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Strategy for reaching higher levels(50+)


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This strategy guide is being submitted due to a couple questions that were asked of me on another topic by a fellow member.

Quick side note. This strategy is for 2 players, mainly focused on 35+ with some early round tips that me and my buddy nate found from our extensive playthroughs. the best strats are ones that you find work for you best and this is by no means a garuntee to get you to a certain level just something that definately works for me. Also, i dont have a cap card or screenshots so i apologize for that in advance.

Rds 1-5

We stay in the main room for 5 rounds and stack points with pistol and m14 (one upstairs one downstairs). When rd 6 starts toss a few nades into windows making a crawly and leave through the UPSTAIRS door.(dont open door to jugg more on this in a sec.) kill the standing zmbs turn on the power, box is optional and you should have around 10-15k points combined at this point. while boxing is optional, grabbing flopper and mp5k is important. after turning on the power and grabbing flopper the monkey round usually starts within the next 2 rds. they will only attack flopper so flopping of the stage is a great way to get first monkey stage done. if they dont touch it obviously you will get a free perk. if the perk is stam,sleight of hand or jugg AND u havent opened the doors to the perks, the monks cant get to those perks thus making the next monk rd fairly easy as well. just flop off stage and dont let them touch flopper. if you havent received jugg for free by 20 or you have been downed then its pretty important to get it and protect it.

Rds 10-35

These rounds are crucial to the success of getting far. Not going down and protecting perks should be priority numero uno. (you waste 9500 getting all ur perks back). Your second priority is stacking points. if the box gives you an automatic...USE IT. everytime you dont take a good gun your throwing away almost 2 mp5k max ammos. (500 for more ammo.) The point that you should stop boxing is when you have this setup

Player 1-Thundergun/Automatic/Gersch

Player 2-Raygun/Automatic/Gersch

The raygun and thundergun may take some time to box as well as gersch's but they need to be in your arsenal. I cant stress enough how important the mp5 is. At 500 for more ammo you can easily dump all the ammo out on hordes of zombies and make 2500-3000 before you have to buy more bullets. Plus its right next to stage and on your way to both traps.

Rds 35+

Well if you have got this far then you know from experience that your bullets do nothing to zombies at this point. My team was stuck at round 38 for months til we had an epiphany. It was always the same thing...no ammo,no gersch,no clue what to do next. While ur weapons are useless against them the traps are "instakill". This next part is kind of tricky and requires practice,communication and timing.

Player 1 will stand in the forward area of stage and run a figure 8 back and forth (inbetween the box spot and grenades while staying in front of lander computer) collecting zombies. Player 2 will stand in back of stage and let Player 1 collect as many zombies as possible and dump mp5 clips into the hoard Player 1 has collected. Some zombies may break off and attack Player 2. All Player 2 has to do is sidestep the zombies and run a rectangle in the back of stage.(good rule of thumb is to have lander called in and use that as a boundary so between the lander and lander computer is an area either player can run through if it gets hectic.)

The tricky part is making a hole with both groups of zmbs so that both players can escape stage and proceed to the first trap. This requires excellent timing sometimes and great communication. When Player 1 can see no more zmbs are approaching stage he (or she lol..proofread this and thought it was eliminating an entire sex) should start making a wide circle of the stage starting at the "box" spot. Player 2 should still be circling (or squaring) behind the lander and this will give both players time to sprint through a hole either in the middle of both groups or on the outside then proceed to exit stage of either set of stairs. If you get messed up or trapped Player 1 (should only be running on stage with thundergun btw) can give a couple blasts with the thunder and you can reset and try it again. Like i said with two people you have to communicate and practice to learn each others movements and know when they are in trouble.

Quick side note...Everytime i get surronded and cant move my favorite line is "oh sh**" its gotten to the point where i say "oh.." and before i can get the word sh** out my buddy is blasting the thunder in my direction..prevents going down therefore wasting time and money..and its pretty funny. Point is develop some catchphrases and names for locations. They dont have to be mine, just something your team is aware of.

Ok so at this point you have managed to get off the stage and the zombies are chasing you. The first trap you need to hit is the "PaP" trap right outside hole room. Run up stairs to "hole in wall" room and wait til all zombies ran through trap then jump down, go back to stage. I recommend leaving the door locked connecting "hole" room and "power" or "first box spot" room. Helps that monkeys cant go that way to Sleight of Hand and zmbs cant spawn and run down stairs to get you after the horde runs through trap.

