After much deliberation, I finally have the NukeTown zombies map. I purchased it Christmas day, and just playing it the first time brought me up two ranks! I now have an HDMI cord for the Xbox, and have been playing with an amazing vivid picture for the last two days. These combined have made this week pretty awesome. The map is definitely the best out of all that are release currently. It has a great landscape, huge variation of guns and the random dropping perks makes you have to wait to get the perks you like. I Pack-A-Punched both the LSAT and the M27, they were the first things I got out of the box. That was of course was awesome. The LSAT has a Target Finder after Pack-A-Punch, and if you do it to the M27 enough you can either get the Millimeter Scanner or Target Finder. These lasted me together 25 round without any difficulty whatsoever. I don't know how well it does on round 30 though (30 is usually when it moves into being a lot harder), I went down running through the blue house to save a friend and apparently Zombies don't care about the Monkey Bomb anymore. This map has a LOT of circle spots for people to do. I personally like the blue house's backyard the best. The yellow one is too cramped with too many spawn points. But the blue one is big enough for you just to circle half of the yard. Doors are extremely pricey though, going up to 3000 points. There aren't ANY barriers on this map. There is nothing to rebuild, and there is no chance of waiting a moment for them to tear it down. They come straight out of the ground, over the fences and off of the roof. There is also a lot more wall guns than usual, the M14, Olympia, MP5, but there is also the M16, AK74u, B23R and Remington. These are all inside the houses though, making ammunition difficult to get halfway through a round. There are a LOT of dead ends and things to get caught on, so you have to be extremely careful when circling. They come out of everywhere. I will be playing a lot more, so if you have NukeTown, send me an invite! BY THE WAY EVERYBODY. I have Xbox recording software in the mail that should be here in less than 4 days...that means VIDEOS everyone! Hopefully you'll enjoy them and they'll be useful and entertaining to you. Don't forget to send an invite! You could a star in one of my videos! (Just kidding. You won't get famous, but you'll be on YouTube, close enough right?)
Wednesday, December 26, 2012
Thursday, December 20, 2012
Green Run Weapons
There's a lot of great, fun weapons on Green Run. But there are also a lot terrible weapons, which is why I've created this list of every weapon on Green Run.
M14: This was in the first Black Ops, and for the first 8 rounds, is a pretty decent weapon. Last night when playing Grief, we had no Max Ammo, and no time to hit the box, being round 27 or so. I bought it just to hopefully make a little money and get a slight chance of a Max Ammo, and really it did quite good. It of course has hardly any ammunition, and a small clip. But if you reload before you hit the last bullet, you won't have to pull back that metal piece on the end, speeding the reload process. Power: 3/10 Ammo: 2/10
Olympia: Also from the first Black Ops, this is good for the first five rounds. If you sprint halfway into reloading, you don't have to put in the next shell, cutting the reload time in half. Surprisingly, someone on Grief pointed out to me that if you buy the Olympia, and buy Double Tap, and make a head-shot, and it will be one shot kill to at least round 13. I watched him do this. It only has 2 rounds, and hardly any ammunition, so it's good for beginning and desperate rounds. Power: 2/10 Ammo 2/10
MP5: This is a good all round gun. Good price, moderate ammunition, and moderate power. In survival it's a good gun on Town and Farm for when the box is constantly wasting your time and money. Ammo is very cheap as well. With Speed-Cola and Double Tap, it becomes a very proficient weapon. Pack-A-Punched, it's also pretty good, but doesn't have that much more ammunition. So it doesn't really justify the 4000 point price hike. Power: 5/10 Ammo: 4/10
R870 MCS: I greatly enjoy this shotgun. It has a good amount of ammunition, and the power at medium to short range is very good. I haven't had a chance to Pack-A-Punch this yet, because it's only on TranZit, in the farm. One game, everyone else was down, and I was stuck at the farm with no ammunition. The Remington saved me. I was easily able to circle the spot where the bus parks, and take out at most three zombies in one shot. It would be amazing if zombies mode had the KSG, but unfortunately does not. Power: 5-6/10 Ammo: 5/10
