Genuinely thank you so much bro, whenever im casually playing i tend to farm points on spawn as much as possible so i always wondered why it took to like round 15 for Sam traisl to start spawning on Liberty but on Terminus it was like 10
i also noticed if you go into the church on liberty falls through the side door you can pack a punch without getting rid of the “investigate the church” notification and you wont get S.A.M trials until you make it go away even if you pack a punched already
This the perfect video for anyone that thinks the new system doesn't work, I love how you shine a light on the combat axe, in this game you only need judge and a combat axe to get as much point and salvage you need to upgrade any gun you want no matter what round you went down on.
I actually knew this luckily. I initially was wrong about the Combat Axe, though I later started using it as my main lethal with Decoys or Kazimirs as my tactical for higher rounds just because this game is hard to get back into when you lose everything otherwise
@@Quackra very good, I as well knew how good it is the moment I threw it for the 1st time and I was able to pick it back up I was like man I will go for a round 100 in some point with this thery are so good. Good point but that that's just zombies in general in all of the game if you go down or bleed out it's hard to get back on your feet but it's a fun challenge to do so.
And tacticals. Decoys, stuns, shock charges all add up, and combine those with the combat axe and headshots, and you’ll have more essence than you’ll ever need.
@@mash2481 exactly there are so many ways to get points in this new system it's really cool and makes room for a lot of different strategies, most games that I play with friends I have 60K to 80K points by round 30 that I dk what to do with haha, on solo as well idk what to do with my points past round 30.
It works for someone who wants to play zombies that way with the loadout system. But not everyone does. Most old school players don’t enjoy the gameplay loop bo6 offers and want more randomness, increased low round difficulty, and longer quests attached to each game. And Doughnuts isn’t providing much of a challenge in his example playing solo on the smallest, cheapest, and easiest map in bo6. Bo6 plays nothing like zombies used to play. Also most people don’t use Sam trials because they are mad boring, not worth it most of the time, don’t flow with the gameplay, and it’s not even Sams voice anymore.
This is the best SAM trail propaganda we needed. Tbh since ive been grinding Nebula in directed mode I did not really appreciate how useful they truly are.
As someone who was kinda tough on your last video I like how 1 gave us feedback on our feed back and 2 showed us how to effectively maximize points in BO6 regardless if we like it this is how you do it 👍
@0giraffe0 I think he just truly demonstrated how much a difference trial machines and prioritizing perks/doors/armor/gun on your own gameplay style leads to success in later rounds
One thing I miss was the mystery box actually being necessary. It made every game play differently based off what you got at the start. Sometimes you'd be forced to use a shitty gun or forced to make a strategic survival decision. That randomness and those situations the game would force upon you is what made that system fun. Its not as fun when I just decide for myself how i want the game to play out before i even load into a match. Plus I loved just getting to high rounds and pack a punching tons of random weapons once I got tired of using one. Maybe I'm alone on this? Curious to hear your thoughts. Love your videos. You're the best zombies youtuber!
@@memo5230 fr, but it was different when you didnt have a choice ya know. definitely made the game feel different. I think he just misses that feeling.
Once I got all mastery badges (way easier than nebula, but I still be grinding) I set up most of my guns to have the attachments I want. Now in pubs I start with a 9mm pistol and usually do the 2 box challenge
Vulture aid is severely underrated if you have the spare essence for it and have the minor augment that gives you the higher drop rate for the tacticals and lethals you have. It pays for itself if you're spamming those
Yes and no. It doesn't do that if your augments don't take advantage of "If quick revive is in your bleed out bar" effects (basically EMT, and the one that behaves like the og Solo Quick Revive). After they fixed Dying Wish and I equipped it over EMT, it doesn't jolt back to the first spot for me. Pretty sure those two only do that so you don't have your Major Augment spot wasted if you didn't buy it as one of your first 3 perks. EMT does it I'm pretty sure for Self Revives.
@@Razgriz_Ace18 It looks like you're both technically right. He does get quick revive from the SAM trail and it does move his perks to the right visually BUT @ 23:17 dying wish activates and he loses quick revive first, keeps all his other perks, then he loses all but the first three that he had before he got quick revive. Idk if that would happen if he didn't have dying wish or if he downs after running out of dying wishes.
@@noahwithana4149 What's strange is I've definitely seen it not be at the beginning of my perk bar, and recently at that. I wonder if it was due to a perkaholic or something causing that, but I did notice he had Dying Wish but it went first in the bar.
@@Razgriz_Ace18 Quick Revive always took the first spot when i bought it. It didn't matter which augments I had equipped. Even with no augments, Quick Revive took the first spot.
To answer your question about why someone would switch weapons mid game if you’re allowed to spawn in with any weapon you want I would say that as someone that plays specifically for high rounds, salvage is more finite than my points in any game as most of my games are at least round 100 games. So while I know I’ll end up with 100k points sitting there doing nothing for me in the later rounds every bit of salvage is more valuable to extending the tools to survive. Basically if I can run a grey krig into the 20’s and survive until a decent wall weapon is gold rarity then that’s 4 or 5 mutant injections worth of salvage I can save by swapping weapons in the early game.
Do you know exactly how the wall weapon rarity works? I notice usually around round 20+ I start seeing purple wall buys, but not for every gun it seems? Some might still be blue. (To be fair I usually don’t go much further than round 31). Never fully understood how and when it decides to increase wall weapon rarities, so wondering if you know as someone who plays into higher rounds.
Regarding switching weapons around the mid rounds: One of the things I liked doing in older zombies games was hitting the box every few rounds and then pack a punching it just to switch up the gameplay. This isn't optimal for survivability in the game, but it was just fun and added a little extra challenge plus variability within a casual zombies run. You cant really do that in BO6 given the high cost of getting a gun up to its max rarity and tier. To be clear this isn't a major complaint for me. I generally prefer the new point system, but just wanted to offer that viewpoint as i cant imagine i was the only person who enjoyed that aspect of the older point system.
That was something I forgot to mention. There is that player-driven "paping every gun on the map" sort of gameplay challenge that doesn't really work in the early rounds here. Even if you're not doing that challenge, obviously. Great point!
@@Doughnuts I do think this video convinced me that there are adequate tools to catch up if needed. There is a bit of a skill/knowledge curve to knowing how to do so since using equipment, scorestreaks, and field upgrades is somewhat less intuitive than just shooting the zombies a bunch and watching the number tick up. Thanks for doing this analysis and not succumbing to the the zombie community group-think 😂, wish there was more of that style of analysis and thought around before levying criticisms
One thing to note about Cryofreeze, if you headshot a zombie that is frozen, you'll only get the standard 90 points instead of 115 for a headshot. I believe they changed this sometime around the Season 1 patch.
It’s always been like this since launch day unfortunately. Ex-Cryofreeze fan from CW, can’t really recommend it any more thanks to how it now kneecaps your maximum point gains…
I'm a new Zombies convert from Multiplayer and your videos have been so helpful. I very much still suck but I've noticed a difference doing the things that you tell us to do.
So I’ve been watching your videos for a few days now (along with Mr roflwaffles) and I just want to say I love and appreciate your ‘tism for the tiny intricacies of zombies because you are putting in the work I know needs to be done to answer the extreme minutia of questions that I personally have. You have my respect and admiration, keep up the pretty graphs.
I love all the tips in this video EXCEPT the cryofreez one, as someone who always used it in the past they capped how many points you can get from it by making any kill regardless of headshots or not to 90 when frozen. So really deadwire is better as you get the full point amount for kills and in my experience it never kills zombies unless you have an instakill but you can control what you use then
You’re making a solid point, but that’s not how it plays out in squad or matchmaking lobbies. You don’t get to control the pace there. If a good player with a strong gun is in the lobby while I’m just grinding levels on some crappy weapon, I fall behind fast. So, I either adopt their strategy, turn myself into a glass cannon and rack up as many kills as I can, or ease off to give that level 11 player a chance to score some kills. The issue is there are too many positive feedback loops. If someone’s sitting on PaP 3 purple by round 19, they’re capable of outkilling the rest of the lobby combined. The rest will never catch up because that player can push rounds faster than anyone else can upgrade. What works in Solo play often creates major problems in public lobbies.
