I saw a noob who didn't realise that you lose your Perks-a-Cola drinks when you fall down !!! He fell, got some points later (by fixing walls... in Round 12?) and went straight to the Mystery Box, hoping that a great gun would save him. Of course, he had a hard time bouncing back.
I pose this question: how would I get a lot of points if I were resurrected in Round 15 or so, with just 1500 points (which is the default minimum)?
How would you do it?
Kino der Toten:
i. start in the Theatre, near the Mystery Box spots
ii. as soon as a zombie sounds like it is breaking in the Lobby, run through the lobby
iii. walk to the MP40 room - maybe buy an MP40 on the way through, or the PM63 or MP5 on another wall
iv. continue the circuit - stay well clear of zombies and take the short circuit a few times before trying the long circuit
v. empty ammo at the big bunch of zombies that accumulates
vi. recover a few thousand points then go for Juggernog
vii. keep it up with the MP40;
It is possible to net 7000 points (i.e. get ahead by 7000 points) after buying a few rounds of ammo by completing a few circuits, without the round coming to an end; the main focus is to keep yourself from getting trapped by zombies and/or tapped by zombies, before and after getting Juggernog.
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2011/03/30
2011/03/28
2011/03/24
Kino Der Toten: mini-circles, faster zombie decimation and quicker rounds
Running the long circuit (as per my previous note) can be difficult with more than one person, especially when trying to walk in the same spot at around the same time, especially if anyone is a bit laggy. Of course, one person can be the decoy, and the rest can be the forward scouts, but it gets a bit boring, not to mention time consuming - a round can easily last 20 minutes!
Not to worry - there is a way to decimate the zombies in a way that is still manageable and gets the job done faster.
Other than the long circuit and the short circuit, you can run a 'mini-circle'.
*In Ascension, there are a number of mini-circles you could do - or rather, need to do because you don't have an easy circuit to run.
In Kino Der Toten, there are a few mini-circles.
(a) The Stage: on the stage there is a screen that drops down when you flick the switch; there are also two constructs, 'stage props' or similar, just behind the projector screen.
Up to round 20, in solo, you can easily run around this and pick off one or two zombies at a time until you reach zombie end game then finish off everything.
(b) The Lobby: go up one staircase and down the other, slowly but just two steps from the lead zombie; take out the lead zombie if the rest of the group is a few steps behind him, or take out the zombies in front of you only.
(c) The MP40 room: like the lobby, it features two staircases, just go up one staircase, wait in the corner behind the table until the zombies catch up to you, then run down the other staircase, wait behind behind the table near the Speed Cola drink machine, and so on;
Is there another circle? I think that the Alley, or the two rooms attached to it, are a suicide region unless it is before round 10, or zombie end game.
Anyhow, you can manage the zombie herd with two+ players by having one play as the 'decoy' who distracts the zombies on The Stage, from zombie accumulation until MotR, and have everyone else camp somewhere else (either together or split) and kill whatever zombie comes their way. Keep doing this until you reach zombie end game, then follow the usual strategy.
Alternatively, the team splits up and each has their own little mini-circle to run; if you have four players, I guess the fourth player can do the circuit or help out the players in the Lobby and MP40 room, or be the revivalist.
Of course, this strategy won't work unless all the players are committed to it; and good communication (microphones!) are very helpful.
While you're at it, if you kill one or two zombies at a time while doing a mini-circle, if any zombie drops a bonus, you'll have time to warn everyone else (over mic) to be ready for a bonus.
Lastly: sniper rifles. It might now be viable to take and use a sniper rifle. I haven't tried this with the decoy-killer strategy, but it is possible to shoot at the stage by camping in the ?room (upstairs, right door from the Lobby) and aiming at the zombie herd on the stage. A sniper should have someone else covering their back, or a fresh claymore to make a warning.
2011/03/07
Ascension notes
Ascension is an interesting map; I think it's difficulty is part-way between KDT and Five, but some pointers after I've been through it a few times, and bear in mind what I have already written about KDT.