AK74u: This was in the first Black Ops, but is back with new sounds and a new feel. It has come back to be just as good as in the last game. The ammunition is almost large, the power is high, especially when aiming towards the head. With Speed-Cola and Double Tap, this becomes an extremely powerful tool. Power: 6-7/10 Ammo: 5/10
B23R: This is good for emergencies, and a good back-up. Being on top of the bus, you know you have a never-ending supply of ammunition, just as long as you can keep killing zombies. By almost round 20 though, it gets almost useless. The ammunition doesn't last long, so straying with from the bus with it is not suggested. Power: 4/10 Ammo: 2/10
Ballistic Knife: This is completely and utterly useless by round 5. If you're playing with a large group, you can Pack-A-Punch it, and use it to revive several people on high rounds without effort. Power: 1/10 Ammo: 1/10
Chicom CQB: This is a moderately powered, moderately stocked gun. It is 4 round burst, but the bursts can come out very fast. It's very good for head-shots, and when pack-a-punched, it has a huge ammunition count, and when circling huge amounts of zombies, you can aim at the heads and pull the trigger as much as possible, and the circle will be gone in merely a few moments. It has a huge power and fire-rate. Power: 6/10 Ammo: 5/10
Five-Seven/Five-Seven Dual: This gun surprised me in power. I thought it would be like CZ75, but it reloads extremely fast. Both alone and Dual. When Pack-A-Punched, it's able to blow off the head of any zombie up to round 30 quite easily. Though unless you can pack a punch it, it can get useless within round 17. It has an okay ammunition count, so it's good to take from the box. Power: 5-6/10 Ammo: 7-8/10
M8A1: This is a good, solid assault rifle. Has medium/large ammo count. It's pretty good for head-shots, as all burst rifles are. When Pack-A-Punched, it has a nice variation of attachments. This isn't my favorite, but it holds up quite well, and is a favorite among other good players. Power: 6/10 Ammo: 6/10
KAP-40: This gun sucks. No ammunition. Lasts until round 11 usually with power. Lasts half a round because of the ammo. But even Pack-A-Punched, it is barely better. It was one of the first I P.A.Ped, and I was very disappointed, seeing how little time is lasted. Not worth 5000 points in the slightest. Power: 2/10 Ammo: 1/10
M1216: This is a good shotgun, I like it a lot. It's got decent ammunition, but I think it runs out a little fast. It always kills in 3 shots for me, so I never end up shooting the fourth. Then I go to shoot another zombie and I have to pump after the one shot. I've never gotten this on a higher round. I have PaPed it, and it's very powerful, has lots of ammo, and disintegrates zombies. Pretty awesome. Power: 7-8/10 Ammo: 6/10
MTAR: This is a good all-round assault rifle. Full Auto, Light-weight, decent ammunition. I like to think of it as the equivalent of the Commando from the first game. It has some good power, but if you've got Double Tap, this baby will go out quickly. Has some nice attachments PaPed. Power: 6/10 Ammo: 5-6/10
HAMR: This is one of the best guns in the game. Being an LMG, the ammunition amount is massive, and the power is something to behold. Around round 25, it starts to not do as well, but you still make a massive amount of points. PaPed, it's a goliath It makes the enemy team on Grief whimper. This should ALWAYS be taken from the box. It'll last you a long time. Power: 8-9/10 Ammo: 10/10
S12: This one is something I don't like to see in the box that often. It's power is probably the lowest of all the shotguns in zombies, and the ammunition only amount to 3 reloads. This is an okay gun for getting rid of a large circle of zombies, but after that you'll start to hear that ominous clicking sound.. Power: 6/10 Ammo: 3/10
SMR: This is the WORST gun in zombies. By FAR. I compared this gun with the M14, and the M14 won. It has an okay ammunition amount, but the power is equal to you throwing stuffed animals at the zombies. Don't ever take this. Even if you have no guns or ammunition. Just in spite of it. Power: 1-2/10 Ammo: 6/10
Type 25: This is an okay assault rifle, but I would compare it to the Famas from the first game. The ammunition on this one lasts barely a round. The power is good, but better to aim at the head to waste less bullets on the kill. PaPed version isn't really that great either. If you're getting a good amount of Max Ammo perks, this would be a good gun. Power: 6/10 Ammo: 3-4/10
RPG: This one is actually quite a lot of fun. It has a great amount of power, even up to the higher rounds, and it's not as easy to kill yourself as it was with M12 LAW in the first Black Ops. The ammunition is okay for a rocket launcher, and PaPed, it is quite a lot of fun being fully automatic. Power: 8-9/10 Ammo: 5/10
