qupie
True Bro
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Post by qupie on Apr 13, 2009 6:32:38 GMT -5
Hi den, do you have the gun stats for the new zombie map? and maybe some other stats/things what are nice to know about it. what jugg exactly does, and how much faster fast revival is etc. Thanx in advance
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Den
He's That Guy
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Post by Den on Apr 13, 2009 9:18:09 GMT -5
Juggernaut doubles the amount of hits you can take from two to four (health increased from 100 to 160 (holy crap, the perk actually increases health in Zombie Mode)). Quick Revive cuts the three second Revive time in half. Sleight of Hand and Double Tap operate just like their multiplayer versions. If you respawn in the next round OR are revived, you lose any Perks you had.
The Bouncing Betties can be purchased by anyone once (can't stockpile them with multiple purchases). Just like frag grenades, you gain two new Bouncing Betties at the start of each round.
Zombies have several new animations (such as marching around in the beginning rounds, having a running haymaker and a lethal three-hit combo, as well as vaulting over barriers real fast) and are considerably faster after Round 10 (watch out for the crawlers) than their older cousins. Not only that, but the zombie attack doesn't have a long attack time any more, and the zombies can cancel out their animation if you move out of range of their swing.
Zombie health appears identical to the previous 150 health growing by 100 each round up to Round 9, then being multiplied by 1.1 with each following round. Their number increases are the same for Solo and Co-Op. The number in waves is also the same for Solo (capped) and Co-op (exponential increase).
With removing barricades, the zombies have a coin flip chance of instead reaching through to attack any players trying to keep the barrier up. They even break it down much faster due to their new melee moves.
The Electric Barriers are extremely lethal to zombies (and you). After a moment passing through the storm (so it appears that they may have survived), they'll take damage several times whatever they have. The player on the other hand will die instantly. The barrier stays up for 25 seconds and takes 25 seconds to recharge.
The Bouncing Betties and the Panzershreck are affected by the progressive damage hike that is on the Flamethrower and Ray Gun, they are viable weapons up until whenever. Note that, unlike the "Martyrdom Betty" move in MP, the Bouncing Betty has a two second arming time.
The more a player uses the Random box, the higher the chance is that JOKER* THE CORRUPTED TEDDY BEAR OF THE VOID will appear and destroy the box. When the Random Box in the power room is destroyed, it will appear in one of several other locations. You can easily spot the possible locations due to the pile of dirt with Random box parts and the bear on top of it.
Unlike the running in circles on Night of the Dead, the zombie speed and running punches make juking and jiving tough - I've made it to about Round 20 without a flamethrower. The map is much larger and you can literally run around, but pathways are narrow and a single zombie ahead of you can ruin your streak. The electric barriers and Bouncers are vital to surviving in co-op.
Oh, and there are remnants of another Zombie map called Nazi_Zombie_Factory, which also has the Perks Cola and crushing traps.
Oh and there is also some data on Zombie Dogs (aka "wolves") left in there.
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Post by fennyfenn on Apr 13, 2009 16:37:19 GMT -5
wot about the stats on the pssh and the betties?
o and whats the reason the BAR cant be deployed? have they made the ground un deployable again
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Post by imrlybord7 on Apr 13, 2009 18:55:54 GMT -5
Zombies is technically campaign, and in campaign you can't deploy MGs on the ground, just on walls.
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qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 14, 2009 3:11:56 GMT -5
So the guns what were allready there didn't change? then it really sucks to start at the garand/springfield side... as the Gewehr and kar are that much better...
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Post by imrlybord7 on Apr 14, 2009 15:42:30 GMT -5
Ummm... what? The Kar and Springfield are practically identical, and in campaign the Garand has zero recoil and the Gewehr has more idle sway.
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qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 14, 2009 18:04:40 GMT -5
kar98k" 100 x 3.5 Head springfield" 100 x 2 Head and springfield sight sucks
gewehr43" 90 x 2.7 Head m1garand" 68 x 2.7 Head garand has less bullets...
the guns have the same price...
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Post by imrlybord7 on Apr 14, 2009 20:56:45 GMT -5
Oh wow. I didn't know the campaign stats were so different. In CoD I guess German guns>American guns.
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qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 16, 2009 3:27:02 GMT -5
so doubletap works on the trench gun? how about on the magnum (as it can't shoot as fast as in multiplayer)
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Post by ssog on Apr 17, 2009 20:28:39 GMT -5
Hey den, if you make it past lvl 40 on the new map, the zombies "break". They'll run up to the windows, but they stop making any attempt to tear off the boards anymore- they just stand there waiting for you to kill them. If you leave them alone, they'll eventually fall over dead of their own accord, even. You'll see an occasional zombie actually break into the asylum and act normally once inside, but after level 40 the game basically just devolves into running to every window and flamethrowering everything just standing around waiting for you.
