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How to be a Good Zombies Player


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Hello everyone, Ehjookayted AKA EyeCntSpel here to bring you my most in-depth and probably most helpful guide yet. In here, I will discuss the various things required to become a great zombies player not only in solo, but also in Multiplayer. I will talk about the various tips to stay alive, including tips that can get you to 40 every time you pick up a controller and load up solo as well as the best tips for breezing through to 30 in co-op. Map by map strategies are not provided in detail but they should apply to every map and will be judged.

I make these guides for you, using what I know from my many days of playing, compiling it all together to increase the power of the zombies community, making sure that everyone can have fun getting to at least round 25. Because, in all honesty, if we want to beat Multiplayer in popularity, we should demonstrate that all our skills are on a level nonexistent within this terrestrial realm. This strategy guide will help the best it can, but in the end, it is you, the player, who controls when you die, how you die, and if you even die at all (just kidding). Good luck and enjoy the ride. :D

Much Love,

Ehjookayted

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Note: This is a rather long guide, so I’ve integrated a nice CTRL + F search feature, table of contents.

1. What do I need to know about zombies? [$WHAT]

2. General Solo Strategies [$SOLO]

3. How to Kite [$KITE]

4. How to be a Good Teammate [$TEAM]

5. Loose Ends [$ENDS]

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The Pathway to Excellence

What do I need to know about Zombies? [$WHAT]

Hey there! So you’re interested in knowing what makes zombies tick, how they do what they do? Let’s break it down for you. Essentially, the zombies get harder to kill every round, spawn faster every round and grow in number every round. Of course Treyarch wouldn’t make this random, so guess what? There’s a formula! Multiple, actually. And these formulas should help you to gauge certain things (when a weapon stops being effective, what weapons you should have by when, and basically, how long a round should take). Ever since I discovered these formulas (and a big thank you to whoever figured these out), I’ve found that I play more strategically and am better at zombies in general. Let’s get into it.

The Formulas

For zombie health: The basic formula is that the health goes up until 950 at round 10. Afterwards, that number is multiplied by 1.1, and that number by 1.1 every subsequent round. Essentially, you will be facing zombies with 7000 or so health by round 30.

For zombies spawning: The number of zombies for one player (that can be on the map at one time) is 24. It increases by 6 for each player. Therefore, with a 4-player game, that number is 42. Now, time for a little math. Thanks to way2g00 and BinText for working this out. The old formula was the round number * .15 * the number of zombies. This was proven wrong, and here is the chart done by DuckCall00 to show the numbers.

There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.

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We have been unable to find the true Zombies per Round formula by searching through game files. However, BinText has created working formulas based on observation. They are accurate after Round 10.

Singleplayer- 0.0842 * (R)^2 + 0.1954 * (R)+22.05
2 Players- 0.1793 * (R)^2 + 0.0405 * (R) + 23.187
3 Players- 0.262 * (R)^2 + 0.301 * (R) + 33.114
4 Players- 0.3462 * (R)^2 + 0.4964 * (R) + 43.164

Below is a spreadsheet displaying how many Zombies appear each round:

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On the 1st and 2nd Dog round there will be 6x as many Dogs as there are players.

On all subsequent Dog rounds there will be 8x as many Dogs as there are players.

For drops: Drops, according to our friend DuckCall00, a masterful researcher of zombie mechanics.

A Power-up will drop at a cumulative 2000 Team Points. However, every round that number is multiplied by 1.14.

No matter how many Players are in a game, you get 50 individual pts. for a kill.

In a 2-Payer game you earn 45 Team Points per kill.

In a 3-Payer game you earn 35 Team Points per kill.

In a 4-Payer game you earn 30 Team Points per kill.

You get a 80 pt. bonus for killing a Zombie with a Melee.

You get a 50 pt. bonus for killing a Zombie with a Headshot.

You get a 20 pt. bonus for killing a Zombie with a Neck Shot.

You get a 10 pt. bonus for killing a Zombie with a Torso Shot or Limb Shot.

There can be up to four drops per round.

For a Carpenter power-up to spawn there needs at least 5 windows destroyed

For a Fires Sale to spawn the box needs to have moved.

