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IO: Zombie Team Info/Zombie Team Notes.


KSI RyanisdaGuy
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Hello! If you're reading this, thanks for your interest in Atlas' new competition zombies team. The purpose of this team is to help players improve their game on the zombies side of Call of Duty. Zombies is going to reflect HeadHunters, with the "tryout" or "rank challenge" taking place once a week. The time will be Saturday nights starting at 9pm Eastern time, immediately after Squad Meetings. Moderators and Officers: this is not the thread with the weekly report; this thread is for info regarding the orchestration of the system, and any Zombies info, such as strategies and other awesomeness. First: Rank system- Town Survival starting round 20- ending round 21 set on EASY and NO HELLHOUNDS. Highest K/D ratio= Z1(added in your motto like HH) thru Z4, respectively. There will be 8 members total, Z1-4 the comp team, the Z5-7 being 1st, 2nd, and 3rd alternates, and ZC being me, your coach/captain. 

Second: Once rank challenge is complete, I will send the comp team into pub match to post leaderboards, while I stay back and coach the alternates in a workshop style practice. 

Third: We will reconvene and talk about the end result of everyone's game, and bid good nights, crack jokes, make snyde remarks, etc. 

Once a month we will all play together to Benchmark everyone's progress, and play a match of Grief to practice offensive strategy.

7s, you see anything wrong here feel free to post in the thread. This Constitution is explicit, but is a living document that is subject to amendment.

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Hello. If you are a Seven in IO, or the General, or simply have missed a practice, this is the place for you. Here, we state what went on in the practice. Think of it as a reverse itinerary: instead of stating what we will do- since that is usually up to chance depending on what needs work- it states what we did do. Here is an example for my members of what to expect: (template)

 

Zombie Practice #12

DATE: 3-5-15 

ATTENDENCE: KSI Larry, KSI Moe, KSI Curly, KSI Derp, KSI Caliber, KSI RyanisdaGuy, KSI Gunner254, KSI OhMyLanta 7

MATTERS DISCUSSED: Simple Training Methods on Town Survival

RANKS:

Z1:KSI Gunner254

Z2:KSI OhMyLanta 7

Z3:KSI Larry

Z4:KSI Moe

Z5:KSI Curly

Z6:KSI Derp

Z7:KSI Double Derp ahem... I mean Caliber

ZC:KSI RyanisdaGuy

CONCLUSION: Assault Team survived Round 28 on Town Survival. Died due to lack of Ammo, discussed various solutions to this dilemma. Every Member on the Reserves had under 5 downs @Round 20.  

 

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Here's an example of what you'll see in this forum, plus it's a great zombie tip that I will talk about this coming Saturday: 

Money is one of the biggest ways to prematurely end a zombies match. You know this if you have ever tried to play town and immediately hit the box only to get EMPs. Or if you start on round 5 and immediately buy Jug. Being left with no money and no way to earn it is one of the scariest and most frustrating times in Zombies. Here is one sure fire way to prevent that: Wall weapons. Every map has at least one good moderately powered, point-whoring gun. These guns provide unlimited ammo, while earning you much more than they cost. Let's take town for example: 

Colt 1911: Number of shots to the body=4times the round number+Knife (y=4x+1) This changes if the zombie is on fire or you have Double Tap 2.0, which unlike it's predecessor, increases fire rate AND damage. If you have Double Tap, the formula is y=2x+1, Two shots to the body plus a knife. 

M14: Formula WITHOUT Double-Tap: y=(x-1)+1. That's the round number minus 1, then knife. With Double-Tap: y=1/2x. Take the round #, divide it by two, no knife. Double Tap also increases the fire rate capacity that you can spray, so trigger finger away! Once you Pack-a-Punch, The formula goes to y=1/5x. Round # divided by 5. 

Use this method, and you will have Jug and Double-Tap by round 5, all 4 perks and Pack-a-Punch by round 10. 

Another Method is to still use the 1911 formula and procure the MP5 first. Then keep the MP5 until you have all your perks and the guns you want. MP5 is full-auto, low-moderate damage. This is great for racking up points.

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One of the biggest killers in late rounds is ammo; again there are two solutions to this one. 

