Talonblaze's Large Guide to ZM
We know the new mode is challenging and poses many challenges to even skilled players of CF. Here's a guide to provide useful information and tips on the mode, solely from what I've seen and experienced. Up to you if you wish to heed any of it.
Table of Contents:
Table of Contents:
- Rewards
- Extras
Comments
-
Maps And Skill Levels
Currently as we know to date there are only two ZM Maps. Unearthed & Biohazard with only two difficulties. Easy and Normal.UnearthedThis level is simple and you never leave the area through transitions unlike Biohazard. Making it easy for you to find a spot you like and camp it without being forced to move due to barriers or otherwise. An ammo depot is in the direct middle of the map and allows easy access to refill your low ammo if need be.
The nice thing about this map is the mobility threshold. If you can get your bearings in tune and adept at patterns this map makes it very easy to take down large swarms of enemies even on your own since you have plenty of space to run and dodge enemies trying to take you out. Utilizing the buildings and surrounding water puddles to give you some needed space if you desperately need a breather.
The key thing you have to watch out for is that enemies spawn all around the map, and if your not careful in rounding them up, it can turn into quite the mess and leave you in some very tight spots.BiohazardThis level is a bit more reliant on teamwork as the cramped corridors and lengthy tunnels with sparing ammo depots to stock from this map can be tedious even trying to solo most of it. However, despite this fact you can easily predict the behavior of the enemies and triggers upon wave spawning so that a good team can easily make short work of any swarm.
Biohazard requires a bit of smarts on the player's end for strategy since moving ahead immediately when prompted isn't always the most ideal choice if it would compromise your already secured position at another waypoint. Remember its vital to stick together and not get separated.
Getting cornered is the biggest problem of this level up until the end. The narrow hallways and tight rooms can make it hard to maneuver about especially with your squad mates in the mix doing the same thing. Always keep on the move and utilize the CQC to your advantage as much as it is to the zombies. -
Weapons & Items
So you may be wondering, what weapons should I bring to fight the hordes and what will do the most damage output with survivability?
Well, everyone's playstyle is different but here are some key things that typically work out to effective gameplay from early portions to later in the game.
A few things to consider are Speed (ROF/Weight), Damage and Accuracy.
In Biohazard, your weapons are randomly put into crates that you must sort through and waste time determining what ones are best for you or the situation. Choosing a weapon that suits your style is recommended until you can reach the second and third stages where you get a pistol and a hopefully better primary weapon. From then on, its mostly using your wits and strategy to win the day until the final drops which may or may not hinder you. If you feel you are doing well, then continue. Picking up recommended weapons from below may help easing your gameplay.
Unearthed is where your bag loadout determines what you bring to the battlefield. This can make you or break you if you get a combination that ill suits you and also the game type. Here's some general weapon type breakdowns.
Assault Rifles - Vary from awesome to suck. These are the most well rounded weapons for the game mode in all categories and recommended the most to use. Suggested Assault Rifles include:
M4A1, AK-47, XM8, Scar Light, M16A2
Machine Guns - Good ammo supply, great damage output but they are HEAVY. your mobility with an MG is greatly reduced in this mode and without allies or a good chokepoint to hold you can find yourself quickly overwhelmed. Enemies faster than you pose a serious threat. Not recommended for beginners. Suggested MG's include:
MINIMI, RPK
Sniper Rifles - Low ammo, highest damage but most snipers hamper movement way too much and lack the ROF to be effective in this mode. Player's who like to challenge themselves should only do this. No recommendations at all to use this weapon type.
Shotguns - Powerful and tight, shotguns seem like quite the boon in the beginning. Effective at taking down small groups of enemies. However greatly loses effectiveness in later levels and also lacks the large ammo capacity that rifles have along with ROF. Not recommended for beginners.
