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Author | Topic: Zombie Stats [UPDATED 8 October 11] (Read 55,815 times) |
illram True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #120 on Feb 16, 2011, 7:21pm » | |
Hmmm never thought of that. Are the zombies manageable with only one person? How long can you keep that up?
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MastaQ True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #121 on Feb 16, 2011, 7:25pm » | |
Feb 16, 2011, 7:21pm, illram wrote:| Hmmm never thought of that. Are the zombies manageable with only one person? How long can you keep that up? |
| Well me with 2 other people were in the mid-high 20s before we got bored and it got late.
The only downside is that mistakes are costly. You'll be able to manage if one person goes down, maybe two, but any more than that and it becomes a lot harder. And it's not usually feasible to go after the fallen man, since you'll end up breaking formation.
Also a helpful tip, is to not over-indulge on perks. Since you'll be separated, quick revive is not needed. Since you'll be kiting them, Speed Cola is not needed. PhD Flopper might be needed esp. if you're the one lobbing infinite grenades at the zombies or you have the Raygun/PaP 1911/LAW etc. If you have a heavy weapon, Stamin-up is definitely helpful, since you'll need mobility. Try not to buy more than 3 perks. This also helps since the kiting spots are near the perks like Juggernog, PhD Flopper, and Stamin-up, so if there's a monkey round, someone will be right next to the perk machine.
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onslaught147 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #122 on Feb 16, 2011, 8:49pm » | |
Feb 16, 2011, 7:21pm, illram wrote:| Hmmm never thought of that. Are the zombies manageable with only one person? How long can you keep that up? |
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for ascension it is really easy to get level 30+ just do circles around the lunar lander by the phd flopper. and when the monkeys come just protect jugg since in the latter levels you will have more then enough to repurchase any perks you want.
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H8ters2 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #123 on Feb 16, 2011, 9:42pm » | |
LMFAO @ THE BEAR
and do monkeys destroy the perk machine forever or just take it away and then you have to repurchase? (im on ps3)
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MastaQ True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #124 on Feb 16, 2011, 10:05pm » | |
Feb 16, 2011, 9:42pm, H8ters2 wrote:LMFAO @ THE BEAR
and do monkeys destroy the perk machine forever or just take it away and then you have to repurchase? (im on ps3)
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| They just take the perk away and you can rebuy it.
A side note though, if the monkeys hit the perk machine even once, you don't get a free perk at the end of the round.
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swoopwithnon4m3 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #125 on Feb 17, 2011, 2:43am » | |
Easiest way I've found to conserve ammo is to abuse the hell out of Phd Flopper (The explosion will trigger if you dive to prone on just about any uneven ground) and traps, just buy wall weapons non-PaP for cheap points to afford the traps and keep a PaP'd wonder weapon/PaP'd LMG or Lamentation for clutch moments and monkeys.
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H8ters2 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #126 on Feb 17, 2011, 2:47am » | |
ooo ok that sounds better than a perkless zombies map!
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illram True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #127 on Feb 17, 2011, 12:50pm » | |
Excellent tips guys. Me and my buddies usually cluster around the lunar lander at the flopper perk, but we always all stay up there unless it's a monkey round or we have left a crawler to go and get ammo, perks or whatever. If one of us with the thunder gun or black hole device goes down we usually all end up dying as we get overwhelmed once we get into the high 20s.
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swoopwithnon4m3 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #128 on Feb 17, 2011, 1:29pm » | |
Feb 17, 2011, 12:50pm, illram wrote:| Excellent tips guys. Me and my buddies usually cluster around the lunar lander at the flopper perk, but we always all stay up there unless it's a monkey round or we have left a crawler to go and get ammo, perks or whatever. If one of us with the thunder gun or black hole device goes down we usually all end up dying as we get overwhelmed once we get into the high 20s. |
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Have 2-3 guys cycle diving off the stairs with Flopper and the last teammate(s) should cover their backs. Always have the lander there for oh doo-doo moments and if someone gets downed they need to crawl onto it (downed people fly with you and can be revived during the flight).
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #129 on Feb 17, 2011, 9:58pm » | |
Code:// Limit max ammo drops because it's too powerful
case "full_ammo":
if ( level.round_number > 10 &&
( RandomInt(100) < (level.round_number - 10)*5 ) )
{
// Randomly pick another one
powerup = level.zombie_powerup_array[ RandomInt(level.zombie_powerup_array.size) ];
}
break;
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This looks important. Does anybody understand it?
