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Post by LimbSoup on Feb 2, 2011 13:11:56 GMT -5
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!) I think you just have to face the facts that the incendiary effects are nothing more than that. There is zero proof of any extra damage. Treyarch made the weapons super bland in terms of variety, and that's all, really.
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Post by kobefan012345 on Feb 2, 2011 17:14:04 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. Yes indeed. you need upgraded MPL and a ray gun/ shotgun. The MPL mainly for the ppl guarding the hallway due to the ammo availability.
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Post by swoopwithnon4m3 on Feb 2, 2011 18:29:00 GMT -5
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. Yes indeed. you need upgraded MPL and a ray gun/ shotgun. The MPL mainly for the ppl guarding the hallway due to the ammo availability. Or you could kite, then weapon doesn't matter in later rounds since you just turn on traps and your weapon is just a pointswhoring device.
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Post by kobefan012345 on Feb 2, 2011 18:34:05 GMT -5
wtf does kite mean? lol..?
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Post by MastaQ on Feb 2, 2011 18:35:42 GMT -5
wtf does kite mean? lol..? Kite basically means lead the zombies around the map continuously. It's very effective.
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Post by swoopwithnon4m3 on Feb 2, 2011 19:14:08 GMT -5
wtf does kite mean? lol..? Either comes from Everquest where you can damage monster and move at the same time for a Kill In Transition (KITing) or the fact that when you fly a kite, you keep it a distance but still control it. It means you keep ahead of the zombies, turn around shoot, run before they get to you, shoot, repeat.
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Post by kobefan012345 on Feb 2, 2011 22:07:47 GMT -5
ahh yes i do that in solo... one big fucking loop lol
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Post by duckcall00 on Feb 3, 2011 20:47:10 GMT -5
Sorry that I haven't updated this thread in a while. I have been busy... First Strike... Ascension... Gaming 24/7... RROD... Dead a little bit on the inside... FML
Anyway... Thank you, Den, for stickying this thread. Any chance that there was an update that has some Ascension stats, even though its not out on PC yet? Also, the SMGs will be charted soon enough.
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Post by kobefan012345 on Feb 4, 2011 3:33:12 GMT -5
i hear you... i haven't been able to play a FULL game of BO since christmas eve. i had 80010514 error code, its like a RROD but for a ps3. i am hopefuly getting a new system within the next 15 days....
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tacit
True Bro
Posts: 10,236
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Post by tacit on Feb 8, 2011 16:38:04 GMT -5
If the flamethrower in WaW is the point of reference for damage over time, with regard to the Hades and the incendiary rounds, then I'd have to say that in all likelihood, the flames are there simply for aesthetics.
I went 30 rounds solo on Five, and used the Hades from rounds 20 to 23 in conjunction with the Galil. I had some freshly spawned zombies that hadn't taken any damage from other weapons or gas, and I shot them with one shell from the Hades - a group of perhaps five or six took some measure of damage.
The flamethrower racked up points in WaW when it did damage, but here I got no increase to points after approximately one minute of running around without firing at them again after the incendiary shell shots.
I'd say that unless there's some neat trick or technicality to using said incendiary rounds, that it's merely an aesthetic reference to Hades itself.
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tacit
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Posts: 10,236
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Post by tacit on Feb 8, 2011 16:40:45 GMT -5
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!) I think you just have to face the facts that the incendiary effects are nothing more than that. There is zero proof of any extra damage. Treyarch made the weapons super bland in terms of variety, and that's all, really. Actually, you could kill a zombie in Der Reise with about three or four flamethrower bursts - there's damage taken and it's not a percentage of current health, otherwise the flamethrower used alone wouldn't score any kills. And you can go to Youtube and look at a million videos where people use the flamethrower [because of its disregard for Max Ammos] to good effect.
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Post by duckcall00 on Feb 8, 2011 21:45:04 GMT -5
List of Things that I Need Someone Else to do for Me Because I Don't Have the Creativity or Tools - Make a better MP40 icon
- Make a better Minigun icon
- Make an "&" symbol (as in Mustang & Sally)
- Make a cool Winter's Howl chart thing
- Add something along the lines of "Red=PaP, Grey = Regular"(but not that phrase exactly) to this key:
In other news, the PaP Olympia has no stat for burnDamage, fireDamage, burnTime, or anything along those lines. So I am gonna guess that the flames are purely aesthetic.
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Post by Ishbane on Feb 9, 2011 7:37:49 GMT -5
Will do MP40 and Minigun, gotta work on my chart anyway.
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Post by duckcall00 on Feb 10, 2011 16:28:51 GMT -5
Thanks again, Ishbane. By the way, does anyone know what /Damage/ means in explosive weapons? Is it direct impact damage?
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Post by Ishbane on Feb 12, 2011 11:14:13 GMT -5
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Post by duckcall00 on Feb 13, 2011 12:13:03 GMT -5
I made this explosive chart. But I don't know what /damage/ means in explosive weapons. Is it impact damage? I couldn't find the monkey bomb in the files. And for obvious reasons, I couldn't chart the Gersh Device or Matryoshka Dolls either. Also, if a PC bro could post the hip-fire image of the Death Machine, Thundergun, LAW, and Frag, it would be appreciated.