SMGs - Fast and great with mobility. These are one of the other recommended types next to rifles if survivability from the waves is a priority. Their damage lacks in most cases compared to the others but are made up with decent ammo and spray ability at close and mid range where your targets are their most dangerous. Some SMG's begin to dwindle in effectiveness in later levels but a steadfast soldier can still make use of them from beginning to end. Suggested SMG's include:
Thompson, MP7, MP5, Veresk, Kriss
Pistols - Everyone should have one. No ifs, ands, or buts. No matter how crappy it might be, having one is better than not having one since at the very lest its ammo to pelt at enemies until you can safely restock. Like in normal CF, the pistol is your backup, and in the case of this mode, sometimes equal to a primary. The accuracy and damage output of pistols increases greatly especially against mutants if you have the opportunity to land clean solid blows and your conserving primary ammo, whip out your pistol and let them have it. All pistols being one of the lightest weapons is already an asset, some also adding in the accuracy, damage and speed factor and they can pack quite a punch with decent ammo as well. Recommended Pistols include:
Socom, P228, Desert Eagle, Dual Colts, Anaconda
Melee - Unless you plan on going Conan the Barbarian on some zombies for fun or with the Rage Gauge, its typically recommended to avoid melee conflict at all costs since this is where the zombies excel greatly. Bringing any type of melee weapon has its own pros and cons to the mode and solely depends on play style in most cases. No recommendations. -
Enemy Breakdown
Now that you know roughly what sort of arsenal you will be bringing, now lets see what your up against!
OMOH Zombies - AKA Walkers
These are the first enemy you encounter and are typically the easiest to dispatch with any weapon you may have at hand. Not being very tough in hp nor in the damage department, the only thing these guys do that might be dangerous is swarming/pinning you so you can't move in large numbers. Keeping your distance is an easy strategy and you can effortlessly outpace them in most cases.
SAS Zombies - AKA Runners
The second enemy to be shown, these guys are the fastest of the set excluding the titan mutant tree when boosted. These guys have a moderate damage output and can lay a hurting in large groups. Like the walkers, they like to surround their victims if given the oppertunity. Thankfully if you got fast feet, they make easy targets for your lead. Their low hp makes them fairly easier to take out than the walkers.
Dread - AKA D.Mutant
One of the tougher mutants to take down. Their speed is greater than the walkers, but slower than the runners. Roughly matching your own speed in some cases. Their moderate to low damage output is something to live through, but they definitely love to soak up whatever ammo you spray at them. Accurate headshots quickly take them down. However these critters are the king of pinning since they are larger than the other ones and can do so as good as the previous. Other than that, they pose just as or less of a threat than the runners.
Ghost Zombies - AKA Your Worst Nightmare
Ghosts are probably the most deadly enemy in the mode next to possibly the final bosses themselves. Their low hp may seem to be laughable but combined with the ability for partial invisibility, players need to keep on their toes and check signs for incoming ghosts. They deal considerable damage and they are far from slow to strike once they get within reaching distance. They also seem to have an uncanny reach so most of your attempts to dodge their attacks when they are within reach are usually fruitless unless lucky. The most deadly thing about them is that they travel in packs and are more quick to pick up on alternative routes to cut you off. Their speed doesn't help either if you lack a light enough gun to avoid the mobs chasing you could end up badly if your unable to end them. Best strategy for ghosts is to always put the maximum distance between you and them possible to pick from afar and keep an eye on your radar.
Smoke - AKA S.Mutant
Similar to the dread but a tad bigger, this particular mutant is very slow and easy to out manuever, it packs more of a punch than the dread but beyond that its just as easy to kill.
Slug - AKA G.Mutant
This particular mutant seems to take the best of both worlds. Being able to absorb a ton of damage and having the ability to do a speed boost to rush at players to deliver their moderately damaging punch. These guys are usually only a problem if you aren't able to take them down early from afar, or if you continue to flee from them by moving in a straight line. If you manage to avoid their speed attacks, you can typically finish them off without much issue when you gain the speed advantage again.
Scorcher - AKA Kamikaze Dread
Of all the potential enemies, these should be the least of a threat if you can keep your wit about you as they are only a threat if you get stuck or stay too close to them during their obvious exploding sequence. These guys are your gifts of free points for the game to exploit as you keep on the run they continue to follow you brainlessly till you force them to explode or do enough damage. Its recommended to make them blow up via damage since you don't lose valuable points upon their demise. Sure they can take alot of bullets, but that means more points for you!
Gun Wielding Zombies - AKA The Militia
This particular group consists of the SWAT Snipers and the ground armed forces with AKs and shotties or the like. They are fairly slow to react and move average speed. Their damage is greater than the standard zombies but they lack swarming capabilities and are typically stationary before shooting. (Or always stationary if snipers.) As the levels progress they tend to get more accurate with their shots. The snipers are key since they are not restricted to range like the moving militia and taking them out first can save some health when they begin to pick on targets they find high value.
Ghost Commanders - AKA Specialists
These guys are almost exactly like Ghosts except they are alot tougher to kill, they use ranged weapons instead of melee and do a bit more damage as well. On the plus side, they have a limited range on their attacks so distancing yourself a bit will save you some issue. They also are a tad slower than their lesser counterparts. But left unattended can be a problem.
