Wednesday, July 25, 2012

Wonderguns

Wonder Weapons are the best part of any Zombies game. Whenever you hit the box, you wait anxiously for that one personal favorite of yours. Here is my list of all of them, some information about them, and their strengths and weaknesses.
Ray Gun: This is the most functional Wonder Weapon. It comes with a very large ammunition amount, and high damage. In later rounds it makes great crawlers by shooting at the legs, but it unfortunately doesn't make that many points as an assault rifle or light machine gun, and in some cases I will trade the Ray Gun for an HK21 to gain more points. Introduced in WAW, and re-appeared in Kino.

Wunderwaffe DG-2: The second Wonder Weapon, this zaps a single zombie, and then the electrical path travels through 10 zombies, and is always an insta-kill. This is great for circle trains, and for clearing paths. This was in all of the WAW maps, and only reappeared in Call of the Dead, and is only available after doing the Easter Egg for that map. It's weakness is that if you kill in an emergency, clearing the path, the dead standing zombies don't allow you to see ahead to see if your path is clear or not.

Monkey Bomb: This is great for rescue missions, and goes in your tactical grenades slot. This distracts all the zombies nearby for at least 15 seconds, and is great for saving friends, and yourself in bad situations. This has no weaknesses, as it takes up no weapon slot. A good tactic whenever you see max ammunition is to throw all of your monkeys and then grab it, so you have all the use possible from them.

Thundergun: This appeared in Kino, and reappeared in Ascension and the re-made Nacht Der Untoten. This is the best weapon for emergencies, blasting away any nearby zombies and saving friends from bad situations. The bad part is that it doesn't make hardly any points, and doesn't always kill the zombies. I usually keep this as a back up for bad moments, and trade it for something from the box when the ammo has been fully used.

Winter's Howl: This gun is only on "Five" and Verruckt. This is personally my LEAST favorite Wonder Gun. It has very low ammunition amount, takes several shots to kill, or even freeze at high rounds, and when P-A-Ped is not much stronger. It's only good for wasting on the Pentagon Thief or in emergency situations with friends.


Gersch Device: This is an AWESOME addition to your zombie killing entourage. This is only available on Ascension and Moon. This to me is more useful than the Monkey Bomb, because it kills all nearby zombies, and draws far ones to it. This also gives you many points, and if you hold ballistic knives while your Gersch is going, you'll make even more. The bad part about this isss..nothing. It goes in your tactical grenades slot, and  is always there for when you need to save friends, or kill zombies when you see a nice, big, beautiful, floating Max Ammo.


Matryoshka Dolls: These are weird. But can be great. These appeared in Ascension and returned in Call of the Dead. On Ascension, it's always a no-brainer to trade these for the Gersch Device. But on Call of the Dead, this is the only tactical grenade on the level, so it's ALWAYS a good idea to take it. This is great for circle trains because it separates into 4 different explosions, always a one hit kill until very high rounds. Be wary, without PhD Flopper, this will put you down VERY fast.


V-R11: This is only on Call of the Dead, and is MUCH more useful with a friend playing. This has so many uses that I'm learning new ones every day. ALWAYS take this. WithOUT P-A-P, it will
1. Calm down an angry George Romero.
2. Turn a zombie into a human, distracting the zombies if they're closer to the human.
3. Shoot a friend, and they will glow red, making their shots more powerful, and the zombies ignore them for 10-15 seconds
Pack-A-Punched!
1. When you shoot George Romero when he's in the water, and he will disappear for around 15 minutes.
2. When you shoot a friend, the zombies will no longer pay attention to him, and his shots become Insta-kill.
3. Still turns zombies into humans.
4. (UPDATE: When shooting a teammate, points that they make from shooting nearby zombies will give you the same amount of points)
This is great in all cases, and you should ALWAYS take this.


Scavenger: This is also ONLY in Call of the Dead. This is personally my favorite weapon. Seeming to be a cross between a Sniper and the Crossbow. ALWAYS USE WITH PHD FLOPPER. This will kill you so fast, it's not even funny. This has such a big explosion that it incinerates zombies within a huge radius, and that radius gets even bigger with P-A-P. When P-A-Ped, it has an infrared scope WITH variable zoom. And the power almost triples. This is wonderful for circling. Create a HUGE train, and then shoot into the group. All of them will die instantly. But be careful that George is not nearby, this will easily make him angry.


