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Post by 1avatar1 on Jun 12, 2009 4:32:01 GMT -5
Hey Den I was wondering if you could put up a list of the weapon damage for the new Nazi Zombies (Imperial zombies) including the Wunderwaffe's info please. If you can, then thanks You are my bro, bro.
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iKONIG
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Post by iKONIG on Jun 12, 2009 6:56:16 GMT -5
Woah, theres a new map pack for WaW!? Good luck with that Treyarch! >
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Post by ssog on Jun 14, 2009 19:19:20 GMT -5
I don't know the exact statistics on the Wonder Waffle, but I do know that it's a 1-shot kill to level 22 at the very least (I imagine it has scaling damage like the Ray Gun, Panzershrek, and Flamethrower). Also, when it strikes a target, lightning will arc out to nearby targets and take them down, too. There's some splash damage, and it can deal damage to you like the Ray Gun, but it doesn't ever kill you unless you're already seriously wounded by zombies. If you get hit by your own Wonder Waffle, your vision will be obscured by blue sparks, and your movement/turning speed will be reduced.
Also, Shi No Numa has beefed up the Bazooka again (taking it all the way up to 21 shots max), and has beefed up the Grenade Launcher (which also gets 21 shots, and is now replenished with a max ammo, where there used to be no way to get more ammo once you spent it). I think the n00b t00b's damage has been ramped up considerably, as well, possibly getting the beloved "scaling damage" modifier, because it's still very useful once you get into levels 13+ (where it used to be useless after 5).
It also feels like the flamethrower has been nerfed. I've lit zombies on fire and actually had the fire go out before the zombies died, which sucks big-time (and makes the flamer pretty useless).
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Post by explosion101 on Jun 17, 2009 16:08:48 GMT -5
Oh yeah. There was a nerf BIGTIME on the flame thrower.
I don't even need stats for that one.
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mdnl
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Post by mdnl on Jun 19, 2009 17:03:17 GMT -5
Was doing some zombie counting and here is the results so far
Solo : 4 12 24 Two : 6 18 36 Three: 7 21 42 Four : 8 24 48
Does anyone have the number for the higher levels?
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qupie
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Post by qupie on Jun 20, 2009 10:36:00 GMT -5
Den, do you know the exact stats? for the ariska, ppsh, type 100 etc. And have the old weapons changed? And does the wonderwaffe always kill in one shot?
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Post by fennyfenn on Jun 20, 2009 14:21:50 GMT -5
i dont no the type 100 or arisaka
but the ppsh does 100 damage/bullet and x4 headshot multiplier
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qupie
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Post by qupie on Jun 23, 2009 3:26:18 GMT -5
No stats from Den?
And what damage do dogs do? I think you can get hit 3 times by them without jugger...
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Post by ssog on Jun 25, 2009 1:05:17 GMT -5
Nope, and you won't be getting any from him anytime soon. Den has the PC version, and pulls the stats from the PC files... but while map pack 2 has been released on both consoles for a while now, it hasn't come out yet for PC. In fact, they don't even have a release date set yet for the PC version. Which means there won't be any official stats for quite a while yet.
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Post by 1avatar1 on Jun 27, 2009 14:31:17 GMT -5
Ahh poor den, he's missing out.
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qupie
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Post by qupie on Jul 10, 2009 6:24:54 GMT -5
do you have it yet den? I would really love those stats... because not every gun is that good as it seems... would also really love to know if the type is as strong as the thompson and if any gun changed (other then flame)
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Post by ssog on Jul 11, 2009 0:06:43 GMT -5
Still not available for PC. I was checking and I still didn't even see an announced release date for the PC yet. In other words- don't hold your breath, it's going to be a while. As for the weapons... I don't know if its statistically identical, but the Type100 does have a comparable killspeed to the Thompson. And as for what weapons might have undergone a change... as I mentioned, the n00b t00b got a damage boost, a capacity upgrade, and now gets replenished with max ammos like everything else. Molotovs get replenished every round just like frags, but are otherwise still every bit as useless as they've always been. I'm pretty sure the PTRS has had its damage beefed up, because I'm absolutely certain that I've gotten 1-shot kills to the body at level 20+ with it (which shouldn't be possible if it only dealt 1000 damage). I've also found Brownings and MGs to be a *LOT* more efficient at higher levels, but I don't think that has anything to do with any statistical changes to the guns- I just think that chasing the deadhead achievement has made me radically better at getting headshots. Just figured I'd mention it just in case, for the sake of thoroughness.
