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xFaTaLx RaMpAgE

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Everything posted by xFaTaLx RaMpAgE

  1. No maybe not but still, all you would have to do is pull out your bad weapon and let him take it. And when you get to the round with George and the thieves you screwed anyways because George will be slowing you down in his anger.
  2. And with the hk's slow fire rate, that means you keep ammo for much longer than you do with the rpk. In box guns ammo is the key factor for me.
  3. Maxis may not want to destroy the world, but why the hell would hell would he spread 115 all over the earth. He HATES richtofen for what he did, so he would definitely not the richtofen more through zombies. I do like the part about the rockets blowing up before they reach earth. That part is very plausible considering we need to continue the storyline for the whole next game.
  4. Lol @ salad fingers. Really Steezy insulting people only makes the situation worse, so I'm not sure why you insist on doing it.
  5. Yeah no. The guide is great for everyone; there are no omniscient zombie slayers so there is always going to be something useful to learn. That's right, even you would find something new in it, no matter what you tell us.
  6. Did you not read the post that I linked you to? They can be of even more use in Multiplayer than in solo, even when you are not in the war room. They can be good for camping in the PaP room, elevators, and running in other places. Remember that you can still shoot the ground a couple of times without dying to clear a path.
  7. Where can I use this? - Co-Op only Perks -Juggernog -Mule Kick -Speed Cola -Flopper if available, otherwise Stamin-up, if not that then QR if you really want a fourth perk Weapons -Mustang & Sally -Krauss Refibrillator w/ Bowie or Sickle -Awful Lawton -Claymores/ Spikemores -Monkeys/ Black Holes After reading this you are probably asking yourself how are you supposed to kill any zombies with this set-up. However strange this seems, especially on a map without flopper, it works extremely well. This class is best used in 4 player games and is even better with randoms. With this set-up think of yourself as the medic or the person "running support kill-streaks." You aren't going to be getting nearly as many kills, but you won't be dying and will keep the team alive. This set-up works the best on FIVE out of all the maps. While the rest of your team is running around, you will be sitting up-stairs in the spawn room elevator. Most zombies will go to your teammates so you can easily kill them with the Krauss or M&S. Also make sure you put your claymores/spikemores down each round to help save your ammo and get extra kills. You are basically waiting here for someone to get downed. If someone gets downed in the war room, take the elevator down. If they are in the basement take the teleporter down. If timed properly you really won't see too many zombies. If they are an issue shoot an awful lawton bolt or chuck a monkey. You can easily get them back up with the Krauss. Make sure the other player can get jugg safely before you desert him and make sure to pick up your knife! If nobody is going down and everything is running smoothly you can help out your teammate in the war room by killing his entire horde with the Mustang and Sally. When the thief comes blast him with M&S and get your team a bonfire sale. Make sure he doesn't take any of your guns; if he does make sure you kill him so you get it back. I used this to help my team get to round 30 and get a personal record of 67 revives! However, this does not work only on FIVE, but on every map. I have sucessfully used this on Der-Riese, Shangri-La, and Kino Der Toten. Just go to where there are less zombies and wait for someone to go down, only killing every once in a while with Mustang and Sally to conserve ammo. So now you see that this class setup can work quite well. You can help your teammates out in Multiple ways, and help your team get farther. I will also add that it is quite enjoyable to do this.
  8. No the M&S can be extremely useful on Five during normal rounds, as I'm sure Super can attest to. Here is what I like to do. http://callofdutyzombies.com/forum/viewtopic.php?f=53&t=18843