To compensate for the extra players, more zombies will generally spawn per round, especially the special/elite zombies, where you still get points when they die regardless of who hit the last bullet, as long as you get at least one hit in. Especially if at least said person (and you) know what you're doing, then SAM trials will still be an easy path the resources. I've played with a wide variety of people in BO6 zombies, so I can safely say, unless your teammate is teleporting around the map like they're Shadow the Hedgehog, the biggest issue with your game is a skill based one, if you're aren't able to keep up. I had a game where multiple people where spamming the gs45/Sally (one of them even used the Gobblegum to instantly get it to legendary rarity), nobody was hitting SAM trials, and I was still able to keep up in the end.
Experienced players or those with good gear can handle this fine, but that’s not the point I make. The problem isn’t whether skilled players can keep up, it’s that the game punishes newer or less experienced players and puts them in a loop that’s almost impossible to get out of. When one player snowballs ahead, it forces me to make annoying choices: either I hold back so everyone gets enough essence, or I end up carrying the game and doing 30 revives in one match. I want a fair, team-based experience. Not a race for kills. This feels a lot like what happened with Cold War. The upgrades got so crazy that there was a massive gap between new players and those who’d already leveled everything up. It killed balance in public lobbies. Instead of just brushing this off as a 'skill issue,' I think we should talk about how to make the game better for everyone. Right now, it’s just not fun for both sides.
@@CoDZombiesDPS I honestly don't get your point. SAM trial rewards spawn in for everyone. And what the video has shown, it's not that difficult at all to get caught up if you're lagging behind. Overall, the point is that lesser skilled players are going to have a tougher time, but as they learn the game, they'll make less mistakes, thus they'll get punished less. There's very little reason to assume that people will lag behind in the new games more then they would the older ones. The entire point of Zombies is seeing how long you can last, and the better you get at the game, the longer you can go. Even if everything has been a complete disaster, BO6 still allows the everyone to end on a high note via exfill.
@@CoDZombiesDPSyou are right , back in the day bad players could literally print points while the experienced player is training the zombies ( for an example ) Also doughnuts is literally roasting bad players in the video saying stuff like “skill issue” in a “good way” 😂😂😂 The guy cant just take the L and chill 😔
All good points. Can relate. In lobbies where there's a big disparity, I not only adjust my killing but also try to be stingy or charitable to balance things a little more. If I got cucked out of kills/points in the early rounds, don't expect me to buy a door until the rich players have. If I'm sitting pretty and have mates struggling, I'll give what I can to catch them up. Also, sometimes when players (or you) are REALLY behind, it can actually make more sense to just have them die than keep them on lifesupport. That way they respawn with more money & their weapon a higher rarity. Where I disagree with you though is that I think this is all natural & good. I think modulating gameplay based on context is the responsibility of the skilled gaming veteran. Squad zombies is a TEAM game without SBMM...& I like it that way. Like any team game, if you try to be too much of a star...you're wielding a double-edged sword. There's more glory & such, but If you can't carry you're cooked. Good luck getting to high rounds or beating EEs when you basically caused your team to be deadweight. I've done it before saddled with afk teammates & it's a massive pain. Although even all this is overanalyzing, since the avg zombie lobby is filled with casuals who aren't concerned at all w keeping pace & are just trying to mindlessly kill some zombies & just survive long enough to exfil at like Round 31...and the avg gun-grinder is probably doing solo 'directed mode'. So I think the snowballing in-game is mostly fine, but what I do think is too unfun & unfair is the across-games snowballing. Leveling things in BO6 is a slog & it makes it much harder for casuals to enjoy the game. Some friends that used to love CoD zombies played on my account & had such a good time they thought about getting into it themselves...but then after realizing how much grinding it takes just to unlock the things essential to their playstyle (and seeing how much hard drive space the game takes & all the mtx), they were MUCH more reluctant. Not good.
If you get the hand counting trial on CDM you can use the point of power traps to get unlimited ammo for the duration. Hand cannon trial is easy when you can spam fire it
the problem isnt getting downed and revived, its when you get downed and you cant get rescued by your teammates. you come back with an unpacked gun and no perks and they give you like 20k to decide what you need to purchase. and you almost never get back up to the level you were at.
100%. Not only that, if you're with randoms, they're not going to be saving kills for you. They're going to be burning through hordes of zombies and flipping rounds, making you fall even further behind. So whilst you're running circles with a combat axe trying to grind out 30,000 points for pack 3, they've flipped 5 rounds and now your pack 3 is about to become worthless and the game is over. Going down properly and needing to restart with zero perks and zero gun with 20k is just not viable at mid-high rounds. (And yeah, maybe it's technically viable, but it's not fun, so what's the point)
@@nicktubby9710the trick to catching up after bleed out is to be near one of the other players to merge your horde with theirs. While you won’t be the one getting kills, you still get a minimum of 90 points per zombie as long as you deal damage to it before they kill it. Plus you can snag the equipment and get a big chunk of points from their effects too
I think an important thing to note and typically it does give you far more freedom to flex weapons within the late teens early 20s is only pap 1 early and use your points on a second weapon. The cost increase for ammo and needing to refill that single weapon is usually not worth it if the weapon still kills. What I usually do and it allows me to go crazy on the box in the early game before I settle on a weapon is focus on exclusively rarity early on and only pap 1, the rest of my points are free to use on perks, armour etc while my blue rarity Model L (I beg you all try this gun with rapid fire and the CHF barrel, at white rarity no pap it does work until like round 12) at pap 1 continues doing work into the early 20s while keeping ammo cheap and giving me a second weapon to use. This obviously depends on what gun you’re using but typically stay lower pap as long as possible and focus rarity above all else for upgrades, the following is a rough round guide but might change depending on weapon levels etc -Round 1-10 just don’t pap, 250 points for ammo refills or buying a second weapon is worth more -Round 11-21 pap 1 and focus rarity for your main weapon, 1k points refill is better than 2.5k -22-28 pap 2 (earlier if you aren’t using the CHF barrel) again ammo is cheaper and you can still do more than enough damage but consider napalm burst with firebomb and incendiary if you’re struggling for damage, it will carry. -29+ pap 3, you should have a fairly healthy supply of points for ammo but your second weapon may still be behind on pap if you’re going down but again you can make up damage deficiencies and keep at lower pap with ammo mod use to clear hordes. I was actually gonna mention about decoy grenade stacking to build points which is my usual method, especially with picky eater on vulture aid since you have infinite decoys and don’t need to wait for the previous decoy to finish. This can be spammed too if you’re not stockpiling salvage for mutant injections late game since they’re cheap and you can use it as a way to convert salvage into points. Sorry for another essay doughnuts!
One of the biggest downsides to the new point system though is playing with other people and getting everything completely stolen. From personal experience training hordes again and again and someone else shows up and just wipes them all out.
Another tip for high round point gaining is to use vultures aid with picky eaters, getting a constant supply of decoys is a great supplement to points when they earn 10 for each zombie. Plus if you’re using blast traps or combat axes you will get a really steady supply of them, speeding up the process.
Just an observation. It appears that when you get the double points at the end of the round, if you pick it up while the game is counting, those accumulated points are doubled.
One thing I think about is when to do the free perk Easter eggs. I don’t do them until I already have 4 ish perks as the perks increase in price for each perk so your free perk being your 5th or 6th one saves you much more than it being your 1st or 2nd one
strat for Citadelle: get Vulture Aid asap, have the picky eater augment equipped then use decoys and molotovs, you should be able to use 2-6 of them each and every round, which gains you extra points without killing the zombies, similar to the traditional points system
Doughnut another important sam trial factor is that they do not end the round until the challenge is over. Getting a hold the location in a good spot can give you tons of extra kills
just a note to your point, the trial has to have actually started. if you activate the trial buy paying for it, but SAM is talking the round will flip if the task pop up hasn't appeared.
