Weapon : GALLO SA12 Barrel : 24.8 Task Force Body : Ember Sighting Point Magazine : Sta nag 12 Round Tube Muzzle : Flash Cone 12 GA Stock : Marathon Stock We’re going to forego the handle because it doesn’t provide any useful stats for zombies mode.
You can choose to change things up, but we don’t find the scope necessary because of the spread. We’re going with the 24.8 Task Force barrel, which drastically improves pellet damage against the zombies.
It lowers the effective range, but the shotgun is for some ups close and personal zombie-slaying action, so that doesn’t matter. It has a bonus stat that increases salvage drop rate, which will help immensely in the game’s later rounds.
It’s not always guaranteed, but there is a very high chance of getting a Ray Gun by completing the in-game Easter Egg. It also deals area of effect damage, making it the ultimate weapon in the game.
You won’t have a problem until level 52 when you’re rocking a Ray Gun because of the super-fast zombie sprinters. Normal enemies who enter gain a burning effect that deals fire damage.
Ether Shroud is our top pick because it allows you an escape when things get too hot. There are always instances when your character gets stuck in a corner, and Ether Shroud allows you an escape route.
The sixth installment of Trey arch's Zombies mode was released in Call Of Duty: Black Ops Collar. In Black Ops 3, Snipers were finally a viable weapon in Zombies after being among the worst in the previous entries.
However, with Black Ops Collar, the Sniper Rifles have regressed back to how terrible they used to be. With the loss of Double Tap 2.0, Sniper Rifles lose what made them viable to begin with.
The Pump Action Shotgun does a ton of damage, and when upgraded tears through the zombie horde. As an added bonus, the Bauer 77 is a wall weapon, meaning you can save some Salvage since you won't have to upgrade it to a Green Tier.
Even on the first round of the game, it's rare for zombies to be killed with it in one hit. You don't have to drop in and upgrade it, as it's available early on in the game as a wall weapon that's already a blue rarity.
Fully upgraded, the Gallo SA12 can even easily deal with max health Megatons without the need for Ring Of Fire. It's one of the few guns in the game that can kill a zombie in one-shot even when they're at maximum health.
If you're not shooting the head, the Magnum is going to do practically no damage, to the point it feels like you're just meeting zombies. This isn't a huge problem in early rounds, however, as zombies speed increases this becomes a near-impossible task.
Taking time to aim for the head isn't something you can do when zombies are moving too quickly, and the Magnum will start to fail you. Shock wave has five different variations, the base form as well as four elemental versions.
The DSP 45 is one of the worst guns in the game, having the dishonor of being bad in both Multiplayer and Zombies (something very rare in Black Ops Collar). It does poor damage, even after upgrades, and is too slow to reliably kill zombies.
Perhaps if Double Tap ever gets added it may get improved, but where it stands now it's one of the worst options. The Ray Gun deals out tons of damage, and generally can be constantly refreshed with ammo every round.
Sniper Rifles are the worst kind of weapon in ColdWarZombies. Due to its higher rate of fire, it has a lower damage output.
Out of the 4 Ammo Mods (Napalm Burst, Dead Wire, Refreeze, Brain Rot) which is the best (in your opinion) and why? I’d recommend doing this early on and upgrading it as you go, since being able to choose your own attachments is a fantastic way to maximize your salvage and loot drops.
No more messing around then, here’s the ideal loadout you should be bringing with you into Call of Duty: Black Ops ColdWar’s Zombies mode. With how this game’s Prestige and progression works, you’ll receive unlocks no matter what mode you play.
I’ve found this one really useful for getting out of certain jams, and it’s saved me no small number of times when zombies get me cornered. It takes a second or so to activate, but you’ll get the hang of it, and using your Ether Shroud is a LOT better than getting downed.
When you start camping in corners to take out loads of zombies in later rounds, this bad boy will be an absolute godsend. Of course, start rolling for the Ray Gun when money stops being an issue, as having this in your back pocket along with your Gallo SA12 will make you extremely hard for the undead to take down.
Given the weapons at your disposal vary, everyone's individual journey in Call of Duty Black Ops ColdWarZombies will be a bit different, at least initially. But with plenty of perks and weapons that can be unlocked along the way, this guide spills the soybeans on how to get the best out of COD Black Ops ColdWar's Zombies.
These permanent upgrades can be unlocked by using Ethereum Crystals, and are a must if you're looking to complete the Easter egg and make it all the way to the evacuation zone. All can be picked up from vending machines around The Die Machine's map and if you're not sure what to go with, try Jiggering, which boosts your base health, Super Cola, which raises your reload speed, and Stamina, which improves how quickly you can run away...
That depends on your favored play style, but ColdWar’s version of the M4 delivers on the reliability and adaptability for which the weapon has always been known. Right now, the XM4 sits in the upper middle of the pack, hitting harder than other weapons in its class while still losing out to ColdWar’s dominant SMS.
Even if it’s not naturally ideal for ColdWar’s mostly small maps, the XM4 is a solid, accessible rifle for new players that can be competitive in the right hands. To help you kit out this modular beast, I’ve put together a list of the bestColdWar XM4 loadouts that will serve you well.
Optic: Microflex LED Muzzle: Infantry Compensator Barrel: 13.7” Extended Under barrel: Foregrip Handle: Field Tape (Image credit: Activision)A simple red-dot sight with minimal zoom and excellent peripheral vision.
With the combined recoil steadiness of the compensator, foregrip, and field tape, the XM4 effectively becomes a precision laser. The extended barrel helps here, too, heavily increasing bullet velocity to make the weapon feel like hit scan at almost any distance.
The basis of the build is the Task Force barrel that, in a rare move for Collar attachments, actually raises the damage to the weapon at a heavy cost to ammo and recoil. (Image credit: Activision)Heavily increases effective damage range at the cost of sprinting move speed.
In Fire team Dirty Bomb and Combined Arms, a proper scope like the Royal & Cross 4X is necessary, as is the 13.7” Takedown barrel that cranks up damage range as high as it’ll go. Recoil and flinch resistance are secondary concerns, so take the Muzzle Brake, Foregrip, SAS Jungle Grip or equivalent attachments that you’re more comfortable with.