War Machine: This is a piece of crap. The power is bad, it's impossible to aim because of how much the grenades jump around, and it takes forever to reload, not to mention there isn't that much ammunition. Though PaPed, it does make up for it with blowing up on contact, reloading the whole thing with one shell, and having more ammunition. Power: 6/10 Ammo: 3/10
Executioner: This is AWESOME. I mean, having a shotgun locked up in a little handgun is pretty bad-ass, but it's even better than the other shotguns. This will last up to really high rounds, and has a higher ammunition count than most, and is really light weight and versatile. When PaPed, it's a GREAT back-up for running to save friends, clearing blocked hallways and stairways, and is one shot kill at close range up to round 30. Power: 8/10 Ammo: 5-6/10
DSR-50: I really hated this at first, but it grew on me once I PaPed it. It has great power, and even when not PaPed, it is a one shot kill chest up until around round 20. But the real fun in Pack-A-Punching it is doing it again, maybe 2-3 times. It has a silencer, and a regular scope, and my personal favorite, IRON SIGHTS. I was on round 36 with this baby shooting through 3 zombies at once. If you have the money, go for it. It'll be worth your while. Power: 10/10 Ammo: 7-8/10
RPD: This has a close name to the RPK from the first game, but beats it both in power and ammunition amount. This is a great gun to have for mowing down trains, and it has a huge enough ammunition amount to do it overrr..and overr..and overr..and then, you shove it in the Pack-A-Punch machine, and you'll get 750 rounds of pure joy and power. This is definitely a favorite, and be sure you take it from the box. It doesn't have as much power as the HAMR, but it has more ammunition to make up for it. Power: 7-8/10 Ammo: 12/10
Barret M82A1: This isn't as good as the DSR in my opinion, and I haven't Pack-A-Punched this enough to know if it has iron sights, but it is slower to scope, making it fabulous to quick scope huge amounts of zombies. It doesn't have as much ammunition, but it has good power and a good feel to it. Power: 9-10/10 Ammo: 5-6/10
FAL: This is from the last Black Ops, and comes back to be about as good as the last game. It has a decent amount of ammunition, and has a medium amount of power with a quick reload time. PaPed is 3 round burst, and makes it a little bit more powerful and with more ammunition, but it isn't that good, so I personally don't recommend it. Power: 5-6 Ammo: 6/10
Galil: This is also from the first game, and came back better than ever. It has a nice new powered feel to it, and takes out zombies with no difficulty whatsoever. This is excellent when paired with the HAMR or RPD. One for quick get-aways and one for train slaughter. PaPed, it becomes amazing, and I definitely think that you or someone on your team should use it. Power: 8/10 Ammo: 7/10
Python: This returns to be a low-key version of the executioner. It's a good one-shot kill until round 10, and just 2 shots until around round 17. Without PaP I suggest you use Speed Cola because it's pretty slow to reload, but PaPed, it has amazing strength and speed. Double the amount of ammunition in the barrel, and triple the power in the gun. Along with the ability to be reloaded via speed reload from Black Ops. Power: 8-9/10 Ammo: 6/10
M14: This was in the first Black Ops, and for the first 8 rounds, is a pretty decent weapon. Last night when playing Grief, we had no Max Ammo, and no time to hit the box, being round 27 or so. I bought it just to hopefully make a little money and get a slight chance of a Max Ammo, and really it did quite good. It of course has hardly any ammunition, and a small clip. But if you reload before you hit the last bullet, you won't have to pull back that metal piece on the end, speeding the reload process. Power: 3/10 Ammo: 2/10
Olympia: Also from the first Black Ops, this is good for the first five rounds. If you sprint halfway into reloading, you don't have to put in the next shell, cutting the reload time in half. Surprisingly, someone on Grief pointed out to me that if you buy the Olympia, and buy Double Tap, and make a head-shot, and it will be one shot kill to at least round 13. I watched him do this. It only has 2 rounds, and hardly any ammunition, so it's good for beginning and desperate rounds. Power: 2/10 Ammo 2/10