I cannot overstate how much I appreciate your content. Very few content creators actually back up their claims with data. I also happen to be a spreadsheet fanatic, and I love how I'm not the only one that gets all giddy over massive spreadsheets lol. Thank you and keep up the great work!
Thank you for another clear explanation of the point system, IF you want another gun it's helpful to know that the rarity of wall buys goes up as the rounds progress so it's good to know which guns you can buy off the wall before you try to get it from the box.
Perfect response, show the haters 😤 Centering the video on how the new system is so built to force you to make *decisions* is perfect. It can be challenging in the moment to realize you don't have enough to get everything you want right away, but that means you're engaged and actually thinking about the game. Getting everything within 10 minutes means you have nothing tangible to work for the rest of the game, that's boring! So many great points this video, also calling out SAM trials (skill-based, varied experiences that actually have you using the systems and playing the game) as the new alternative to point farming (mindless, same every time, slows the game down) was super well put. Awesome video, new bookmark to link to next time I'm tempted to argue about point systems!
@@whitecliffgames I don't see a whole lot of hate or vitriol tbf, seems a little hyperbolic. 😆 When you title your previous video "you were WRONG..." You're opening yourself up for, let's say, passionate discourse. Very smart move by Doughnuts to push engagement for his channel.
"A system built to force you to make decisions." Not really. It's a gameplay loop. Most players make the same decision every game because it suits them best. The ability to shoot a few times and knife in earlier cods provided a nice challenge in the early game. Everyone has gone down doing that at some point. Early game in this game is boring. Unga bunga just shoot head. Why they made headshots worth more than knives is beyond me. The old cods had more and better decisions. "Hmm I pulled this gun from the box which is good but not my ideal choice. Should I keep spinning or should I just run with it and pap it for now?" Everyone has had to make that choice every game before load outs were a thing. How is this point system better? "It's not fun shooting and then knifing zombies in the early game." Yes it is, it's a nice challenge you can do to maximize points. Much better than shooting heads off slow walking zombies that pose no threat to you since they never get close. "It makes you make decisions." Nope, you do the same thing every game since you have load outs and there is little variation between games. There's no point in using 2 guns until maybe round 40 since the gun you spent the entire game upgrading is still good at that point and the game actively discourages splitting up your resources. I never swap weapons in my games and I have no need to have a second weapon. Older cods you wanted a strong ww and a wall weapon near where you train. You have to decide when you start using the wall weapon as it usually isn't your ideal early and mid game gun. Again, how is the new point system any better?
I think the main complaint about going down and not being able to recover is when u bleed out playing with other people cause if it’s late round with ur friends and they can’t revive u and u come back the next round u don’t have points to upgrade and because of the new point system u cant kill enough enemies to get the points to upgrade ur gun
Haven’t watched the full vid yet but one thing I’m trying to spread at least in the start of a squads game is getting each player to shoot every zombie. You get 90 points per elimination and if all 4 players get a body shot before it dies that’s 360 points per zombie amongst the group instead of 1 person getting 115 for the critical.
For the Sam trials, whenever they spawn, I wait to activate it until I kill all but one zombie in the round to make sure I get all of their points. You can see when you did the trail in the quick revive room that the trap killed a lot of your round zombies only giving u 10 points for those kills when they could’ve been 115 each.
In liberty falls i like to stay around the starting area and pop a double points gobblegum when a bonus points drops from a zombie And then quickly go to the bonus points on the ollies comic shops window while also killing the extra zombies and the rest of the zombies on that round. Its pretty useful knowing about the power up easter eggs on all the maps
Great vid… the only thing I didn’t see u do or mention is the crystal respawns in the church for Extra salvage, Equip, plates, etc ❤ the graphs 👍 keep it up
I’ve been playing this game for 15 years and have never seen a TH-camr drop graphs and spreadsheets. Ive been dying for the raw analytics and just discovered you two months ago. Thank you man. P.S. without dying wish I believe Quick revive takes precedence over your first three perks you buy
For the loadout question. I may trade weapons because i was only using it for a daily. Also, since you can set zombie loadouts for wall weapons , i often will ditch the loadout weapon for a blue wallbuy rather than using my metal resource. You can't always rely on free aether tools to upgrade a gun.
Did they change cryofreeze? Killing a cryofreeze zombie would usually only give 90 or 95 points (I forget which) even with a headshot and it ends up reducing your point potential. I always thought dead wire with lightning strike was the best since you get 5 points for a zombie stun which translates to a lot across multiple hoards and it doesn’t ruin your headshot point multiplier
Thing with Cryofreeze is you can generate more points if the weapon takes multiple procs from a single zombie with a weak weapon. Deadwire is better for stronger weapons since it’s +5 per target and doesn’t disable headshot points
Yes that's true. 90 for a frozen zombie kill (regardless of headshot or bodyshot) and 5 for freezing the zombie. If you are point maxing then you shouldn't run AATs
I actually don’t mind the new point system, I just enjoy the old one more. It allows me to change stuff up later in the game without being punished so heavily for wanting to max out a different gun. Another thing I like about it is that it gives a purpose to a lot of weaker guns, just being able to use any weak full auto gun for points specifically is nice. Either way, my main problem with it is not just the point system itself, it’s the fact that there are 2 separate currencies. I think it would make it much better if upgrading/getting weapons was only points and no salvage for upgrading rarities. Needing to spend nearly 10,000 salvage and 50,000 points to full upgrade a single gun is insane. I think salvage should only be used for armor/equipment and points be used for everything else. We don’t need 2 currencies for upgrading weapons
I have to disagree about reverting back to a single currency. I love the way salvage works in this game and you can still upgrade your weapon rarity through a variety of ways in game- like the S.A.M Trials and side eastern eggs that were shown in the video. I think that stuff is much more expensive than in previous games and adding MORE things to spend your points on seems less than ideal.
@@rolo_swirl1440 I wasn’t saying to revert back to a single currency. I’m saying I think it’s bad design to require multiple different currencies to upgrade your gun. Salvage is a fine system, and the new point system is fine, but I think it’s bad that you have to use both currencies to upgrade your gun. I just hate mixing currencies to do one thing
I’d like to see how you would go about maximizing points on terminus. I want to get to higher rounds (only have gotten to 50), but I find the beamsmasher is not the strongest ww and the mustang and sally fully upgraded is good but not good enough to kill the amalgams, making it easier for me to go down on lower rounds due to running out of ammo, therefore not being able to rack up points, just a thought. Great video
A lot of this also comes down to map knowledge. Memorizing where your wall guns can also be helpful, if you want to play with the LR but you don't need to spawn in with it for camos. Spawn in with a decent early game AR or SMG and by it at a blue or even purple rarity later if your lucky because that saves 1,500-4,000 salvage. Terminus is one of my favorite maps because you have the two free perk easter eggs I do every game, you have the basketball easter egg which gives 2,000 points, and you also have the free double points in the bio lab in the room just opposite of the generator. If you properly know the map setup becomes leagues easier, cheaper and faster.
Bro really dropped a 49 minutes video to say skill issue. I love it. What a great display of your point about points! Thank you for sharing this with us
Something I recommend is prioritizing rarity upgrading before PAP 2. PAP 1 boosts the ammo count and and abilities of the guns. The ammo refill price for a gray weapon is the same as the refill for Legendary, only increases on the PAP level. I seldom PAP 2 before hitting round 15/20 with legendary. (But sometimes you gotta grind up a gun lmao). I also think there’s a big case for prioritizing armor and upgrading weapon before getting more perks than your preferred base 3/4. If you go down, you’ll still have your upgrades. If you have to spawn in the next round, you’ll still have your armor. I prefer jug QR and Deadshot because it increases the probability of getting crit damage/kills especially on console.
Most ppl probably already know this but if you buy quick revive at any point in the game it replaces your first perk on the bleedout bar. So if you want 3 other perks to keep after going down its wise not to buy quick revive until your comfortably set up for the higher rounds
Something about the SAM trials as well if you look too the left there is a smiley face that changes color and it's goes from legendary and down in rarity in quick succession if you open it on gold you get the most points,salvage, and best chance for equipment,killsteaks and etc.
