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Post by themccannman on Jan 27, 2011 20:47:42 GMT -5
my routine (which got me to round 30) pistol to round 3, then mp40, go to stage, get crawler, find mystery box, everybody gets a decent gun, grab a juggernog, kill crawler sit in teleporter until overwhelmed, teleport, pap, trackstar, hit traps... PROFIT!
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Post by ParaGoombaSlayer on Jan 29, 2011 7:53:32 GMT -5
Huh, the upgraded Olympia has incendiary rounds. Seems like it'd be useful for later rounds when the zombies get massive amounts of health. I'll have to try it out.
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Post by onslaught147 on Jan 29, 2011 10:43:51 GMT -5
ParaGoombaSlayer shotguns are never useful for later rounds. they are only good for early rounds, or if you just want to mess around. also the olympia is the worst of them considering it only has two shots before reloading.
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Post by ParaGoombaSlayer on Jan 29, 2011 12:10:46 GMT -5
ParaGoombaSlayer shotguns are never useful for later rounds. they are only good for early rounds, or if you just want to mess around. also the olympia is the worst of them considering it only has two shots before reloading. Except the other shotguns don't set zombies on fire. Past a certain point the bulk of the damage done would be from the fire damage, not the shotgun pellets.
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Post by onslaught147 on Jan 29, 2011 14:30:41 GMT -5
Except the other shotguns don't set zombies on fire. Past a certain point the bulk of the damage done would be from the fire damage, not the shotgun pellets.
well i just tested it out and you are wrong, sorry. the olympia upgraded (hades) does the same damage as the other shotguns upgraded. which means the olympia would do 2400 damage when pack a punched, and according to the zombie health chart would loose its one shoot kill capacity at level 19 and up. which it has. test it if u like, just like i did. at level 20 the olympia pack a punched requires at least two shoots to kill a zombie. so what i said earlier still stands, it is one of the worst shotguns because of its frequent reloadings, not to mention shotguns are generally useless in the later levels.
source for damage numbers:http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php?sortby=MPZ
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Post by ParaGoombaSlayer on Jan 29, 2011 14:47:49 GMT -5
I don't think you understand what I'm trying to say. I'm saying it would be a good weapon for later rounds because of the fire damage, much like the flamethrower was in WaW Zombies.
Since you can only fire two shells at once and it's a wall weapon in a very convenient place (at least on Kino, haven't played much of Five), ammo would not be a concern. And since Kino is a rather easy map, and the Thundergun exists, its lack of killing power or reload speed isn't really that much of a concern either. It's essentially a make shift flamethrower.
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Post by onslaught147 on Jan 29, 2011 15:08:12 GMT -5
and im telling you it is not more powerful. the flames is merely a visual aspect. the olympia does the same damage as the other shotguns when pack a punched. the flames do nothing! let me say this once again, the flames do nothing! i had the shotgun pack a punched on level 20 and it was a two shot kill. i made absolutely sure it was by being as close as i can to a zombie, shooting it in the head or chest. i went through all 60 rounds in my testing to make absolute sure. and it only does 2400 damage, same as the other shotguns.
so once again, there is not fire damage! it does 2400 damage, just like every other pack a punched shotgun.
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phale
True Bro
Posts: 635
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Post by phale on Jan 29, 2011 15:33:38 GMT -5
I have never used the Olympia/Hades at all, but here are my thoughts on it: 'Fire damage' is not immediate damage - it's Damage Over Time, or DoT. Yes, it will take two shots to kill a zombie with a Hades. 'Fire damage' does not add to the damage of the bullets. But what it does do is create a DoT effect, which means that the zombie will take damage from the fire while you are not shooting at it. Try shooting a zombie only once with the Hades, and watch him to see if it dies later from the fire damage.
That said, you should add the DoT numbers on the Hades. Unless Onslaught is actually correct and the incendiary rounds have no effect, which is certainly possible.
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Post by onslaught147 on Jan 29, 2011 15:49:03 GMT -5
phale, i did shoot a zombie and let him walk around a bit. but this time was approximately 10 seconds. so perhaps the fire damage takes longer then that to show its effects. i was on level 20, which means there is 2710 zombie health. the shotgun does 2400 damage from the bullets alone. this leaves 310 damage left over, and since the flame effect did not down a zombie with the 10 seconds between my shots that is 31 damage/second from flame. that still will no warrant the use of this gun. at least not when u compare it to the other shotguns.
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Post by duckcall00 on Jan 29, 2011 16:45:39 GMT -5
I am not sure if this quote from Den is true. Dogs seem to show up sometime between rounds 5 and 7 for the first time. And Creepy Crawlers seem to start showing up once the power is turned on. Creepy Crawlers seem to be in every round once the power is on, and Dogs seem to only be in Dog rounds. Can I get a new quote?
