Step 4: At the end of round 20 you should have a couple walkers. Go ahead and jump over to the bank. Deposit your money should be around k then put your gun into the fridge and either end the game or let the zombies kill you and repeat. This takes less than 30 minutes and is super easy. The zombies are a one shot on round 20 in the head. And you can fill your bank in about 6 tries. This is really faster than any tranzit strategy because you have to run around the map on tranzit to get preks and fill the bank.
Video of round 20 should be up soon. Its just round 20 speed up to show how easy it is. You can do this longer but if your main goal is an easy and fast way to gain money, then I wouldn't advise any longer because the zombies will come up and force you to train.
The Clay Bird 2 posts. Ourobos 1 post. TheBSZombie 8 posts. I like the idea, the only thing i would change is, rather than automatically ending the game on 20, just play until the next boss round after The thing is when doing this its really hard to deposit money while having a jumping jack running around.
And if you kill it you will then have zombies chasing you. Plus it isn't to much of a deal if you don't have full ammo on the an94 since you will pick up the bowie knife and can one shot zombies till at least the first boss round if you run out of ammo.
Its always good to look at other ways. Its how we learn. Il give it a try this game. Now that I think about it, there is a huge break in the hordes after you kill the last jumping jack on a boss round. I have been doing this a few more times and it rewards me with around 50k each time. And I have also been able to get the p-perk "cash back" from all the perks I buy. Because I have cash back, I can turn 5k into 50k in 30 minutes.
When you go down you should already have about points from the first 5 zombies. If you take at least 5k from the bank you can buy the first door to the power and turn that on. All you need to look for is jug and double tap.
Those perks will only gost and since I have cash back. Then ride back up to the top of the roof and jump over to the traple steam room and buy QR in case you go down. I then buy speed cola and thats only points.
I then proceed to jump down and go to the dojo which will cost points due to the door by an So if you have cash back you only need to withdraw about points.
I would withdraw an extra in case jug or double tap is in the elevator by the mystery box location. Without cash back you would need to get around 9k but after doing this about 5 times you would have probably gotten cash back already. Chicom CQB. Type Barrett M82A1. Ballistic Knife. War Machine. Ray Gun. Sliquifier only available after being constructed manually.
Monkey Bomb. Juggernog - points. Quick Revive - points points on Solo. Speed Cola - points. Double Tap Root Beer - points. Mule Kick - points. Who's Who - points. PhD Flopper Unobtainable. Trample Steam. NAV table. Die Rise concept art by Daniel Cheng. Abigail "Misty" Briarton and Samuel Stuhlinger holding off the undead. The power switch can be seen in the background. Note that Misty is holding an M16A1. Crumbling skyscrapers as seen in the preview trailer. Samuel Stuhlinger and Russman in Die Rise, moving through tight corridors.
Marlton , Russman , and Misty holding out in front of a moving elevator with Speed Cola. The alternate version of the Die Rise loading screen from the fifth issue of the Zombies comicbook series. The Sliquifier in action. A far away look at one of the zombies in Die Rise. A scene of another zombie. The civilian and SDC zombies. The Engine sits on top of the red desk on the right. If you can't communicate with your teammates, you'll end up butting heads and getting each other killed.
Story maps require full team cooperation in order to be conquered. Many sections of Die Rise are maze-like, and if you can't tell your teammates where you are, they'll either ignore you, die trying to find you, or not make it in time, unable to find out exactly where you are. On top of that, you won't receive help from any decent players if you don't have a microphone. Leapers are incredibly annoying and fierce. However, there's plenty of ways to take them down.
At this point, many will say, "What's the point of this section? We'll just shoot them up. Not only will this save you points from buying perks, but if you already have four, it will allow you to have more. There are a total of six perks in this map, and you can have it all if you just don't touch that trigger. Pay attention to where they spawn, and where they tend to go from those spawns.
This will allow you to better assess your situation, and also keep you from getting caught off guard. Everybody's first instinct is to always hit the box.
Don't bother. Wait until later rounds to hit the box. Believe it or not, this map does contain two wall weapons that are the best two made for this game. These guns, even to the most inexperienced players , can easily hold you up for the first 20 rounds without being Pack-A-Punched, and the first 40 rounds when Pack-A-Punched.
The best part? These two weapons are powerful, and rightfully so. The SVU's power is second only to the DSR50 not counting wonder weapons , and the AN, though slightly weaker than the Galil, has the most ammunition and largest clip of all assault rifles in CoD: Zombies Weapon Stats available near the end of tips and tricks article.
Think before you move. Unlike any other map, you can fall to your death at any point in time. There are missing walls, gaps to jump and moving elevators. If you're going somewhere, be sure you pay attention to your surroundings. Your perfect streak can turn into nothing in a heartbeat if you're not careful.
A majority of downs and deaths in this map has come from rushing and not paying attention to where you are going. Remember, keep calm and kill zombies. As you know, Die Rise has an exclusive perk known as Who's Who. It is a perk that, if you are downed, you gain a 2nd "Ghost" body in which you can use to pick yourself back up. However, this is still a body, and can still get downed.
The only thing you retain is any claymores you had upon downing, and how many points you had. If you're confident enough, or if your body is just completely surrounded by the whole army of the undead, you can choose to let your main body disappear, and your "Ghost" body will become your new one. Doing so may help you live longer, but there's a downside to letting that happen. First off, if you use semtex, your 2nd body downgrades back to frag, and you'll no longer be able to buy semtex or even get grenade replenishments every round, even if you die later and respawn.
If you are playing solo, it is highly recommended that you do everything in your power to avoid this perk. And if you think that was it, you're wrong. Explore Wikis Community Central. Register Don't have an account? View source. History Talk 3. Universal Conquest Wiki.
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