MP5: This is a good all round gun. Good price, moderate ammunition, and moderate power. In survival it's a good gun on Town and Farm for when the box is constantly wasting your time and money. Ammo is very cheap as well. With Speed-Cola and Double Tap, it becomes a very proficient weapon. Pack-A-Punched, it's also pretty good, but doesn't have that much more ammunition. So it doesn't really justify the 4000 point price hike. Power: 5/10 Ammo: 4/10
R870 MCS: I greatly enjoy this shotgun. It has a good amount of ammunition, and the power at medium to short range is very good. I haven't had a chance to Pack-A-Punch this yet, because it's only on TranZit, in the farm. One game, everyone else was down, and I was stuck at the farm with no ammunition. The Remington saved me. I was easily able to circle the spot where the bus parks, and take out at most three zombies in one shot. It would be amazing if zombies mode had the KSG, but unfortunately does not. Power: 5-6/10 Ammo: 5/10
AK74u: This was in the first Black Ops, but is back with new sounds and a new feel. It has come back to be just as good as in the last game. The ammunition is almost large, the power is high, especially when aiming towards the head. With Speed-Cola and Double Tap, this becomes an extremely powerful tool. Power: 6-7/10 Ammo: 5/10
B23R: This is good for emergencies, and a good back-up. Being on top of the bus, you know you have a never-ending supply of ammunition, just as long as you can keep killing zombies. By almost round 20 though, it gets almost useless. The ammunition doesn't last long, so straying with from the bus with it is not suggested. Power: 4/10 Ammo: 2/10
Ballistic Knife: This is completely and utterly useless by round 5. If you're playing with a large group, you can Pack-A-Punch it, and use it to revive several people on high rounds without effort. Power: 1/10 Ammo: 1/10
Chicom CQB: This is a moderately powered, moderately stocked gun. It is 4 round burst, but the bursts can come out very fast. It's very good for head-shots, and when pack-a-punched, it has a huge ammunition count, and when circling huge amounts of zombies, you can aim at the heads and pull the trigger as much as possible, and the circle will be gone in merely a few moments. It has a huge power and fire-rate. Power: 6/10 Ammo: 5/10
Five-Seven/Five-Seven Dual: This gun surprised me in power. I thought it would be like CZ75, but it reloads extremely fast. Both alone and Dual. When Pack-A-Punched, it's able to blow off the head of any zombie up to round 30 quite easily. Though unless you can pack a punch it, it can get useless within round 17. It has an okay ammunition count, so it's good to take from the box. Power: 5-6/10 Ammo: 7-8/10
M8A1: This is a good, solid assault rifle. Has medium/large ammo count. It's pretty good for head-shots, as all burst rifles are. When Pack-A-Punched, it has a nice variation of attachments. This isn't my favorite, but it holds up quite well, and is a favorite among other good players. Power: 6/10 Ammo: 6/10
KAP-40: This gun sucks. No ammunition. Lasts until round 11 usually with power. Lasts half a round because of the ammo. But even Pack-A-Punched, it is barely better. It was one of the first I P.A.Ped, and I was very disappointed, seeing how little time is lasted. Not worth 5000 points in the slightest. Power: 2/10 Ammo: 1/10
M1216: This is a good shotgun, I like it a lot. It's got decent ammunition, but I think it runs out a little fast. It always kills in 3 shots for me, so I never end up shooting the fourth. Then I go to shoot another zombie and I have to pump after the one shot. I've never gotten this on a higher round. I have PaPed it, and it's very powerful, has lots of ammo, and disintegrates zombies. Pretty awesome. Power: 7-8/10 Ammo: 6/10
MTAR: This is a good all-round assault rifle. Full Auto, Light-weight, decent ammunition. I like to think of it as the equivalent of the Commando from the first game. It has some good power, but if you've got Double Tap, this baby will go out quickly. Has some nice attachments PaPed. Power: 6/10 Ammo: 5-6/10
HAMR: This is one of the best guns in the game. Being an LMG, the ammunition amount is massive, and the power is something to behold. Around round 25, it starts to not do as well, but you still make a massive amount of points. PaPed, it's a goliath It makes the enemy team on Grief whimper. This should ALWAYS be taken from the box. It'll last you a long time. Power: 8-9/10 Ammo: 10/10
S12: This one is something I don't like to see in the box that often. It's power is probably the lowest of all the shotguns in zombies, and the ammunition only amount to 3 reloads. This is an okay gun for getting rid of a large circle of zombies, but after that you'll start to hear that ominous clicking sound.. Power: 6/10 Ammo: 3/10