1.) Again, Wall Weapons. Wall Weapons are generally much more powerful when upgraded, proportionately to their non-upgraded versions. The FN HAMR is good, and the SLDG HAMR is REALLY good, but the M14 is something that you don't want past round 10, but the Mnesia is good up to round 30! 

2.) Hit the box every round. You should have at least 5 or 6 guns you could survive with, (but should strive to become good with them ALL) so hit the box every round. If you get it, take it! Don't wait until your gun is completely dry in the middle of the round. I will have a Tier System that you guys can refer to soon, so you can see the power of guns you may never have used, or can know not to ever use them if they're a load of crap.

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Got some more knowledge to drop on you guys! A new weapon for you to try if you have not already- a weapon that most of have probably come to know as a piece of crap- the ballistic knife. Now here me out on this one. The ballistic knife has probably gotten you killed, and you're not alone, that's happened to us all. However, chew on this- melees are worth 130 pts, and the ballistic knife is the single fastest melee in zombies. It's not as bad as you think; it's a one hit to round 4, a one shot plus knife until round 8. You also may not have known that when you shoot with the ballistic knife, you get 130 pts for the kill provided Insta-Kill is not active. I'm not saying that this is a wonderweapon, but if the ballistic knife is the very first thing you get out of the box, consider keeping it and using it to buy the GalvaKnuckles, which are a one shot to round 13. Another great thing about this strategy not only the shear power of the GalvaKnuckles, but the fact that they prevent zombies from exploding when you knife them. Moreover, using the GalvaKnuckles' power combined with the melee speed of the ballistic knife nearly guarantees your safety until round 14, and that you'll have all your perks and enough to Pack-a-Punch by then. The Packed knife is more powerful in its shots, but not the knife. It does provide you with an insta-revive, however, by shooting a downed teammate. It's nice to be the savior once in a while, and the ballistic knife makes it extremely easy. This is why you should try it.

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Zombies:

Date: 07/02/2015

Attendence: Waterboy, Ryan, Gunner, Ztrh, Asuna, Killshot, Beastmode, and Tnos

Map Played: Grief on Town

Zombies Ranks: 

Z1: Tnos

Z2: Gunner

Z3: Ztrh

Z4: Killshot

Z5: Waterboy (connection)

Z6: Asuna

Z7: Beastmode

Matters Discussed: Other Zombies maps and games, such as Black Ops and World at War in addition to BO2

End Result: Tnos' team won the game against myself, Gunner, Asuna, and Killshot. Highest round was 17

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Next Zombies tip for you guys: Reloading Strategy. Much too often I see people go down either because they don't have Speed Cola or some other clip-related death. The rule of thumb is if you have less than ten bullets in your clip, it's time to reload. For most clip-fed guns, a reload with one still in the chamber is faster since you don't have to full the hammer back on the gun to put a round in the chamber, making the reload substantially quicker. However, if you are spending more time reloading than shooting, you go from saving a little time to wasting more than you would in the first place. Don't incessantly reload every five seconds. Also, be able to identify if your gun works like this. The FN HAMR is clip fed, so when you get down to about 20 rounds left, reload, so you don't have to Rooster it. On the other hand, the RPD and LSAT are belt fed guns, so reloading early wont save you any time vs. shooting the entire clip. The same is true for revolvers/ray guys vs. semi/full-auto pistols. If you realize that the reload speed will be the same regardless, I challenge you to QUIT RELOADING. Shoot the ENTIRE clip, and only press X to reload during a nuke or between rounds. You will do better this way.

Edited by KSI RyanisdaGuy
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Oh my god... I'm done. I put a word that starts with a c, ends with a k, and means weiner or rooster. Well, in the context I meant, I was talking about pulling the hammer back on a gun. So aparently we "rooster" guns now... :P

Anyway, Zombies Practice for Valentine's Day 2015: 

ATTENDENCE: Myself, Asuna Yuuki, Killshot, and Adam Sandler(WATERBOY24).

MAP PLAYED: Farm Survival

ZOMBIES RANKS:

ZC: Yours Truly-113 Kills

Z1: Killshot-34

Z2: Asuna Yuuki-17

Z3: Adam Sandler-8

END RESULT: We survived to Round 15, Died do to communication errors.