0. In the starting room, there are two floor-levels and the zombies can jump up from the lower level to the upper level, at predetermined locations. The centrifuge in the room takes a spin occasionally, which kills zombies at no points award to you.
1. There is no MP40 on the Ascension map, which means most wall guns will give you ~150 bullets at first, then 120 bullets each time you buy ammo when you have none sparet. Also, the tight spaces may mean that you don't get to concentrate the zombies, so you would be lucky to win back 10 points per bullet, unlike getting a higher average in KDT.
*So far, I see a strategy in taking ~2750 points by round 3, then opening the downstairs door and buying both the MPL and PM63 in the next room; these guns are on different levels, and ditching the pistol will mean 284 bullets from two small SMGs, at the end of the round you can spend 500 points to refill 120 bullets for one gun or 1000 points for both guns; sounds like a bargain in a relatively tight contest.
It is then possible to camp at the top floor of the tower, with one or two players covering the two zombie entrances near the mystery box, and two players covering the stairs up to that room. If everyone has both SMGs, that should work for a few rounds until you get enough points for the Sickle or a few goes at the Mystery Box.
2. The Sickle replaces the Bowie Knife, but works just as well and combines with the Ballistic Knife. Because of the likely average points-per-bullet in Ascension, getting the Sickle+BallisticKnife combo is much more preferable to a Thundergun or any explosives (except the M1911 upgraded). Unfortunately, because of the tight gameplay, it might be hard to get to it early enough to profit from it, unless you have a really dedicated teammate, or get the Ballistic Knife and rocket launched before Round 13.
3. You need to launch the Lunar Lander from each of the three launchpads to fuel the rocket, which you then initiate/launch - and shoot down if you can. Once the rocket is launched, the launchpad is opened up which gets you to the Pack-a-Punch machine.
*I think that this delay to getting at the PaPmachine balances out the game a bit more; too often in KDT the noobs rush to the Mystery Box, then rush to Pack a Punch as soon as they get 5000 points (then complain when you can't revive them safely). Anyhow, when I launched the rocket, I shot it down with a RayGun and ran to the the launchpad, and there I found an X2 bonus under the launchpad. Awesome.
4. Ascension has a lot of open spaces with a number of circuits/circles to walk around; it also has a few tight passageways, mostly the stairs behind the door from the bottom floor of the starting room, heading up to Juggernog, and eventually to the Power Switch.
5. It is nice that the Mystery Box always starts in the Power Switch Room.
6. Unfortunately, you need to flick the power before taking Juggernog, and there are two more doors to open before getting the Sickle. So I think my points spending plan is going to go along these lines:
Door 750 - take the downstairs door because this will open the space to the Juggernog on your way up to the power switch.
MPL 1000
PM63 1000
Door 1000
Door 1250
*Power Switch*
Door 1250
??? Sickle 3000
7. Somehow I think everyone else on the team is going to go straight for the Mystery Box; the doors from the starting room, lower level, lead to the staircase. It is a tight space, but each level has a wall-gun SMG. That means 120 to 150 bullets, which may net you 10 points per bullet in the fairly confined space, so you may get a surplus of 200-500 from bullets and the remainder from kills.
8. In solo, I used the M14. Basically it is one bullet per round after round 1 (i.e. 2 bullets in round 3) plus melee to finish, with a nasty reload time. Less bullet-hit-points than the M1911, but ammo is cheaply available off the wall.
9. I played an online multiplayer and reached round 23, without anyone doing the glitch in some corner.
10. The Space Monkeys - they attack the drinks machines, which causes you to lose your perks. I reckon this really balances the game, because in KDT it was just 9000 points to recover after being revived, while someone distracts the zombie herd for you; and the dogs rounds were typically fairly easy to manage.
11. Apparently there is a sequence of things to do to reconstruct the Cassimir mechanism (zero-point energy devices??? The integral of the electron is nonzero, which means that there is energy in a vacuum, which may be an explanation for dark energy in the cosmos). Someone posted it online somewhere, but all I remember is that it involves a number of Mystery Box items and you will need a reliable team to make an attempt at this.