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Post by onslaught147 on Jan 29, 2011 17:28:49 GMT -5
the crawlers thing is most likely for five. i'm not positive about this, but it seems the crawlers appear intermittently for that map. and the dogs do appear from 5 to 7 the first time, but as levels go on they become a lot more consistent in their appearance. also the dogs in the later rounds is definitely for der reise, but i havent seen that happen for any other map.
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Post by Contrary on Jan 29, 2011 18:59:08 GMT -5
kinda off topic but do you guys think the game would be better or worse if every gun was equally viable and worthwhile late game? With the exception of the one per team weapons.
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Post by swoopwithnon4m3 on Jan 29, 2011 19:25:15 GMT -5
kinda off topic but do you guys think the game would be better or worse if every gun was equally viable and worthwhile late game? With the exception of the one per team weapons. Every gun, save a shotgun, is "viable."
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phale
True Bro
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Post by phale on Jan 29, 2011 20:03:27 GMT -5
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Post by Contrary on Jan 29, 2011 21:54:07 GMT -5
i said equally viable, bro. i mean all of them can be used now (except shotguns), but obviously you're not going to get a pm63 and the random box and go "OH SWEET" and drop your full ammo papped ray gun for it.
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Post by swoopwithnon4m3 on Jan 29, 2011 22:29:10 GMT -5
i said equally viable, bro. i mean all of them can be used now (except shotguns), but obviously you're not going to get a pm63 and the random box and go "OH SWEET" and drop your full ammo papped ray gun for it. Apples to oranges, bro. Also, the ray gun has plenty of flaws that other guns don't.
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oTradeMark
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Post by oTradeMark on Jan 31, 2011 17:53:35 GMT -5
source for damage numbers:http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php?sortby=MPZ Thanks for that website... Allows you to sort by MPZ & MAX damage potential per gun... www.eaglesorbit.com/zombie/weapons/kino_der_toten.php?sortby=MAXMPZ - Max damage per zombie. This column was calculated by taking the maximum damage the weapon will do by a direct hit (to the location with the highest damage multiplier) and add any splash damage (inner), if any. This is often the BEST indicator of how good a weapon will be. MAX - The maximum amount of damage that can be done with the weapon with full ammo. This just takes MPZ again and multiplies by the max ammo you can carry. For weapons with splash damage, this value can be higher as this only applies to shooting one zombie at a time without hitting any others with the splash. Aside from the sniper rifles this is how that site ranks weapons according to their maximum potential damage after every shot has been fired: 1. PAP Galil 2. PAP HK21 3. PAP FAL 4. PAP AUG 5. PAP Commando 6. PAP Ray Gun This doesn't take into consideration firing rate and other factors like clip size and reload speed but its interesting to see the potential of the ARs... Also the sniper rifles = huge damage when hit in the head... Once you are past like level 40 it might be worth PAP'ing a sniper rifle as it might be the only thing able to deal mass amounts of damage at a time. 3,000 damage if you hit center mass, 10,000 damage for a headshot!
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phale
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Post by phale on Jan 31, 2011 18:01:35 GMT -5
The MPZ level of the D115 Disassembler is OVER 9000!!!
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oTradeMark
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Post by oTradeMark on Jan 31, 2011 18:32:26 GMT -5
The MPZ level of the D115 Disassembler is OVER 9000!!! Yeah I know, 10k for a headshot with the PAP dragunov seems like the only way to go once you get past level 40
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Post by ray661 on Feb 1, 2011 2:25:45 GMT -5
phale, i did shoot a zombie and let him walk around a bit. but this time was approximately 10 seconds. so perhaps the fire damage takes longer then that to show its effects. i was on level 20, which means there is 2710 zombie health. the shotgun does 2400 damage from the bullets alone. this leaves 310 damage left over, and since the flame effect did not down a zombie with the 10 seconds between my shots that is 31 damage/second from flame. that still will no warrant the use of this gun. at least not when u compare it to the other shotguns. Correct me if i'm wrong, but fire damage on W@W was done in percentage of current health, not max health. Meaning that it's not really possible to kill the zombie with fire, but take out massive amounts of health over time if the zombie is at higher health. This makes the flame rounds much much more useful in the late games, when 10 seconds of percentage damage could take down hundreds of thousands of points in health (think if the percent was 10% per second for 10 seconds, 1,000,000 health zombies would drop to 387420, that's a full 60% of the zombies health gone in that period of time! Granted idk the percentage, but still!)