Do you have any insight as to why that is based on the code? Or is it a console-only thing? I never made it past 40 in Nacht, so I don't know if the zombies break there, too.
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Post by ssog on Apr 18, 2009 2:03:41 GMT -5
Also, some more zombie-related insight from my experiences on the new map. Bouncing Betties do not damage you if you're caught in the blast, even if you put the betty down. Bouncing Betty explosions will likewise *NOT* trigger other betties, even ones right next to them. Neither can you trigger betties manually by shooting them. Basically, once a betty is down, the only way it will go off is if a zombie blunders within range, at which point it will detonate and instantly kill all nearby zombies without harming any players or other betties. Very useful. You still won't want to stack them too close, though, because a zombie can easily run through 2 or 3 betties before the first one finally explodes and takes him out. Some zombies, when you kill them, will have their heads explode but will continue doing whatever they were doing before you killed them for another second or two. If they're at a window, they'll keep tearing off boards. If they're running free, they'll keep chasing you and trying to kill you. Be careful not to get killed by already-dead zombies, and be equally careful not to waste any precious ammo on them- they'll drop quickly enough, and there's nothing you can do to speed the process. Windows are a lot more dangerous now that zombies can reach through. If a zombie tries to reach through the window a couple of times, he'll actually glitch through the wall, so that he's standing on your side of the wall and tearing at the thin air in front of him as if he's trying to tear off boards still (and, indeed, boards will still be flying off the window behind him). Moral of the story- don't let zombies take a swing at you through the window. How can you avoid zombies attacking you through the window? Well, the easiest way is just to stand at the opposite corner, but if it's a full window that's not always an option. As long as you aren't pressed right up against a window, you can stand directly in front of a zombie and he'll ignore you. I usually stand just outside of window repairing range then slowly step forward until you get the "Hold __ to repair the window" prompt. At that point, stop moving and you can repair in safety as no zombies will even try to take a swipe at you. Around level 30 or so, Zombies get a lot more aggressive. They'll stop pouring through the window nearest them and will start coming through the window nearest to *YOU*. This means that if everyone on your team is right by one window with no other windows nearby, every zombie in the entire map will try to come through that one window. This can be a blessing or a curse depending on how you use it. The PPSh can kill zombies pretty reliably for as long as the Browning and MG42 thanks to the obscene RoF, especially if you are holding a window and going for headshots, but it runs out of ammo quickly. It's still the best gun for the early game because that beast will get you points like nobody's business. You get +10 points for every bullet that hits, and the PPSh causes a *LOT* of hits in a very, very short amount of time. I keep one on me until I get the Ray Gun just because it gives me a lot more points to spend at the box. Repairing windows is severely gimped on the new map. Instead of a nice steady repair-repair-repair-repair rhythm like on Nacht, on Verruckt you'll go repair-repair-pause-repair-pause-pause-repair. The pauses really, really suck, especially with the zombies new and improved board-tearing abilities. If you're trying to hold more than a single zombie at a window at one time, you'll quickly discover how much the pauses suck. Also, if the zombies get a window down to 2 or fewer boards, they're more likely to glitch through than they were on Nacht. Be very, very wary of windows! If you're looking to hit insane levels on co-op, the key is the left side balcony. Have the people on the German weapon side open up the stairs and *NOTHING ELSE* while the people on the American side go around and turn on the power. After that, everyone goes up and meets on the balcony immediately above the German spawn side. This place has electric barricades (super-good), a Grenade wall drawing (good), and only two entrances- the window at the back of the balcony, and the hole-in-the-wall/stairway at the front of the balcony. If you have at least one person standing in front of the back doorway (i.e. closer to the hole in the wall than the back doorway), then all zombies will form a nice single-file line down the balcony waiting to get killed. Half the zombies will come down the hallway, and half will come to the window (which is impossible to hold with just one person unless he has a ray-gun, due to the heavy volume). After level 30, if you betty up the hallway and balcony, you can drop everyone back to the window and have all 4 players holding the window and you'll never see a single zombie come down the balcony anymore. And after level 40, of course, zombies breaks and you can just fool around until you get bored. Zombies will not drop powerups if they are killed outside of the asylum. Zombies will not drop powerups if they are killed by a bomb. Most importantly- zombies WILL NOT drop powerups if they are killed by the electric fence. Something to consider before you abuse the fence too much. Once all of the zombies are coming to the window, you can kiss goodbye any chance of ever seeing another max ammo, too. You're going to have to be creative if you want to make it from 30 to 40...
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qupie
True Bro
Posts: 12,400
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Post by qupie on Apr 27, 2009 14:41:01 GMT -5
So how is the ppsh? what damage etc? and are all the the other guns the same in damage as the first zombie map??
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 27, 2009 15:35:11 GMT -5
The PPSh delivers 100 damage up close, 4X headshot. The guns haven't changed.
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