Upgraded Mutants - AKA Mini-Bosses
Occasionally you will see much bigger and more developed versions of the core mutants trudging about the level to fight you. The only difference between them and the lessers is they take alot more damage. Otherwise they function identically except for their ridiculous size and a bit more damage. Not much of a problem. The final boss on Easy can be considered a more powerful miniboss but still doesn't resemble anything special compared tot he true bosses.
GOLIATH - Boss
Coming Soon...
NIGHTMARE - Boss
The great winged beast. This boss is particular fast moving compared to anyone else. You will be hard pressed to outstrip it even with the rage gauge. The enemy has a special attack which causes your screen to darken and sometimes make it hard or impossible to see. Its range is limited however so getting out of such an area will yield it useless. Nightmare does a considerable amount of damage so keeping stocked of health if it focuses on you is a good idea. However with the whole team ganging up on it, the beast doesn't take long to take down especially if the team has switched to heavy weaponry. Also to be noted, but not confirmed that its attacks seem to all be within its reach, so staying close together isn't recommended. -
Read what you had so far, not much of a guide yet
tl:dr version:
Pick a gun with high ROF
and these http://crossfire.z8games.com/undead_update_day4.aspx
http://crossfire.z8games.com/undead_update_day8.aspx
If you actually had some tips or strategies for people, you can then call this a guide. -
TheEvilTwin wrote: »nice guide, u should add the m12s in the suggested smgs
Haven't see any real effectiveness with the M12s in the mode thus far, hence why I didn't include it. I'll test it out today and see about adding it to the list.very nice guide.
Id like to add the XM8 to the suggested rifles, its easy spray control and fast reload is great for spraying headshots.
It was the in the recommended weapons in the rifles when I made the guide. I agree, good gun for this mode.Lazy_Genius wrote: »If you actually had some tips or strategies for people, you can then call this a guide.
As seen, the guide is incomplete and will be updated with strats and other key notes for solo or team play. I did this at 2am in the morning and I decided sleep was more important. It will be updated with such things. But half the battle is knowing what to bring. -
Not a bad attempt even just to hear an opinion.But personally i think it lacks screenshots and more information to be called a large guide. Guess I'm just waiting for the ultimate simrock007 guide which he is probably working on that will set the standard.
-
Lazy_Genius wrote: »Read what you had so far, not much of a guide yet
tl:dr version:
Pick a gun with high ROF
and these http://crossfire.z8games.com/undead_update_day4.aspx
http://crossfire.z8games.com/undead_update_day8.aspx
If you actually had some tips or strategies for people, you can then call this a guide.[MOD]Talonblaze wrote: »As seen, the guide is incomplete and will be updated with strats and other key notes for solo or team play. I did this at 2am in the morning and I decided sleep was more important. It will be updated with such things. But half the battle is knowing what to bring.
Should of thought about posting it when you wake up in the morning. Incomplete guide is no guide. If you decide to post one at least put in the time to finish it. Most people don't care for a cute description of how the zombies look like or what they do, they can find that out in under one minute in a match. Make a guide? Then give out give strategies, give out screen shots, basically, put work into it. Telling people that the sniper rifles isn't recommended... #facepalm.
People come into a guide to try and become a better player, learn new things, find out new strategies, and survive the hoard to face the boss. What you provided so far does not do any of that. Work on your guide... Posting an earlier one with no content just to get some attention is not impressive. -
I higly recommend the RPK for at least one person in the group to have. If you can round up the human sized zombies or have a team member do it for you then all you have to do is set your cross hair on head lvl and start spraying. I've done this many times in the few matches i've played in and get about a 10 zombies i'll usually get at least 6-7 hs's.
Also the ammo size and accuracy of doing a single tap make it good for picking off snipers and other zombies/mutants if you're on a high up perch like on unearth. I know most people don't like the movement restriction an RPK gives but i have made it to about wave 17-20 without dying while using it. Could make it to the end if i used the hypo's. -
Here's something you can add for reference to planning routes and such. Red indicates Zombie Spawns and yellow is reload stations.
