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Ehjookayted

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Everything posted by Ehjookayted

  1. I enjoy the idea of it on Shangri-La, Call of the Dead and Five. Other than that, I actually much prefer Double Tap. Mule Kick is a great perk, but with 3 guns, there are disadvantages. It all really depends on how you play actually. For me, Double Tap is the better choice. It is good fun to use on Der Riese though, especially if you have a teammate (or teammates) who don't go down, so Quick Revive isn't necessary.
  2. Brilliant guide man! I really learned about some areas I hadn't really known before and I'm excited to see what I can do with this now Thank you man!
  3. It's the little thumbs up button at the top of every post (but your own). [brains] Welcome to the site.
  4. That is the QED in blueprint form, at its inception. Unless you were joking, then in that case, very funny! :lol:
  5. Thanks! And yeah, it is very difficult. With enough practice, I've been able to repeat 100 plus kill games, but to get to 300 kills and over, it requires that you pack-a-punch within 120 seconds. Otherwise, they'll just be too strong. It takes a lot of luck as well. 250 is definitely a good target for everyone. Probably doable within an hour in my opinion.
  6. Thanks guys! I'll definitely be around here for a while and just wanted to know a few things. Hopefully I could get WWK before Black Ops 2. I really enjoy writing strategy guides and don't know if there's a niche for that here, but I'll keep on writing them anyway. It's fun (as weird as that might sound). People enjoy them and could use them and I'm dumb enough to spend the time writing them. Glad to help though! :)
  7. Thanks for the input Superhands. I enjoy writing these and I'm currently working on my biggest and best guide yet. Stay tuned! I wonder what people will say about Mule Kick though. I think I rated it pretty accurately. It all depends on the kind of player you are though. Adding on to what I said, Mule Kick is ideal for camping strategies on Five, Kino and other maps.
  8. How many brains is it till full zombie, then Undead Master? Is it 750 then 1500? And do you get a brains bonus for becoming UOTM or a Dweller? Last question: are dwellers looking for any new members? I know you have to be chosen, but I'm just wondering These are things I ponder at night. Just kidding, I think. Thanks guys!
  9. The key, in my opinion is, to get at least 2000 points, and after the 2nd siren rings, you need to get lucky with the nade, so that it can kill all the zombies except 2 runners and 2 crawlers. There is a slight spawn delay, as only dogs will spawn first. Do not watch them. Instead, go for the knives on the runners (make sure they have one arm, or they won't be a one knife kill) and then try to knife the crawlers. If you can't knife, go for headshots. You want to then knife the dogs for over 3800 points. Afterwords, stay on the left drop side (when facing the teleporter) so that you can horde the zombies and knife dogs, landing a nice grenade on them at the end of the 3rd siren or beginning of 4th. This nets you about 8-12 crawlers, which you can then shoot as you loop around, netting you the 5000 points (usually around 5200). Afterwords, it's all about circling and jumping to shoot Mustang & Sally till 2500, then running the pad to get Jugg, and moving on to your strategy of choice. Watch the videos. They should explain quite a lot.
