
Doughnuts
@MmmmDoughnuts21 • 6,904 subscribers
Zombies. Tutorials, discussions, and gameplay? You're at the right place. Enjoy your time, and stay beautiful! https://t.co/qQffTfflP2
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WAIT! You mean to tell me, Cold War's Super Sprinters were NOT faster than you while walking?! Since when!?
Doughnuts243,076 просмотров • 2 месяцев назад

Rave in the Redwoods - Scene 34 - Up 'n Atoms, Tuff 'nuff, Racin' Stripes, Bang Bangs, & Mule Munchies - NV4, 2x Packed - Atomic Weapon Perk: Every 140 Kills grants an automatic Nuke Power Up - 8-Ball Weapon Charm: Allows you to slide into zombies to kill/knock them over - Frog Weapon Charm: Allows you to move faster in water. - Repulser Special Equipment: Force push lol Genuinely, this was so much fun... I was WAY too harsh on IW Zombies back in the day. What's your favorite little-known fact or side quest about IW Zombies?
Doughnuts71,334 просмотров • 1 месяц назад

Pro Tip: The Fire Tornados in Phase 3 of the Defense step of the Boss Fight will avoid going over Molotovs. You can take advantage of this by blocking off certain lines of sight and pathways from it chasing you! Plus, you get the benefit of Molotovs killing zombies for the defense step, too!
Doughnuts96,244 просмотров • 2 месяцев назад

Sundergat correct timing example. Charging the Sundergat will cause an audio/visual cue to "build up". Once it crescendos, you can release the trigger for a piercing shot that seems to have infinite penetration, albeit a very narrow spread. If you're too early or too late, it will just do a standard shot (and I *think* with a bonus area of effect, gotta double check, though). You'll notice a high-pitched "piping hot" audio sound effect and lingering visual beam effect if you time it right. If you continue to hold the trigger, it will continue to cycle and "pulse", giving you more opportunities to time it right. The reticle is also VERY inaccurate, which could be the cause of it feeling "bad" for some players. As the spread looks much wider than it actually is.
Doughnuts86,538 просмотров • 3 месяцев назад

The new Ion Core streak in Zombies is pretty cool. It pulses a total of 4 times. It does about 5% of the Round Zombie Health for about 10 Seconds per pulse. It's capable of clearing multiple entire hordes if you don't damage them at all. But possible to get even more if you're actively shooting the zombies too. (I got ~80 kills by just using it and not damaging zombies myself, which is spot-on two hordes worth of zombies) The range is insane. Easily able to reach both ends of the street here in Paradox Junction. I think this could be great for certain Easter Egg steps like the Farm Trial in Ashes, either defense waves in Astra, or the defense phases in the boss fight of Paradox. Really cool addition to the sandbox. Something more than just "point and shoot". Could be a bit stronger, maybe last longer, and/or do a bit more damage. But overall, this is really interesting!
Doughnuts64,986 просмотров • 2 месяцев назад

X9 Maverick Javelin Conversion Kit. This deals 51,600 Damage per BODY shot with Double Standard! It only deals 31,000 Damage per headshot. Honestly, it's MUCH better than it could've been. Although it is still very impractical. Would work better as an underbarrel type attachment instead. As it stands, it's basically like the base Ravager. In fact, it's nearly identical in stats. Double Play (double kills getting ammo back) sometimes works, and that helps, still a fun gimmick, but nothing game-changing!
Doughnuts42,365 просмотров • 1 месяц назад

Two Tier 3 Pack-A-Punched Weapons. Every Perk. Tier 3 Armor. And 200,000 Points to spare - all at Round 22 in Cursed. This game took 45-50 minutes to get to round 22. The point feed was playing the point animation for 2 minutes after I stopped shooting the zombies lol Classic Point system & Shotguns is the way to go if you don't mind being bored out of your mind.
Doughnuts147,747 просмотров • 6 месяцев назад