So you know now how to horde the zombies up and get off stage, do the same thing for running to the staminup trap with a few minor differences. After you get off stage,Player 2 will run ahead and put 1...Thats ONE board...one more time JUST ONE BOARD on the window before turret, and the two windows after turret. Just to clarify again, You want one board on the window before turret, one board on the window immediately after turret and in the windy hallway to staminup one board on that window. The board is just to prevent zmbs from hopping out window right in your path on the way back from trap. You dont want them to have to take time tearing down 5 boards. (remember after 35 its all about speed, the longer you take in a round the more fatigued you'll be and more prone to making mistakes).

So that is Player 2's role (throw up a couple safety boards for the return run and wait by staminup). Player 1's role is to hang back with zmbs and bunch them together by taking a slower approach to the staminup machine. When the entire hoard is past the trap and into the staminup room stay to the far left, the green water slows you down, if you stay all the way left of it you wont lose any speed. Hit the trap when you are through the doorway and sprint back to stage. Bring next horde to PAP trap and so on. *If for whatever reason one player is stuck on the side of trap with zombies its ok to hit the trap because for some reason flopper + jugg lets you run through traps without going "down".

Thats pretty much the gameplan as far as traps are concerned. A few other tips that may help you get far ...

*If you have the thundergun (player 1) dont EVER pick up death machine in later rounds (40+) unless insta-kill is coupled with it. You will die.

*Be conservative with gerschs as well. For example we always save 1 in case someone goes down bypassing the need for Quick Revive. Also powerups are based on ACCUMULATED points by both players times a multiplier. Thats confusing so here is an example. Round 1 you need 2000 points every round after that is multiplied by 1.14...so you can see why powerups get kinda scarce. Our strategy for that is to use mp5's to get a crazy amount of points in each round, then toss one gersch towards the last couple hordes. May sound like bullcrap but we usually get 2-3 powerups in the 50's using this strategy.

*You might have just said "thats crap how are you supposed to know how many hordes are left?" A very critical part of our game is knowing how many hordes are left. A member of this forum "DuckCall00" has posted a chart with the formula for zmbs in a round. Quite simply it is (round number)*(.15)*(2) so for Round 50 its (50)*.15=7.5 multiply that by 2 and you get 15 (this is the number of hordes that will spawn. I keep most stats from our game and we actually hit 16 traps that round. Not to be relied upon for a specific number but the majority of rounds we either hit that exact amount,1 more or 1 less.

*With the exception of the three windows on the way to staminup mentioned earlier..DONT BOARD ANY WINDOWS..just slows down the time it takes you to horde zombies. Speed is key.

*In the event someone goes down on later rounds (40+) and you have a gersch to give yourself time to get them up, they should immediately get up and get their a** to juggernog by taking the lander. The freakbags will spawn quickly and head to the stage to chase the player on said stage. This player should now have a lot of room to run these zmbs around in a circle and give the player that went down time to rebuy their perks. A few zombies might break off and chase the player rebuying perks so be prepared and get jugg first.

*Dwight K Schrute once said "Before I do anything, I ask myself would an idiot do this? If the answer is 'yes' I do not do that thing" Good rule of thumb...

*Save the ray and thunder for monkeys. I posted on another topic how I didnt fire a single ray from 40-44 (didnt want a crawler just wanted to power through some rounds through traps) Make a crawler tho if ur team needs a small break. Recommend giving a five to ten minute break to teammates every 2 hours to prevent eye strain and fatigue related bull crap.

*Dont make a bunch of crawlers mid round on stage. This screws up running on stage and the formula for hordes to the point where if you have three crawlers that dont make it to trap thats three less that are spawning at a time causing you to hit additional traps.

* We usually have Player 1 hit the first trap (pap) and Player 2 hit the second (staminup).

This is just so there is never confusion as to who is gunna hit the trap and it doesnt get activated by accident.

*Keep track of number of traps. Ya it sux and makes it seem like work but the satisfaction of seeing the closest person on your friends list 23 levels below you and the crazy rank overall is awesome.

So basically dont waste all ur points at the box (each box is basically a trap),stack points for cheap with an mp5,stay on the move and communicate with your teammate.

I hope this helps some folks get past that 35-38 range and puts them high up on the leaderboards. Alot of credit goes to Duckcall00 for the awesome chart. Knowledge is power!

