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A flawless 50 bomb on the amazing BO1 Call of the Dead zombie map. Previous fails + Tutorial + midgame play first part of video, full round 49 45:47, thumbnail clutch 34:57, ship deck clutch 21:00. Expand description for strat summary + mini review. Strategy : The strategy I used is fairly dangerous but also is pretty fast and has a lot of reflex/finesse action which I like. Up to round 15, fast-round using Mustang and Sally on the ship mid deck. Then get all perks and complete Easter Egg steps so you can get a bonus Waffe on the last high round you want to play. This map is very box oriented. To play it in any non-mind-numbing way it is necessary to get Scavenger, Ray, and doll bombs out of the box. Plan on spending around an hour just hitting the box to get a complete high round loadout. I also run crossbow to handle unrecoverable block situations on the beach. The beach is particularly hard to train because George makes the zombies go super fast with his staff and the intermittent fog blocks your vision to know what is coming. The crossbow can normally save you unless you get hit by a George mobility freeze zap at the wrong place and time with a zombie on you which is normally an insta down. Once you get Scavenger from the box, fast-round on the ship mid deck with Scavenger up to round 33 when it is still a 1-hit. Very rarely the Scavenger will dud, which will GG you quickly on the deck (this is the most dangerous part of the strat). Above round 33, group hordes in beach area and hit George and the horde with the Scavenger. When George gets weak, make some crawlers end of round and take him out with the ray so you will have only 1 full Georgeless round. George is needed to help replenish ammo. When you complete a drop cycle George's staff will be able to charge a zombie with an ammo drop when you trigger him and he zaps the zombie. Play this mechanic carefully to manage your ammo in high rounds. If George is weak and you don't want to continue to damage him while hitting hordes, run him to the ice pond in back of the lighthouse. This strat should get you to 50 in around 4 hours if you have average box luck. Mini Review : This is an absolute masterpiece of a zombie map by almost any measure I can think of. It has super creative gameplay elements, a hip crew, new and interesting wonder weapons in the Scavenger and V-R11, funny character dialogues (including George Romero) and the setting of a lighthouse and beached ship split in two is just completely amazing for a zombie map. It has many troll elements which can be extremely frustrating and must be sidestepped though. The combination of George's mobility freeze zap + warp speed zombies is extremely dangerous. Ground spawns under you in the beach area can also freeze you and insta down you. The map will require quite a bit of grinding if you want to play it using a fast action strat such as the one I describe, but it is a lot of fun if you enjoy challenging fast reflex action which is what zombies is all about to me. It is possible to play it with more casual strats, but it will be much slower for high rounds and to me a lot less fun. Its super fun and exhilarating once you get on top of the difficulty curve and learn how to sidestep some of the game trolls. Map grade A+, difficulty grade A. The difficulty curve goes above almost any other map I can think of for high rounds since the Scavenge wonder weapon runs out of gas at high rounds and it will become difficult to advance the drop cycle with anything in solo. A 50 bomb is very achievable, but its a harder ride than Five, for instance, since Five starts to get easier above round 45 running upstairs traps. The map weapon design encourages coop play with the V-R11 ability to give invulnerability and insta-kill to another player, but V-R11 is next to useless in solo mode.