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83457

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Everything posted by 83457

  1. Quit on 64 camping the court house steps (solo). I second that as the best camp spot. Head chopper above you (kills occasional back attack zombie, plus you hear it). Trample steam in the saloon, the window above and left of the inside steps to keep the steps clear. When over heated/overrun, go up steps, circle the general store. Zombies will back up from the court house, so go up saloon steps, fall off of roof, head back to court house/repeat. This doubles as the greatest kiting spot as well (i.m.o.): i was able to use fsirt until around 43, before switching to paralyzer.
  2. Thanks for the info and video (slippery Jim, well done. While i think I'll get an ultimate before 8 and use that, your path information and tablet info was quite helpful). Galvaknuckles work through round 13 (14 is 2 hits or wound and punch), just an fyi.
  3. Here's my challenge for the crazy place: Nacht der verruckte ort; Must be in the crazy place by end of round 5. No perks. May only buy wall weapons in crazy place. May use whatever you managed to bring with you. You may not leave the crazy place. Standard challenge: no walls. Master challenge: take crystal/drop walls.
  4. On fire staff fails: i just want to add that it worked every time that i fired at zombies. When it did fail was when i fired at the ground in a choke-point that they were about to walk through, like the path coming into a footprint. This seems to be the most effective way to use the upgraded staffs. It fires 3 shots into the ground which then shoot at the zombies that come near. This is when i was encountering the bug, and not every time, but too common to call it a rare bug. At first it seemed to be when i shot boards on the ground, but that was just coincidence. It is just wonky. Hopefully patched before this game gets forgotten.
  5. The fire staff is quite good. It usually functions... But it created those fire orbs and the zombies walked right through them on several occasions. At first i noticed that i got no points, then i started watching. Sometimes it failed several times in a row. It never got me killed, but watching groups just walk through the fireballs was annoying. Edit: didn't know that it picked up teammates, thanks. I think it is a fantastic device to get every round. Also, the flip side of the staff acts like the krauss defribrilator. Push left on the d-pad. Many folk miss that part.
  6. First time that i upgraded the ice staff, i got downedin the crazy place , finished upgrading, had just a few zombies left when i tried leaving via the wind tunnel. 2 zombies block the steps to freedom and jugger, i charge the staff and fire it at them, thinking it would kill them, they each hit me once and began to freeze as i watched the game over screen. At least i learned something. Edit: like most zombies the majority of my deaths come from game errors. Both feet of the giants have lights, but one side is covered with a black overlay. They usually alternate feet between each pass (but not always). But if you look at the right angle/time you will see the light shine through the black foot. So i see the light, the foot steps down, i get in the next footprint...and get crushed by a black foot. I seriously would love to have a thread of treyfails fails, because they really suck at programming games and balance. I love zombies very much, but i do get frustrated at so many buggy issues. Lit up feet that 'open' but still crush you. Zombies running through my planted shield and standing in it. Fire staff not working. Shots not registering. Groups of 10+ brand-new, fresh popped zombies just dying off as if wounded. 1 hit deaths (or you don't heal from being hit one minute ago). Random changes in game play: this game, melee punch and staves are a 1 hit kill until round 16, next game, same melee weapons work until round 20. This game, 1 shot breaks mechs face mask, 3 face shots kill him on round 8. Next game, 7 magazines from same gun to break face mask. Mechaman grabs me through wall. Zombies hit you through wall. Compare video of screen to theater. Why is one zombie in theater 30 feet closer than recorded video? Why is there 'lag' in solo games? Why does 1 round 2 zombie take 8 clean chest shots and 3 stabs and he is still alive? All of the zombies have been so easy that the glitches can be overlooked, but origins is hard, so bad programming ruins the day. Again, i love the game, but acknowledge the fact that it's poorly made.
  7. That's funny. I got flopper and all of the flops were electric. Now i know why... Thanks.
  8. 83457

    Shovel Guide

    On helmet luck: one game i got the golden shovel, a few feet away, the very next dig, i got the golden helmet. Seconds apart.
  9. 83457