Credit also goes to my teammate Nate, the ultimate team player and only person I would want to talk to for 9.5 hours straight. Goodluck to everyone and if you got any questions feel free to message me. Im always open to hearing new strats so lemme know if you find anything that you would add/subtract.

Im on XboxLive-Sn0wmanPacino

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good post sir,

I'm having trouble picturing your figure 8 on the front of the stage, can you explain that a bit more please?

The way we do it is really quite similar, we're just split up. We consider PaP the easiest hoarding spot by a long shot though.

One of us will start at PaP, another at Flopper. When its trap time the Flopper guy moves to the claymore hoarding room pulling his trap on the way and continues hoarding over there. The PaP guy then moves to the stage pulling his trap. After a minute or so the guy by the claymores moves all the way back to PaP.

We find this gives us more breathing room, as the hoard is split up. As long as sufficiant time is given to let the zombies all spawn.

Probably not the best strat, as it takes longer than yours to get through the rounds, its just what we know. I'm a little nervous thinking about having all our eggs in one basket at one place, but then again I dont know what figure eight you're talking about.

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I just run in a circle around the centrifuge and use the lander to escape, giving me time to stop for 30+ secs untill it recharges then take it back to the center..

when you have 20+ zombies @ centrifuge, turn and aim for the head.. easy as pie.. plus if the centrifuge turns on, you just saved ammo ^_^

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i havnt really worked wit ascention much, only on 40 wit 4 players.. thats nothing to me.. but i can give yu a few pointers that would speed up ur game... i no i cant prove this to yu but ive gotten to 59 in 7 hrs on kino, improved my speed to 58 in 5 in a half hours,, and then recently 55 in 3 in a half hours... so the trick is to keep your self stationary on the other side of a trap for a little bit,, so when yu hit the trap in front of ak74, sit right behind the fire trap while your teamate keeps the window being rebuilt so no zombs can corner yu.. this spawns more zombies in the stamina perk, meaning more deaths per trap,, meaning faster time,, as soon as yu see that first zombie come around the corner yu book it,, yu should be able to run right past them although thundergun blow may be necessary

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good post sir,

I'm having trouble picturing your figure 8 on the front of the stage, can you explain that a bit more please?

...

Probably not the best strat, as it takes longer than yours to get through the rounds, its just what we know. I'm a little nervous thinking about having all our eggs in one basket at one place, but then again I dont know what figure eight you're talking about.

there are great videos of folks running solo that use the figure 8 on stage

http://www.youtube.com/watch?v=sjmfXQ3_39E

this guy makes a nice run from :38-:39 then breaks it off and has to go wide..someone skilled should be able to do that figure 8 quickly and not have to go so wide keeping the horde with him...as far as keeping the eggs in same basket think about this..you screw up get"downed" and your teammate has 45 secs to get you back on your feet...if hes gotta dodge your horde and cover that ground to get you just makes it more nerveracking to get you up...possible but kinda wastin time, if a thundergun is on stage then your chances of screwin up get canceled out by a couple quick blasts..reset..and try it again. it will take practice but when your comfortable with it its gunna be great..(try out the dual running on stage rd 18 or so and get comfortable)

I also like the centrifuge room idea..except that its a longer shot/riskier to make it to "pap: trap...

as far as gjrico...dude 3 hours for 55? thats not going down once and the fifties take 15 traps+.... not gunna flame you...maybe you have a "turbo" button on ur box like some old school computers..3 and a half hours just doesnt seem possible..we could shave maybe 1 1/2 hours off our time..but 6?

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Hello everyone.

After seeing some great response from members here I was inspired to post my strategy. I made it to round 38 last night in 2 hours which does not happen to be my record but it is the record for quickest one so far with me and my buddy J_L_MAGNIFICO (PSN) having 150k plus points.

We died after monkey round when he forgot to take the flopper. I really don’t know how I went down because I felt like it glitched out or something. I threw 2 gerches one before and after reviving him and they still got me. That was the first and last time he and I went down entire game

Anyways here is my strategy.

1-5 rounds – stay in centrifuge room get points don’t buy any weapons if possible yet and let the zombies out of the windows to get more powerups.

5-10 – open top door, buy mp5k get close to 10,000 points and open more doors except one between speed reload and power switch room. Buy the sickle first to kill the monkeys.

10-15 – pack a punch pistol and use the box until you get a good LMG then use it. Stop boxing when you get ray gun.