SMR: This is the WORST gun in zombies. By FAR. I compared this gun with the M14, and the M14 won. It has an okay ammunition amount, but the power is equal to you throwing stuffed animals at the zombies. Don't ever take this. Even if you have no guns or ammunition. Just in spite of it. Power: 1-2/10 Ammo: 6/10
Type 25: This is an okay assault rifle, but I would compare it to the Famas from the first game. The ammunition on this one lasts barely a round. The power is good, but better to aim at the head to waste less bullets on the kill. PaPed version isn't really that great either. If you're getting a good amount of Max Ammo perks, this would be a good gun. Power: 6/10 Ammo: 3-4/10
RPG: This one is actually quite a lot of fun. It has a great amount of power, even up to the higher rounds, and it's not as easy to kill yourself as it was with M12 LAW in the first Black Ops. The ammunition is okay for a rocket launcher, and PaPed, it is quite a lot of fun being fully automatic. Power: 8-9/10 Ammo: 5/10
War Machine: This is a piece of crap. The power is bad, it's impossible to aim because of how much the grenades jump around, and it takes forever to reload, not to mention there isn't that much ammunition. Though PaPed, it does make up for it with blowing up on contact, reloading the whole thing with one shell, and having more ammunition. Power: 6/10 Ammo: 3/10
Executioner: This is AWESOME. I mean, having a shotgun locked up in a little handgun is pretty bad-ass, but it's even better than the other shotguns. This will last up to really high rounds, and has a higher ammunition count than most, and is really light weight and versatile. When PaPed, it's a GREAT back-up for running to save friends, clearing blocked hallways and stairways, and is one shot kill at close range up to round 30. Power: 8/10 Ammo: 5-6/10
DSR-50: I really hated this at first, but it grew on me once I PaPed it. It has great power, and even when not PaPed, it is a one shot kill chest up until around round 20. But the real fun in Pack-A-Punching it is doing it again, maybe 2-3 times. It has a silencer, and a regular scope, and my personal favorite, IRON SIGHTS. I was on round 36 with this baby shooting through 3 zombies at once. If you have the money, go for it. It'll be worth your while. Power: 10/10 Ammo: 7-8/10
RPD: This has a close name to the RPK from the first game, but beats it both in power and ammunition amount. This is a great gun to have for mowing down trains, and it has a huge enough ammunition amount to do it overrr..and overr..and overr..and then, you shove it in the Pack-A-Punch machine, and you'll get 750 rounds of pure joy and power. This is definitely a favorite, and be sure you take it from the box. It doesn't have as much power as the HAMR, but it has more ammunition to make up for it. Power: 7-8/10 Ammo: 12/10
Barret M82A1: This isn't as good as the DSR in my opinion, and I haven't Pack-A-Punched this enough to know if it has iron sights, but it is slower to scope, making it fabulous to quick scope huge amounts of zombies. It doesn't have as much ammunition, but it has good power and a good feel to it. Power: 9-10/10 Ammo: 5-6/10
FAL: This is from the last Black Ops, and comes back to be about as good as the last game. It has a decent amount of ammunition, and has a medium amount of power with a quick reload time. PaPed is 3 round burst, and makes it a little bit more powerful and with more ammunition, but it isn't that good, so I personally don't recommend it. Power: 5-6 Ammo: 6/10
Galil: This is also from the first game, and came back better than ever. It has a nice new powered feel to it, and takes out zombies with no difficulty whatsoever. This is excellent when paired with the HAMR or RPD. One for quick get-aways and one for train slaughter. PaPed, it becomes amazing, and I definitely think that you or someone on your team should use it. Power: 8/10 Ammo: 7/10
Python: This returns to be a low-key version of the executioner. It's a good one-shot kill until round 10, and just 2 shots until around round 17. Without PaP I suggest you use Speed Cola because it's pretty slow to reload, but PaPed, it has amazing strength and speed. Double the amount of ammunition in the barrel, and triple the power in the gun. Along with the ability to be reloaded via speed reload from Black Ops. Power: 8-9/10 Ammo: 6/10
Sunday, December 16, 2012
Favorite Subscribers/ DLCs