31-79 JGb215: This is the Wonder Gun I know the least about, and is the ONLY gun in the game I have never had a chance to pack-a-punch. This is great for circle trains. Shoot once, and a huge amount of zombies with shrink, run back through them to kick them and instantly kill them. That's one problem, to kill them you have to run back through the crowd, running towards un-shrunk zombies. This flows through many zombies like the Wunderwaffe, and has a medium ammuntion amount, making it a good train-gun.


Wave Gun: This gun only appears on Moon, and is a LOT of fun. It separates into two parts. Separated, it's the Zap Guns Dual Wield. This creates a shock just like the Wunderwaffe DG-2, killing them instantly, but doesn't travel through zombies. Connect the two pieces together, by holding left on the D-Pad, and you get the Wave Gun. This DOES work like the Wunderwaffe, and kills instantly. This has been called the "Micro" Wave gun, because when you shoot it, the zombies float up into the air, and puff up like a melting marshmallow, and explode. This goes through a lot of zombies, and is AMAZING for trains. Shoot directly at the ground in bad situations, and it will splash up in a circle, killing the zombies around you, giving you a moment to escape. P-A-Ped, the amount of ammo becomes disgustingly awesome, and will make you the Circle-Train king of the year. When down, you will wield the Zap guns, perfect for protecting a friend so he can revive you.

Quantum Entanglement Device: This is a weird device. And in most cases I spend forever trying to decide...Trade my Gersch Device for something that could be amazing..? Or trade it for something that may NEVER help me in any way. Most people think this grenade will help them kill zombies or distract them long enough to save a friend. It does much more than that. It does SO many things. The list is SO long, that I have to take this from the Call of Duty Wikia, all credit goes to the writer who sat down and decided to figure all this crazy shit out.


Effects

  • An explosion identical to that of the Astronaut Zombie.
  • Produces a Ray Gun that fires in a circle.
  • Produces a China Lake that fires in a circle.
  • Produces a fully automatic M72 LAW that fires in a circle.
  • Produces a black hole like the Gersch Device.
  • Produces a fully automatic Python that fires in a circle.
  • Produces a fully automatic SPAS-12 that fires in a circle.
  • Produces a CZ75 with Full-Auto and/or Dual Wield that fires in a circle.
  • Revives a teammate.
  • Spawns a power-up that will give the player any random, possibly Pack-A-Punched weapon, available onMoon, including QEDs or Gersch Devices; replaces the current weapon equipped if picked up.
  • An explosion similar to those produced by Matryoshka Dolls, blowing up rapidly within a certain radius many times.
  • Opens or closes a door if near one.
  • Lightning similar to a Wunderwaffe DG-2 shot.
  • Explosion similar to a Scavenger shot.
  • Spawns an ordinary Frag Grenade.
  • Spawns a Semtex grenade.
  • Teleports the user and/or their teammates to another spot on the map.
  • Spawns a random power up, such as Carpenter or Nuke.
  • Converts all zombies within a certain radius into humans like ones produced by
  • the V-R11.
  • Bonus Points power-up spawns.
    • White/Blue: gives the player that grabbed it a certain amount of points.
    • Green: gives a set amount of points to all players.
    • Red: reverts all point totals to zero or takes away a certain amount of points.
  • Spawns a Fire Sale power up.
    • Green: normal effect.
    • Red: spawns the Mystery Box far from the player's location and makes the cost double to 1900 points.
  • Spawns a red Random Perk Bottle power up which causes all players to lose a perk randomly.
  • Spawns a Max Ammo power up.
    • Green: normal effect.
    • Red: steals all reserve ammo from all players.
  • Spawns more Zombies, which produces a whitish flare.
  • Spawns a power up that gives each player 1500 points.
  • Downs all players within a certain radius.
  • Gives a Max Ammo power-up and a Death Machine.
  • Gives everyone in the area a Pack-A-Punched version of their current weapon.
  • Gives the player an Un-Pack-a-Punched version of their currently Pack-a-Punched weapon.
  • Gives all players a free perk.
  • Nothing.




Thanks to Wikia, and thanks to my readers! I hope this helped any confused players, or helped some experienced ones learn some great new stuff! This is all the Wonder Weapons available today, let's see what the new release of Black Ops 2 gives us! Like me on Facebook at http://www.facebook.com/BlackOpsZombiesPro

There I will have more info on the upcoming game, and some great videos and zombie players! Come and join us!

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