15-35 – My weapons: Mustang & sally Ray gun, Gersch

J-L’s weapons: Thunder gun and ray gun, Gersch

J-L and I stay by the location to the Lander next to grenades. I camp in the room with PHD and shoot the zombies outside thru the hole in the wall. In the later rounds we make a lot of crawlers and after each WAVE we use grenades or sickle to take them out if we feel the need for ammo..JL would circle around the Lander making crawlers and throwing grenades whenever possible and I make sure to cover his back when he gets in trouble since I am constantly watching him through the hole in the wall. V Important, I let the zombies out in the PhD room simply because of the powerups. Trust me I got max ammos almost 5 times from those coming thru window in PHD. I mostly sickle or throw grenades once there are three plus z’s coming out of the window and then use my ray gun to blast them. My buddy keeps me updated if there is z coming inside the room each time even though it is not necessary since I have 2 power weapons. And I always holler at him each time I come out for grenades based on how many walkers stand outside. Another good idea is to wait until there are 3 plus zombies spawn inside the window and blast them once they come out with ray.

*I felt it is important to stay together for many reasons. First is to not feel bored, second is too share the bullets this way you won’t be wasting ammo killing two different hordes of zombies. Third is for quickly reviving your partner and always stay communicated even if you have no mics.

* on round 38 I was out of ammo so I traded in my ray gun and I had to waste 60K points to get it back. My buddy accidentally bought an ak74 trying to reload his ray gun. He spent 80k trying to get it back, so please careful to avoid such minor mistakes.

*There is a glitch in the game to refill ammo on Mustang & sally by constantly going down when there is a last crawler left for that round. We definitely don’t care about getting 2perks back when we have 150k points on the board since it will cost us 2000 for PHD and 2500 for Jug which equals 4500 for the cost of ammo plus few points subtracted from your score. I noticed sometimes reviving someone instantly triggers max ammo.

Unfortunately after the monkeys round he forgot to take the flopper and went down. All this happened in 2 hours. J-L is extremely good at killing the undead. I have never used a single trap to kill the zombies last night. I discussed the idea of refilling the mp5k each time and use traps and he did not seem to like it saying it takes forever to reach far using the strategy. But I thought I can use this strategy one we feel the ammo is scarce.

I am still looking for PSN players that would join me kill the undead to make past 50+ rounds. Peace

•Thanks to Snowmanpacino for starting this thread and taking time to share his strategy. I am yet to try his strategy.

---------------------------------

Way2g00 (psn).

Ascension (43)

Kino (47)

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Rds 1-5

We stay in the main room for 5 rounds and stack points with pistol and m14 (one upstairs one downstairs). When rd 6 starts toss a few nades into windows making a crawly and leave through the UPSTAIRS door.(dont open door to jugg more on this in a sec.) kill the standing zmbs turn on the power, box is optional and you should have around 10-15k points combined at this point. while boxing is optional, grabbing flopper and mp5k is important. after turning on the power and grabbing flopper the monkey round usually starts within the next 2 rds. they will only attack flopper so flopping of the stage is a great way to get first monkey stage done. if they dont touch it obviously you will get a free perk. if the perk is stam,sleight of hand or jugg AND u havent opened the doors to the perks, the monks cant get to those perks thus making the next monk rd fairly easy as well. just flop off stage and dont let them touch flopper. if you havent received jugg for free by 20 or you have been downed then its pretty important to get it and protect it.

Rds 10-35

These rounds are crucial to the success of getting far. Not going down and protecting perks should be priority numero uno. (you waste 9500 getting all ur perks back). Your second priority is stacking points. if the box gives you an automatic...USE IT. everytime you dont take a good gun your throwing away almost 2 mp5k max ammos. (500 for more ammo.) The point that you should stop boxing is when you have this setup

haha i think it's funny people make short words even shorter (Rds in stead of rounds)

but still, good post!

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as far as gjrico...dude 3 hours for 55? thats not going down once and the fifties take 15 traps+.... not gunna flame you...maybe you have a "turbo" button on ur box like some old school computers..3 and a half hours just doesnt seem possible..we could shave maybe 1 1/2 hours off our time..but 6?

damn.. i wish i could show yu but im on Ps3 and ill just have to explain this.. and as i mentioned i havnt figured out ascension so this is kino im talking about... i was on level 66 yesterday and the 60's were taking about 10 traps.. if yu read further ill explain...