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MastaQ True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #130 on Feb 17, 2011, 10:45pm » | |
Feb 17, 2011, 9:58pm, duckcall00 wrote:Code:// Limit max ammo drops because it's too powerful
case "full_ammo":
if ( level.round_number > 10 &&
( RandomInt(100) < (level.round_number - 10)*5 ) )
{
// Randomly pick another one
powerup = level.zombie_powerup_array[ RandomInt(level.zombie_powerup_array.size) ];
}
break;
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This looks important. Does anybody understand it? |
| Basically, if you're past round 10, and (your round number - 10)*5 is greater than a random number between 0-99, it picks another powerup (which can also be a max ammo).
After round 29, it will always attempt to pick another powerup if it's about to give a max ammo.
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themccannman True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #131 on Feb 17, 2011, 10:51pm » | |
it looks like if your (round number -10)^5 is greater then 100 (round 13) then it will randomly cycle through another power up, im sure there's more too it but im no programmer so... btw, after testign i hve found that the "double revive" glitch does in fact work, at around round 17 i was playing with some friends and one was AFK laying ina corner so i dove onto him. From then on we were getting absurd amounts of power ups each round, im talking 4 death machines in 6 rounds and at least 1 to 2 other power ups every single round.
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MastaQ True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #132 on Feb 17, 2011, 10:59pm » | |
Feb 17, 2011, 10:51pm, themccannman wrote:it looks like if your (round number -10)^5 is greater then 100 (round 13) then it will randomly cycle through another power up, im sure there's more too it but im no programmer so... btw, after testign i hve found that the "double revive" glitch does in fact work, at around round 17 i was playing with some friends and one was AFK laying ina corner so i dove onto him. From then on we were getting absurd amounts of power ups each round, im talking 4 death machines in 6 rounds and at least 1 to 2 other power ups every single round. |
| It's an asterisk, so after round 29 it will always randomly choose another powerup.
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themccannman True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #133 on Feb 17, 2011, 11:24pm » | |
it's an asterisk? oh i thought it was a carrot ^^^
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #134 on Feb 21, 2011, 10:03am » | |
Does anyone know how much Impact Damage and Movement Speed the cymbal monkey has? I am guessing its 15 and 100%, but I am not sure.
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hellzonegrenade True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #135 on Feb 23, 2011, 2:34pm » | |
Don't forget to add the PaP'd AUG's masterkey and the skullcrusher's grenade launcher when you have time (Y) keep up the good work
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #136 on Feb 23, 2011, 10:28pm » | |
I almost forgot. I'll add that now.
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hellzonegrenade True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #137 on Feb 24, 2011, 7:11pm » | |
also masterkey reloads 2 shells at once and thanks for getting on that so fast xD
also im confused as to how you worked out the DPS of the shotguns
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #138 on Feb 24, 2011, 9:23pm » | |
Feb 24, 2011, 7:11pm, hellzonegrenade wrote:| also im confused as to how you worked out the DPS of the shotguns |
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shotcount *damage * (RPM / 60). But I forgot to add the DPS for the Masterkey. I just left the DPS of the HS10. I'll fix that later today.
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xeros612 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #139 on Mar 1, 2011, 1:14pm » | |
Not bad, some pretty good stuff you've got there.
I'm honestly surprised at how useless some of the weapons are.
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MastaQ True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #140 on Mar 2, 2011, 8:59pm » | |
Mar 1, 2011, 1:14pm, xeros612 wrote:Not bad, some pretty good stuff you've got there.
I'm honestly surprised at how useless some of the weapons are. |
| Especially the FAMAS. Man, that thing is utter garbage in zombies, and it's even worse when PaP'd.
The FAMAS: as frustrating in zombies as it is in multiplayer.
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|  | Re: Ishbane-Style Zombie Stats « Reply #141 on Mar 3, 2011, 2:38pm » | |
Mar 2, 2011, 8:59pm, MastaQ wrote: Mar 1, 2011, 1:14pm, xeros612 wrote:Not bad, some pretty good stuff you've got there.
I'm honestly surprised at how useless some of the weapons are. |
| Especially the FAMAS. Man, that thing is utter garbage in zombies, and it's even worse when PaP'd.
The FAMAS: as frustrating in zombies as it is in multiplayer. |
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Couldn't agree more. I might take the AUG for a money-maker or if i dont have any other weapon worth PaP'ing. So far, my favorite weapon off the wall to upgrade is the M16.
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tacit True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #142 on Mar 3, 2011, 11:19pm » | |
I always enjoy using a gun in a few zombies games before I look at the statistics for the weapons on here; tend to find that the guns that I feel are crap, both PaP'd or not, are pretty well correlated to the stats here.