  9. This thread looks strangely familiar, hmmmm.... I wonder....
  10. So I've been thinking about doing a solo run lately, on any map (Preferrably not kino, ascension, or moon) So I decided to check the plausibility of doing it on CotD, and I wanted to figure out how long round 100 alone would take. After doing some research I determined that using the AK74fu2, which is really the only plausible choice, it would take approximately 40 minutes to kill 1 zombie. Once you add in the the factor of bullet penetration, it would take around an hour and 15 minutes to kill an entire horde. This means that to kill all 880 some zombies you would need around 45 hours to complete round 100 alone! :!: So in conclusion round 100 on solo CotD is not plausible for me, but for all you hardcore solo players if you have around 3 or 4 hundred hours to spare, I say go for it. :lol:
  11. So I've been thinking about doing a solo run lately, on any map (Preferrably not kino, ascension, or moon) So I decided to check the plausibility of doing it on CotD, and I wanted to figure out how long round 100 alone would take. After doing some research I determined that using the AK74fu2, which is really the only plausible choice, it would take approximately 40 minutes to kill 1 zombie. Once you add in the the factor of bullet penetration, it would take around an hour and 15 minutes to kill an entire horde. This means that to kill all 880 some zombies you would need around 45 hours to complete round 100 alone! :!: So in conclusion round 100 on solo CotD is not plausible for me, but for all you hardcore solo players if you have around 3 or 4 hundred hours to spare, I say go for it. :lol:
  12. I personally prefer the Thundergun, it seems to have more spread when firing. I also like how all the zombies just disappear after you use it. I really don't like running through a bunch of floating zombies. It blocks my vision so I can't quite tell if there is a stray zombie running through. Plus I think the thundergun is the coolest looking gun in the game. When I get it from the box you just get that elated feeling, one that I never get from any other gun.
  13. You better get your popcorn ready before sitting down to read the MZG. :lol:
  14. It also depends on who you ask. Someone like me for example, would say that Dead Ops is the easiest map. Someone who has played it only once or twice will also say it's the easiest map. Someone like Aegis who has been to 41, or people around those levels, will say that Dead Ops is the hardest map. And then you can go into the maps within the map and talk about what's hardest. :lol:
  15. A pro is anyone who gets to round 96 on Dead Ops, :? *Damn I just said My thoughts Out loud* No seriously though I consider a pro to be anyone who has true skill, not just a person that can run circles all day. You have to always at least try for a revive; ie check the scene out if there is no way it is happening then don't do it. A pro is someone who can improvise and react to get out of a tight situation, making anyone watching wonder how you did that. A pro is also someone modest, people who go around bragging all the time are not pros. *Looks at First Sentence- Damn I'm not a pro* They don't try to boss people around and are receptive to other teammates. A pro is someone who can take the blame for doing something wrong, not pushing it on someone else. That being said, pros don't do too that many things wrong, although everyone does once in a while. Pros can clutch it, others can't. The biggest thing a pro is though, is a team player. They don't go off doing their own thing, they don't steal kills or trap other people. They don't rage quit and they don't make others feel bad for not doing as well. Those are the things I think makes someone a pro.
  16. Yeah but on Atlantis I always go for the trident first. The length of that baby makes it nearly impossible for you to get hit, meaning it's awesome. And I usually do buy the water rifle right off the bat as well, seeing as it is so cheap yet effective.
  17. That's funny because I was thinking of Ascension as well. I usually buy the Mp5k and hold off the area near the turret while everyone else watches somewhere else. I get about half of all the kills and only need to buy ammo every couple rounds. By round 7 I have at least 10000 points, sometimes more if we get lucky with 2x.
  18. Yeah but the thing is, you will be getting max ammos pretty often in the early rounds, along with boss rounds which have free ammo. Plus, buying ammo a couple times still doesn't add up to all the money you spent on the sickle. Furthermore, with the sickle you have a high chance of going down since you are going to be feeling pretty safe with your one-knife kill weapon. That could possibly cause you to lose the game or a bunch of money. It doesn't always come down to pure math either, there are other factors. If you are going soley for points, an smg is always the way to go. I mean after round 10, what else gets better points? Nothing does. If you have an M14 and insist on not buying an smg that means you will be hitting the box. Guess what that means? You will likely have to buy it multiple times to get a decent weapon, rendering all that work you did to get points useless. Then what happens when you run out of ammo in that gun? You have to buy a new one which is still more expensive. And Actually, you can still shoot 13 bullets into a zombie on round 13 and then knife them. The exponential difference is so small at this point that zombies going from round 9 to round 10 actually have a bigger increase in health than going from round 10 to 11. Like I said, for max points go with an smg. Okay whatever then don't shoot that third zombie directly. Every gun that shoots bullets will hit 3 zombies, no matter where you shoot them, be it the legs or the head or chest. And how are the points that I make not manageable in the long term? It isn't possible to get more points in the beginning than the method I use. What gets more points, the colt or the m14? Duh the colt, that's why there is no need to buy the m14.
