PaP will give you a instant revive shot as well. Note: Now that I think about it, Matryoshka Dolls are considered a wonder weapon. New weapons have been added and old weapons have been removed.
I'll tell you when and how you should use this. Round x to x. I'll tell you about the PaPed version. Knife after M shots. Knife is one hit kill. Only combine with Ballistic Knife or PaP version. If you get an insta-kill, the Combat Knife is much better. Use this until you run out of ammo.
Keep until you get a better gun. It is good for points. A great explosive. Inaccurate, but fast. Has the most ammo for any explosive. Best used with PhD Flopper. After 14 it's pretty weak. It also has low ammo. It is best used as a secondary as you can run fast with this gun. Round 14 to After round 28 it's pretty weak. Has a decent amount of ammo, but not enough to last.
Best as a secondary as you can move fast. After 21 it's pretty weak. The speed makes it better than the single CZ It is inaccurate and should be used at close ranges. Treat this like a HS Round 21 to Fully automatic dual wield pistols. Very inaccurate, but fast. Not a lot of ammo. Best used with Deadshot Daquiri. Also wastes twice as much as the sinlge CZ75 Calamity. After its one shot kill marker this weapon is useless. Upgrading only gets more ammo and reload speed. Round 19 to Powerful weapon.
Has a speed reloader mp Python attach. The most powerful single fire lead weapon. Has increased clip-size and penetration. Even at 5 it needs to be point-blank range. If even one pellet misses it won't kill. Low ammo, slow reload, but very cheap. Round 17 to Not the best shotgun, but strong and reloads quicker than it's predeccesor.
Incendiary only affects when a zombie is killed. Still point-blank range makes this a secondary weapon. Great shotgun. Reloads slow, but has good damage and a tad more range than the Olympia. Great shotgun, reloads twice per animation. Deeper penetration and more clip-size. Still low range makes it a secondary. Strongest shotgun and semi-automatic? Pick this over other shotguns.
Secondary weapon as it takes a while to reload. Dual Wield powerhouse. Reloads very fast, shoots very fast, has ammunition equal to the SPAZ Benefits from Deadshot more than other shotguns. Strong shotgun, semi-automatic and largest clipsize. On par with the HS10, but reloads slower because of more ammo. Iron sight is very hard to use. Fully automatic, 24 shells, full clip reloads in one animation? A great shotgun to have. Goes well with Double Tap as the best breakthrough weapon available besides Raygun.
Low clip size, inaccurate. Fast and cheap though. Round 10 to Increased clip size barely , dual wield and even more inaccurate. Not that much ammo, but you can always buy more. Low clip size. Fast and cheap. Increased clip size. Good clip size. Slow, high recoil, but fairly cheap. Round 12 to Double clip size, same cache size. Much stronger. Same recoil and firing speed. You can always buy more ammo. Decent speed and recoil and fairly cheap. Increased clip size, cache size.
Strongest SMG. Low clip size, but fast and fairly cheap. A lot more ammo than other SMG's. Great secondary. Run fast and you can always buy ammo. Don't get this weapon. Same as the MP5k.
Great clip size and a decent cache. Secondary use only as you can run fast. Weak though. Not that weak, good headshot multiplier. Low clip size and slow reload. Round 8 to Pretty good weapon. Very strong, x5 on headshots. Decent clip size for a semi-auto. Stong with 3 hits , low recoil, good clip size. Slow firing though. Decent power, comes with a Grenade Launcher equal to a China Lake bigger radius.
Good cache size, good speed, fully auto- matic. Very strong, good total ammo. Semi automatic, x5 headshot multiplier. Very strong, great cache size, triple burst. Strong with 3 hits , low recoil, great clip size. Slow reload and firing speed. Scope is annoying?
Decent power, good cache, good speed, fully automatic. Weak, but fast. Like an SMG with x5 headshot. Very strong, great clip size, decent cache. Still very fast. Strong, fast and fairly accurate. Good total ammo. Strong fast and fairly accurate. Comes with a great cache size and a mounted shotgun equal to the Stakeout. Great overall. Round 16 to More clip size and cache and comes with a dual mag attachment. Slow reload. Slow reload speed. Great cache size same clip size. Fairly weak, but great clip size, cache size.
Reloads slow, low mobility. Round 18 to Strong, massive clip size, cache size. Best used with Stamina Up. Strong, great clip size, cache size. Slow reloads, slow firing speed, and low mobility. Very strong, massive clip size, cache size. Slow reload, slow firing, low accuracy, low mobility.
Powerful semi-automatic. Low ammo, slow reload, slow mobility. Very powerful sniper. Headshot is a must. Low ammo, slow reload, slow firing speed, low mobility.
Round 26 to Cookable 5 seconds. Only use to make crawlers. Weak explosive, single shot per clip. Slow reload and timed explosion. Weak explosive. Timed explosion draws zombies towards the bolt like having 6 monkey bombs. Powerful explosive. Slow reload, ADS required. Round 13 to Very powerful explosive. Semi-automatic, 10 shots per clip, ADS requirement removed.
Slow firing speed, slow reload. Low mobility, ADS required. Round 4 to 8. Slow firing speed. Increased clip size, ADS requirement removed. Very high mobility. Cluster effect random. Very strong, fast firing speed, high mobility, small explosion damage. Round 28 to Increased cache and double clip size. Insta-kill explosive weapon. Decent mobility. Scoped ADS only. Scoped ADS only comes with thermal scope. Double clip size and cache. Upgrade when out of ammo only.
There are 6 locations it can be at across the map. The Mystery Box works the same way as any other map. It still costs [] to open. The PaP moves locations when thunder sounds.
In always spawns in water and goes away after another thunder sounds. The Lighthouse will point to its position. Point Efficiency Table: M Round Zombie Body Head Number Health Shots Shots 1 7 3 2 12 4 3 17 6 4 22 8 5 27 9 6 32 11 7 37 13 8 42 14 9 47 16 10 52 18 It is best to get a gun after round 4. The M16, MPL are best because you should probably be heading to the power first. Of course lead weapons can damage george, they take a massive amount of ammo and time same with explosives.
It will take roughly 2. You must kill him on land to obtain his drops. Killing him in the water only scares him away for 2 rounds. If you shoot George whilst in water, he will still get angry and slow players. If you shoot George whilst out of water, he will get angry and chase the closest player just like a zombie would. George deals the same damage as a normal zombie, but slows you down and deals electricity.
Georges attacks also electrify zombies nearby. A shocked zombie that hits you will also shock you and slow you down. If you hit a shocked zombie, this will also happen. When you hit George and he gets angry, he will smash the ground. All players will be slowed for about 1. Explore Wikis Community Central. Register Don't have an account? Juggernaut perk. View source. History Talk The model of the perk in Create-a-Class. Universal Conquest Wiki. Tier 1 Perks. Tier 2 Perks. Tier 3 Perks. Cut Perks.
Cut Killstreaks. Vehicle Perks.
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