  10. A lot of people could use this. I want to help you all out. :D
  11. Thanks man! I always say to myself when I write these guides "If I can help at least one person, it'll be worth it!" The people who benefit keep me writing away and studying zombies. :D
  12. Hello all, it's me Ehjookayted AKA EyeCntSpel bringing you another strategy-survival guide! I haven't made one for Moon yet and I think it's a great idea to start off with No Man's Land. This will allow you to dominate the Solo Leaderboards and perhaps, with enough coordination, get Juggernog for 2 people at the start. At least I hope that's the result. No Man's Land Survival Guide Brief Overview: So in case you're new to the concept of No Man's Land, you spawn here at the start of every game. Here is the only place to get Speed Cola or Juggernog. There is a 50/50 chance of either one of them spawning at the start. They then alternate every trip down via the teleporter on the moon (near the AK74u and Mule Kick). You take the large teleporter up to the Moon base. However, the teleporter is not immediately open. You have about a minute to get as many kill as possible till a horn rings, don't worry, all the zombies are one knife (don't bother point hoarding)... Until the first siren (second sound you'll hear), about 1:15 seconds (coincidence? I think not ) zombies are one stab. At about a minute, the first horn sounds, and you are free to go up on the teleporter to Moon. Then after that, zombies become increasingly tougher, first taking two knives and then increasing health rapidly with each siren. Dogs also spawn with the first siren; they are one knife until the 3rd siren. You cannot get any drops here. You are equipped with 40 pistol shots, 2 frag grenades and your combat knife. Since Pack-a-Punch also spawns here, you can rack up a ton of kills if you can manage to get the 5000 points, then Juggernog if you get the 2500 after PaP. Don't worry it's easy to train the zombies... Or so you think (it actually is, it just takes practice getting used to running with zombies and dogs). Now on to the guide... Prioritize There are many important things in No Man's Land but clearly number one, for all players, no matter what game, number of players, or what perk spawn you're playing with is to rack up points. 1. Accumulation of Points This actually varies from game to game. There are the same number of zombies that spawn each time at the start, the only difference is where they spawn. If they are all spawning in the pools, then you're lucky and will have plenty of points to help you get started on Moon. If they are spawning some in the pools and some on the ledges, then knife the ones you see and leave immediately when the siren sounds off. If they aren't spawning at all in the pools, you can shoot with your pistol and leave ASAP. I know people claim Juggernog is the most important, but if you can get 1500+ points before you leave there, you can open that first door in the Receiving Area and camp as you see fit. 2. Not Getting Greedy If you get greedy with a bad team that doesn't have a strategy, you are doomed to die. Leave on the teleporter when you can because the zombies will swarm you even if you have a decent training strategy with the 4 player madness. Know when it's time to leave. Don't get downed with your nice build-up of points and make your way to the Moon! 3. Know Your Strategy If you are good enough, you should restart until you get Juggernog. If you don't feel comfortable, stay with speed. Get about 1600 or so points and get out of there ASAP, as soon as the siren goes off. This is where the plays begin to differ. My playbook includes a try hard solo strategy, a high round start strategy, a two player advanced high round attempt strategy, a two player normal round strategy and a few others. Basically, when you and your teammate decide on Jugg vs. Speed Cola, get the routine down. Here's my advice. It is really hard to get Jugg for two people even with the best of them. It requires practice, that's all. A common misconception is that Speed Cola is bad to start with. However, the contrary is actually true. Since the two alternate, Speed is the better to start with even with good players. You can accumulate enough points to theoretically buy Jugg for one person, leave, open the first door and camp there until round 4's end, make it all the way through to the labs, and go and get Jugg. To be honest, getting Jugg requires absolute perfection, and sometimes luck with how many zombies go for your partner while you're training. It depends on the strategies. But No Man's Land is about solo destruction, so on we go! Solo Survival You want to get high on the leaderboards, eh? Searching for a way how? Here are some great tips and a couple running areas in which I have had success. Practice will allow me to get more kills, but constantly being able to get over 110 with these tactics in under 5 minutes lets me know I'm doing something right. Or maybe you just want to get Jugg before round 1? I can do that too! Now, down to basics (How to get Jugg before round 1): Getting Juggernog to Spawn Just restart until you see it, by turning right as soon as you spawn and waiting about 5 seconds. It's got a 50% of spawning so you'll get it eventually. Starting off Well Generally you want 1270 points before you start training, when aiming for Juggernog, so if you have less than that when the siren sounds, try and get 2 quick two knife kills. Otherwise, restart and try again. Stay on the left side of the map when looking from pack-a-punch. In this corner you will start and then loop back around the water, and then double back when you see a gap. Now drag your zombies toward you, running as far up as the stairs. Now run around a couple zombies if you have too or use the dodge or drag technique. Throw a grenade in front of you and hope for the best. Run over and past the nade. Afterwords, just use some pistol ammo, knife the dogs, and 2500 shouldn't