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  • 2 weeks later...

Date: 20150221

Attendence: Myself, Adam Sandler(WATERBOY), Silent Assassin, Gunner, Kittin, Doge, lion, and OSOKxkilla and Hammerbros.

Map Played: Various Maps! Die Rise, Farm, Town, Buried

Zombies Ranks:

Z1: OSOKxKilla with 57 kills

Z2: Adam Sandler with 53 kills

Z3: lion with 47 kills

Z4: Doge with 39 kills

Z5: Hammer with 27 kills

Z6: Slient Assassin with 19 kills

Z7: Gunner with 7 kills 

Z8: Kittin with no kills- better luck next time! 

End Result: Farm- round 22

Town- round 19

Die Rise- round 25

Buried- round 29

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I just want to say how proud I am of you guys, and that I can't wait until we get our competetive functions going and make ourselves known across all KSI! I've been challenging other Divisions, so it's only a matter of time until all of our hard work pays off! Keep it up. 

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Special thanks to Doc for officially making this IO Zombies instead of Atlas Zombies. We now officially encompass the entire division into Zombies. So, other squads in the division, it's go time! I'm also going to upload that gun tier system at the end of practice tomorrow. Y'all can review it and leave your comments here. Remember that I am NOT the only one that can post here, any of you guys are free to put any comments, concerns, ideas, or snyde remarks in this thread. This is YOUR thread. 

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On that note, Zombies Practice #4

DATE: 20150228

ATTENDENCE: Myself, Chaotic Zombi3, Silent Assassin, Wolframium, Gunner, Doge, lion613, Vintage Pro, Mr. Rogers

MAPS PLAYED: Bus Depot, Mob of the Dead, Nuketown

ZOMBIES RANKS: 

Z1: Mr. Rogers with 190 kills

Z2: Wolframium with 171 kills

Z3: Chaotic with 114 kills

Z4: Gunner with 25 kills

Z5: Doge with 24 kills

Z6: Vintage Pro and lion613 with 1 kill each

Z7: Silent Assassin with no kills- better luck next time.

ZC: KSI RyanisdaGuy- 30 kills. Congrats on beating me this time around guys! Keep it up.

END RESULT: 

Bus Depot- round 7

Mob of the Dead- round 24

Nuketown- round 15

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Forget it, let's go ahead and do it tonight! This system has four tiers, 1 being the worst. Here's tier 1.

TIER 1:

War Machine: It's easy to see why this weapon is at the bottom- it sucks. We all hate it. But don't go to sleep on it- if you Pack a Punch it, you get the Dystopic Demolisher, which explodes on Impact and reloads all six shots at once. It still won't last you past round 20 though, so it's fun, but not extremely useful.

RPG: The RPG is OKAY in the first few rounds, due to the fact that while it doesn't deal a lot of damage, it deals that damage over a large area. Upgraded version is great for training.

Ballistic Knife: This weapon is great early on, see my previous post about it. But it's not too good when it's taking up one of your gun slots and ammo is scarce.

SMR: This gun is a wonder weapon- as in, I WONDER WHY they put such a POS weapon in the game. The 1911 feels more powerful than it. It quite literally feels like you're shooting marshmallows at the zombies. However, the upgraded version is 10x as powerful, and comes with a LOT of ammo, so if you have a decent trigger finger and don't plan on staying in one spot, the SMILR may be an option for you before round 20.

Colt M1911: This gun is priceless before round 5, in that you can use it to make a lot of money. EVERYONE should use ALL the ammo before getting rid of it, see my post above about it to better understand how. The reason I put this gun into tier 1, however, is for you to realize that this is the WEAKEST bullet weapon in the entire game. So, if you are down, consider not shooting any bullets(you're NOT going to kill ANYTHING) unless you get insta-kill. That way, if your teammates DO end up getting insta-kill, you won't be out of ammo, and you can cover them. So if you get this gun when you are on the ground, DON'T SHOOT. You're wasting time, energy, and actually decreasing your chances of getting revived. Upgraded version is the best weapon in the game. 'Nuf said.

Edited by KSI RyanisdaGuy
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