If you go back into my past posts about all the details of the first Black Ops, you'll see the posts are..let's say a lot longer. It's kind of sad that the new "Survival" maps are small, having 3 doors or less, and only 3 wall guns in most cases. TranZit is a great new game style, and so is Grief, but I feel like Treyarch shouldn't have sacrificed the artistic maps to it. I remember sitting on the bridge in Shangri-La, and looking off in the distance. It really was fun to look at the maps. You could look outside of it and see deep valleys, vast oceans and even the Earth and space itself. Now there is only fog, and and some old brick buildings. NukeTown Zombies is nice, but even that is a lot smaller than the maps in the last game. And with all the room on the maps gone, there's no space for wall guns, leaving you totally at the whims of the Mystery Box. And let's be serious, the box in this game is a jack-ass. It seems they've replaced the WonderGuns with LMGs, so they rarely appear. In most cases, I'm stuck between the Barret, DSR-50, Emp Grenades, and SMR (Which is, by the way, the worst gun in Zombies, becoming completely ineffective at round 4) If Treyarch really wants to catch the eye of us old Black Ops 1 gamers, they're going to have to impress us with some very radical and different levels, and new weapons in the new DLCs
Now I'm sure all of you have watched some Zombies videos online. For all those moments when you aren't sure about the next step in the Easter Egg, or want another opinion on a better circle spot, there are some very talented zombie killers out there. While I'm dying to become part of that group with my own content such as videos, pictures and livestreams, I'd like to share with you my favorite channels for gaming/zombie killers:
YoteSlaya is one the first I ran into. He's mostly PC, playing modded WaW maps (which are a LOT of fun) but he showed me the best strategy for Shi No Numa, making it a breeze getting to at least round 40.
Syndicate may be PC only, I'm not actually sure. He's the first one I've seen to post NukeTown in full HD, and going all the way up into rounds even in the first time playing, he has a lot of details about the map, how long the Perks take to drop, when P.A.P. appears, so on.
Jaxendale is a great Xbox zombies player, and I really would like to have a zombies match with him. He's also the co-owner of Gamertag, the huge social site for gamers. I've met hundreds of awesome players from this site, so please click the link and take a look!
Ali-A has LOTS of great Zombies and COD videos. He has how-to videos for Easter Eggs and gameplay styles, and he also likes to give his opinion on what new may come out. He's a beastly Xbox player, and usually smashes the games he plays. I would also greatly enjoy a game with him.
While I'm sure this isn't all the great channels for Zombies, these are my personal favorites. If you have some videos, please post it on the FaceBook wall! I would greatly enjoy some more great channels to subscribe to! Hope you guys are enjoying Double XP weekend! Check out their channels, and especially Gamertag!
Now I'm sure all of you have watched some Zombies videos online. For all those moments when you aren't sure about the next step in the Easter Egg, or want another opinion on a better circle spot, there are some very talented zombie killers out there. While I'm dying to become part of that group with my own content such as videos, pictures and livestreams, I'd like to share with you my favorite channels for gaming/zombie killers:
YoteSlaya is one the first I ran into. He's mostly PC, playing modded WaW maps (which are a LOT of fun) but he showed me the best strategy for Shi No Numa, making it a breeze getting to at least round 40.
Syndicate may be PC only, I'm not actually sure. He's the first one I've seen to post NukeTown in full HD, and going all the way up into rounds even in the first time playing, he has a lot of details about the map, how long the Perks take to drop, when P.A.P. appears, so on.
Jaxendale is a great Xbox zombies player, and I really would like to have a zombies match with him. He's also the co-owner of Gamertag, the huge social site for gamers. I've met hundreds of awesome players from this site, so please click the link and take a look!
Ali-A has LOTS of great Zombies and COD videos. He has how-to videos for Easter Eggs and gameplay styles, and he also likes to give his opinion on what new may come out. He's a beastly Xbox player, and usually smashes the games he plays. I would also greatly enjoy a game with him.
While I'm sure this isn't all the great channels for Zombies, these are my personal favorites. If you have some videos, please post it on the FaceBook wall! I would greatly enjoy some more great channels to subscribe to! Hope you guys are enjoying Double XP weekend! Check out their channels, and especially Gamertag!