They've improved it a bit in Black ops 6 but it could be a little bit better I guess. The camos since Cold war have just been ugly as hell too. With the exception of terminus.
@papasivir4241 It's funny, I don't think they've beat the variety and camo of Der Riese. Bo1+2 had some fun stuff, 3 was okay. Then this game is doing better than the last few, but that's still literally mustang and Sally and the one explosive sniper. (as far as I know)
@@DirransRL there's a couple others, like the dm10 getting a binary trigger when you pack a punch it and one of the sniper rifles becomes an extreme long-range shotgun. There might be a couple other that I'm missing but yeah.
One thing you need to know with the perks is that if quick revive isnt one of the 3 first perks you bought it will still be one of the 3 perks you keep after going down if you dont use the augment where you loose it. That does mean that one of the 3 perks you first bought will be replaced in those slots
Experimentation is key. Finding what weapon and attachments in combination with field upgrades and perks will help . Find what fits your play style and take advantage of the Easter eggs on the maps. Map awareness is also important. And have fun at the core of it.
13:19 The best reason to spawn in with one weapon and switch to another (camo grind notwithstanding) would be with something like the GS45 or the LR. 7.62. - super great guns when upgraded with PhD, not so great out of the box. Sometimes I'll see people high round a map like Liberty Falls and spawn in with an easy to use AR like the XM4 or Krig to speed through the early game. Then once they have the Jet Gun built, they buy the 45s off the wall and instantly Pack-a-Punch and PhD them. It's like in Pokémon where you wait to catch a wild Magikarp at Level 19 so it's only one Level away from becoming a Gyarados instead of catching one early at like Level 5 and switch-training it for an hour
For me I choose to use a different weapon once I’m done with the camo I’m going for, usually swapping to the guns i need to get special kills with or something (diamond camo usually) but on average I go from nothing to gold in one game around round 40-43 which means the special spawn rates are kranked perfectly for my already gold class that are waiting for diamond. (This is usually easy to do though because by round 40-43 you probably have enough points and scrap to pack and legendary a whole new gun, doing it this late also helps because if it’s a off the wall or box weapon at those rounds they are all legendary rarity) something else about the Sam trials I usually kill all but one zombie and only kill the Sam zombies (glowing purple eyed zombies)
I appreciate this vid for overall strats but you severely missed the point many were making in stating that casual players are having a harder time recovering in this game. You said it yourself, if you spend money unwisely, you won't have as much. This is fine for many people, but you gotta keep in mind that the average CoD Zombies player has no clue what is or isn't a good buy. Going down at round 30 with a PaP 2 (not 3, mind you) gun that takes several mags to kill an Abomination with Napalm Burst while also utilizing several Augments that take *hours* to unlock, for YOU, would result in only being able to get 3 perks back and not even being able to refill armor without salvage. At round *30*, which is only a high round compared to older games with a higher overall difficulty. In this game that is kinda the midpoint for anyone who isn't camo grinding. For CASUAL PLAYERS, the ones you are going to meet 99% of the time in public matches, this is it, the end of the game. And if you want to play in public lobbies you are going to have to expect that they are going to quit. Again, good stats in this vid, but a vast majority of the randos you meet will not know to employ them, and that is pretty clearly a huge leap from older titles where no matter what round you were on, you could get back on your feet with a wall weapon in a few minutes. This is a reduction in difficulty but an increase in tedium. it is easier for people to get to high rounds if they are patient enough to do so, but it takes more time to actually get "set up" so to speak. What would take like 15-20 minutes in Black Ops 2 or 3 takes like 30-50 here. Even if the round counter can go higher. I do personally enjoy this system more than the old one, I like that I can customize my loadout entirely and make good use out of any gun instead of having "Good for kills, good for points, and terrible" as the 3 weapon classes. But you seemingly are dismissive of the criticisms some people have on what is pretty objectively a huge change from how round based used to be played. The main criticism is that in BO1, 2, 3, 4, IW, and WW2 zombies, no matter WHAT round a casual player went down on, they could get back in the game and fully set up with 2 max PaP guns and 4+ perks within a few minutes if they were careful. Your response to this was showing that you can't even do the same thing with a good gun and optimal augments with the best strategies you can think of on round 30 in a game where round 30 is easy to get to after 45 minutes of prepwork in that single game.
Great video. Some things I recommend: 1. Destroy at least 2 Crystals in the church every round to get free salvage. You can open the door, destroy all of them and come back after a few rounds. 2 of them spawn after every round. 2. You can get deadshot daiquiri from the side ee for extra damage early Switch ADS field of view to Independent after killing the last zombie to zoom in more to do it more easily even if you have an assault rifle with a 1x scope. If I have a smg or something small, I buy the DM-10 at spawn with my "precision build" set. 3. Staminup, quick revive, Elemental pop and Juggernog are often in the safe lockers, even when using green keys (they're somehow more likely to drop with green keys), So I buy only Juggernog in the early rounds and wait a bit to see If any of them drop from keys. Yeah and why don't you upgrade your weapons when you can? I get saving the points, but salvage? Why would you save so much salvage? Rarity upgrades don't make ammo cost more and it just makes your shots have more value. That's a waste imo.
Gotta be honest, some of the things he's said from this vid and last about the point system has completely baffled me. Super appreciative of his camo grind spreadsheets though.
I’m going to respectfully disagree with your video here. 1. You didn’t just use your points. We who love the old points system know about the SAM trials. They were especially vital in Cold War. However if I want to just shoot zombies like in the old games, I’m going to be late in the 40s getting fully set up. 2. Some of the things work pretty well for Liberty Falls or are exclusive to Liberty Falls such as the church Easter egg. This would be like me saying you were actually harder to kill in BO3 just because in Revelations you could get certain masks and be a solid 12+ hit down. There were many maps in BO3 that you could do mini or main Easter egg quests and get wonder weapons, all the perks, or other rewards. So it’s not really a 1 to 1 comparison to say “well in order to fully maximize this new points system you got to do all these side Easter eggs and all this extra stuff”. Using Sam trials and side Easter eggs to justify the new points system is not showing the merits of the new points system. Again BO3 and even BO2 had trials/challenges to where you could get free paped guns and perks too. 3. Even the most skilled players can go down. However we aren’t just talking about downs here. We are talking about if a player completely bleeds out. Back in the old games, a skilled player could come back from the brink and go back to having their perks and weapons again. In BO6 bleeding out on round 30 is basically a game over for that player. Because when you come back you either have points for pap or perks. Sometimes even if you are able to get tier 2 pap, you are still throwing marshmallows at the zombies. With the old points system, you’d be fine but the new points system this doesn’t cut it. The only saving grace is if you are on Citadel des Morts and you can grab a sword. Then you can grab perks without having to get pap but again this is so very map specific it’s not the norm. 4. You asked why would anyone want to swap weapons mid game, well I’m going to tell you why. Because it’s fun! It’s rather boring just to keep the same weapon you had since round 1 and take it to round 50 or 100. It’s so fun to go to the mystery box and see what kind of weapon you’d get. Back in BO1-3 some maps had map specific bullet weapons that you could get out of the box. It was fun trying to go for those weapons. The LMG on Origins or the Marshalls on Zetsubo are prime examples. Not to mention most wonder weapons used to be box exclusive. So it was fun spinning and spinning the box. That’s why most people have a problem with the loadout system because that plus the points system takes away that fun that magic of old zombies. I can forgive the loadout system but the points system punishes people. The only way to get around it is to do those sam trials and who’s gonna do a Sam trial on round 45? Anyway I’m not trying to be any certain way I just wanted to respectfully disagree. I generally like your videos but I don’t think I’ll ever like the new points system.
Oh, one thing to add on for when playing multiplayer. You get points for zombies if you damage it at least once before it dies. My brother and I did this and by round 5, with a Profit sharing, we were both at about 8k in the spawn room. It's stupid effect to just take turns shooting zombies in the thighs and letting someone else kill to get more points early on
Great video. Hands-down, the abominations are what I hate the most about this game. Mainly because I tend to use the GS 45 pistols and sometimes it’s hard to get the critical spot.
