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11-25-2012, 09:44 PM
  #320
DuckJet
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Join Date: Apr 2008
Location: Funkytown
Country: Kazakhstan
Posts: 36,262
vCash: 69
Round 30 on town keeps eluding me but I keep getting closer and closer. Lost the game on round 24 because a zombie jumped off the roof and trapped me between it, my hoard, and a bench that for some reason I can't physically jump on or over.. Had the Ray Gun and Pack a Punched HAMR (found out this game, to my dismay, that pack a punching a second time will not give you more ammo). Ended up with 783 kills. Not to bad but I don't have the patience to try it again.

Quote:
Originally Posted by topshelfie View Post
How do you open the way to pack-a-punch on Tranzit? I was in it but I'm not sure how my teammates opened it.
Leave a brand new turbine by the green sign in the power station, then build the pack a punch machine just like you built the power station power switch and voila. If the turbine breaks or runs out of power the room closes once you exit (Haha we tried using this to lock out a kid who didn't know what he was doing into the room so he didn't trip us up but...that didn't work).

Quote:
Originally Posted by fst6 View Post
Those are honestly the two worst guns in zombies.

War Machine is semi-useful when upgrade but the SMR upgraded is still so useless
I also roll my eyes whenever I get the RPG or the executioner. The executioner is basically a Python but weaker and has less ammo and the RPG goes without saying. It's more fun to use than the LAW, but it hurts you more than it helps.

The pack a punched War Machine would be better if there were more rounds and if it was on a bigger map. Well...on Tranzit it's useful but on Town? Not if your strategy is to chain one area.


Last edited by DuckJet: 11-25-2012 at 09:50 PM.
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