You can generally be assured that the sub-machine guns are almost exclusively not worth upgrading unless in a pinch, and wall weapons like the M14 and M16 are the kind of guns that I upgraded only a couple of times based on how long it would take to drop a zombie past around level 25.
I play Five a lot, and I can go 30 rounds solo without a problem. Although there's a great deal of evidence to suggest that shotguns aren't very handy, I went 25 rounds where I was the only player not to get downed for about four or five consecutive rounds. I ended up using the Stakeout on the wall and kiting the zombies around the War Room from about round 21 through to 25, and ended up with something in the order of 1700 kills for the game. I never bother upgrading it, because with kiting, the less zombies you kill in a short amount of time, the slower they spawn in - this is crucial to being able to maneuver around the maps without having a fresh batch of zombies jumping out of a window two feet in front of you and pinning you to some seemingly randomly-placed fixture. Besides, the damage increase to the Stakeout upon upgrading is eclipsed by the price of re-purchasing upgraded ammunition.
Although the stats are great, for practical purposes, I almost never use a sniper rifle. Headshotting a zombie from the PaP room in Five while there's twenty-five more piling into the room is kind of touch-and-go, so I tend to appreciate the Galil, the machine guns [although highly disappointed at the exclusion of the M60 in these maps] more so than the snipers, and the ray gun for clearing paths to elevators when it's time to evacuate the PaP room.
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SleightofHandSoda Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #143 on Mar 7, 2011, 9:44am » | |
I think this chart would be awesome - if I could read it. It might be my browser but the entire top picture is incredibly blurry. I can't read the values at all.
Otherwise I have to thank you for putting the time into this. Very useful information.
Since this thread has become the Hey Den zombie thread to end all of the same, I thought you guys might be interested in a thread I posted recently. it examines how the Black Ops shotguns were nerfed, since according to the weapon files they no longer have multipliers like they did in World at War.
I personally think this was an oversight on the developers part but your guess is as good as mine. This is a serious nerf though. It drops one shot kills from mid twenties to nineteen. And I think im being generous there. Id have to look at the files again to be sure.
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #144 on Mar 7, 2011, 3:21pm » | |
Mar 7, 2011, 9:44am, SleightofHandSoda wrote:| I think this chart would be awesome - if I could read it. It might be my browser but the entire top picture is incredibly blurry. I can't read the values at all. |
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Its just your browser. It works fine for me. But here's a link to the image.
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onslaught147 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #145 on Mar 8, 2011, 8:09pm » | |
Does anyone have any stats on the phd flopper? I've seen it a one shot kill for at least level 20, maybe even level 25. So i was wondering if at some point it no longer kills in one shot, or has infinite damage like the thundergun.
And also, the claymore graph has no damage, am i to take that its a one shot kill no matter the level. Which would seen the case since it has killed zombies in the high 30's.
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #146 on Mar 8, 2011, 10:08pm » | |
Mar 8, 2011, 8:09pm, onslaught147 wrote:Does anyone have any stats on the phd flopper? I've seen it a one shot kill for at least level 20, maybe even level 25. So i was wondering if at some point it no longer kills in one shot, or has infinite damage like the thundergun.
And also, the claymore graph has no damage, am i to take that its a one shot kill no matter the level. Which would seen the case since it has killed zombies in the high 30's. |
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There is no PC data on Flopper yet because Ascension has not been released for PC yet. And the Claymore has a damage of 200 to 50. The chart says that.
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themccannman True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #147 on Mar 8, 2011, 10:14pm » | |
I was wondering about the claymore too. the chart dose say that the damage is considerably low (shouldn't even kil a zombie on round 2, yet it seems to be a OHK upwards of waves 20 or 30.
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Contrary True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #148 on Mar 9, 2011, 1:06am » | |
Do you Bros recommend the use of claymores in zombies? I thought they were swell in Der Riese but WaW zombies felt much campier to me.
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duckcall00 True Bro member is offline
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|  | Re: Ishbane-Style Zombie Stats « Reply #149 on Mar 9, 2011, 4:19pm » | |
One file says:
Code:| explosionInnerDamage\200\explosionOuterDamage\50\ |
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Another says a lot of stuff, but I don't think any of it relates to claymore damage. The only high number I found was 100000, here:
Code:satchel_damage() { // self endon( "death" );
self setcandamage(true); self.health = 100000; attacker = undefined; playerTeamToAllow = "axis"; if( isDefined( self.owner ) && isDefined( self.owner.pers["team"] ) && self.owner.pers["team"] == "axis" ) { playerTeamToAllow = "allies"; } |
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So it either does 100000 damage, or its an insta-kill.
As for Contrary, I think Claymores are nice to have if you have lots of spare $$$$. But they are not essential. Most games I don't buy them.
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