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Post by coelomate on Dec 3, 2010 12:54:32 GMT -5
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Dec 3, 2010 14:35:30 GMT -5
On the round the Power is Activated, the Thief Round will take place 1 to 4 rounds later. After that round, a Thief Round will take place every 4 to 6 rounds.
Round Number * 2000 = Thief Health (to a maximum of 60,000 health)
thief_scale_health (to number of players) size == 4 health * 1.0 size == 3 health * 0.8 size == 2 health * 0.6 size == 1 health * 0.3
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There can only be 24 zombies in the map at one time. Reserve zombies come in when existing ones are killed.
The maximum number of zombies is 24 for one player. +6 for each extra player.
From Rounds 1 to 4, the number of zombies is limited by 0.2, 0.4, 0.6 and 0.8 multipliers.
Between rounds 5 and 9, there will be 24 (+6 per player) zombies.
At Round 10 and on, the zombie count increases exponentially with (Round Number * 0.15 = Multiplier)
Example of a two player game: Round 16 * 0.15 = 2.4 2.4 * 30 = 72 zombies
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RifleBullet weapons don't lose any damage going through zombies.
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Claymores persist until they are destroyed or more than 15 of them are set.
The Monkey is probably in the Tactical Grenade slot.
The Claymore and Frag only do 200-50 damage, but they also have some random floating value of bonus damage of a few thousand. The Monkey bomb does 5000-450 damage and also has the same bonus damage.
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Fun facts: Dempsey's favorite weapons are the M16 and Upgraded Olympia.
Nikolai's favorite weapons are the FN FAL and Upgraded HK21.
Takeo's Favorite weapons are the Grim Reaper and Upgraded Thundergun.
Richtofen's favorite weapons are the MP40 (big shocker!) and upgraded Crossbow.
Does that have any significance? Probably not, they'll just play a special voice clip when they get those guns.
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Post by coelomate on Dec 3, 2010 15:57:25 GMT -5
You rock so hard. This is exactly what I needed to perfect what I'm doing and write something up. It also will give me a great excuse to put off studying for exams. 1,000 thanks!
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Post by Durfee on Dec 3, 2010 20:22:26 GMT -5
So, sorta-related, I may have missed it but I've yet to see anything about the headshot modifier for zombies. Can someone help?
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Post by coelomate on Dec 3, 2010 20:28:42 GMT -5
So, sorta-related, I may have missed it but I've yet to see anything about the headshot modifier for zombies. Can someone help? It's broken out for all weapons, all body parts here: www.eaglesorbit.com/zombie/weapons/five.php?sortby=maxAmmoIn general weapons with HSMs do MUCH more than in multiplayer. Multiplayer a head shot is like 1.4x damage, zombies it's often 4x plus. Of course, nobody runs around with 800++++ health in multiplayer, so... My latest conclusion is that for SP it's hard (impossible?) to beat up'd stakeout (raid) + MP5K (NOT upgraded, upgraded makes the re-ammo cost like 4K despite what the game says) running like a madman around the pentagon. Detailed strat to come...
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Post by LimbSoup on Dec 10, 2010 14:02:48 GMT -5
The Claymore and Frag only do 200-50 damage, but they also have some random floating value of bonus damage of a few thousand. The Monkey bomb does 5000-450 damage and also has the same bonus damage. Where did you find this random bonus damage?
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Post by H8ters2 on May 14, 2011 15:04:00 GMT -5
Fun facts: Dempsey's favorite weapons are the M16 and Upgraded Olympia. Nikolai's favorite weapons are the FN FAL and Upgraded HK21. Takeo's Favorite weapons are the Grim Reaper and Upgraded Thundergun. Richtofen's favorite weapons are the MP40 (big shocker!) and upgraded Crossbow. Does that have any significance? Probably not, they'll just play a special voice clip when they get those guns. Sorry, i couldn't resist bumping this thread to ask: The grim reaper is in zombies
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tacit
True Bro
Posts: 10,236
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Post by tacit on May 14, 2011 19:18:40 GMT -5
My latest conclusion is that for SP it's hard (impossible?) to beat up'd stakeout (raid) + MP5K (NOT upgraded, upgraded makes the re-ammo cost like 4K despite what the game says) running like a madman around the pentagon. Detailed strat to come... The Stakeout will start to become an issue in the mid-to-high 20s rounds. What I tend to find most effective in single player is to keep either a Ray Gun or the Winter's Fury as a backup [don't fire the weapon unless you're in a pinch] and simply kite the zombies around the War Room with any weapon, provided that the weapon you're using doesn't kill the zombies too fast. The last thing you want on any zombies map is too many of them spawning in at the one time. On single player, you can stroll around the circular section of the War Room for as long as your luck holds out, but personally I like to hit the DefCon switches before the start of a round, jump in the room and then back out once the zombies pile in the room. Then I go into the elevator, step out at the War Room and kite the zombies all over again. The same principle applies on Kino, where you can get in the teleporter at the start of any round once the power's on, and then run up the stairs in the lobby and off to the dressing room, the stage, and then back to the lobby while the zombies chase you. Kino's way easier for replenishing ammo - my favourites are the MP5K without upgrading, the M14 unupgraded and the Olympia. Dollar [read: points] for dollar the unupgraded guns net you way more points than what they cost.
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