I remember as a noob I literally just ran away a whole entire round when I had p3 a weapon and couldnt afford ammo and couldnt kill anything lol. Great video and information, I have since mastered and know most of this but still learned some things to try. Thanks!
Instead of Cryofreeze for points I prefer Dead Wire with the lightning bolt augment equipped and NOT the minor augment that gives it extra damage. It activates often, giving you points for each zombie it stuns, and it doesn’t usually kill them, so you can still get 115 points from headshots. (Frozen enemy kills only give 90 points, even with a headshot… UNLESS they were frozen from the ice cloud augment)
I appreciate a lot of this video, but I do wish you went about the issue of going down late making it hard to come back differently. Yes, you should absolutely be punished for failing, but most people I saw in the last video's comment section weren't just talking about normal "I went down, and now I have fewer perks". They were talking more about the situation of when you're in multiplayer and someone bleeds out in a late round (especially if they aren't as good as the other player and end up getting revived a lot and therefore have few points). Punishment for failing makes sense, but this is a negative feedback loop that is exceedingly hard to break in this situation, and it's one where the old point system was better for, since it naturally made weaker guns get you more points so you could get stronger guns. The current point system, if you don't have enough points, you can't kill zombies, you can't get stronger weapons to kill them, you just have to rely on your teammate to kill them to get through the round (which results in no points for you). Tomahawks and other equipment are a good option that helps it, but it's still definitely harder and less intuitive than the old system. All in all, I think the best comments from the last video were more concerned about how this affects less invested and lower skill/knowledge players; not that there shouldn't be a skill gap and punishment for skill issues, but it can be a bit excessive and leave you without many options to recover. Not that this alone means the old point system is better, honestly I have a lot of fun with the new one, but the ability to recover was definitely a pro of the old one compared to now.
He addressed this in the video: If you feel you have NO way to gain points, start using the tomahawk. Weapon rarity and armor stay through full respawn, so all you need is to tomahawk for 1-2 rounds, and you can full pap3 the weapon you were using before. This way there is the punishment for making a mistake, but there is also a method to come back into the game, but that method can be very difficult, which feels appropriate still. If you went fully down and had to hard respawn, it should be difficult to come back from that.
@@zeroshadowzs I did mention the tomahawk, and I don't deny that there is AN option. Though while I don't think it's some silver bullet argument for why the old point system is Good and the new point system is Bad, I do think it is worth mentioning that it was a lot more intuitive to have dealing any damage to the zombies be your fallback if you're out of points, compared to using one specific piece of equipment. Again, this doesn't make the new point system bad or worse than the old, but I do think it's worth mentioning as a pro/con
A way to maximize a teammates points other than the assist method is the quick revive augment that lets a teammate keep all perks in the bleed out bar. It seems very minor at a glance but when you get 10+ revives a game it makes a difference. Just make sure to equip all of the survival augments (juggernog, elemental pop, quick revive) to make revives easier to commit to so a teammate doesn't do the revive instead.
My main 2 issues are that weapon utility between classes completely disappears, and the option to point max on low rounds to get easter eggs done really early is gone. It's not only boring using the same gun the whole game, but there is no point in not using the meta guns because they all earn the same amount of points.
Even though there is legitimate criticism I think the point about switching gun is also brought up because it’s a challenging point to counter. It’s easy to just say „it’s hard to switch weapons mid game, so I like the old system better“ even though it doesn’t even make that much sense. I appreciate this video but I also think that often with these nostalgia things, it isn’t about a valid point. More about having a tough to argue argument as an excuse to like the old ways better… just a thought.
I’m not gonna be able to add too much for this, however as a little side tip. For most of the “difficult” Sam trials, it’s best to try to wait a for half the time for zombies to build up. For instance the hand cannon one I always get legendary as I build them all up and run in a straight line and carefully shoot. Should be able to easily get tier 3
i feel like if you generally know how to train zombies, you should be able to save alot of points and salvage. for example, my spending strat for LF is 1. Uncommon 2. PaP1 3.RARE tool EE 4. Jugg 5. T3 armor 6. PaP2 and after that, its just either tools or perks
If your planning to maximize points you should honestly consider waiting as long as possible to pack-a-punch most full auto guns in this game run out of ammo quick in this game if you don't have good aim or the biggest mag attached. And the amount you have to spend to get ammo increases based on your pac-a-punch level.
Great vid donut 🍩! I'm a casual to knowledgeable player on zombies and in solo this is a great strategy and honestly it can but done a lot of ways but no joke, in squads I find it much different with casuals. Spend a lot of time running and not shooting and basically loose out on points.
@@littlecc7447 the crux of his argument relies on solo gameplay. To cover all his bases, he needs apply his hypothesis in squads or public lobbies. Speaking from experience, his math ain't mathing over there.
I'm here for the commentary. While yes it sucks getting down so late in the game, or close to boss fight, I would rather go down in BO6 then BO3 any day. If I get downed in BO3 I might as well just tell my friend to quit out and let's start over. (Not including the bows being godly)
Genuinely. Depending on the map you were stuck in a loop of spawning in with a PISTOL on a high round and dying before you could get to the mystery box because all it would take is two very quick hits from a cart Wheeling zombie to die. If your teammate is nowhere near the spawn then you're probably just going to bleed out again and repeat the process. Heck, even if they pick you up you'll probably just go down again. When you go down in the old games you need jug and you need to go to the mystery box and spin until you get a decent gun and then pack a punch. All of those things need to be done before you can get back on your feet. During the time you're doing those things if you get downed (which is easy to do because you're not fully done setting up again) you're screwed. You've always been punished for fully downing in call of duty zombies. You were far more punished in older games though. In Black ops 6 you might at least be able to fight to the Exfil point to come in again and try to do better next time. It might be a little bit tedious but it's doable. In Black ops 3 and prior. You're just going to have to wait until your teammate dies. You can go and cook a whole meal while you wait for your teammate to finish figuring out the Easter egg LOL don't even bother trying.
That's the major thing that all of the comments on Donuts previous video we're missing. They keep complaining about recovering in bo6 but weren't offering any counter examples of how it was different or better in bo3. Especially for casual players, it was objectively not better LOL
I want to add something you didnt say: If you're on earlier rounds like 1-18, instakill comes on, and you're using an automatic weapon like an AR or SMG, then switch your fire type to semi automatic. Take your time and hit headshots with just one bullet. Spraying shots at a zombie when the first shot kills it is wasteful and will mean you'll have to buy ammo more frequently. Other pro tip: If you die and respawn with salvage, don't use it to buy a gun upgrade but instead go buy a score streak. You have 2500 salvage after respawning? Buy a chopper gunner and mow down zombies for the points.
22:31 melee macchiato is fun and I will stand by my decision to upgrade my loadout gun first because the punch is one hit to zombies till 20 without the boosted damage augment, then once that gets maxed out I upgrade my melee weapon so that if I run out of ammo I always have a way to get points back. Only while my melee is able to one shot will I work on a secondary gun, usually aiming for wonder weapon
It seems like a lot of people don’t know how to use deadshot effectively. If you spam aim you’ll snap to heads and make your headshots way easier. It’s really easy and ultimately saves you ammo, time and effort. You’ll easily rack up points that way. If you pair deadshot with vulture aid, it’s honestly the best.
Also, if you pack a punch your melee weapon, increase rarity to green and buy macchiato, you can 1-2 shot manglers for a while. The melee weapons in this game are insanely strong
@@DoughnutsI’ve been grinding out afterlife camos, so I’ve been switching guns throughout my games. Been finishing 3-4 weapons a game. That’s basically the only reason I personally switch weapons through the game
15:12 I think people are talking about late game such as round 33-40. While going for the terminus 51 EE darkops I had to switch load outs halfway, because the guns I was camo grinding with fell off. I ended up going down and having to rebuy my perks. I was left with no money to buy ammo for the guns that were viable past round 33
Keep in mind that when you buy quick revive it goes to the front to guarantee you keep it if you go down. Of course if you have dying wish or the other one (equivalent exchange I think is the name) it's activation will take away qr. Just something to keep in mind. Also I'd argue qr is better than jug for staying alive. 6 second Regen is hard especially for new players to find the time for.