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mdnl
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Post by mdnl on Jul 11, 2009 7:19:53 GMT -5
Molotovs have their uses and it's for getting 1 shot crawlers up till about level 20, after that its 2 shots but still a better success rate than grenades.
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Post by ssog on Jul 11, 2009 19:27:55 GMT -5
Molotovs have their uses and it's for getting 1 shot crawlers up till about level 20, after that its 2 shots but still a better success rate than grenades. They take forever to prime and have a smaller blast radius, though- which is one thing if you're playing TDM and there are 6 enemies on a very large map, and another thing if you're playing Zombies and there are 24 enemies on a very small map. If you really want to make crawlies, you're better off with the n00b t00b. Besides, unless you're playing single player, crawlies are very overrated. Verruckt upped their speed, and Shi No Numa upped it again, to the point where after level 10 they're almost as fast as a full-speed zombie. It's also significantly harder to gauge the end of the round, meaning you're more likely than not to make a random crawlie in the middle of the round that you'll probably lose track of in the massive pile of bodies and get yourself killed (or even if you do know it's there, it requires swinging your gun away from the main horde to shoot some ankles). I suppose Molotovs might be mildly useful in single player where the maximum number of zombies per round is capped, though.
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mdnl
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Post by mdnl on Jul 11, 2009 22:58:02 GMT -5
I don't normally have any trouble getting crawlers in 2 player zombies, been playing it almost dailly since Shi No Numas release.
Oh and you can get really slow crawlers too all the way up the levels.
My friend (Ribz-rfc) is ranked 20+ on the rounds survived leader board, he will vouch for this.
Haven't got past level 28 on coop yet, mostly due to daft errors but up till then it's always been easy enough and there has always been slow crawlers.
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Den
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Post by Den on Jul 18, 2009 6:09:22 GMT -5
mp_kwai / Banzai mp_stalingrad / Corrosion mp_docks / Sub Pens - The super wonderful "Tesla Gun". Has a fireTime of 1 shot per second. Has a reloadTime of 6 but an AddTime of 2.65 Has a maximum of 15 rounds with three loaded Has an electrifying blast radius of 110 inches Has a devastating, unfathomable, inhumane, badass, peerless, adjectivey, gosh darn golly gee whizable Damage of... 1 Followed by instant death to anything caught by the chain lightning. The lightning arcs start off with a jump range of 300 units from whoever got zapped first. With each arc, that possible distance is lowered in increments of 20 inches. Any enemy in the initial 110 inch blast radius are "zapped first" and will cause multiple arcs. The maximum possible arcs are four at a time. Each arc will jump to 5 enemies and the arcing is limited to 20 total, that is to say if you can get twenty zombies packed together, the Tesla Gun will kill all twenty of them. Oh yeah, and only one of them is allowed to the team, like one flamethrower. Aim down the sight with it for distance shots, it has a hip spread of 2 to 4 while standing, 1 to 3 while crouched - even turning will cause it to become less accurate. - Hellhounds. The hellhounds are crazy fast and will deliver 40 damage per bite. The first time they appear, they have 350 health each. Second appearance, 750. Third, 1000. On the fourth and all following Dog Rounds after that, 1250 health. Their spawn logic is to appear right around the corner or directly in front of you. For every player, there will be six dogs in the round. On Dog Round 4 and on, there will be eight dogs to a player. - Few of the weapons have been changed. One I noticed was that the Molotov delivers 600 damage with a direct hit compared to the 150 from before.