The Fire Sale, Bonfire Sale, Insta-kill, Double Points, and Death Machine all last for 30 seconds.

If you are past Round 10 and a Max Ammo is about to drop, the game will run the following equation:

(Round Number -10) x 5

If that number is greater then a Random Number 0-99, a new Power-up will be chosen. However, it could also be a Max Ammo. Therefore, after Round 29 it will always attempt to choose a new Power-up.

If you are past Round 15 and a Power-up is about to drop, the game will run the following formula:

(Round Number -15) x 5

If that number is greater then a Random Number 0-99, nothing will drop.

Thanks to DuckCall for that explanation; he’s a great hard-working zombie researcher. Interpreting that, we can easily see that if we use a points gun, or re-usable wall gun, we will be rolling in the drops to a certain extent. After those rounds, however, the conventional ways of killing zombies and getting drops won’t work. So, you’ll be less likely to get that Max Ammo or Fire Sale. However, in my experience, always having a points gun never hurts so why not?

Now that you have formulas out of the way, we can begin to talk about how to excel at zombies.

General Solo Strategies [$SOLO]

Staying Alive

The objective of zombies is to stay alive and not die, right? Many people still struggle with this and the road to round 20 seems like a struggle to survive rather than the beginnings of a great run. These tips will help you stay alive when you cannot and improve your overall game.

Keep Moving

I cannot stress this enough. In areas where there is no protection (an unopened door or multiple entrance points), you need to keep moving back and forth and around. Getting trapped in a bad area spells immediate death even with Juggernog, so the chances of survival are limited. The best players always avoid these areas, so don’t think that this is just a tip for newer players. It is a tried and true rule of zombies.

Bad areas include (but are not limited to) the front of the PM63 room in Kino, any of the lab rooms in Five, the front area with the MP40 on Call of the Dead, the Mud Room in Shangri-La. Remember, you move faster than sprinting zombies (not electrocuted ones, however) while walking with your pistol/Ray Gun out. Movement is perhaps the best of all strategies and kiting is essentially scripted movement combined with reaction time. Once you learn movement, to not stop and shoot at the top of those stairs with a spawn behind, you will find yourself going down less and contributing more positively to your team or your survival.

Shooting While Backtracking

This is an area with which many players struggle. In my experience, people who move a lot will still go down while shooting moving backwards. While it may seem enticing at first, the thing is that people tend to ADS when moving back and shooting and this slows you down considerably, so much so that, the zombies catch up to you in no time at all. If you hipfire, it becomes less of an issues, but the main issue is that people don’t hipfire.

While some may say, “How can shooting while moving back be a bad thing? I see good players do it all the time!” That may be true, but good players never shoot backwards and run themselves into a corner or shoot backwards whilst all the zombies are spawning. However, that is a main cause of our downs. So the best advice is to only stop and then shoot, unless you are running a tight circular train where you will want to circle around and hip fire only! The fact of the matter is that you move slower while moving backwards and ADS so hipfire is the best in any situation. Furthermore, with the way I will advise you to play, hipfiring is not seen as a waste of ammo but rather a blessing.

Don’t Run into Corners!

Now I don’t how you all play multiplayer, but running into corners is an absolute no in zombies! The zombitches will come from all different sides: front, side, side. Sure you can get away with corner camping until round 9 or 10, but afterwards you’re nothing but dead. Getting cornered is bad enough when trying to revive or run a tight train but forcing yourself into a corner is an absolute NO (yes, I had to say it again). Think about it like this, corners equal death and death can make you lose all your perks, and in multiplayer a death in an obscure corner can lead to you bleeding out, resulting in something just completely terrible: the loss of all perks, guns and good percentage of your points. Once you can learn these tactics of staying alive and can get your downs to 5 or 6 in a 25 round game, you’ll want to get that down to 3 or 4 by not only avoiding bad situations, but dodging the inevitable ones (literally). Zombies can be unpredictable and this is where dodging comes into play.

Dodging Zombies

Dodging is a highly advanced tactic and takes practice and patience.