be that hard. Take a look at RelaxingEnd's video for a visual explanation. XAZ1ErZPtos Do what he does until after the first grenade. It's simple enough. Often times, you won't need that 1800+ points at the start to get Jugg. You just need over 1270 and you'll get it easy. However, let's take a look at what Relaxing does to get even more points. Mustang & Sally and the Road to 300 What you need to start is a few key things: ~1900 points, all your ammo, and a good running strategy. You can choose to run Relaxing's route, which is dangerous but takes the least amount of time, or choose a safer one. Here is an alternate method by MatoM21 ArCAwnnyetc In all honesty, I can't properly write you a way to run a train nor show you how to properly dodge a zombie. What I can do is let you know that this train, no matter how you run it, is heavy on cut-backs and drag-outs. What is a cut-back? A cut back is when you are running in a circle with zombies behind you and as you turn the corner, you see too many zombies and judge that you cannot make it through. What you do is sprint, turn around, and run in a crescent around the zombies. This will almost always work if you have Juggernog, but is certain to down you without. It requires practice and timing. Expect to get hit once or twice, maybe even three times. What is a drag-out? Drag outs are easy ways of training zombies. Naturally when walking with a pistol, you are faster than the zombies, even without the benefits of sprint. If you see one or two zombies coming in front of you, and you have all your zombies a little bit behind you, move back diagonally (do not sprint) and the zombies should step to the side, joining your train. This most definitely requires practice and timing but in the end, results in no hits at all. As a quick side note, dogs are faster than you as you walk, so be careful not to try this when dogs are on your tail. They will down you. NOTE: Notice that the way Relaxing runs his train at the end is very complex. He is combining further advanced strategies with the two ones above. For this reason, do not try to attempt that train unless you have significant zombies experience and skill. Instead try how Mato runs it, employing the use of both drag-outs and cut backs. Steps for Success 1. Restart until you get Juggernog, and until you have above 1800 points before you start the train. 2. Run the zombies in a train, first tossing a grenade, then knifing crawlers and spawning dogs. Try to wait till the second siren to blow up the zombies. You'll kill most of them, but leave crawlers and armless zombies, which are easy knife kills for a cool 140 points. 3. At the third siren, dogs are no longer one knife and you must train again. Throw a grenade when they're grouped again, creating plenty of crawlers. You should have around 4200 points by now. Shoot the crawlers with your pistol ammo, going for headshots only. Knife them if possible. Once you see spawning zombies run a train. 4. Continue, stabbing, shooting until you have 5000 points. If you don't have enough for Mustang & Sally within 5 minutes, then you're not gonna do much damage or get high kills. 5. Once you have 5000, keep up your train, put your pistols in pack-a-punch, and go around one more time, picking them up. Now this is the hard part. Mustang and Sally are of course known for their power but also their ability to kill you quickly. No Jugg for 2500 points. Can you do it? 7. Keep training zombies and shooting when you have room. You should get 2500 if you're careful. It's quite hard to not get mad to be so close and then down. 8. Once you have the 2500, you can two things: -Kill all your zombies (this will only work if you've been in No Man's Land under probably 4 or so minutes) and then get Juggernog. -Go to the pad, grab Jugg, train the zombies using the Pad strategy and then move on to your strategy of preference. 9. Keep on killing until you down! Or blow yourself up. The Strategies The Pad Strategy: Pretty easy once you're set up. Make sure to jump when you shoot the M&S. Pool Strategy: Standard train, efficient, and can net you around 250-260 kills, which is more than enough for most people. Just keep in mind you'll have to do some cutting back and dragging out, whereas the bad strategy is just crescent cut backs. Back Pool Strategy: Hard to describe, harder to perform. This involves some serious cut back drag outs as well as quick timing to jump across water. Overall, I wouldn't recommend this for people who haven't gotten 200 kills before. Stick with the generic pool strategy. Side Drop Strategy: Amazingly efficient, dangerous, yet easily maneuverable when you've gotten the practice at it. This is a combination of everything we've talked about and it really culminates into this strategy. This person's video has him at 2nd in the world on the PS3 (legit). Ignore FeelsBadBro on the leaderboards; he is a hacker and it has been proven. With this strategy I believe it to be possible to get 350 kills. MatoM21 has already gotten 349, presumably using this or maybe something better? Enjoy this video: use it, study it and start slaying! EbRPlgf1U84 Conclusion A great solo challenge that is both addicting and frustrating at times. However, the feeling of getting fully set up is a great one, and I hope that this guide will help you do so. To all my zombie slayers out there, have fun with this and I hope you enjoyed the guide! :D
  13. So this means we have to treat you extra nice then? Welcome! [brains]
  14. Very true. I have a question though. More like asking for advice I get Mule Kick, get a Galil from the Box. I already have M&S and the AK74fu2. Next hit, I get the Wave Gun, trade it in for Galil. Should I have swapped it for my AK74fu2 and re-bought that as my third weapon? It would cost me 6200 points though. My reasoning behind not doing that was that since it's the Wave Gun, I was very unlikely to go down. However, there's always that threat of the glitched Cosmonaut.