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Post by duckcall00 on Feb 13, 2011 15:08:43 GMT -5
Knife damage is calculated based on colors. At the start of a Zombie game knives do full Blue damage. During dog rounds, this Blue damage is reduced to 50% which is referred to as Green damage [Green = dog rounds]. When crawlers start spawning Yellow damage kicks in, dealing quadruple-Blue damage to Zombies (but not to crawlers). ...Additionally, when a player gets "downed" their knife damage is dynamically altered by a Pink damage-modifier which alters damage based on how many enemies are within a 4 meter radius, the more enemies there are the more damage a knife does, from standard Blue, to Blue + Pink which has a cap of 200% damage. You mean like this? I am not sure how to find how fast you can preform consecutively consecutive knife attacks. Is it /meleeTime?
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phale
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Post by phale on Feb 13, 2011 19:03:53 GMT -5
Pretty colors!
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Post by LimbSoup on Feb 14, 2011 12:12:17 GMT -5
By the way, does anyone know what /Damage/ means in explosive weapons? Is it direct impact damage? You would think so, but after lots of testing in WaW (since it can be modded), I found that explosive weapons did no direct damage. I edited a few of them to have 1000 direct damage and no explosion damage and they did absolutely nothing. I thought *maybe* this was changed for black ops, since some of the /damage values of older weapons (ray gun) had been modified, but they would be far more powerful than they are if this was true.
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Post by H8ters2 on Feb 14, 2011 21:32:41 GMT -5
so, does anybody have the deathmachine damage stats for zombies?
or is it the same as multiplayer? (doubt it but idk)
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Post by duckcall00 on Feb 14, 2011 21:34:27 GMT -5
Its on the bottom of my first chart. I just called it the Minigun.
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Post by H8ters2 on Feb 15, 2011 14:23:03 GMT -5
wow im a retard. i saw that but i thought it was thoose automatic turrets that you can turn on
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mdnl
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Post by mdnl on Feb 16, 2011 10:40:36 GMT -5
So the best guns from the wall would be the 74u, MP40 and the M16 for upgrading and being able to buy ammo again?
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Post by ntb on Feb 16, 2011 13:38:03 GMT -5
By the way, does anyone know what /Damage/ means in explosive weapons? Is it direct impact damage? You would think so, but after lots of testing in WaW (since it can be modded), I found that explosive weapons did no direct damage. I edited a few of them to have 1000 direct damage and no explosion damage and they did absolutely nothing. I thought *maybe* this was changed for black ops, since some of the /damage values of older weapons (ray gun) had been modified, but they would be far more powerful than they are if this was true. So going by your hypothesis the law's 3000 damage is basically non-existent? That's pretty harsh, considering the damage is the only thing it has going for it when compared to other explosives.
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Post by duckcall00 on Feb 16, 2011 15:06:38 GMT -5
Den confirmed the /damage/ is direct impact damage. I am currently working on making an update for the chart, with various minor changes.
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Post by MastaQ on Feb 16, 2011 17:36:35 GMT -5
So the best guns from the wall would be the 74u, MP40 and the M16 for upgrading and being able to buy ammo again? Technically yes, but I'd hold off on upgrading ANY wall weapon. The whole point of a wall weapon (IMO) is to be a cheap money maker. It ceases to be after you upgrade it.
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Post by duckcall00 on Feb 16, 2011 18:22:43 GMT -5
So the best guns from the wall would be the 74u, MP40 and the M16 for upgrading and being able to buy ammo again? Technically yes, but I'd hold off on upgrading ANY wall weapon. The whole point of a wall weapon (IMO) is to be a cheap money maker. It ceases to be after you upgrade it. Yes, but on late levels, ammo is a huge problem. Money generally isn't. And with a wall weapon, you can continuously buy more ammo.
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Post by MastaQ on Feb 16, 2011 18:41:58 GMT -5
Technically yes, but I'd hold off on upgrading ANY wall weapon. The whole point of a wall weapon (IMO) is to be a cheap money maker. It ceases to be after you upgrade it. Yes, but on late levels, ammo is a huge problem. Money generally isn't. And with a wall weapon, you can continuously buy more ammo. Still, with the wall weapons, PaP ammo costs 4500 points. Even with the PaP AK you might not break even, just for a minor increase in damage.
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Post by illram on Feb 16, 2011 18:54:04 GMT -5
Yeah that's a dilemma I am finding with my buddies lately. We have been able to consistently get to the 20ish rounds on Ascension but we run into ammo issues. We aim for one of us having thundergun, one of us having a ray gun, and whoever does not have those, one LMG and one wall weapon, both PaP'd. Plus whatever other goodies we can get. By the 20 rounds this is possible as you are rolling in dough. However ammo is an issue and once the LMGs run out you're stuck refilling your wall weapons at 4500 a pop or hoping for max ammo.
Anyone else have sound ammo strategies or suggestions for getting through the 20+ rounds?
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Post by MastaQ on Feb 16, 2011 19:14:30 GMT -5
Yeah that's a dilemma I am finding with my buddies lately. We have been able to consistently get to the 20ish rounds on Ascension but we run into ammo issues. We aim for one of us having thundergun, one of us having a ray gun, and whoever does not have those, one LMG and one wall weapon, both PaP'd. Plus whatever other goodies we can get. By the 20 rounds this is possible as you are rolling in dough. However ammo is an issue and once the LMGs run out you're stuck refilling your wall weapons at 4500 a pop or hoping for max ammo. Anyone else have sound ammo strategies or suggestions for getting through the 20+ rounds? IMO, the best way in Ascension is for the team to split up. One person kiting them at PhD Flopper (and what's great is he has infinite grenades available, so he could just bank them off the walls into the zombies behind him), one person at the centrifuge, one person at the Claymore area near the lander, and maybe one person near PaP. Once the team is split up, the zombies only come out a few at a time, several at most. That way each person can easily deal with the zombies nearest them.
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