  19. The point is that if you buy the m14 you will later be having to buy a gun over that. It is also weaker than the smgs so if you are in a situation where you need power then you are in trouble. If you get an smg as your first gun you won't need to buy the bowie knife, or an m14 and a second gun. So lets do the math. You buy the m14 to get some points, which costs 500. You will then need to buy the bowie knife, an extra 3000. And then sooner or later you will need to get rid of your m14 for something else, which costs a minimum of 950, unless you want to use that until round 15 waiting to get a fire sale. So you will spend at least 4450 on weapons using your method. Using my method, while you may get slightly less points for the one round where you would buy the m14, you don't need to buy anything else. My method costs 1000 and yours costs 4450. Do the math there is no way that you will outscore me by 3500 in 2 rounds using the m14 while I knife. Plus most of the time you get a max ammo, rendering the m14 an even bigger waste of money. So unless you plan on losing at round 10, the smg is the way to go. Actually that is incorrect; I have stacked 8 shots on round 1 many many times and I can tell you it works. Stack 8 shots throught the first zombie, 4 through the second, and 3 into the third. Add in the 3 knives and you get a total of 710 points. Is that worth it? Hell yeah it is. Not only does it give you more points it increases the likelyhood of you getting a max ammo, almost ensuring a max ammo by round 3. By round 3 you will likely have ammo. Put 15 shots through the first, 8 in the second, and 8 in the third. That is mass points right there. To go further, on round 4 you put 20 shots into the first one, 12 in the second, and 12 in the third. If you are really extra lucky you will get another max ammo for round 5. On round 5 put 3 clips into the first zombie, and 2 into the next 2. You won't be able to finish this round with ammos so knife for the rest. I can guaruntee that this gives more points than buying the m14
  20. Well I usually just turn half the power on. That way the rooms stay full of water and I can still buy my perks, like gillypop, which allows you to breathe underwater. See what happens then is you go into the rooms full of water and swim up to the top. Up there is a secret grotto that reveals so much about the Chultlu, neptune, and other legendary figures. See what happens when you drain the water from that room you can no longer access the grotto up top, leaving you clueless about the story. Also, if you upgrade the trident in the Pack a Fin Slap machine, you get the Neptune's Triple Trident. Instead of just having 3 prongs on the end, there are 3 prongs that each have 3 prongs on it, giving you a total of 9 prongs for the mathematically challenged here. Used correctly it can take out the Chultlu in one clean jab. Those are just my tips for being better at Atlantis.
  21. So I originally intended this to be 20 rounds and just a cool idea as a reply to the Mid-round vs. Between round Bosses thread. I ended up going farther than I originally intended and came up with an entire game mode, which is awesom IMHO. The details for the game mode are below Name: Boss Battle Insanity (round-description) 1- 10 zombies with low health and walk slowly 2- 10 Nova crawlers, low health and walk slowly 3- 10 dogs, spawning 3 at a time 4- 10 monkeys, coming 3 at a time. 5- 10 shriekers, coming 3 at a time medium health and speed 6- 30 zombies, low health and medium speed 7- 3 astronaut zombies, move slowly, high health 8- 3 Napalm zombies, slow with high health and coming all at once 9- 10 sprinter zombies, medium-low health with high speed 10- George Romero 11- 30 Nova crawlers, medium health and speed 12- Pentagon thief 13- New zombie type- called miners- they can go underground to get to you but can only kill you above ground. You can also see the path they are taking underground. They have the same health as a normal zombie. 3 come on this round, one at a time. 14- 3 engineer zombies. They have a slow speed at first but after they take a lot of damage they are fast. High health 15- Cosmic silverback, slow with very high health. Jumps in the air and lands where you are standing when he takes off. 16- 30 normal zombies, medium-high health and speed. 17- 30 Nova crawlers, medium health and speed, they now teleport 18- 10 dogs, spawning all at once with medium health 19- 10 monkeys coming all at once, medium health and speed. 20- 10 shriekers coming all at once, medium health and very high speed. 21- 30 zombies with high health and speed. 22- 3 astrounaut zombies, medium speed and high health. 23- 3 napalm zombies, very high health and high speed, coming one at a time. 24- 15 sprinter zombies, medium-high health and very high speed- they run as fast as you 25- George Romero, always enraged with high health. 26- 30 nova crawlers, with medium health and high speed 27- 2 pentagon thieves, faster than before 28- 4 miners with medium health and speed 29- 6 engineers, very high health 30- Cosmic Silverback, now boosts at you like in Dead Ops, very very high health and medium-low speed. 