Out of all the different classes and individual weapons, we have picked out seven of them which, according to us, are best utilized to get rid of zombies quickly. Some of them are obvious picks, as many COD players would concur, while others are surprising finds that ought to be given a shot at least once.
Its plus points are definitely its reliability and the sheer amount of damage that it deals to boss zombies. Screen grab via: MrWilliamThorComing up next is Magnum, a double action revolver that deals an insane amount of damage with low muzzle velocity and high penetration.
The weapon itself will depend greatly on how it is used and is akin to Python from Black Ops 1 and 2 and acts like a Destiny Hand cannon. If you only aim at the body, you might be a little disappointed regarding the damage it can deal since it works much better as a boss zombie killer gun.
Magnum is definitely in the latter category and is extremely reliable, especially in the initial rounds as you can choose to spawn with it. Screen grab via: MrWilliamThorThis is an iconic 3-round burst tactical rifle which players would recognize as the Skul-splitter from the previous games.
One could say its effectiveness has nearly doubled in Collar Zombies thanks to its unparalleled burst fire accuracy when aiming down and high-damage output in short-range confrontations. As a pump-action shotgun, Bauer 77 deals high damage with quick 1-shot kills in close quarters.
Even though it may not deliver a lot of damage per shot, its high fire-rate and its increased magazine size makes it the best shotgun, and one of the best weapons in the game, period. Screen grab via: Ch0pperThe Ray Gun needs no introduction whatsoever as it is a staple in the zombie universes.
The Ray Gun on launch day was a pure delete machine and essentially delivered a one-hit kill every time. But even after the tweak, it can easily take out full zombie hordes in a couple of shots at rounds as high as 50.
The sinister tinkle of the mystery box, the mind-bending Easter eggs, the wacky Pack -a- Punch weapons; it’s good to have it all back. However, in Call of Duty: Black Ops ColdWar’s Zombies mode, players not only have the usual means of acquiring some firepower through the mystery box, wall weapons, or Easter egg rewards, but they can now head into the fight with a custom loadout using any gun they’ve unlocked in the game so far.
There’s no definitive answer to what the best weapon in Black Ops ColdWar’s Zombies mode is as it can vary through each play through, and on your own play style. This is before you’ve had the chance to upgrade or Pack -a- Punch your weapons, and the enemies are relatively weak and low in numbers.
However, as upgrades and the prospect of Pack -a-Punching come into play later in the game, other weapons emerge as top picks for clearing the massive waves of enemies and chunking damage out of bosses. There is also a melee bonus in Black Ops Collar Zombies which means that using the knife will rack up a tonne of points for you to spend on future weapon upgrades, perks, and clearing doorways and blockades.
When levelled up using Ethereum crystals, Healing Aura can also knock back zombies, stun bosses, and create a beam that revives allies. Other honorable mentions for starting weapons include the Stoner LEG for its high ammo count and decent damage, and the Gallo SA12 shotgun, which will one shot enemies for a fair few rounds.
Black Ops ColdWar’s Zombies mode has some pretty tasty options for Pack -a- Punch King. Our top picks to chuck in the machine are the M16, the Gallo SA12 shotgun, the Ray Gun (if you’re lucky enough to pull one from the mystery box), and the Knife.
The XM4 and the Stoner LEG are also good alternatives to Pack -a- Punch, but the extended burst fire and high critical damage makes the M16 a beast once upgraded. It does massive damage to bosses, will turn zombies into crawlers if you fire it at the surrounding ground, and can clear trains extremely quickly.
It can be brought into the game with your starting loadout, can be purchased as a Tier 3 wall weapon early on at the crash site section of Die Machine, and when Pack -a-Punched becomes arguably the best gun for clearing hordes of the undead. This means you could walk around with, say, a Ray Gun, and if you get into bother and need to reload, you can one hit melee your way out without switching to the Knife.
Electrobolt Secondary: Closing Argument Field Upgrade: Ring of Fire Tactical: Cymbal Monkey/ Decoy Grenades Lethal: C4/ Molotov As mentioned before, spend your Ethereum Crystals on the melee upgrade to make sure you’re always one-hitting zombies, even with your primary weapon out.
While Healing Aura is a great field upgrade for starting loadouts, we think Ring of Fire is the best for high-round runs. They’ll get you out of tricky spots and can bunch up zombies, so you can go on a safe knifing spree to conserve ammo.
Lethal grenades don’t really play much of a role in the high round meta, but a C4 or Molotov is good for damaging multiple zombies at once. Other things to consider, of course, include getting yourself a full set of perks and holding onto a Self-Revive Support by either crafting one or getting lucky with a random loot drop.
The new map is called Die Machine, and one YouTuber named MrDalekJD already has a full descriptive video (seen at the end of this article) on how to Pack A Punch in Black Ops Collar Zombies. Image via TreyarchThe first right-side door costs 500 points and leads into the building that seems to be reminiscent of Yacht Her Unto ten, the original Call of Duty: World at War Zombies map.
Purple arrows in Black Ops Collar Zombies give hints to players about which way to go, and that block in the wall will cost 1,000 points. Whether players start the path by going left or right in Black Ops Collar Zombies, which in this case was right, they will eventually end up at the crash site outside the building in the snow.
Players then need to follow the medical bay to the next door and open that turn on the power in the next room, which of course is required for Pack A Punch. Image via TreyarchOnce the power is on in Black Ops Collar Zombies, there will be two terminal markers on the screen, both of which need to be activated.
Once switched on, a black and purple anomaly will spawn in the middle of the room, a bit down the stairs. Essentially, the Dark Ether seems like an alternate universe part of the map, that is the same as the base Black Ops Collar Zombies, but very purple and full of ocean life-like aesthetics.
Players can access three Pack A Punch tiers in Black Ops Collar Zombies. In order to last long in Zombies, getting your guns upgraded via the Pack -a- Punch is essential.
Unlocking the Pack -a- Punch has required a variety of unique steps in past maps and Die Machine is no exception. Compared to the drawn-out process in a map like Shadows of Evil though, Die Machine is much simpler.
This guide will give you a full breakdown on how to unlock the Pack -a- Punch machine in Black Ops Collar. Once that is done, there will be two terminals you need to activate inside the large particle accelerator room right near where the power is turned on.
The game will then teleport you back to the other world where you will now find the newly built Pack -a- Punch machine. Now that you have the Pack -a- Punch built in Black Ops Collar, you’re free to unload into the undead horde with your freshly upgraded weapons.
For more guides and tips on Black Ops Collar, check out our full wiki here. The sixth installment of Trey arch's Zombies mode was released in Call Of Duty: Black Ops Collar.
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. 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 Collar Zombies.
Due to its higher rate of fire, it has a lower damage output. With the low bullet penetration Sniper Rifles have, this makes it even worse than the other ones.
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