Sprint Jumping: Your Best Friend

This is a tactic that not a lot of people talk about, but it is one that you repeatedly see in the world records for No Man’s Land. It involves sprinting and then jumping while you are sprinting, to avoid the reach of zombies. Now when you do this, make sure, as you jump, your analog stick is pointed straight ahead or away from the zombie(s). Same deal goes for keys on the PC. I have found that while living on a red screen or on two hits, this technique beats normal dodging tactics any day of the week. However, it requires practice, as your reflexes will take time to develop. Don’t get mad if it doesn’t work at first.

Maybe you’re jumping at the wrong time or overusing the technique. High-level zombies play, in the end, comes down to a simple action-reaction tug of war. The zombies win in the end, but preventing them from victory for 50 rounds sure is a ton of fun. The best way to do that, undoubtedly, would be the well-known strategy of kiting/training. More on that later.

The Screen Shake

This technique will make you look so pro when you use to save your life when you’re red-screened. All you need to do is jolt your right analog stick back and forth while passing a zombie or a group of zombies. This turns your character ever so slightly, that the zombies will change direction/change animations and nearly 100% of the time, not hit you. Now, it does take practice and I wouldn’t recommend this (as it’s kind of like last resort mode) if you have another way out, but for general dodging at full health, I highly suggest you try it out. If you watch closely at some of the best players in the world, you’ll find that they use this multiple times to get out of sticky situations. Don’t rush and get frustrated when you are mindlessly swinging your stick around! Be patient and you’ll learn the technique.

Tip: beware what sensitivity you play on and don’t adjust it immediately; test the tactic out and then switch.

The Sidestep

The sidestep is perhaps the easiest dodge to learn, the hardest to master. This is running right in front of the oncoming zombie and then dodging immediately to your right or left to avoid getting trapped. If you are in a narrow corridor, you should be able to use this effectively to your advantage. Beware, this technique tends to fail me and most others on staircases. When faced with a tight staircase and a zombie, you’ll need a bit of screen-shaking and sprint jumping (maybe even luck) to make it through. However, the sidestep/quick dodge is a valuable technique in surviving the waves of the undead and should be applied where applicable.

The Cut-back

Not only one of the best dodging tactics, but a highly advanced training tactic as well. This technique should be used when round a corner full of zombies; your best option would be to turn back. Go to the towards the zombies then cut all the back where you have the open space. It is a bit hard to describe so here is an illustration of the cut-back:

The Drag-out

The drag out is an exploitation of zombie animations so that you can easily get by one or two zombies. First of all, you should have a lengthy (or short) but most importantly, reasonably far train from you. This is for kiting only, but even without a train, this works. You see the zombies, move back and let them approach your side (you want it to seem like you are pulling the zombies towards you, when in reality, you are dragging them out). Now you can zoom right past them using either sprinting or sprint jumping! Here is an illustration of that:

The Cut and Drag: Escape Route

The cut and drag is a very complex route that you can use to escape certain death. It is a combo of cutting back then dragging out to escape the clutches of death!

How to Kite [$KITE]

Kiting is the way to ensure high rounds and beast mode in zombies. It is called kiting because when you fly a kite, it comes behind you, as do the zombies when you kite them. Kiting is the proven way to do well in zombies. There are many ways to kite around the zombies and here I will talk about the various types of trains.

Basic Kiting

Basic kiting is a tool that you should use no matter what; you’ll probably even use it accidentally sometimes (like the first time you play a map). The essential part of kiting is getting the zombies to all follow you. What I like about this is that it’s not hard at all! On a map like Kino der Toten, if you just ran around the whole map, you’d kite the zombies behind you. It’s that simple! And if you can do that, you’d just need a safe place to start shooting the zombies.

Another way to use kiting in its most basic form is to stick to a set, usually larger route and then stop to shoot when it’s safe. Here is an example of basic kiting:

Advanced Kiting

So as you can probably tell, advanced kiting is more difficult but faster and more rewarding than basic kiting. If you want to get to high rounds, you’re going to want to save time. Advanced more difficult kiting is the way to go! It can be a challenge to do well at first, but you’ll get the hang of it eventually. The best way to get better at running trains is practice!

Advanced kiting usually requires some dodging, good spawn and map knowledge so it definitely isn’t for beginners.

Various Train Types

Here I’ll get into the different types of trains that people run. Some are better than others, some more fun.