0. In the starting room, there are two floor-levels and the zombies can jump up from the lower level to the upper level, at predetermined locations. The centrifuge in the room takes a spin occasionally, which kills zombies at no points award to you.
1. There is no MP40 on the Ascension map, which means most wall guns will give you ~150 bullets at first, then 120 bullets each time you buy ammo when you have none sparet. Also, the tight spaces may mean that you don't get to concentrate the zombies, so you would be lucky to win back 10 points per bullet, unlike getting a higher average in KDT.
*So far, I see a strategy in taking ~2750 points by round 3, then opening the downstairs door and buying both the MPL and PM63 in the next room; these guns are on different levels, and ditching the pistol will mean 284 bullets from two small SMGs, at the end of the round you can spend 500 points to refill 120 bullets for one gun or 1000 points for both guns; sounds like a bargain in a relatively tight contest.
It is then possible to camp at the top floor of the tower, with one or two players covering the two zombie entrances near the mystery box, and two players covering the stairs up to that room. If everyone has both SMGs, that should work for a few rounds until you get enough points for the Sickle or a few goes at the Mystery Box.
2. The Sickle replaces the Bowie Knife, but works just as well and combines with the Ballistic Knife. Because of the likely average points-per-bullet in Ascension, getting the Sickle+BallisticKnife combo is much more preferable to a Thundergun or any explosives (except the M1911 upgraded). Unfortunately, because of the tight gameplay, it might be hard to get to it early enough to profit from it, unless you have a really dedicated teammate, or get the Ballistic Knife and rocket launched before Round 13.
3. You need to launch the Lunar Lander from each of the three launchpads to fuel the rocket, which you then initiate/launch - and shoot down if you can. Once the rocket is launched, the launchpad is opened up which gets you to the Pack-a-Punch machine.
*I think that this delay to getting at the PaPmachine balances out the game a bit more; too often in KDT the noobs rush to the Mystery Box, then rush to Pack a Punch as soon as they get 5000 points (then complain when you can't revive them safely). Anyhow, when I launched the rocket, I shot it down with a RayGun and ran to the the launchpad, and there I found an X2 bonus under the launchpad. Awesome.
4. Ascension has a lot of open spaces with a number of circuits/circles to walk around; it also has a few tight passageways, mostly the stairs behind the door from the bottom floor of the starting room, heading up to Juggernog, and eventually to the Power Switch.
5. It is nice that the Mystery Box always starts in the Power Switch Room.
6. Unfortunately, you need to flick the power before taking Juggernog, and there are two more doors to open before getting the Sickle. So I think my points spending plan is going to go along these lines:
Door 750 - take the downstairs door because this will open the space to the Juggernog on your way up to the power switch.
MPL 1000
PM63 1000
Door 1000
Door 1250
*Power Switch*
??? Juggernog 2500
Door 1250Door 1250
??? Sickle 3000
7. Somehow I think everyone else on the team is going to go straight for the Mystery Box; the doors from the starting room, lower level, lead to the staircase. It is a tight space, but each level has a wall-gun SMG. That means 120 to 150 bullets, which may net you 10 points per bullet in the fairly confined space, so you may get a surplus of 200-500 from bullets and the remainder from kills.
8. In solo, I used the M14. Basically it is one bullet per round after round 1 (i.e. 2 bullets in round 3) plus melee to finish, with a nasty reload time. Less bullet-hit-points than the M1911, but ammo is cheaply available off the wall.
9. I played an online multiplayer and reached round 23, without anyone doing the glitch in some corner.
10. The Space Monkeys - they attack the drinks machines, which causes you to lose your perks. I reckon this really balances the game, because in KDT it was just 9000 points to recover after being revived, while someone distracts the zombie herd for you; and the dogs rounds were typically fairly easy to manage.
11. Apparently there is a sequence of things to do to reconstruct the Cassimir mechanism (zero-point energy devices??? The integral of the electron is nonzero, which means that there is energy in a vacuum, which may be an explanation for dark energy in the cosmos). Someone posted it online somewhere, but all I remember is that it involves a number of Mystery Box items and you will need a reliable team to make an attempt at this.
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