enter G Spawn.

  2. for most maps you would have to go higher than 50 to consider it "beaten". Usually 100. But yeah, I don't think any round higher than 50 is necessary for Town or Farm.

    I disagree. Zombie spawn rates cap out at round 64, meaning that as long as you keep to your strategy, every single horde should be identical to the last past round 64. For that matter, its nearly impossible to see the difference between spawn rates at round 64 and rates at round 50. That's because of how spawn rates work.

    So for example, it might take a full horde to spawn in in 80 seconds on round 30 and then 75 seconds on round 40. Now say in that same game it takes the same horde 42 seconds to spawn in on round 50. On round 64, that same horde might spawn in at about 41.8 seconds

    I think Duckcall's post addresses this more fully if someone cares to find it :mrgreen:

    Yeah, pretty much this. The spawn rate at Round 50 is very close to the max spawn rate at 64. Also, most of the high round strategies on zombie maps (such as insta-trap on Kino, or PaP strategy on Ascension) are usable past Round 40, 45 the latest. I figure if you can kill 1500-2000 zombies with that endgame strategy, you have the skill to get to whatever round you want.

    I disagree with the last sentence. I feel that part of skill is definitely having the attention span to not screw up. 2000 zombies past round 50 is like, what? Round 65? You aren't even halfway to 100 at 65. 78 is the halfway point. I normally lose focus between 70-90 and go down a couple times—there's a reason 100 is so sought after. You have to be really, really disciplined to go that far.

  3. There are few feelings better than the feeling of accomplishment on your first high round game. I know I remember mine well :) And this is coming from someone who's never cracked 100. The best piece of advice I can give you is to have fun with it. If your heart's not into it, you won't make it far at all. Also, don't be disappointed if you don't hit 200. For someone who's never been over 30, even round 40 would be a HUGE improvement. People underestimate the lengths of those rounds.

    Oh, and good call on the music ;) Good luck!

    hes playing or did play on waw, so 24 zombies a round, no matter the round.(once spawn cap is reached probably round 6-10

    So rounds will not take so long.

    But I got a question, someone told me that round 90 would take "at least a hundred hours." I can not see how round 90 on town would take that long. I know there aer no wonder weapons but round 100 on motd only took 12. how can 10 less rounds take 88 more hours.

    Health increases exponentially. I still feel like 100 is possible on Town due to the lava's ability to take up to half of the zombie's health (it may be more than that) but it would still take upwards of 40 hours. :)

  4. If you are hungry to gain the knowledge now, 5and5 posted a video all the way back in November about spawn controls. Its actually pretty epic and I wish I knew about spawn controls back in November. Would have made me a much better zombie player and I probably would have played more town and farm then I did.

    But I am looking for your video soon perfect, Im pretty sure this map has had some changes to it that some people don't know about.

    Yeah the barn spawn trick is unfair. Reminds me of M16 on Shang lol.

    I ran it a bit differently than Riley did, though. Especially the early rounds. :p

  5. Round 50 with PaP'd weapons sounds hard enough on town. But Farm? Forget it. I've only hit 37 on Town, and that was pretty dang difficult, even with the easily trainable areas. Someone should come up with a strategy for Farm, utilizing lava or the MP5.

    There's a really easy spawn control strategy on Farm...

    Really? Where could I find it? There is literally no posts in the Farm thread under the strategy portion of the forum. I've struggled to find an easy area to train here, but I'd assume the highest rounds on Farm would be a bit lower than other maps, which would give me a better chance to get on the leaderboards if I had a decent strategy.

    EDIT: Scratch that. I checked your Youtube channel to see if you had a strategy up, and it looks like you do. :D

    I didn't use the spawn control strategy on that game. :P I'll do a quick 50 for you on Farm tomorrow, okay? Okay.

    It's really EXTREMELY easy once you get everything down.

    And as for Town, well, you should definitely keep the door to Speed closed. I mean, it's just Speed. You don't need it. Makes training by Stamin Up 2x easier. You'll just need to learn to deal with the crawlers. This is just what I picked up from watching round 70+ games on Town and Farm, respectively.

    Also, fun fact. The record on Farm is 83. The record on Town is 82. If you want to shoot for a top 10 rank, I suggest checking out zombierecords.net

    I'll get that 50 for you tomorrow when I get home, Mr. Bagel. I've already written a guide for Farm, but it was rushed and I may rewrite it later. :p

  6. Round 50 with PaP'd weapons sounds hard enough on town. But Farm? Forget it. I've only hit 37 on Town, and that was pretty dang difficult, even with the easily trainable areas. Someone should come up with a strategy for Farm, utilizing lava or the MP5.

    There's a really easy spawn control strategy on Farm...