The Circle

Nothing but a simple circle. This train is extremely easy to run, may require some dodging, but you usually won’t down unless you mess up or lag. The great part about this is that the zombies join your train without any work. However, ADS is a bit risky so hipfire is recommended. A great example of circle train is the bottom of the lighthouse on Call of the Dead or the Claymore Loop on Moon. These are two easy yet great spots for point building. The only thing I have to suggest is to not sprint at all, unless you’re about to get trapped. The reason for this is because if the circle isn’t big enough, the zombies will come around the other side and it won’t be pretty at all.

Figure 8

A good train for anyone to run. The hardest trains to run can be smaller versions of an 8 train. A good example of this could be the train on Kino as well as the lobby on Kino. The outside lighthouse on Call of the Dead could be a figure 8 as well. Limited risk for downing when you know what you’re doing. This is what you want to do when you need points for sure.

S Train

The S train is as simple as it sounds; however, in execution it requires much dodging as well as practice in getting used to. When you do perfect the S train, you can never worry about getting hit or doing well to help you and your team. A great example of this S train can be the stage on Kino, the lighthouse front of COTD as well as the Flopper lander on Ascension. Specifically the lander on Ascension- an S eliminates any risk of getting hit as well as provides a comfortable place to shoot. This way of running the lander makes Ascension the easiest map.

The Multi Cut Back Train

The multi cut back train is one of the most advanced trains there is to run. It requires skill, concentration and movement. If you are new, or even a bit experienced, you will find a train like this hard. This shouldn’t be a go to train for points, but one that you can use to horde zombies quickly. It’s dangerous but fast and should be a great way to horde up the zombitches for a quick Wave Gun or Thundergun blast. Notice how there are no “shoot” points on the diagram. That’s for good reason. Also, notice the turn back option. This is here in case the zombies coming from head on are too many and a cut back is too risky. You’ll need a quick escape route and that should be it. Examples of this train are the area near turret near the stairs in Ascension as well as the swamp in No Man’s Land.

Crescent Train

The crescent train is one that you’ll actually find pretty common in zombies. It’s primarily a horde then hipspray train, but in the larger locations, such as the Lander and PaP area in Ascension, you can choose to run one of these. There’s not much practice required to get this train right, but if you want to do it in tighter locations, such as No Man’s Land, then you’ll want to spend some time running these. Overall, an excellent intermediate train.

Route Running

Route running doesn’t have a picture to go along with it, since there are multiple routes that one can run, but essentially you stick to a long, drawn out route that requires some skill, dodging, and practice, but is fairly safe and has two or three wall weapons with which to kill zombies! Overall, you’ll want to run set routes on smaller maps, such as Verruckt, Five and Shangri-La.

How to be a Good Teammate [$TEAM]

The Teammate Set-Up

If you want to be a good teammate, reviving, keeping everything all right in the crew, here’s what you’ll need.

-Juggernog

-Quick Revive

-PhD Flopper/Double Tap

-Stamin Up/Speed Cola

-Mustang & Sally/Krauss Refibrillator/Special Wonder Weapon

-MP5K/MPL/MP40/AK74u/Thompson/STG-44/Type 100

-Monkeys/Gersches/Dolls

Alright so Jugg and QR are pretty self-explanatory. PhD Flopper and Stamin Up are the true teammate perks. With Mustang and Sally plus these two, you’ll run fast and be able to protect yourself and your teammates with ease. If you’re playing an older map, go for the Thundegun or primary wonder weapon. Chances are, it’ll do wonders to save you and your teammates. Monkeys and Gersches are always the best for reviving someone. Great teammates also horde points but not kills so that if need be, they can down themselves to give a player points. A good wall weapon will do this. Watch your points and revives go up. That’s the basics of a good teammate; with this set-up you can’t go wrong.

Horde then Revive

Don’t be stupid and run into your teammate’s horde, killing yourself. When a teammate goes down near you, wait for their zombies to run to you then horde them all up. Even without QR, if you sprint after hording, you should get your teammate with no more than two hits.

Nit Picking

-Communicate

Everyone hates someone who doesn’t communicate and has a mic. Max Ammos need to be called out, as do nukes. Establish precedents with your teammates. Let them know what you do, why you do it. Revives are made, lives are saved, games are saved, with good communication!