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Post by swoopwithnon4m3 on Feb 1, 2011 12:59:34 GMT -5
source for damage numbers:http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php?sortby=MPZ Thanks for that website... Allows you to sort by MPZ & MAX damage potential per gun... www.eaglesorbit.com/zombie/weapons/kino_der_toten.php?sortby=MAXMPZ - Max damage per zombie. This column was calculated by taking the maximum damage the weapon will do by a direct hit (to the location with the highest damage multiplier) and add any splash damage (inner), if any. This is often the BEST indicator of how good a weapon will be. MAX - The maximum amount of damage that can be done with the weapon with full ammo. This just takes MPZ again and multiplies by the max ammo you can carry. For weapons with splash damage, this value can be higher as this only applies to shooting one zombie at a time without hitting any others with the splash. Aside from the sniper rifles this is how that site ranks weapons according to their maximum potential damage after every shot has been fired: 1. PAP Galil 2. PAP HK21 3. PAP FAL 4. PAP AUG 5. PAP Commando 6. PAP Ray Gun This doesn't take into consideration firing rate and other factors like clip size and reload speed but its interesting to see the potential of the ARs... Also the sniper rifles = huge damage when hit in the head... Once you are past like level 40 it might be worth PAP'ing a sniper rifle as it might be the only thing able to deal mass amounts of damage at a time. 3,000 damage if you hit center mass, 10,000 damage for a headshot! Or keep a fully auto to rack points and start trappin' =P
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Post by kobefan012345 on Feb 1, 2011 16:12:43 GMT -5
Why do you guys dis shotguns so much? i mean reallly. If you camp in a room the whole match just like most ppl do, they are THE best thing to guard a window. The only thing better would be a W@W flamethrower. Have you ever upgraded a flamethrower and camped in a room with 3 of your other friends in a zombies match in der riese? you get sooo many points it isnt even funny. and if you camp on the catwalk in the back by the bowie knife and guard it with a upgraded trench gun, you can easily rape zombies all day while your other friends are in other positions.
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phale
True Bro
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Post by phale on Feb 1, 2011 16:21:56 GMT -5
The SPAZ-24 is great for tactical loitering windows. 24 rounds per mag, full auto, VERY fast reload. Problem is rather limited range and ammo capacity.
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Post by MastaQ on Feb 1, 2011 16:23:25 GMT -5
Why do you guys dis shotguns so much? i mean reallly. If you camp in a room the whole match just like most ppl do, they are THE best thing to guard a window. The only thing better would be a W@W flamethrower. Have you ever upgraded a flamethrower and camped in a room with 3 of your other friends in a zombies match in der riese? you get sooo many points it isnt even funny. and if you camp on the catwalk in the back by the bowie knife and guard it with a upgraded trench gun, you can easily rape zombies all day while your other friends are in other positions. If you want to get past round 30, you have to kite them, and shotguns are horrible at that. Not to mention they don't get you many points.
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Post by kobefan012345 on Feb 1, 2011 16:30:51 GMT -5
Round 46 der riese. tactical loitering windows in type 100 room with my 3 other clan mates. Flamethower, type 100, ray gun, trench gun, and browning.
Two ppl guard the windows and two ppl guard the front hallway. best spot ever.
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Post by MastaQ on Feb 1, 2011 16:33:56 GMT -5
Round 46 der riese. tactical loitering windows in type 100 room with my 3 other clan mates. Flamethower, type 100, ray gun, trench gun, and browning. Two ppl guard the windows and two ppl guard the front hallway. best spot ever. Well, I was talking mainly about Kino. I've never made it past 30 by holding out in a room. I've made it to 28 when my friends died and I kited them all the way to round 32 by myself. After that, me and my friends started kiting them instead from the get go.
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Post by kobefan012345 on Feb 1, 2011 16:47:55 GMT -5
Try tactical loitering the MPL room without opening the alleyway. same general layout as type 100 room. two windows, a main hallway and four people. it works out for me.
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Post by MastaQ on Feb 1, 2011 17:33:42 GMT -5
Try tactical loitering the MPL room without opening the alleyway. same general layout as type 100 room. two windows, a main hallway and four people. it works out for me. That's where we always would camp, and it does work well until the game decides we don't need extra ammo anymore. Also it can get kinda tricky for the guy defending the window next to the hallway.
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Post by Contrary on Feb 1, 2011 21:16:30 GMT -5
Try tactical loitering the MPL room without opening the alleyway. same general layout as type 100 room. two windows, a main hallway and four people. it works out for me. Me and my friends keep that door closed and camp on the other side of the door. Big lines of sight, one kind of behind window, the zombies have to turn and come up the ramp, AND you can open the door for an easy getaway.
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Post by ParaGoombaSlayer on Feb 1, 2011 21:45:22 GMT -5
Eventually you're going to hit a point where tactical loitering is no longer feasible. It's much more effective to just loop the map over and over again.
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