31- 30 zombies, high health and speed. 32- 30 crawlers, high health and speed. 33- 20 dogs, spawning all at once, high speed and health 34- 20 monkeys, spawning all at once, with high health and medium speed 35- 15 Shriekers, with very high speed and high health 36- 30 zombies with very high health and high speed. 37- 5 moonwalking astronaut zombies, very high health 38- 5 napalm zombies, high speed and very high health 39- 10 sprinter zombies, with high health and extreme speed (faster than you can run) 40- 2 enraged George Romeros 41- 30 nova crawlers, high health and speed 42- 3 pentagon thieves 43- 5 miner zombies, high health and speed. 44- 10 engineer zombies, medium speed and very very high health 45- 20 Zombies and 20 Nova Crawlers, all with very high health and speed 46- 10 monkeys, medium-high speed and high health. 10 dogs, high health and extreme speed 47- 5 running napalm zombies and 5 moonwalking astronauts. 48- 1 enraged George Romero and 2 pentagon thieves. 49- 10 miners, very high health and high speed, and 10 engineers with extreme health and medium-high speed. 50- 2 cosmic silverbacks, medium speed and insane health. They sometimes boost underground only to pop up to kill you. 51-100 is the same but way more intense (I know it's hard to imagine it being any harder) So I originally intended this to be 20 rounds and just a cool idea. I ended up going farther because zombies is endless right? So I developed an entire game mode, the details of it are below. - Playable on any map - You start off with 5000 points and have as long as you want to prepare for it. When you are ready you hit the power switch. - All guns and perks are available besides the baby gun and vr-11. You can buy perks before the power is turned on. - PaP is also available, but is open for use whenever you need it, like ascension. - All Wonder weapons besides the ray gun, winter's howl, and scavenger do not damage these types of zombies: Astronaut, George Romero, Pentagon Thief, Cosmic Silverback. They are 2 hit kills on monkeys and Engineers, and a one hit on anything else. - No tactical grenades are available - Semtex, Claymores, and Bowie knife can be bought off the wall. - When the silverback hits you, it counts as 3 hits from a zombie. This means you go down in one hit without jugg and 2 with jugg. - Power ups dropped are 2x points, carpenter, and fire sale. You only get other power ups for killing special bosses. George drops a perk bottle, the Pentagon Thief drops a Bonfire sale, Killing all the astronaut zombies rewards you with max ammo. Killing the silverback gives you a max ammo, perk bottle, and a bonfire sale. There are no nukes in this game mode because of the small amount of zombies each round - Round 15 would be considered average - Round 30 would be a very impressive wave - Round 50 would be legendary. Any feedback would be cool, Thanks. :D
  22. I understand the part about not killing him, but I think there's always a random factor that will make him glitch occasionally.
  23. There are third problems that I have with this guide. The first is that if you are trying to get as many points as possible, why buy the m14, it's a waste of 500 points. The pistol is usable until round 6, by which time you should buy a submachine gun such as the mp5k or the mp-40. Now shoot each zombie the same number of times as the round and then knife. You can do this for a good while, at least until round 12 or 13. By this time you will have at least 15,000 points. Also on round one I shoot zombies 8 times in the legs, and round three 15 shots to the chest. The other problem is that I recommend going for the bowie knife on Dead Ops. The extra power is awesome. Then I suggest buying quick revive so when you are dead you revive in half the time. Maybe even more important than Quick Revive, however, is speed cola. The reload times on Dead Ops can really be killer, so you'll want to have this for sure. Finally, if you really want to get far, you need to pack-a-punch the teddy bear. It costs 1,000,000 points but it is basically invinciblity for you. The third problem is that in Atlantis, you need to activate the volcano trap. Not only will it kill the zombies but it will make new rocks which block the zombies and it will open up some new rooms. Like the other day I was playing there, and the volcano opened up a secret room, and guess who was in there- that's right Poseiden. He gave me the bubblebeamer which is better than any other gun ever. He also granted me with a new perk, called Aqua Avenger. This allowed me to be able to do twice the damage with all water guns, swim twice as fast, and gives you 5000 points each round.
  24. My opinion is that it's a glitch, there isn't anything that causes or prevents it. Sometimes that's the way glitches are. I think you guys are all over thinking this one.
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