-Don’t Steal Kills

Especially during early rounds, don’t take your teammates’ kills. You all need points for survival and insurance. It’s just a bad thing to do. In higher rounds, you may have a routine where you can kill your teammate’s zombies, but if you use explosives, kill crawlers! They can seriously mess up trains if you let them loose.

-Don’t Horde the Box

The Mystery Box isn’t all that important for good teammates, since Mustang and Sally and training skills are the best things needed! Besides, spend that dough on your perks, in later rounds, shoot for the Ballistic Knife or Crossbow if you can get it. Monkeys and things of that nature are also appreciated for revival and survival.

Use a Lesser Known Arsenal

What weapons are underrated, truly useful and perform optimally in many a situation?

The first weapon is indeed: The AK74u

Oh, the beauty of the SMG. Points galore with this weapon, unlimited ammo, a pure zombie shredder until round 20. Upgraded till the mid 30s. This gun is amazing. Since drops are based on points, this gun will get you plenty of nukes and insta-kills to destroy zombies all the more easy. Thank me later when you're at round 40 getting insta-kills and nukes.

Number 2: The Awful Lawton

No Thundergun to save your butt? No problem! The upgraded crossbow comes with 13 chances at a second life, as well as 13 monkeys to save your buddies. While this cannot eliminate zombies with ease, you can jump up and shoot it away from you when you're stuck and then you become unstuck! The lag is deceptive in multiplayer however, so downing after shooting can be possible.

Number 3: Mustang & Sally

DLC made these bad boys possibly the best weapons in the game. Zombie veterans will rush to get these PaP'd by round 10. PhD Flopper is a must of course. Only reason these aren't higher is the lack of use on Kino and Five. Shoot your feet when stuck. Fire one bullet on insta-kill into your train and BOOM. Keep your ray gun and these, as in Co-op, downing (or downing yourself) gets you double ammo for your weakest pistol and in the game's eyes M and S is less than Ray Gun. Little did Treyarch know, these bad boys just got OP baby.

Number 4: M72 Anarchy

50 shots of auto-fire rocket launching. Reduced splash damaged, increased mobility, makes this weapon of great use on all maps. However, it's use in later rounds can screw you over, as the crawlers it makes are mighty strong. The destructive power, however, makes this a great get from the box when you need it. Avoid on Kino and Five unless on solo. PhD required.

Number 5: The Spas-24

It's like a mini-Thundergun. It destroys zombies quite easily, reloads all in one, and sounds sick. Pick this guy out of the box and go to town. Great breakthrough gun for anyone. Low ammo count makes this lower than the others.

Number 6: The EPC WN

Winning! The regular version is awesome on round 20, still. PaP'd is a different story. Deadshot or not, this machine is a headshot churner. You rack up blowing brains out with this thing. 3 round burst doesn't waste ammo when shooting into a train and the recoil is nonexistent. Have fun with this gun. Reflex sight helps too.

Number 7: Calamity and Jane

Fully auto pistols with a tendency for multitudes of headshots even without Deadshot? Hell yes please. These guys never let you down unless you start outworking them. Use 'em when you get them out of the box. They tear through zombies, but can waste ammo during camping strategies. For ultimate survival, they break through quite well.

So there you have it, 5 box weapons to pick up if you can PaP them. A wall weapon to always look for and your starter pistol. If you're having trouble getting your Ray Gun and get one of these instead, keep it for a round and use the PaP version. You might be surprised.

Loose Ends [$ENDS]

So thanks for reading this far! What do you want to know? Well, in 4 player games, you can adjust strategies for more expeditious revivals. Different set-ups and classes should be used for each player, playing to that person’s strength. For example, the best player should rarely need to use a wonder weapon other than a Ray Gun. You’ll want your best player to not revive unless absolutely necessary, as they should be able to handle hording and distracting zombies while your teammate gets back in the game.

These are tips to be good. How do you become great? You need to learn all these rules, tips and strategies first. Then you can combine and even break them. For example, once you’ve learned how to predict spawns, you can shoot moving backwards in certain areas. This creates great opportunities for points, since your aim will be better. Furthermore, certain dodging techniques need to be combined for success in places such as NML. A sprint, shake, jump can be a great resource in maneuvering that territory.