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qupie
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Post by qupie on Jul 18, 2009 10:46:59 GMT -5
How about the ariska and type 100, would love to know the type!! because it is cheaper then the tommy, so it should be weaker??
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Den
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Post by Den on Jul 18, 2009 11:13:32 GMT -5
Type 100 = 100 damage with a 4x to the head. Thompson = 120 with 4x
Type 100 will dish out more damage in a shorter amount of time due to the thirty round mag. Course, the PPSh is way more efficent - it has the same damage per shot as the Type 100.
As always, avoid anything that is not an SMG - they are slow, weak and headshots are only in the 2x range.
And if there's ever a Map Pack 3, watch out for the PanzerShark.
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Post by ssog on Jul 18, 2009 17:13:01 GMT -5
Type 100 = 100 damage with a 4x to the head. Thompson = 120 with 4x Type 100 will dish out more damage in a shorter amount of time due to the thirty round mag. Course, the PPSh is way more efficent - it has the same damage per shot as the Type 100. As always, avoid anything that is not an SMG - they are slow, weak and headshots are only in the 2x range. And if there's ever a Map Pack 3, watch out for the PanzerShark. Any changes to the rifle grenade?
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Den
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Post by Den on Jul 19, 2009 6:06:52 GMT -5
Significantly stronger. Both a direct hit and the center of the blast delivers 700 damage.
Oh, and the stock Garand on the wall has crap damage, but the Garand with a grenade launcher is twice as powerful.
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Post by ssog on Jul 19, 2009 13:18:45 GMT -5
Significantly stronger. Both a direct hit and the center of the blast delivers 700 damage. Nice to know I'm not losing my mind. Also, what about the PTRS? I have confirmed 1-shot kills to the body at round 20 and beyond with it, which means it has multipliers other than just the head.
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Den
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Post by Den on Jul 19, 2009 15:26:50 GMT -5
1000 damage 10000 to the head 2250 to the torso 2000 to the biceps
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Post by killeraslox on Jul 22, 2009 7:29:54 GMT -5
And if there's ever a Map Pack 3, watch out for the PanzerShark. Well then, we have to watch out then.
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Den
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Post by Den on Jul 22, 2009 8:08:53 GMT -5
Now that the PC version of Map Pack 2 was released, I would like to ask some questions about Shi No Numa. How do they determine (What sort of formula) that the Hell Hounds spawn, and how much are there? Do they Hell Hounds get a power boost like the like the Zombies, or do they stay the same every time they come? The first Dog Round happens in Rounds 5, 6 or 7. After the first round, the next Dog Round happens every four to six rounds. Everything else has already been stated. How much damage does the Flogger do? (The Big-Spikey-thing at the entrance to the Fishing hut). And how much damage does the Zipline, if you/a zombie are/is standing at the spot where it Zips down when activated? Are the traps capable of killing the Hell Hounds? Spinny log, zippy platform, zappy wall = death to anything. Is the Wunderwaffe 100% Speed or is it faster? Because I get the feeling it's faster than 100%.' Looks like 1. How much does the Swamp slow you down? And does it just slow you down to: "For example 50% of current speed" or does it bring you down to a certain number? Deeper the water, slower you go. P.S. Where did you get the White Gun Image of the Raygun and the Wunderwaffe? Made the Tesla Gun myself. Raygun was some incomplete-looking version in the game files. P.P.S. At the chart it says DG-3 instead of DG-2 Doesn't say anything now! P.P.P.S. Is there some scripting left of the removed of the 4th Killstreak? I don't know what that means.
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Post by ssog on Jul 22, 2009 15:58:14 GMT -5
Spinny log, zippy platform, zappy wall = death to anything. Spinny log and zappy wall = death to anything. Zippy platform kills any zombies, but if it hits a player it doesn't even damage them, it just turns their screen gray and drastically cuts their movement and turning speed.
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Post by 1avatar1 on Nov 19, 2009 11:42:46 GMT -5
i does not has true bro
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Post by shadowagent on Nov 19, 2009 17:43:48 GMT -5
Yes you have it
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