  7. 5. Moon

    I hate being forced to have this agenda when playing. When I play Zombies, I don't play to hack excavators or trap astronauts in tunnels. No. That's lame. I like the concept, the zero-G, the Wave Gun, that stuff, but the aforementioned annoyances as well as the fact that the most important perk in the game (Juggernog) spawns outside of the map makes it far down on my list. Rating: 6/10

    4. Ascension

    Simply put, this map is far too easy. I mean, it's an easy high round, of course, but that's why I don't like it. Well, that and the monkeys. Rating: 5/10

    3. Shi No Numa

    I have tried, in vain, to find a way to make this map fast for high rounds. It is not possible. I hate the water; I hate the aesthetics; I hate its speed. At least it has dog rounds (and a Wunderwaffle). Rating: 5/10

    2. Nuketown

    You can get Jug on round 3 or round 19. Pointless doors for dayz. False advertising on Treyarch's part. The rest of the map wasn't opened up. Unbearable monotonous past round 30. I feel legitimately angry playing this map. Rating: 2/10

    1. Green Run/Tranzit

    In all honesty, I would've rather had no zombies at all when the game first came out. An absolutely atrocious map whose only saving grace for me was the Jet Gun burst method (which they patched). Treyarch's fetish for buildables on this map made setting up, which would've taken about 15 minutes, into a half-hour long ordeal. Denizens are bullshit. Lava is bullshit. The Jet Gun is bullshit. The 80% fog, 20% playable area is bullshit. This entire map is an embarrassment to Zombies. I'm glad my thread got deleted. Rating: 0/10

  8. this weekend im going to try to get to round 200 hundred on shi no numa on pc. first off I know it will be boring and time consuming but I know Ive definitly got the time to do it. I need music in the backround make it somewhat more fun. if anyone has a playlist of music that is really good id like to use it. so if anyone has any tips I would like to hear them k thx bie

    We talkin Black Ops 1 or WaW here?

  9. Thanks for this strategy, man. I'm normally a co-op guy, but I kept using most of this, and I kept going to the bridge for 3 rounds and coming back. I got my highest solo round: 34. I know it's not too good, but then again I'm not a solo guy lol. What was funny, was that I lost Jug, and shot the Withering, and it killed me. Oh, I wish this map had Flopper.

    Yep. That's why I always, always, always have a shield. It seems to act as poor man's Flopper when you turn your back to the Withering bolts.

  10. For recovering from downs (I think I showed this in the video guide) I just get up, grab a new shield, lead them down through the showers, grab Jug by the docks, loop back, grab Double Tap, Speed, Cherry. It takes a long time, but it's insanely safe.

    I always find it excruciatingly difficult to recover and go down that damned stairwell. Once you get past the numbers machine, that small staircase leading to the outside will definitely be a make-or-break for you. Having a Zombie Shield can help, but it's risky on the higher rounds.

    There are two easy solutions to this:

    1) Induce the walkers to respawn ahead of you. They will likely respawn as runners. Do some cutbacks in front of the electric switch thing on the stairs, and you have a full horde behind you now.

    2) Prefire Vitriolic Withering shots at every corner. Boom. You're through.

    I actually just YOLO it and rely on my dodging abilities to get past the respawning walkers (thank you No Man's Land) but I understand that not everyone can screenshake, sprint jump, and drag out without error every time. So, thus, you'd probably be better off with option 2. :P

    Or, you know, you COULD just go down the Gondola. But I don't have much expertise in that... I've always gone the long way haha. I hate having to train at the docks.

  11. what started out as a game to see if i could get the spork and redeemer by round 12 has now ended up being my very first super high game. Im at 88 now and working on 100 if time permits

    Good luck.

    For recovering from downs (I think I showed this in the video guide) I just get up, grab a new shield, lead them down through the showers, grab Jug by the docks, loop back, grab Double Tap, Speed, Cherry. It takes a long time, but it's insanely safe.

  12. Have you tried a game with the showers closed from the top? I see a lot of people playing with that door closed. KingJag said something about it giving him extra cut back space but that was a long time ago, does keeping that door closed/open make it faster? I prefer it open just so I can get the spork and redeemer by round 12

    Yeah it makes all Acid Trap strategies faster. You can still do cutbacks there, though, it's just not as easy.

    If you want to make this map as fast as possible, you do the Tomahawk + Acid Trap and you keep the shower door closed as well as the door to the main cell block. I just don't like doing that. It makes the map WAY too linear for my liking. Recovering from a down can be an absolute BITCH with both doors closed.

    All in all, I keep it open. It's faster with it closed, but not THAT much faster. My round 99 was something like 19 minutes; I8911T's (with the door closed) was 18. It's not going to matter much in the long run.

  13. 8 on Black Ops 1

    12 for Black Ops 2

    Being able to move around quickly is a huge advantage in Zombies. Not just screenshaking (though it is an invaluable weapon when you're redscreened), but also merely surveying your surroundings. 8/12 is just where I feel at home. I don't feel restrained, but at the same time I have control over my weapons. :p

  14. Does anyone want walkers in Kino?

    I don't.

    Also, Black Ops 2 cannot handle weapons that kill hordes instantaneously. I know a lot of you don't really care about Black Ops 2 and its shitty high round engine, but it, simply put, cannot handle a Thundergun, a Wave Gun, or, heaven forbid, a JGb

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