Somebody send this video to milo. Homie refuses to pack a punch and upgrade his weapons because he thinks he's saving points by staying on a lower Pack-a-Punch and having a lower cost ammo rebuy. When in reality he's just taking way more shots to end the round and having to rebuy points more often therefore losing him points. Especially in Coop when his teammates are stealing half the kills lol. The real issue when he's playing solo is that it just makes his gameplay more risky because he's having to deal with more zombies more often and I feel like a lot of his Downs can be attributed to the fact that he's just not doing enough dps. Which then loses him points because he has to re-buy perks. I should mention it's not like I'm asking him to pack a punch his weapon on round 10 like donut does in this video but Milo will literally wait until around 25! And sometimes he won't even upgrade his rarity which makes little to no sense considering that doesn't increase the point cost of anything. And donut does point out that lower level weapons can still be effective on slightly higher rounds than people think but why leave that on the table? 99% of people aren't switching between five different weapons it's just unnecessary. In Milo's gameplay he usually doesn't either so it doesn't apply.
It depends on the weapon. The only time I ever struggled with points was when I was grinding the HE-1 before they buffed the ammo reserve. (It's still not good enough) But I made the mistake of triple pap-ing and couldn't finish a round with enough points. So on explosive weapons in the mid rounds it makes sense to stay at pap 2 and increase the rarity
@@Cristian_D63yeah, I should have mentioned that in my post but aside from specific weapons it is entirely unnecessary to wait until round 25 to get your first or second pack a punch LOL
If your teammates are stealing kills you still get credit and 90 points for the elimination. Sometimes I also do this on purpose but stay on pap0 with a gun and just tag as many zombies as possible for a poor man’s profit sharing so they can hit their stupid box and I can still buy doors. I still don’t res those fools especially when they get the wonder weapon but that’s beside the point
@@donaldslayer that's assuming you're always in the exact same room as your teammates and they're not killing zombies that you haven't shot yet. Which just isn't the case because it's extremely dangerous to sit in one area with four players training the zombies in completely different directions. And coordinating that is way too difficult for most groups. So what milo, and most other players do is stay on separate parts of the map. This is completely fine if you're doing high DPS and hitting headshots but if you're like Milo and you're not then you just don't end up killing any zombies and eventually you end up wasting a bunch of money on ammo and rebuying perks when you inevitably go down. Also, if you're moving around the map it's pretty likely that your teammates are just going to steal the horde that you're not killing LOL I'm not saying this from my perspective I was making a complaint about MrRoflwaffles gameplay here. The stuff I'm saying is how he plays LOL it's crazy. I've left comments in his comment section and after a while I think most of us have come to the conclusion that he's just pretty scatterbrained and likely just doesn't think about doing it because he's so hyper focused on trying to do the Easter egg steps. This is supported by the fact that he's a lot better about it when he's not doing an Easter egg hunt or some other kind of Easter egg related challenge.
The only main problem with this point system is the price of maxing out your weapon. 50k to get up to 3rd PaP when it use to be 5k then 2.5k for ammo mods
Do you have any tips for managing Z$ in a party game? On another topic - I’ve never seen the pre-comment message about being respectful before. Kudos! I like it. Especially “challenge the argument, not the person”.
I think the biggest difference between the new and old point systems is: The old system rewarded you for being underpowered and playing slow while the new system rewards you for being properly(or over) powered and playing faster.
@brutace9219 I would disagree, the old system awarded doing damage, the new system awards kills. It actually punishes you for being OVER powered by increasing ammo cost.
@joebob3683 ehh. The old system rewarded you per bullet, so the more under powered you were the more points you got. The new system does make it more expensive to buy ammo, but you're using less ammo per kill. Essentially with the old system you wanted each bullet (in at least 1 gun) to do as little as possible, whereas now if you can kill a zombie in less bullets you can get more kills. Rewarding you for being either properly or over powered.
Helpful tip, S.A.M. Trials start spawning 2 rounds after you open Pack, so the earlier you open it, the more trials you can do per game.
Genuinely thank you so much bro, whenever im casually playing i tend to farm points on spawn as much as possible so i always wondered why it took to like round 15 for Sam traisl to start spawning on Liberty but on Terminus it was like 10
This is something I just found out yesterday, I'm at 99% on zombies and was trying to figure out why SAM trials were spawning so late!!!
Straight up I didn't know that, thanks for the info
i also noticed if you go into the church on liberty falls through the side door you can pack a punch without getting rid of the “investigate the church” notification and you wont get S.A.M trials until you make it go away even if you pack a punched already
I am 93% done with calling cards, and 83% way through my nebula grind... didn't know this.. thank you.
This the perfect video for anyone that thinks the new system doesn't work, I love how you shine a light on the combat axe, in this game you only need judge and a combat axe to get as much point and salvage you need to upgrade any gun you want no matter what round you went down on.
I actually knew this luckily. I initially was wrong about the Combat Axe, though I later started using it as my main lethal with Decoys or Kazimirs as my tactical for higher rounds just because this game is hard to get back into when you lose everything otherwise
@@Quackra very good, I as well knew how good it is the moment I threw it for the 1st time and I was able to pick it back up I was like man I will go for a round 100 in some point with this thery are so good.
Good point but that that's just zombies in general in all of the game if you go down or bleed out it's hard to get back on your feet but it's a fun challenge to do so.
And tacticals. Decoys, stuns, shock charges all add up, and combine those with the combat axe and headshots, and you’ll have more essence than you’ll ever need.
@@mash2481 exactly there are so many ways to get points in this new system it's really cool and makes room for a lot of different strategies, most games that I play with friends I have 60K to 80K points by round 30 that I dk what to do with haha, on solo as well idk what to do with my points past round 30.
It works for someone who wants to play zombies that way with the loadout system. But not everyone does. Most old school players don’t enjoy the gameplay loop bo6 offers and want more randomness, increased low round difficulty, and longer quests attached to each game. And Doughnuts isn’t providing much of a challenge in his example playing solo on the smallest, cheapest, and easiest map in bo6. Bo6 plays nothing like zombies used to play. Also most people don’t use Sam trials because they are mad boring, not worth it most of the time, don’t flow with the gameplay, and it’s not even Sams voice anymore.
This is the best SAM trail propaganda we needed. Tbh since ive been grinding Nebula in directed mode I did not really appreciate how useful they truly are.
As someone who was kinda tough on your last video I like how 1 gave us feedback on our feed back and 2 showed us how to effectively maximize points in BO6 regardless if we like it this is how you do it 👍
I'm gonna a be honest, there must have been some dumb questions in that last video based on his approach to this one.
@0giraffe0 I think he just truly demonstrated how much a difference trial machines and prioritizing perks/doors/armor/gun on your own gameplay style leads to success in later rounds
One thing I miss was the mystery box actually being necessary. It made every game play differently based off what you got at the start. Sometimes you'd be forced to use a shitty gun or forced to make a strategic survival decision. That randomness and those situations the game would force upon you is what made that system fun. Its not as fun when I just decide for myself how i want the game to play out before i even load into a match. Plus I loved just getting to high rounds and pack a punching tons of random weapons once I got tired of using one. Maybe I'm alone on this? Curious to hear your thoughts. Love your videos. You're the best zombies youtuber!
Forsure I wouldn't mind just spawning with pistols again
I feel you for sure but it’s honestly not that serious. If you want to spawn in with a pistol every time then do it … nobody’s stopping you
@@memo5230 fr, but it was different when you didnt have a choice ya know. definitely made the game feel different. I think he just misses that feeling.
