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Post by illram on Feb 16, 2011 19:21:44 GMT -5
Hmmm never thought of that. Are the zombies manageable with only one person? How long can you keep that up?
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Post by MastaQ on Feb 16, 2011 19:25:50 GMT -5
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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Post by onslaught147 on Feb 16, 2011 20:49:47 GMT -5
Hmmm never thought of that. Are the zombies manageable with only one person? How long can you keep that up? 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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Post by H8ters2 on Feb 16, 2011 21:42:37 GMT -5
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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Post by MastaQ on Feb 16, 2011 22:05:05 GMT -5
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) 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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Post by swoopwithnon4m3 on Feb 17, 2011 2:43:59 GMT -5
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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Post by H8ters2 on Feb 17, 2011 2:47:50 GMT -5
ooo ok that sounds better than a perkless zombies map!
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Post by illram on Feb 17, 2011 12:50:40 GMT -5
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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Post by swoopwithnon4m3 on Feb 17, 2011 13:29:03 GMT -5
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. 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 shit 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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Post by duckcall00 on Feb 17, 2011 21:58:59 GMT -5
// 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;
This looks important. Does anybody understand it?
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Post by MastaQ on Feb 17, 2011 22:45:29 GMT -5
// 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;
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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Post by themccannman on Feb 17, 2011 22:51:55 GMT -5
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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Post by MastaQ on Feb 17, 2011 22:59:17 GMT -5
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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Post by themccannman on Feb 17, 2011 23:24:23 GMT -5
it's an asterisk? oh i thought it was a carrot ^^^
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Post by duckcall00 on Feb 21, 2011 10:03:54 GMT -5
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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Post by hellzonegrenade on Feb 23, 2011 14:34:46 GMT -5
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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Post by duckcall00 on Feb 23, 2011 22:28:29 GMT -5
I almost forgot. I'll add that now.
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Post by hellzonegrenade on Feb 24, 2011 19:11:45 GMT -5
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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Post by duckcall00 on Feb 24, 2011 21:23:34 GMT -5
also im confused as to how you worked out the DPS of the shotguns 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
Play to win, keep it legit.
Posts: 255
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Post by xeros612 on Mar 1, 2011 13:14:37 GMT -5
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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Post by MastaQ on Mar 2, 2011 20:59:29 GMT -5
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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Post by kobefan012345 on Mar 3, 2011 14:38:45 GMT -5
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. 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
Posts: 10,236
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Post by tacit on Mar 3, 2011 23:19:53 GMT -5
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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Post by SleightofHandSoda on Mar 7, 2011 9:44:27 GMT -5
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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Post by duckcall00 on Mar 7, 2011 15:21:14 GMT -5
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. Its just your browser. It works fine for me. But here's a link to the image.
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Post by onslaught147 on Mar 8, 2011 20:09:43 GMT -5
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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Post by duckcall00 on Mar 8, 2011 22:08:15 GMT -5
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. 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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Post by themccannman on Mar 8, 2011 22:14:03 GMT -5
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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Post by Contrary on Mar 9, 2011 1:06:00 GMT -5
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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Post by duckcall00 on Mar 9, 2011 16:19:48 GMT -5
One file says:
explosionInnerDamage\200\explosionOuterDamage\50\
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:
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"; } 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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