Lastly, be creative! You’ll need some creativity in weapon choice, perk selection as well as route running for when things go wrong. Take some initiative in taking risks. Often times, they pay off. Play more aggressive if you’re losing the battle for kills. Challenge yourself in zombies because that’s the only way to truly become great.

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My name is Ehjookayted AKA EyeCntSpel, thanks for reading and enjoy! :D

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Thanks for the feedback and love, guys! :)

Those who haven't come through on brains, it doesn't matter to me, the kind words are more important!

I'm glad this thread is a hit, and I know that once it hits Monday, this will get a ton of views. Depending on how useful people find this, I may request a sticky! :mrgreen:

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Wow this is great!! I would consider myself a great zombie player usually, but I've never even heard of the sprint jumping, screen shaking, and I am still kind of confused as to what a drag out is. I guess that just goes to show how there is always something new to learn and that you don't need to know tons of moves to be good at zombies.

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For zombies spawning: The number of zombies for one player (that can be on the map at one time) is 24. It increases by 6 for each player. Therefore, with a 4-player game, that number is 42. Now, time for a little math. You have 24 zombies to yourself in solo, but in a four-player game, you have about 10. Now, solo should be harder right? Nope. The more zombies there are, the longer it takes, the more likely you are to lose concentration and the more likely you are to go down. 4 player games are generally what you want to stay away from if you are aiming for extremely high rounds.

Actually, that's incorrect. There are 24 Zombies no matter how many players.

Here's a simple test so you can believe me. Play Der Riese with 2 players. Run a circle in Der Riese by Teleporter C. Have your buddy run a circle in the Thompson room with the stairs closed. Then try this strategy by yourself, running alone in the Teleporter C area. When you play with two people, you will each get 12 Zombies, more or less (they are not evenly distributed). When playing Solo, you will get 24 Zombies, which makes this strategy overwhelming, and die.

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For zombies spawning: The number of zombies for one player (that can be on the map at one time) is 24. It increases by 6 for each player. Therefore, with a 4-player game, that number is 42. Now, time for a little math. You have 24 zombies to yourself in solo, but in a four-player game, you have about 10. Now, solo should be harder right? Nope. The more zombies there are, the longer it takes, the more likely you are to lose concentration and the more likely you are to go down. 4 player games are generally what you want to stay away from if you are aiming for extremely high rounds.

Actually, that's incorrect. There are 24 Zombies no matter how many players.

Here's a simple test so you can believe me. Play Der Riese with 2 players. Run a circle in Der Riese by Teleporter C. Have your buddy run a circle in the Thompson room with the stairs closed. Then try this strategy by yourself, running alone in the Teleporter C area. When you play with two people, you will each get 12 Zombies, more or less (they are not evenly distributed). When playing Solo, you will get 24 Zombies, which makes this strategy overwhelming, and die.

Thank you for your constructive criticism, and I'm glad you enjoyed the guide. I corrected my mistake and improved upon the section actually. However, the point of the guide is to teach you so that you can run either one of those trains in solo and not make that strategy overwhelming.

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He was talking to me, Fatal. We trash talk a lot.

:mrgreen: I won't mess with you anymore if you don't want me too. If you can understand my twisted mind, I make fun and joke with people I like, and simply ignore the rest. ;)

No, it's cool man. You'll have plenty of time to make fun of me when we tear it up in MW3 in a month or so. You can slay like a beast, and I'll play the objective like I always do. Or you could do both, like you do in zombies. :lol:

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He was talking to me, Fatal. We trash talk a lot.

:mrgreen: I won't mess with you anymore if you don't want me too. If you can understand my twisted mind, I make fun and joke with people I like, and simply ignore the rest. ;)

No, it's cool man. You'll have plenty of time to make fun of me when we tear it up in MW3 in a month or so. You can slay like a beast, and I'll play the objective like I always do. Or you could do both, like you do in zombies. :lol:

Heck yeah buddy, I got 19 the only time I played survival mode, Im sure in time we'll be collaberating to make a guide for it :)

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Wow this is great!! I would consider myself a great zombie player usually, but I've never even heard of the sprint jumping, screen shaking, and I am still kind of confused as to what a drag out is. I guess that just goes to show how there is always something new to learn and that you don't need to know tons of moves to be good at zombies.