You can outpace Vanguard's Super Sprinters by just walking too... Vanguard is such a weird Zombie game
Doughnuts48,690 просмотров • 1 месяц назад

PLEASE, do not believe this false narrative. It's simply untrue. Here's some evidence. Here's a Blue, Pack-a-Punch 1 FFAR (one of the worst ARs in the game) on Rounds 22, 23, and 27. - No Drops (Insta-Kills, Double Points, Nukes) - No Double Tap - No Deadshot - Jugg is Turtle Shell Stats: Round 22: +7,350 Points - No ammo bought Round 23: +7,880 Points - No ammo bought (using just Napalm Burst and a few shots for bugs) Round 27: +8,080 Points - Ammo bought ONCE This narrative that "guns can't kill anything past round_____" is blatantly hyperbolic and scientifically false. (Especially with the latest Napalm Burst fix) Not to mention Ammo Mods: - Dead Wire will stun enemies and take Zombies down to only 40% of their health, and it'll pop off their armor. - Napalm Burst will obviously destroy hordes - Cryo Freeze will give a 50% increase in damage - Brian Rot will kill zombies for you Or all the kill streaks, field upgrades, and equipment that you could use to gain more points. (Like combat axes killing indefinitely at any round) Or even the abundantly available free Pack-A-Punch quests, free Aether Tool quests, Free Points/Salvage quests, etc. To put this even more into perspective: If someone is going down constantly with Jugg from Rounds 10-30, here's the breakdown With Tier 1 Armor: -Jugg by itself is a 9 hit to down. -Probiotic is 11 hits to down. -Hardened plates is 13 hits to down. -Probiotic AND Hardened plates is 15 hits to down. With Tier 2 Armor: -Jugg by itself is 12 hits to down. -Probiotic is 15. -Hardened Plates is 18. -Probiotic and Hardened plates is 22. TWENTY-TWO! If someone is "constantly going down" during this phase of the game, it is nothing but a skill issue. It isn't "flawed" or "poorly balanced," it's on the player to not get hit 9-22 times within a 6-second time span. Just like how in Mario you need to be good at platforming and jumping. No one would claim that the death pits in Mario are "flawed" or are "poorly designed" just because not everyone can play the game properly. If you find yourself constantly going down, spending points on things that don't increase your survival, or making bad decisions, that is 100% on you, not the game. And as we discovered, you can be tremendously "underpowered" and STILL get caught up within a few rounds. EDIT: Please, guys, let's not bully or talk down to Awes here. I really just wanted to talk about the point system. There's no need to be demeaning or impolite. Let's keep it classy and respectful.😎
Doughnuts196,154 просмотров • 9 месяцев назад

You can take 56 hits from a zombie with Turtle Shell & Durable Plates before your armor breaks. - This MUST be done before Round 11, damage scaling increases past then, and reduces this. - It must be a regular zombie, not an armored zombie - These numbers are with the Durable Plates Minor Augment Technically, this means you can take 65 hits before you go down (including the number of hits after your armor breaks). You can increase this by Overhealing (350 health with Turtle Shell), which gives you an additional 3 hits before you go down. Resulting in a 68 hit-to-down. BUT You could use your reserve plates too, essentially doubling your armor durability. Including Overhealing numbers, that is 124 hits before you go down. BUT You could use the "extra plate" augment for Mule Kick to increase this even FURTHER! I haven't tested that yet, so I'm not exactly sure the number, but this is pretty wild lol This is genuinely so useless, it's completely impractical. There is rarely ever a situation where you'll have Triple Armor, Mule Kick, Overhealed, and only have 1 regular zombie attacking you before Round 11. Although it could be used as a way to bypass/extend the pause timer, if you're willing to invest all those resources 🤣 This is just the start of my Juggernog testing, and it's so much fun! Already seeing some amazing stuff!
Doughnuts104,779 просмотров • 5 месяцев назад