@@Elijah_Fatuthen go play the older games lol
Once I got all mastery badges (way easier than nebula, but I still be grinding) I set up most of my guns to have the attachments I want. Now in pubs I start with a 9mm pistol and usually do the 2 box challenge
I end up waiting for the 2x points to flash only to realize I had a crawler still 😂
Vulture aid is severely underrated if you have the spare essence for it and have the minor augment that gives you the higher drop rate for the tacticals and lethals you have. It pays for itself if you're spamming those
12:30 Quick Revive always goes into your first spot and pushes all your other perks to the right.
Yes and no. It doesn't do that if your augments don't take advantage of "If quick revive is in your bleed out bar" effects (basically EMT, and the one that behaves like the og Solo Quick Revive). After they fixed Dying Wish and I equipped it over EMT, it doesn't jolt back to the first spot for me.
Pretty sure those two only do that so you don't have your Major Augment spot wasted if you didn't buy it as one of your first 3 perks. EMT does it I'm pretty sure for Self Revives.
@@Razgriz_Ace18 It looks like you're both technically right. He does get quick revive from the SAM trail and it does move his perks to the right visually BUT @ 23:17 dying wish activates and he loses quick revive first, keeps all his other perks, then he loses all but the first three that he had before he got quick revive. Idk if that would happen if he didn't have dying wish or if he downs after running out of dying wishes.
@@noahwithana4149 What's strange is I've definitely seen it not be at the beginning of my perk bar, and recently at that. I wonder if it was due to a perkaholic or something causing that, but I did notice he had Dying Wish but it went first in the bar.
@@Razgriz_Ace18I use emt and the speed boost and it still goes to the first spot….
@@Razgriz_Ace18 Quick Revive always took the first spot when i bought it. It didn't matter which augments I had equipped. Even with no augments, Quick Revive took the first spot.
To answer your question about why someone would switch weapons mid game if you’re allowed to spawn in with any weapon you want I would say that as someone that plays specifically for high rounds, salvage is more finite than my points in any game as most of my games are at least round 100 games. So while I know I’ll end up with 100k points sitting there doing nothing for me in the later rounds every bit of salvage is more valuable to extending the tools to survive. Basically if I can run a grey krig into the 20’s and survive until a decent wall weapon is gold rarity then that’s 4 or 5 mutant injections worth of salvage I can save by swapping weapons in the early game.
Do you know exactly how the wall weapon rarity works? I notice usually around round 20+ I start seeing purple wall buys, but not for every gun it seems? Some might still be blue. (To be fair I usually don’t go much further than round 31). Never fully understood how and when it decides to increase wall weapon rarities, so wondering if you know as someone who plays into higher rounds.
Regarding switching weapons around the mid rounds: One of the things I liked doing in older zombies games was hitting the box every few rounds and then pack a punching it just to switch up the gameplay. This isn't optimal for survivability in the game, but it was just fun and added a little extra challenge plus variability within a casual zombies run. You cant really do that in BO6 given the high cost of getting a gun up to its max rarity and tier. To be clear this isn't a major complaint for me. I generally prefer the new point system, but just wanted to offer that viewpoint as i cant imagine i was the only person who enjoyed that aspect of the older point system.
That was something I forgot to mention. There is that player-driven "paping every gun on the map" sort of gameplay challenge that doesn't really work in the early rounds here. Even if you're not doing that challenge, obviously.
Great point!
@@Doughnuts I do think this video convinced me that there are adequate tools to catch up if needed. There is a bit of a skill/knowledge curve to knowing how to do so since using equipment, scorestreaks, and field upgrades is somewhat less intuitive than just shooting the zombies a bunch and watching the number tick up.
Thanks for doing this analysis and not succumbing to the the zombie community group-think 😂, wish there was more of that style of analysis and thought around before levying criticisms
One thing to note about Cryofreeze, if you headshot a zombie that is frozen, you'll only get the standard 90 points instead of 115 for a headshot. I believe they changed this sometime around the Season 1 patch.
It’s always been like this since launch day unfortunately. Ex-Cryofreeze fan from CW, can’t really recommend it any more thanks to how it now kneecaps your maximum point gains…
Doughnuts you’re becoming my favourite zombies content creator, I like these kinds of videos, liking both traditional zombies and new zombies
I'm a new Zombies convert from Multiplayer and your videos have been so helpful. I very much still suck but I've noticed a difference doing the things that you tell us to do.
So I’ve been watching your videos for a few days now (along with Mr roflwaffles) and I just want to say I love and appreciate your ‘tism for the tiny intricacies of zombies because you are putting in the work I know needs to be done to answer the extreme minutia of questions that I personally have. You have my respect and admiration, keep up the pretty graphs.
I love all the tips in this video EXCEPT the cryofreez one, as someone who always used it in the past they capped how many points you can get from it by making any kill regardless of headshots or not to 90 when frozen. So really deadwire is better as you get the full point amount for kills and in my experience it never kills zombies unless you have an instakill but you can control what you use then
You’re making a solid point, but that’s not how it plays out in squad or matchmaking lobbies. You don’t get to control the pace there. If a good player with a strong gun is in the lobby while I’m just grinding levels on some crappy weapon, I fall behind fast. So, I either adopt their strategy, turn myself into a glass cannon and rack up as many kills as I can, or ease off to give that level 11 player a chance to score some kills.
The issue is there are too many positive feedback loops. If someone’s sitting on PaP 3 purple by round 19, they’re capable of outkilling the rest of the lobby combined. The rest will never catch up because that player can push rounds faster than anyone else can upgrade.
What works in Solo play often creates major problems in public lobbies.
To compensate for the extra players, more zombies will generally spawn per round, especially the special/elite zombies, where you still get points when they die regardless of who hit the last bullet, as long as you get at least one hit in. Especially if at least said person (and you) know what you're doing, then SAM trials will still be an easy path the resources.
I've played with a wide variety of people in BO6 zombies, so I can safely say, unless your teammate is teleporting around the map like they're Shadow the Hedgehog, the biggest issue with your game is a skill based one, if you're aren't able to keep up. I had a game where multiple people where spamming the gs45/Sally (one of them even used the Gobblegum to instantly get it to legendary rarity), nobody was hitting SAM trials, and I was still able to keep up in the end.
Experienced players or those with good gear can handle this fine, but that’s not the point I make. The problem isn’t whether skilled players can keep up, it’s that the game punishes newer or less experienced players and puts them in a loop that’s almost impossible to get out of.
When one player snowballs ahead, it forces me to make annoying choices: either I hold back so everyone gets enough essence, or I end up carrying the game and doing 30 revives in one match. I want a fair, team-based experience. Not a race for kills.
This feels a lot like what happened with Cold War. The upgrades got so crazy that there was a massive gap between new players and those who’d already leveled everything up. It killed balance in public lobbies.
Instead of just brushing this off as a 'skill issue,' I think we should talk about how to make the game better for everyone. Right now, it’s just not fun for both sides.
@@CoDZombiesDPS I honestly don't get your point. SAM trial rewards spawn in for everyone. And what the video has shown, it's not that difficult at all to get caught up if you're lagging behind.
Overall, the point is that lesser skilled players are going to have a tougher time, but as they learn the game, they'll make less mistakes, thus they'll get punished less. There's very little reason to assume that people will lag behind in the new games more then they would the older ones. The entire point of Zombies is seeing how long you can last, and the better you get at the game, the longer you can go. Even if everything has been a complete disaster, BO6 still allows the everyone to end on a high note via exfill.
@@CoDZombiesDPSyou are right , back in the day bad players could literally print points while the experienced player is training the zombies ( for an example )
Also doughnuts is literally roasting bad players in the video saying stuff like “skill issue” in a “good way” 😂😂😂
The guy cant just take the L and chill 😔
All good points. Can relate. In lobbies where there's a big disparity, I not only adjust my killing but also try to be stingy or charitable to balance things a little more. If I got cucked out of kills/points in the early rounds, don't expect me to buy a door until the rich players have. If I'm sitting pretty and have mates struggling, I'll give what I can to catch them up. Also, sometimes when players (or you) are REALLY behind, it can actually make more sense to just have them die than keep them on lifesupport. That way they respawn with more money & their weapon a higher rarity.
