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CotD Strategies: Confirmed Functional
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CotD Strategies: Confirmed FunctionalPosted:

zzeer0o
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NOTE: This is replacing my previous Strategy, due to the fact that I've now made it to 38, and before it was only 27.

1- Overall Strategy:

Level 1-6: Buy the M14 and keep both sides closed. This allows for a quick start, and you can still get decent points.

Level 6-7: This is when I make a crawler, and turn on the power. I'll grab juggernog, then head to Sickle.

Level 8-18: This is when things get a little more complicated, and dangerous.

a- As soon as I get the sickle I will pump 2 shots with the M14 into a zombie, then sickle finish them.

b- Starting level 11 or 12 I believe it's 3 shots with the M14, then sickle finish.

c- When it takes more than 4 shots to soften them up, for a sickle finish, I make a crawler at the end of that round. I will grab the MP40 and now begin pumping a 1.5 second burst, or roughly 6-8 shots, then sickle finish.

d- When the MP40 becomes 8-10 shots to soften into a sickle finish, I'll make a crawler at the end of that round, and finally try to find the box. I aim for a RPK, I don't like the HK21 on this map, at least until George gives me double tap when he dies.

e- Around level 8-10 I buy my 4 perks. On top of Juggernog, I get Speed cola, StaminUp and Phd Flopper. I'll explain Flopper in the Detailed Strategy section below.

Note: If you're playing a 4-man game at this point, and haven't gone done yet, you should have roughly 15-25k, minus weapons, perks and obviously doors.

Level 19-24: If I haven't pulled the Ray Gun, or Scavenger, this is where I burn my points, and keep my fingers crossed. Otherwise nothing special, I don't recommend using the sickle anymore, unless the occasional straggler or two show up.

Note: Avoid any risky revives, for example, using any narrow staircase, unless you have high dps weapons, and can clear your way without slowing down. This is why we farmed points from 1-18, so we have a backup pool in case we have to die, to keep the game going.

Level 25+: Stay alive, 100% DO NOT TRY any risky revives from this point on. Unless you have the spawn cap chasing someone, or got a lucky nuke, you don't run across the map to save anyone.

Honestly, I go down from 1-25 more than I ever go down after that. When I go down after 25, the game normally tends to end, 100% if its a public game, only 25% if its a private.

Level 39: Now stop listening to me, and definitely do your own thing, you have surpassed my zombie prowess, I bow to you.


2- Advanced Strategies:

This is where I discuss the patterns I run, or my friends do.

- SPAWN AREA circle: You maintain a small circle between the box and the meteor shard in the spawn area (on top of the barrel). If you feel overwhelmed you jump into the water, and head for the Quick Revive island, and mow the zombies down in a line.

Remember they can hop over the rail behind you, and can easily flank your left side. You only want to slow down and stop here, long enough to open a hole in your zombie group, and run your circle again.

- Inner Lighthouse circle: Fairly simple circle, a little more difficult than the Ascension Pack a Punch circle, but not by much. You need to keep an eye on a few things, the doorway that leads into the circle, from the Ice Slide side, the staircase base, and the 2 windows, but these windows aren't as dangerous as the doorway.

I recommend running the circle counter clockwise, this makes small distractions slightly less deadly. Overall though, never slow down to aim and gun, or at least avoid it as much as possible. If you have to though, wait till you pass the doorway by the Ice slide, and the window by it, and for 2 seconds quick scope and fire. As you do this, make sure you keep an eye on the staircase. Never stay scoped/zoomed in for longer than 2 seconds, trust me, you're going to die otherwise.

- AK74u circle: The spot everyone wants to run honestly, because of the infinite ammo. Insanely easy to run in my opinion, and honestly because of that, this is the person who should keep George most of the time.

You can run the circle with the AK74u or do what I do, flopper the zombies to death. I only wish I could easily describe my flopper method, alas it's more experience and feel, than a simple TuT can handle. If you ever used flopper to run a circle in the Swamp/Lander Graveyard on Ascension this is cake.

Now about George, you try to keep him perfectly in the middle of your circle, alot easier than it sounds, so that you can fire at the zombies in a line, without having to piss him off. If you get overrun, you pull your zombies into the water, on the right of the AK74u, and spray until they all shatter (avoiding George of course).