Biohazard Lab
Unearth
I'll work on some heat maps and other types of maps later, and I think others would also find it helpful if you added these. -
Lazy_Genius wrote: »Should of thought about posting it when you wake up in the morning. Incomplete guide is no guide. If you decide to post one at least put in the time to finish it. Most people don't care for a cute description of how the zombies look like or what they do, they can find that out in under one minute in a match. Make a guide? Then give out give strategies, give out screen shots, basically, put work into it. Telling people that the sniper rifles isn't recommended... #facepalm.
People come into a guide to try and become a better player, learn new things, find out new strategies, and survive the hoard to face the boss. What you provided so far does not do any of that. Work on your guide... Posting an earlier one with no content just to get some attention is not impressive.
Mmmyeah, since I've seen so much more constructive guides on the subject.
http://forum.z8games.com/showthread.php?t=174283
/Sarcasm.
To some, its got some useful information. Not many people know that pistols are useful, or that heavy MG's like an M60 or GG aren't as effective as they are in Mutation.
I'd rather have a detailed and soon to be finished guide than one that just promotes farming hypomeds. You don't need that many hypomeds anyways if you got a good team. Most of the time you can make it through 3/4 of the game on normal without having to resort to them once and without dying. -
[MOD]Talonblaze wrote: »Mmmyeah, since I've seen so much more constructive guides on the subject.
http://forum.z8games.com/showthread.php?t=174283
/Sarcasm.
To some, its got some useful information. Not many people know that pistols are useful, or that heavy MG's like an M60 or GG aren't as effective as they are in Mutation.
I'd rather have a detailed and soon to be finished guide than one that just promotes farming hypomeds. You don't need that many hypomeds anyways if you got a good team. Most of the time you can make it through 3/4 of the game on normal without having to resort to them once and without dying.
I like how instead of defending yourself, you try to pick on my thread which I spend more less than 10 minutes to type up. At least in my thread, I give a way to help someone succeed in the mode. Not like yours with your cute descriptions of the weapons and zombies. I stand by my first post in this thread.
MG are in fact very useful. With 3 other people I met in an S&D game that all had M60/RPKs we made it to 24, then 1 guy D/C'd because of an error and we camped it out to 30 and saw the boss. No one had revival tokens, so needless to say we all got killed in the end.
This "Detailed Guide"? I see where the detailed comes from, but i don't see a guide. I just see walls of text describing the zombies, your cute nicknames for them, break down of gun's in terms of ROF. *Side note - saw a better guide in terms of ROF...believe someone be the name of GodsGunman wrote it. Interesting and more useful than yours.
3/4 of the game? You dont start scoring big round bonuses till after 20 some. Good team? Good luck finding one of those in the pubs. Even with a good team, the mode is extremely tough without any hypomeds/tokens.
I'm not interested in trying to get on your bad side. I saw you a couple times in game, you're not bad, we faced off one game in GM and you had a respectable KDR. I know you have some skills as opposed to the other mods. It's just when you post a guide without much material and you have little kids going, "OMG!!!! THIS IS THE BEST GUIDE FOR ZM I HAVE EVER READ!!!!!!!1!!!11111!" It's pretty annoying to see.
TL;DR Version:
Guide needs to be updated, has potential
Little kids...DONT SUCK UP! -
@Lazy_Genius
I was mainly pointing out that your contribution to the guides section was roughly equivalent of what I got here since as you said to some of my points 'anyone can learn this playing their first game' well, they can do so for yours too. Not that special. Was pointing out that criticizing a guide about its contents when your own is lacking seems ironic. But regardless of the fact, still had some information some might find useful.
Secondly, the stuff I posted isn't fact, like Godsgunman wrote his bible of; mere opinion and observation here. As stated at the beginning of the threads.
I've survived with with a mere regular AUG and such and my common spots of dying in pubs is round 27 with just casual pubbers who have zero coordination. The mode isn't that tough without hypomeds and tokens. The teams I worked with hardly used any medkits and we only had to resort to two revivals of teammates. But wasn't a necessity. Its possible to even still have lives left in the end if you play well.
The extras section will be detailing strats and key elements to succeeding as a team or solo from beginning to end. As said, its going to come.
If people didn't like flair, why would they listen to reviews? All they need is 20 seconds of them reciting Godsgunman's weapon bible and spray a wall and you have all you need to know about the gun. Even the little bits have their place. -
Kawaii_Neko wrote: »Honestly I don't know how you skipped over the beretta!! This gun is awesome
Tried to stick to the top 5 most used and most liked of the groups known that people use and swap for. I do agree its high up there though as are several other weapons, but trying to keep it somewhat enclosed. XD Might expand the list to 6 or 7.
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