Friday, December 14, 2012
Zombie Ranking
The new Zombies mode for Black Ops 2 has a lot more improvements, along with the "Levels", almost like the Multi-Player levels. The level is named the amount of scores next to the image of a skill, sometimes lit with blue eyes. I am unaware of what brings the blue eyes. There is a shield that appears behind the skull, changing with each level. I am currently at the same level as a friend, yet my shielded background is different. I believe the next level with the wooden knife is gained when one has built all tool in one game. This is not proven of course, but based off of the hand-made look of the knife I would figure it is almost like a boy scout badge. The last is a huge, spike studded shield. I don't even know how you get that. You would have to be very impressive to do get it. That's my goal. That shield. I'm going to finish the Tower of Babble Easter Egg, and see what that does to my ranking. And I've found that TranZit is exponentially easier with fewer people, rounds pass simply, points are made easier, and the Mystery Box doesn't seem to be as cruel. In this game, I've found the Box is horrible for giving you worthless weapons. NukeTown Zombies was supposed to be release the 12th, but unfortunately it was only for Season Pass holders. I want this map, mainly for the different style, and the other LMG, the LSAT. I much enjoy this one in Multi-Player, and in Zombies I believe this would work very effectively. With the HAMR and the LSAT together, circling zombies and mowing them down would be very easy, and the massive amount of ammunition would last until a Max Ammo Power-Up.
Another thing I'd like to say. In the last week, I've gained 2000 views. I thank you ALL so much for reading my thoughts. I'm hoping to post my own content soon, such as videos, and images. I have taken a screenshot of one of my Grief games, which I think is perfect for a new, updated background. For all my loyal readers, I ask you to please like my FaceBook page, BlackOpsZombiesPro (Click to visit) Here, I post more frequently, and will post more images, and will soon post my YouTube page for my videos. Thank you all so much, new posts soon.
Another thing I'd like to say. In the last week, I've gained 2000 views. I thank you ALL so much for reading my thoughts. I'm hoping to post my own content soon, such as videos, and images. I have taken a screenshot of one of my Grief games, which I think is perfect for a new, updated background. For all my loyal readers, I ask you to please like my FaceBook page, BlackOpsZombiesPro (Click to visit) Here, I post more frequently, and will post more images, and will soon post my YouTube page for my videos. Thank you all so much, new posts soon.
Friday, December 7, 2012
Evil Grief Methods
I've been playing grief mode a lot more lately, and have come to find that I enjoy it a great deal. The very fact that there is a Zombies mode that you can "Win" gives it a whole different feel. The beginning of Grief is very slow, and getting good money for the first 8-10 rounds can be painstakingly hard because of the 8 players. It's better to get a gun before Juggernog, so you can make money waiting for someone else to buy the door. (Though this does not work on Farm) A new Power-Up, which us unnamed by my knowledge, is a floating piece of rotted, raw, moldy steak. You walk around with this, and where ever you throw it leads the zombies straight to it, almost like a Monkey Bomb, but it lasts longer. The difference with this is if you can throw it onto an enemy player, it fumes them with green smoke or most likely an odor of rotting meat, causing all the zombies to attack him, and him only.
We all know the EMP grenade is pretty much useless, and in some cases, fatal/annoying when accidentally swapping your Monkeys for them on accident, or throwing it near a Perk machine you need desperately. It is only good for the Electric zombie, (or "Him"). But, it can be a very cruel and useful tool for Grief. If you are capable enough, of course. When an enemy teammate goes down, usually about 3 of the teammates go to revive/protect the reviver. This can be to ward off zombie, but it is also because if someone goes down, and someone is trying to revive them, a player from the other team can knife the reviver, knocking him from reviving his teammate, and starting the whole thing over again. This can avoided if you revive from a "prone" position. Anyways, back to the EMP tactic. Everyone has had a moment where their friend has gone down, and they've got just enough time to revive them, and they get hit a few times in the back by zombies, but they were fast enough to bring him back, and sprint away. This can really only be done with Jug, because without it, Zombies can be very temperamental and put you down in one hit. And this is what you use to your advantage: Wait for one of the other team to go down. You want to sprint as fast as you can to Juggernog, and throw an EMP grenade at it, turning off Jug. This can be bad for you, if you're not trained in the way of the "Train", but all the Enemy team will crowd the downed teammate, leading most of the zombies through them. While reviving, they will be hit twice and go down, and be hopelessly confused. "I died in one hit! What's going on?! Laaaaag" But, you'll know it wasn't lag. It was a strategic removal of Juggernog, crippling the enemy's defenses. And, if it worked to your advantage, then you'll see a bunch of "Revive" tabs come up for the other team. And then they'll all rage quit because the game is over for them. If it doesn't work to your advantage, your whole team will die. So, it's a risky gamble, but it might just win you the game. It did for me last time I played, and it was very satisfying to see all the "Revive" markers for the enemy team pop up after I took out Juggernog. Hopefully you'll give it a try. Good Luck!