  15. It's correct Superhands. I tested it on Moon and Der Riese.
  16. Hope that helps guys! Awesome job finding that Edjookayted! Where did you find that post? I had no idea ARs actually had an advantage with George. Who woulda thought, the Famas is actually useful for something in zombies. I found it on Denrikson boards and it basically gives me all the info I need to make helpful posts. It's a pretty obscure link. I've been using it for a while and now I find the need to share it with you all. Time to make a General Zombies thread for it. :)
  17. Totally agree with that statement. The Ray Gun isn't as good as M&S but lucky for us, the game thinks it is! So unlimited M&S for us :D
  18. Glad to see you back and congratulations. One question though. What do you think about adding to what could get you into the Four Guardians usergroups? I only ask because there is an official leaderboard for No Man's Land solo. For example, if you got 200 kills in No Man's land, it'd be equal to Richtofen. Does that sound like a possibility? Thanks for running a great site.
  19. Welcome to the forum! Feel free to browse through strategy guides, how to find teammates and such. If you're interested, Team Grim Reapers is our super chill team of assembled 30+ players! Enjoy your stay and hey, have some brains [brains]
  20. I think he means rounds 16 and up, as he talked about the compromise thing. But hey man, your post would be best served in teammate finder. I'd suggest team grim reapers, but you might be a little too young for most of the really good players there. Welcome to CODZ by the way :)
  21. I don't think you can. There is only one wonder weapon per map. Only 1 player can have it at a time. When her or she dies or leaves, it's returned to the box. I'm sure you all know this. Though, it is rumored, that if no player has gotten the Thundergun and a Fire Sale hits, there is something like a 1 in 4 million chance, that both players could get a Thundergun. Like I said, not sure.
  22. I do agree with Verruckt and Nacht, but SNN can have Wunderwaffle, Ray Gun and a points gun. In the BLOPS maps, you can now use the PaP crossbow, VR-11, Krauss Refibrillator and explosives such as the M72 Anarchy (on maps with Flopper). For Shangri-La, you can now have Baby Gun, M&S, plus a points gun. While I see your point, the addition of Mule Kick drastically changes high round strategies on maps with PaP. It makes maps like Ascension too easy, COTD alright, and Shangri-La the perfect difficulty.
  23. I do agree with Verruckt, but SNN can have Wunderwaffle, Ray Gun and a points gun. In the BLOPS maps, you can now use the PaP crossbow, VR-11, Krauss Refibrillator and explosives such as the M72 Anarchy (on maps with Flopper). For Shangri-La, you can now have Baby Gun, M&S, plus a points gun. While I see your point, the addition of Mule Kick drastically changes high round strategies on maps with PaP.
  24. Hey man, you'd find more people under teammate finder or post under Team Grim Reapers. Should get more responses there. Good luck :D
  25. Clearing gaps. However, I trust the crossbow fully in solo, but Multiplayer has the slight Gersche, Monkey, Awful Lawton lag that can down you if your situation is just terrible.
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