    Shovel Guide

    You are correct Sir. This was called out earlier in the thread, I just forgot to update the original post. Thanks for bringing this to my attention. I've heard a few names mounds, dig spots, cow pies, sh*t piles, but I haven't heard skag pile. They look (and act) much like skag piles. When i first read this thread, i thought i might be losing it, i checked a few more times, snow rounds are different. Also, when you have the ice staff, it always is snowing.
  10. Thanks, Way 2. In mp zombies, we hold off taking the first zombie blood reward until mechaman shows up. Solo, if mm downs you, shoot him in the face with the pistol to kill him while you revive (and then crawl to safest nearby path free from zombies). Edit: i noticed that he doesn't spawn until you leave the workshop, but in solo, i usually buy jugger and qr on round 3...so that strat won't work for me but it's good to get this information to the public.
  11. The second step of fire staff gets buggy often. If it fails to work correctly, wait until you hear a message that says something is wrong, then start over. Sometimes it is just really buggy. Note that the upgraded fire staff is often buggy: charged shots in the zombies path often ignore the zombies completely as they walk through it. When charging staves, they don't care how the zombies die, so bring a maxis drone with you.
  12. This may be well known, but i keep meeting folk who never knew. When you place a staff in the crazy place to charge it, go get another staff to kill with. It's that simple. You may place all four in the crazy place to upgrade, they will charge one at a time, but it works. If you plan to upgrade several, upgrade one and leave it there. When you come to upgrade the next, then grab the upgraded one to use to charge the next. It beats running all of the way back to pap to get another. Fire needs to kill people in the crazy place for step 1 of its upgrade. So put three in the crazy place to upgrade, then fill them using the fire staff at the hex-barrels. Mechaman (panzer soldat) doesn't come to crazy place. So on round 8/13/ whenever, fight in the crazy place until few zombies are left. Leave, kill mechaman. He is a wimp, don't fear him. Run right up to his face and a few staff shots end him quickly. He has more bark than bite as long as you don't panic. Aim and fire carefully and he is easy. Edited in: you only need the correct record in the correct tunnel to get the correct crystal. Once you have the crystal, you can go into the crazy place from any entrance. Usually, once i have all 4 crystals, i just leave the gramophone set up in wind tunnel as that is usually the easiest to access imo. Edit 2: when you build the staff, you may at that point set the dials above you in the correct order for that staff. After the first two steps, you will still need to come here and shoot the orb, but you can place the four dials in the correct position beforehand. Not that it matters much, just fyi. Edit 3: Setting dials info: when aligning the colored lights on the levitating stone disks, remember this; While standing at mule kick, looking at the disks, the 2 levers on the left activate the middle 2, the two levers on the right activate the top and bottom. The levers on the stone steps are the higher ones, the levers on the wooden areas are the lower ones. That makes it easier to remember which to turn. Also, you can jump up from the mule kick platform to hit the switches on either side in mid jump.
  13. With all of the time and effort to get a turret or electric trap and a turbine to the same location, especially solo, and then have them work for like 15 seconds is, frankly, crap. The turbines were needed for doors, cool. The zombie shield was an easy to assemble fine addition. Turret needs fixing. Possible fixes: 1. Remove friendly fire. This is obvious. Ff was assumed to be a bug in programming. 2. Remove the need for a turbine. 3. Make it last for minutes, not seconds, per turbine. Electric trap needs fixing: 1. Seriously useless, take away need for turbine or make it least for a long while per turbine. Jet gun: worst wonder weapon in game and it makes no points, unlike every other wonder gun. A few helpful tweeks would breathe new life into Tranzit. I know this has been mentioned before. Please help these buildables be useful.
  14. Once while swapping jet gun and turbine in the bus depot, my turbine ended up above the bathrooms and a large part of the ceiling there vanished. So I could look up at my turbine and see the sky above.
  15. 83457

    Shovel Guide

    Just Reconfirming (solo at least): saving piles for snow rounds does not work. If one is where you saved one on a snow round, that is just coincidence. Also, anyone else call them skag piles, like borderlands? Thanks for all of the great information!
  16. You can put the shield in the mud too. When i first played, you could not cart both the shield and drone, that changed. The shield is a baby-sitter: run to a giants foot or fallen comrade, drop shield next to you (or they ignore it), run under foot or revive friend. The game is very buggy...thank you theater mode for preserving my sanity when this game errs.
  17. The thing that makes the map 'easy' in my experienced opinion: no mans land. There is plenty of area to simply group them behind you and then take out the group/ repeat. What kills you is the same as every zombie map: inconsistent functionality and programming bugs. I really hate shooting the robot feet only to have the gate open and then crush me anyway. That happens way too often. And patch the damn reload error in zombies and mp. It has been consistant since a patch in July or August. Thank goodness for theater mode allowing us to review all of the game bugs.
  18. 83457

    Shovel Guide

    I just want to touch on something; if you save piles for when it snows those piles go away, don't bother. You may as well just dig when you see them, since you definitely can not save them for snow rounds. I've checked multiple times (solo- unless it varies in mp games). I'm on my phone which makes this forum difficult to read/respond to, so I'm sorry if this was touched upon already.
  19. It was a game error. When i completed the torch step and realty said it was done correctly, it meant it was wrong. I redid it exactly and then there was aloud noise and remnants spoke. So many programming errors...
  20. I filled the hexagonal buckets, Samantha spoke. I lit the torches in the correct order, takeo commented on it being done. I turned the stones in the excavation room so that they are all red and the blue area is aligned, but i have no red orb. What am i missing?
  21. I filled the hexagonal buckets, Samantha spoke. I lit the torches in the correct order, takeo commented on it being done. I turned the stones in the excavation room so that they are all red and the blue area is aligned, but i have no red orb. What am i missing?
  22. This map is far removed from black ops 1. It feels like Der Riese meets black ops 2. Finally a challenging map (which none in bo2 have been and only 'five' in bo was). Thanks for the tips on this guy.
  23. Rune stones, not ruin stones. Stones with runes engraved upon them. May also be in ruin.
  24. Fyi. If you get to town after putting down your turbine at power and the door isn't open to the pap, here's why: 1. The turbine wears down from use, then turns on and off for a bit. You probably showed up at bank during an off period, wait 10 seconds for it to open on the next on cycle. This is very common. 2. The zombie beat it down. If you have one last zombie at power, you can drop the turbine up top, outside of the outhouse door, then be sure to have the zombie follow you into the fog.
  25. Same in the hall upstairs in the saloon; if you put a head chopper on the inside wall, the zombies just reach through the wall.
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