We all know the EMP grenade is pretty much useless, and in some cases, fatal/annoying when accidentally swapping your Monkeys for them on accident, or throwing it near a Perk machine you need desperately. It is only good for the Electric zombie, (or "Him"). But, it can be a very cruel and useful tool for Grief. If you are capable enough, of course. When an enemy teammate goes down, usually about 3 of the teammates go to revive/protect the reviver. This can be to ward off zombie, but it is also because if someone goes down, and someone is trying to revive them, a player from the other team can knife the reviver, knocking him from reviving his teammate, and starting the whole thing over again. This can avoided if you revive from a "prone" position. Anyways, back to the EMP tactic. Everyone has had a moment where their friend has gone down, and they've got just enough time to revive them, and they get hit a few times in the back by zombies, but they were fast enough to bring him back, and sprint away. This can really only be done with Jug, because without it, Zombies can be very temperamental and put you down in one hit. And this is what you use to your advantage: Wait for one of the other team to go down. You want to sprint as fast as you can to Juggernog, and throw an EMP grenade at it, turning off Jug. This can be bad for you, if you're not trained in the way of the "Train", but all the Enemy team will crowd the downed teammate, leading most of the zombies through them. While reviving, they will be hit twice and go down, and be hopelessly confused. "I died in one hit! What's going on?! Laaaaag" But, you'll know it wasn't lag. It was a strategic removal of Juggernog, crippling the enemy's defenses. And, if it worked to your advantage, then you'll see a bunch of "Revive" tabs come up for the other team. And then they'll all rage quit because the game is over for them. If it doesn't work to your advantage, your whole team will die. So, it's a risky gamble, but it might just win you the game. It did for me last time I played, and it was very satisfying to see all the "Revive" markers for the enemy team pop up after I took out Juggernog. Hopefully you'll give it a try. Good Luck!
Sunday, December 2, 2012
TranZit Tools: Pack-A-Punch!
TranZit is a lot of fun, now that Zombies has been created into a Multi-Task, open-world game. Though I bet it can be VERY annoying for some who are new to it and want some extra fire-power. P.A.P. is harder to get to solo, so Co-Op help is definitely suggested. Start off, you need a Turbine, (buildable in the first room) 1st: Leave a crawler. 2nd: Turn on the power. Now. You all know how to get into the power room. You buy the Outhouse with the Ak74u on the side, and drop down. Behind you should be a green door with a high-voltage sign. You need to put a turbine right in front of this door. It will not open, but then you get into the bus, (Or walk) and get to the Town. Now, in the bank is a vault door. Use any kind of explosive to get into it. Inside is the bank drawers. {You can put in points to be stored there. These points WILL stay forever. Though if you store them in a non-xbox live game, they will not be saved. You can put in a thousand at a time, but there's a 100 point fee for pulling it back out again.} Go back to the Vault door in this room, blow it up the same way as the first. IF the Turbine is at the power station door still, the inside will be open, with stairs leading down to a hallway. The hall will make a left, and a work desk will be at the end of the hall. There's only 3 parts, and they're all in this hallway. There's the top of it, the big blue piece with Pack-A-Punch sign. Then there's the bottom, a wood plank with some metal wheels. And then a Car battery laying around. They're all very easy to find. A minute of searching and the P.A.P. machine is ready! You can pop in any gun you so please. Though after you start the new round, the turbine will be destroyed, and you will have to re-do the whole opening process. Not the building of the machine.
Grief Mode
Grief mode is the new 8 player, team vs team, zombies survival game. I've only played it a couple times, but it can really make you pissed off. Everything goes as normal. Just you can't revive the other team and they can't revive you. But they can also knife you while you're reviving someone, knocking you away, making it so you can never revive them. It also doesn't last as long. The games end when the other team dies, and with 8 player Zombies, that can happen very quickly. We usually won before round 10. It's great fun for a little change, and for a shorter game if you don't have time for TranZit! It also has the same mechanics as Survival, and makes it easy to learn the new game tactics. I suggest trying it out. Be careful not to go down. And sometimes, it's easier not to shoot and just bring the zombies to the enemy to deal with. Running a Train straight through their spot can get them down quickly. And running a circle around them when their down makes it effectively impossible for the other team to revive them.
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