MY STATEGY ( the best strategy in the WORLD i believe without glitches)

1st step have both teamates get monkeys and thunder GUN and automatic wall gun ak74 most the time ( ill explain) and 2nd player crossbow PAP and anything with a speed of 110% preferably smg so yu can get points, my partnar last night had knives, so i was hitting all the traps.

2nd step make sure all doors EXcept the door in the corner of the stage near claymores is closed.. this is a MUST.

3rd step start the route- begins in fire trap room (chair room, first room on the left to the lobby, their is a place in that room where yu are basically in the fire and no zombies from any angle can get to yu.. and if partnar stands near those stairs that are closed off no zombies will be attracted to him.. zombies will only be directed toward man in the fire.. ( so no zombies are basically spawning and dieing spawning and dieing, reapeat untill 40 seconds, the trap dies out head to alley and then up stairs to that power room or whatever and hit trap.. and again there is a spot were yu can stand where no zombies can get to yu or ur teamate. and no im not talking about inside the trap, meaning yu would have to rebuild barriors, im talking about to the right of the door in a corner.. again zombies are spawning and dieing spawning and dieing,, making for very fast round = fast game.. the throw monkey to get out room and use fire trap again, and just keep repeating... there is alot more to it cuz there is a plan b when yu are low on ammo, and a plan c when there is absolutely no ammo.. but yu get the gist... ZOMBIES ARE spawning and almost immediatly dieing so.. there yu go.. i might be the only one that knows about that spot in the fire room and i bet very few know about that spot in the other room... shoot for points while behind traps reload ak74 wen can and if points start getting really low, step outside of strategy horde zombies and use wall guns to get points (mp40) room best... this is very easy in the later round when bullets do nothing to the zombies so yu dont hav to worry bout them diieing an spawning behind yu... therre is so much more technique involved and even though im telling yu the main idea, it takes so mucch more skill and detail.. if yu want to know anything else or more detail let me know :D

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couple things...

when you get to 2500 words... "rds" is much easier/lazier...hahaha..

folks gunna read my wall of text how to get to 50...then scroll down and find out how to get to 38 :roll: :lol: find that kinda humorous...

gjrico-gunna try out standing on one side of trap to get them to spawn out quicker this weekend. (usually start sunday morning around 7 so the whole day aint pissed away ya know) ill let ya know how much time we saved..if any lol.

[quote="way2g00

Unfortunately after the monkeys round he forgot to take the flopper and went down. All this happened in 2 hours. J-L is extremely good at killing the undead. I have never used a single trap to kill the zombies last night. I discussed the idea of refilling the mp5k each time and use traps and he did not seem to like it saying it takes forever to reach far using the strategy. But I thought I can use this strategy one we feel the ammo is scarce.

I am still looking for PSN players that would join me kill the undead to make past 50+ rounds. Peace

•Thanks to Snowmanpacino for starting this thread and taking time to share his strategy. I am yet to try his strategy.

]

np dude..just wanna let you know that rounds are gunna take 30-45 minutes at the least around 50 and ur weapons wont dont diddly except for the thunder..once ur team gets up there you will def see what i mean. the faster u can horde em up the better.we start trappn around 38 to get in the hang of how fast we can speed horde on the stage. trappn is kinda inevitable unless you wanna waste 10 rays on one freakbag. goodluck!

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Last post about getting to 38 was about quickness rather than how to reach that round. Hehe.. You know the faster it is less boring the later rounds are. Plus it is convenient to have shit load of points before we start using traps so we don’t have to worry about points for at least 20 plus rounds in reserve.

Last night (11pm-3am) I made it to 43 again with the random guy (sarab_?_? - highest – 30 ascension before last night) It went little slow because I have to take time to explain him the strategy.

I reached round 35 without a problem with plenty of max ammo with both people by phd(one inside and other outside making circles).

35-43 (Something that I tried and got max ammo twice using this approach)

First 2 rounds I collect all zombies blast them. It took 5-6 waves to clear that round which equals 6 thunder gun shots at most per round.

After that I started using traps like TheSnowmanPacino mentioned and it worked pretty well for the rest of the rounds. Like he mentioned using the traps is inevitable and I totally agree with that.

Something that I did to make things interesting and it was fun.

35, 36, Thunder gun only

37 – traps/ 2 gersch

38 – traps 2 gersce

38 –monkey round

Do this 4 times close to the end of the round and you have good chance of getting ammo or at least other power ups that will help you easy clear the round like inst kill or Nuke.