NEW STRATEGY for the RICHTOFEN BOSS FIGHT! SMOKE GRENADES! I know, I know... it sounds INSANE... but... hear me out. If you are in a smoke, Richtofen can't see you, Zombies will ignore you, and it's basically like a mini-Aether Shroud. I beat Richtofen 3 times... TODAY with this strategy. Make sure you throw smokes AWAY from enemies, and possibly BREAK the line of sight with Richtofen if possible. He should fly in a circle at the start of each phase so you can deal damage to him. If you're too CLOSE to zombies, smokes are inconsistent, so I need to emphasize to throw your smokes AWAY from ALL enemies! This works SO well with the AETHER SHROUD strategy as a backup. BUT, I was able to beat an entire phase of him with JUST TWO SMOKES. Meaning, we might be able to put on 2 charges of Aether Shroud as added protection, IF you can get good smokes off. Full video out NOW! Absolutely GAME CHANGING for me and this fight! ENJOY!
Doughnuts168,121 просмотров • 10 месяцев назад

The Disciple Injection is the most misunderstood and underrated Streak in BO7. I have been playing around with streaks a bit, and I "figured out" how to use the Disciple Injection effectively! - Your main offensive capability is throwing zombies. - Instead of taking damage as we did with the Mangler Injection, it's best to train around the zombies and gather them together. - Sprinting will cause a "Dr. Ram" type of effect, knocking over, damaging, breaking the armor of regular zombies, and even killing ravagers. - "Life Drain" will grant you back a certain % of health, but this is limited to 3 times (I'm not sure the exact % of health you get back, but it looks to be about 20%). - You can only attack enemies when your cursor is on them (notice the HUD dimming when I'm not targeting an enemy). - I need to test what the scream does other than just stun everything. -And I want to see what damage everything does to bosses, so more testing is needed! Overall, train around the horde, gather them together, launch zombies at them, after an attack or two, be sure to "Life Drain" to refill your health for a total of 3 times, and have fun!
Doughnuts84,257 просмотров • 5 месяцев назад

Totenreich Round 44 Training. Definitely not the safest strategy. Probably not viable once super sprinters come by. But it's a fun one nonetheless! I was using the Fishing Helmet between rounds, then the Power Up Helmet during the rounds. I was just using Dead Wire for the Necropincer, Napalm Burst for casual killing, and occasionally throwing in a Fireworks activation when I remembered! What training spots have you found on Totenreich? Anything viable post Round 50?
Doughnuts20,176 просмотров • 1 месяц назад

Game-changing tip: PhD's "Environmentalist" Augment protects you from taking damage from the asteroid's area of effect damage. Not only that, but it also protects you from the purple rocks in the 4th phase of the Boss Fight! Thank you to all who gave me this tip; it was a HUGE help in taking less damage overall!
Doughnuts73,083 просмотров • 6 месяцев назад

Ashes of the Damned. Round 74 - Training. Stims with Overheal. Jug: Turtle Shell - Durable & Hardened Plates. Stamin Up: Guns up - Footwork. Death Perception: Sixth Sense. PhD Flopper: Gravity MD - EOD Technician & Stuntman. Double Tap: Double Standard - Double Time & Double Caliber. Napalm Burst: Firebomb - Incendiary. Training, genuinely, feels amazing. The ability to knock down enemies with your slide, plus faltering with damage, combined with Turtle Shell and Overheals, makes for the most engaging, fun, and surprisingly fair high-round training strategy that we've seen since BO3. Yes, armored zombies deal crazy Armor Durability & Damage. But they never super sprint, so they are mostly easily avoidable (especially if you slide into them). Footwork is game-changing when it comes to outrunning Super Sprinters. I rarely felt I was getting hit without it being my fault. And when I was hit, it was just armor durability, and Napalm Burst & the Guantlet were killing enough zombies to drop enough armor plates, so that was absolutely manageable. Yes, this took a LOT longer than camping, but MAN was it so much more fun! :D Can't wait to do this until Round 100!
Doughnuts57,678 просмотров • 6 месяцев назад