Sprint-jumping is perhaps the most under-rated manouvre there is. There's been plenty of occasions where I should never have been able to squeeze through a gap, but because I've sprinted and jumped through it I've gotten through easily, often without even taking a hit.

As you said, you don't need to know all these moves to be a good player, but you'll go down a hell of a lot less if you do learn them and they can often get you out of certain-death situations.

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Wow this is great!! I would consider myself a great zombie player usually, but I've never even heard of the sprint jumping, screen shaking, and I am still kind of confused as to what a drag out is. I guess that just goes to show how there is always something new to learn and that you don't need to know tons of moves to be good at zombies.

Sprint-jumping is perhaps the most under-rated manouvre there is. There's been plenty of occasions where I should never have been able to squeeze through a gap, but because I've sprinted and jumped through it I've gotten through easily, often without even taking a hit.

As you said, you don't need to know all these moves to be a good player, but you'll go down a hell of a lot less if you do learn them and they can often get you out of certain-death situations.

Yeah sprint jumping is often what makes a difference.

To practise it go to NML.

Basically wait until they start running, come down the teleporter stairs and turn right. Wait in that corner and then move along the wall. This is key in NML anyway as you often end up in this position. As they are spawning eventually you are going to get trapped. Look for gaps to escape towards the pap cage. Most of the time the gaps can only be made by a sprint jump.

An additional thing with thus technique is the "push off". If a gap is slightly too small aim to jump diagonally through but make sure you are off centre, and literally jump across one of the zombies. They will hit you once but your forward momentum and being in the air means the other zombies swipe will miss.

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Wow this is great!! I would consider myself a great zombie player usually, but I've never even heard of the sprint jumping, screen shaking, and I am still kind of confused as to what a drag out is. I guess that just goes to show how there is always something new to learn and that you don't need to know tons of moves to be good at zombies.

I have known about it, but to be honest, I never use this too. I don't know, for me it seems like "here I die anyway, I can jump like I want", or I make it through without jumping. But I sprint always in the critical situations. Might be connected to my playing style, might be a lack of skill.

I don't know, now I read it in this awesome guide. When I asked Superhands what special things I could mention in my circling video guide, he says "sprint-jumping"... Maybe I need to go deeper into it too. (However, I mentioned it in my guide, but it still is like a side note: "also sprinting and jumping can help.")

Superhands, couldn't you upload a video showing how this exactly works? At some examples? That would be cool. Because I really still think either you make it thru the zombie gap, or you don't. No matter if you jump or not... :?

However, I just got over the main post again, it's really awesome. I just give a random guy brains so I'm unlocked to give you some Ehjookayted, really earned ;) BTW I still think how amazing it is that I will basically say the same stuff (indepent of this topic!) in my video guide... I'm freakin' out. I love this.

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I don't know, now I read it in this awesome guide. When I asked Superhands what special things I could mention in my circling video guide, he says "sprint-jumping"... Maybe I need to go deeper into it too. (However, I mentioned it in my guide, but it still is like a side note: "also sprinting and jumping can help.")

Superhands, couldn't you upload a video showing how this exactly works? At some examples? That would be cool. Because I really still think either you make it thru the zombie gap, or you don't. No matter if you jump or not... :?

May just do this at some point.

The basics of it though are this:

You get hit less because of the way the zombies react to your jump, either because they think you're changing direction so they pause for a second, of you're out of reach of their swipe. This of course won't stop you getting hit every time, but in many cases it makes a big difference.

As far as jumping through gaps goes... I've noticed on several occasions that when I've sprint-jumped through a gap, you seem to get stuck for a split second like you normally would, then you sort of get shunted through the gap in mid-air. Again, it's not absolutely guaranteed to work and shouldn't be used to squeeze through gaps rather than avoiding them where possible, but as a last resort it can really save your ass.

I'd definitely say the best map for trying this out would be at the MPL loop in Shangri-La. I didn't think it could make so much difference until I tried and practiced it.

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