- Flinger Landing Spot circle: In order to run this circle the top door, that leads into the Lighthouse, has to stay closed. I recommend a small cache of claymores in 2 spots, in case of lag or accidental mishaps. The first set should be set facing the corner, by the staircase next to the box, so that if you back into the corner, they'll hit the zombies then, and only then, and give you .5-1 sec of relief. The second set should be on the platform between the MP5k and the circle area, in corner on the left, so that again, if you need the .5-1 sec relief, you can back into the corner there.

This is for the more experienced players honestly, but helps you revive with limited running, and also keeps zombies from swarming any specific player. If you want to help the Lighthouse base runner even more, you can open the door under flopper, that leads into the lighthouse, causing more zombies to run for you, or the AK74u person.

- Semtex Area circle: Yup, infinite grenades. I recommend running this area with the Ray Gun out, unless you feel confident your not going to lag, or that your leet. Remember though, if you go down, there's a 95% chance that you're going to bleed out, I don't recommend someone running up the lighthouse to zipline, a bit risky.

Even if you run this circle for a few rounds, it'll save you ammo. It's nowhere as easy as the AK74u, but once you get the hang of it,honestly it's bearable, as long you don't have a problem remaining fully alert.

I recommend running Counter Clockwise, this allows you to keep an eye on the zipline and windows a bit more easily, and I find dodging easier in this pattern, versus running clockwise.

- Under the MP40 circle/square: This is the only circle I don't like running, and honestly can you blame me, it's a freaking square. It's not too dangerous, because you have just enough room to dodge most zombies, but not all.

I only recommend running this area, to slow the flow of zombies to the Juggernog area, if someone needs to buy it mid round. Honestly though, you should open the top door to Juggernog as well, so that you can zipline across the map, and buy Juggernog in one quick go.


3- Scavenger Information:

- I recommend the scavenger user to be running inside the Lighthouse or at the spawn area, to avoid pissing off George. One mistimed George shout, can and has ruined quite a few games.

- Please don't take the scavenger unless you really know how to use it, or your team doesn't mind you trying it out. It's the new thundergun, or I should say, the Thundergun for this map.

- Upgraded Scavenger only makes crawlers with one shot starting level 34, this is when I start popping off 2 shots at a time. I didn't make it far enough to find what level it becomes 3 shots. If it didn't take over 6 sickle hits to kill these crawlers, it would be a nice strategy (insanely time consuming though).

4- Killing George:

I recommend doing this asap. If all players have the sickle, this is way too easy, and efficient, to pass up.

The trick with sickling him to death is timing. WAIT until he takes 1 full step outside of water, and everyone start hitting him at once. This allows for 9-15 full hits with the sickle, before he completes his shout and ground slam animation. Until he slams the ground, HE WILL not hit anyone. If he's in the water, he can hit you, without shouting and ground slamming.

AVOID killing him in water, out of the 5 times we have killed him in the water, 4 times the perk bottle and death machine/wonderwaffe drop have simple vanished or relocated to another completely random, and way too far away spot.

With 4 people, continually sickling him, with my method of hitting him 9-15 times together as he steps out of water, then pulling him back into water, and waiting till he steps out to repeat again, it should take 8-11 minutes MAX to kill him every time.


5- Wonderwaffe Information:

Not much to be said here, just that, if you get it, I recommend running the Spawn circle or inner lighthouse, so that you don't piss off george (when he respawns in 1 level).

If you know what you're doing, you can make this last for quite awhile, just remember you can only knife and shoot. You can't use the box, throw grenades or revive anyone, until you burn your shots off.

Evey max ammo replenishes your Wonderwaffe, as long as you have 1 shot left.

AVOID knifing at all costs, if you pick up a Death Machine, it will replace your Wonderwaffe, and once the DM fades, you're back to your old 2 weapons.


Last edited by zzeer0o ; edited 6 times in total
#2. Posted:
Kind
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Very very nice and well thought out. I like this strategy.
#3. Posted:
tailzsw2
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me and my mates were doing the same strat we tried somthing else today which worked alright to, 1 was doin circles where u spawn 1 outside the lighthouse 1 at the bottom and 1 above him
#4. Posted:
zzeer0o
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Updated information.


Last edited by zzeer0o ; edited 2 times in total
#5. Posted:
N1knam
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Nice strategy, any tips on what guns to buy and when we should start hitting the mystery box?
#6. Posted:
zzeer0o
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Bump. This has been completely revamped. The original topic has been replaced by this one.
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