*. I have acquired really good skill at grouping zombies at the grenades (I don’t know what figure 8 is but I am sure it is close to that). I will post a video soon.

*Another thing I tried last night with traps is my partner grouped his horde in junkyard room and when they stop spawning both get theirs into Pap room trap. Jump through hole in wall and go back to origins. I had no problem with ammo in this method but it was little slow to wait until all are spawned.

*The only thing about 2 people staying at same location before using traps is I find it little difficult to group z’s when we both stay in the area. My partner would run out of ammo on ray even after killing one or two zombies that escape in the room. But I’ll give this a try again today, I know this requires some practice and I am guessing it will be easier to say when zombies have stopped spawning.

*Thanks Space-Time_Prism for adding me on psn. I look forward to play with you soon.

Round 43 I wanted to to call it a night (need to hit the bed 3 am) once I make it to 44 and asked my partner to get thunder gun so I can leave me game turned on so I turned in my t gun for random weapon, unfortunately he went down and I did not have any weapon to defend myself and we both died. I hated to see I did not even make past 43 after tutoring the new guy for endless hours. But I think I learned some cool tricks. I think rounds 38-43 themselves took 2 hours. So much for making it to round 50! I am hoping to make it to 50 tonight.

Peace!!

random quote: Man... I wish we could replace Richtofen with a hot chick, I'm getting lonely here.

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I agree that the thundergun can be used instead of traps..makes the rounds go quicker later on. How many youtube vids have you seen though where people are shooting 2zmbs or even 1 with a thundergun...if you didn't blast a horde you wasted it.

the only thing I don't understand I guess is the player in the phd room. It just seems to me that you could get cornered mad easily without the thunder in there.

great feedback and btw everything ur sayn (minus 1 player in the phd room) was where I was stuck a couple weeks ago. You'll get there and then everytime you load up zombies 50 will be your new minimum!

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How many youtube vids have you seen where people are shooting 2zmbs or even 1 with a thundergun...if you didn't blast a horde you wasted it.

After Upgrading, I use the Thundergun as a Defensive Move to take out Zombies that are coming from the front of me when running through the halls of Kino or around Platform A in Ascension. Thats the only time I use it and I still don't waste the rounds.

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Telling ya--

Traps, buying ammo---

What ever the strategy maybe...

If you run around the centrifuge and thats it, you'll save ammo when it turns on... Always keep spare ray/tg ammo for monkey rounds...

It's all very very simple....

Plus it's a circle you'll never have to deviate from to 'buy' anything or 'pay' for a trap... If you kill a mass of one wave, and a perk drops... just keep doing your circle, you'll run into it...

All the pipes cram the zombies, causing them to bottle neck around the corner by the window closest to, so it slows them... it's so simple.. lol

EDIT: But YES.. if you do run out of primary ammo, and you're waiting for the centrifuge it can take a long long time... as, as the game continues it's very clear that the centrifuge seems to turn on only as often as IT would like and not that you would like.. you also will receive diminished points due to the repeated use of this trap... but you will get far.

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This a fairly common strategy and is pretty well known across the zombie community already. Ascension is without a doubt the easiest level yet when using the herd shoot trap technique and there should be no reason why you cant reach round 50+. I know another survival guide couldn't hurt, but there are already a few guides with the same exact strategy (hahaha mine being one :lol: ) Not hating, just saying its kinda repetitive

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I would like a Zombie Map to have a Long Straight Corridor where the Zombies could run down for easy pickings. Kinda like the Railing in Der Riese but longer.

Haha there is actually a PC custom map exactly like that. Mystery box, PTRS, and nades on the wall, and one, LOOOONG corridor xD

And here's my strat :)

BHxr_x9eoyM

This is exactly what I was doing, actually I am a little better at that. I was doing the same at 42 with my buddy inside the Dr Flopper room.

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I agree that the thundergun can be used instead of traps..makes the rounds go quicker later on. How many youtube vids have you seen though where people are shooting 2zmbs or even 1 with a thundergun...if you didn't blast a horde you wasted it.

* I only use thunder cannon when I have the entire horde in front of me.

the only thing I don't understand I guess is the player in the phd room. It just seems to me that you could get cornered mad easily without the thunder in there.

Watch MrRoflWaffles videos below, this is exactly what I was talking about with thr guy in Flopper room. It's not that hard to survive there but definitely risky as you mentioned.

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