Loadouts in Black Ops Cold War : CODZombiesPress J to jump to the feed. Personally I believe that if you're able to start with an AR, they're going to make the zombies much tougher or the gun much weaker, like the lowest rarity possible.
View Entire Discussion (3 Comments)Call of Duty Zombies is a first-person shooter survival mode developed by Trey arch, Infinity Ward, Sledgehammer Games, and Raven Software and published by Activision. 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.
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. 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 ColdWarZombies 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. To partner the Knife, we recommend the Healing Aura field upgrade, especially if playing solo.
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.
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.
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. That’s our wrap up of the best weapons and loadouts for Black Ops ColdWar’s Zombies mode.
When a game that challenges the expected formula for zombies as much as Collar comes around, it inevitably and immediately bombards the player with stimuli that illicit knee-jerk reactions by virtue of their departure from the norm. I only started playing zombies about 6 months ago, during the peak of lockdown, meaning that I am a new player.
I haven’t been playing since I was a child, so I have little in the way of nostalgia to prevent me from enjoying innovation, but I also have enough experience to make a comparison to other games in the series. Gameplay mechanics and feel are the most important aspect of any video game, and zombies is no exception, so I’ll begin here.
The game is fluid and natural to interact with, with movement and combat both being exactly what you would expect from a Black Ops title, just a little more polished. While wonder weapons are always fun, I enjoy these science fiction pieces on occasion rather than filling my entire loadout.
Explosives are finally useful past round 5-10 and give you options for clearing a horde, score streaks are fun ways to mix things up, and purchasable ammo and equipment are great additions that make the gameplay more fair in my opinion (more on this later). Black Ops 2 probably came the closest to balance, in part because of the difficulty setting in private games.
For starters, the loadout system gives you the option to make the game as easy or difficult as you like from the outset. Continuing with the difficulty, the progression of rounds is improved in Collar versus previous games.
I find it particularly awesome that horde sizes are no longer limited to 24, meaning that training reaches a new level of intensity. Some bosses, like the panzer on Origins, tend to be game ending for players who are unprepared for their first appearance.
I do find this boss annoying to deal with, however, as he is a real bullet drain and is very glitchy at the moment. As far as mini bosses go, the hounds have returned, and they are terrifying in a way we haven’t seen since Black Ops 1.
Because they slow you down when hitting you and release toxic gas into the map after death, they seriously alter gameplay even on higher rounds. Every time one of these things spawns into the map, I find myself frantically equipping a shotgun and erratically dodging its leaps.
Having multiple ways to end the game is also a new feature that contributes to the aforementioned customizability of this zombies experience. As far as game progression goes, I like that there is actual strategy to setting up now, and that the process is longer while also feeling less tedious.
I also really enjoy the fact that I can level up perks and other equipment so that I feel rewarded for playing the game. I like the intel gathering system as well; it makes you feel like you’re uncovering the story yourself instead of just hearing it from some YouTuber.
I miss hearing Dempsey’s overly aggressive yelling, Nikolai’s drunken musings, Take’s sage commentary, and Richthofen’s erratic and psychotic bloodlust. There’s nothing quite as good as blasting some zombies with a shotgun, but your best options will vary depending on whether you’re in the early, mid, or late game.
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. This attachment causes a slower reload speed, but that isn’t very important in the beginning rounds.
Another attachment we can equip to provide some benefits is the Flash Cone 12 GA muzzle. It gives a slight reduction to hip-fire accuracy, but the Ember Sighting Point makes up for it.
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.