
Doughnuts
@MmmmDoughnuts21 • 7,414 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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I finally got the PPSh out of the Mystery Box. It took: - 227 Spins - 12 Temporal Gift + Immolation Liquidations (and even some Mr. Peeks, Respin Cycles, and normal box hits) - 11 Ray Guns - 2 Ray Gun Mark 2s - Nearly 19 minutes of hitting the box while using "Speedy Roulette" on Speed Cola (Speeds up Mystery Box) - My sanity
Doughnuts243,767 görüntüleme • 19 gün önce

Die Rise - Round 25 - Buddha Room Training Die Rise was my first "real" zombie map. I had played Kino/Five & Town before this, but this was the first map I was paying attention to during its launch. Easily one of the best/easiest training spots for beginners! Is Die Rise better than we remember? This was quite fun!
Doughnuts33,788 görüntüleme • 11 gün önce

WAIT! You mean to tell me, Cold War's Super Sprinters were NOT faster than you while walking?! Since when!?
Doughnuts243,076 görüntüleme • 3 ay önce

The ION CORE has been BUFFED! It now delivers 5 Pulses (up from 4 Pulses) and deals 8% of the Base Zombie Health (up from 5%). It is still active for about 10 seconds per Pulse. - Each Pulse is now capable of killing a full-health, unarmored zombie. Theoretically, this takes the ION CORE from getting roughly ~80 Kills all the way to ~200+ Kills per activation. - Although those numbers are VERY unrealistic since Armored Zombies require more damage, and each zombie needs to be fully within the field to completely die, which won't really happen outside of the first Pulse. That being said, I was EASILY able to kill 90%+ of the zombies at Round 40 & 41 while ONLY using the Ion Core. Easily one of my favorite Streaks in Zombies. Amazing area denial!
Doughnuts63,384 görüntüleme • 1 ay önce

The Decoy step is MUCH more forgiving than you think. 100% do not need Mule Kick (Although it's nice). You can see each decoy disappeared by the time I threw the 3rd. It gives you plenty of time to craft one more at the table or use the free Max Ammo to get a refill! Also, it does look like you NEED to use 3 and NEED to hit the windows without missing. Testing was tough since Save & Quit really breaks this map.
Doughnuts47,063 görüntüleme • 26 gün önce

Bug Report: ARC-XD auto-detonates when inside the protective bubble of the upgraded Maneki-Neko.
Doughnuts25,294 görüntüleme • 21 gün önce

The Valkyrie Helmet Relic will give you a 5-second warning before creating an Electrical Field that has a ~10-meter radius and lasts for 20 seconds. When it decides to activate is a bit less clear to me. It seems like you need to be within a ~5-meter radius area for more than ~10 seconds for it to activate. I was able to run around and capture the flag on Kowakujo without issue. And it seems like *maybe* round transitions are not counted during this timer. And even when you get the warning, you can sprint out of the area to prevent it from creating the field. This might be a MUCH more viable relic than people realize at first glance.
Doughnuts27,336 görüntüleme • 23 gün önce

Dravakar Boss Fight Pro Tip: The Rune attacks have different effects, with consistent strategies to dodge. - The "line" attack is easily avoidable by lying prone. - The "V" attacks are static but easily dodged by strafing left and right. - The "S" attacks actually target you, but once they launch, they don't track you. It's best to bait the attack and then strafe away from it when it's launched. - The "Arrow" attacks actively track you, even after they're launched, AND they can hit you behind cover (Phase 2). - The "H" or "N" attacks fire slow-moving, seemingly randomized projectiles. I found it best just to naturally dodge those as they come in. Hope this helps!
Doughnuts70,477 görüntüleme • 2 ay önce

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?
Doughnuts71,651 görüntüleme • 3 ay önce

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!
Doughnuts96,328 görüntüleme • 4 ay önce

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.😎
Doughnuts196,346 görüntüleme • 11 ay önce

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 görüntüleme • 8 ay önce

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.
Doughnuts86,621 görüntüleme • 4 ay önce

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 görüntüleme • 3 ay önce