Where I disagree with you though is that I think this is all natural & good. I think modulating gameplay based on context is the responsibility of the skilled gaming veteran. Squad zombies is a TEAM game without SBMM...& I like it that way. Like any team game, if you try to be too much of a star...you're wielding a double-edged sword. There's more glory & such, but If you can't carry you're cooked. Good luck getting to high rounds or beating EEs when you basically caused your team to be deadweight. I've done it before saddled with afk teammates & it's a massive pain. Although even all this is overanalyzing, since the avg zombie lobby is filled with casuals who aren't concerned at all w keeping pace & are just trying to mindlessly kill some zombies & just survive long enough to exfil at like Round 31...and the avg gun-grinder is probably doing solo 'directed mode'.
So I think the snowballing in-game is mostly fine, but what I do think is too unfun & unfair is the across-games snowballing. Leveling things in BO6 is a slog & it makes it much harder for casuals to enjoy the game. Some friends that used to love CoD zombies played on my account & had such a good time they thought about getting into it themselves...but then after realizing how much grinding it takes just to unlock the things essential to their playstyle (and seeing how much hard drive space the game takes & all the mtx), they were MUCH more reluctant. Not good.
If you get the hand counting trial on CDM you can use the point of power traps to get unlimited ammo for the duration. Hand cannon trial is easy when you can spam fire it
Yo I figured this out yesterday and it’s a game changer for that dog water trial
the problem isnt getting downed and revived, its when you get downed and you cant get rescued by your teammates. you come back with an unpacked gun and no perks and they give you like 20k to decide what you need to purchase. and you almost never get back up to the level you were at.
100%.
Not only that, if you're with randoms, they're not going to be saving kills for you. They're going to be burning through hordes of zombies and flipping rounds, making you fall even further behind.
So whilst you're running circles with a combat axe trying to grind out 30,000 points for pack 3, they've flipped 5 rounds and now your pack 3 is about to become worthless and the game is over.
Going down properly and needing to restart with zero perks and zero gun with 20k is just not viable at mid-high rounds. (And yeah, maybe it's technically viable, but it's not fun, so what's the point)
I feel like thats more of an issue with what they conpensate on bled out players than the point system
@@nicktubby9710the trick to catching up after bleed out is to be near one of the other players to merge your horde with theirs. While you won’t be the one getting kills, you still get a minimum of 90 points per zombie as long as you deal damage to it before they kill it. Plus you can snag the equipment and get a big chunk of points from their effects too
I think an important thing to note and typically it does give you far more freedom to flex weapons within the late teens early 20s is only pap 1 early and use your points on a second weapon. The cost increase for ammo and needing to refill that single weapon is usually not worth it if the weapon still kills. What I usually do and it allows me to go crazy on the box in the early game before I settle on a weapon is focus on exclusively rarity early on and only pap 1, the rest of my points are free to use on perks, armour etc while my blue rarity Model L (I beg you all try this gun with rapid fire and the CHF barrel, at white rarity no pap it does work until like round 12) at pap 1 continues doing work into the early 20s while keeping ammo cheap and giving me a second weapon to use.
This obviously depends on what gun you’re using but typically stay lower pap as long as possible and focus rarity above all else for upgrades, the following is a rough round guide but might change depending on weapon levels etc
-Round 1-10 just don’t pap, 250 points for ammo refills or buying a second weapon is worth more
-Round 11-21 pap 1 and focus rarity for your main weapon, 1k points refill is better than 2.5k
-22-28 pap 2 (earlier if you aren’t using the CHF barrel) again ammo is cheaper and you can still do more than enough damage but consider napalm burst with firebomb and incendiary if you’re struggling for damage, it will carry.
-29+ pap 3, you should have a fairly healthy supply of points for ammo but your second weapon may still be behind on pap if you’re going down but again you can make up damage deficiencies and keep at lower pap with ammo mod use to clear hordes.
I was actually gonna mention about decoy grenade stacking to build points which is my usual method, especially with picky eater on vulture aid since you have infinite decoys and don’t need to wait for the previous decoy to finish. This can be spammed too if you’re not stockpiling salvage for mutant injections late game since they’re cheap and you can use it as a way to convert salvage into points.
Sorry for another essay doughnuts!
If you're really min maxing you can get the free double points while the points are falling from the sky then all the points are 200 instead
I think you hit the mark there for a lot of people. Great work. I hope the right people see this!
Please try to test playing with others and going down and bleeding out on round 30. That’s when I have the most trouble. I’d like to see your tips.
One of the biggest downsides to the new point system though is playing with other people and getting everything completely stolen. From personal experience training hordes again and again and someone else shows up and just wipes them all out.
@@gavinmarley3520 for real, always happens to me
Another tip for high round point gaining is to use vultures aid with picky eaters, getting a constant supply of decoys is a great supplement to points when they earn 10 for each zombie.
Plus if you’re using blast traps or combat axes you will get a really steady supply of them, speeding up the process.
It’s only 5 per zombie unless you have a double points
Just an observation. It appears that when you get the double points at the end of the round, if you pick it up while the game is counting, those accumulated points are doubled.
One thing I think about is when to do the free perk Easter eggs. I don’t do them until I already have 4 ish perks as the perks increase in price for each perk so your free perk being your 5th or 6th one saves you much more than it being your 1st or 2nd one
strat for Citadelle:
get Vulture Aid asap, have the picky eater augment equipped
then use decoys and molotovs, you should be able to use 2-6 of them each and every round, which gains you extra points without killing the zombies, similar to the traditional points system
Doughnut another important sam trial factor is that they do not end the round until the challenge is over. Getting a hold the location in a good spot can give you tons of extra kills
just a note to your point, the trial has to have actually started. if you activate the trial buy paying for it, but SAM is talking the round will flip if the task pop up hasn't appeared.
I cannot overstate how much I appreciate your content. Very few content creators actually back up their claims with data. I also happen to be a spreadsheet fanatic, and I love how I'm not the only one that gets all giddy over massive spreadsheets lol.
Thank you and keep up the great work!
Thank you for another clear explanation of the point system, IF you want another gun it's helpful to know that the rarity of wall buys goes up as the rounds progress so it's good to know which guns you can buy off the wall before you try to get it from the box.
Perfect response, show the haters 😤
Centering the video on how the new system is so built to force you to make *decisions* is perfect. It can be challenging in the moment to realize you don't have enough to get everything you want right away, but that means you're engaged and actually thinking about the game. Getting everything within 10 minutes means you have nothing tangible to work for the rest of the game, that's boring!
So many great points this video, also calling out SAM trials (skill-based, varied experiences that actually have you using the systems and playing the game) as the new alternative to point farming (mindless, same every time, slows the game down) was super well put. Awesome video, new bookmark to link to next time I'm tempted to argue about point systems!
@@whitecliffgames neat to see you in the comments section.
Ayyye one of my favorite zombies creators!!!
@@whitecliffgames I don't see a whole lot of hate or vitriol tbf, seems a little hyperbolic. 😆
When you title your previous video "you were WRONG..." You're opening yourself up for, let's say, passionate discourse. Very smart move by Doughnuts to push engagement for his channel.
"A system built to force you to make decisions." Not really. It's a gameplay loop. Most players make the same decision every game because it suits them best.
The ability to shoot a few times and knife in earlier cods provided a nice challenge in the early game. Everyone has gone down doing that at some point. Early game in this game is boring. Unga bunga just shoot head. Why they made headshots worth more than knives is beyond me.
The old cods had more and better decisions. "Hmm I pulled this gun from the box which is good but not my ideal choice. Should I keep spinning or should I just run with it and pap it for now?" Everyone has had to make that choice every game before load outs were a thing.
How is this point system better? "It's not fun shooting and then knifing zombies in the early game." Yes it is, it's a nice challenge you can do to maximize points. Much better than shooting heads off slow walking zombies that pose no threat to you since they never get close. "It makes you make decisions." Nope, you do the same thing every game since you have load outs and there is little variation between games. There's no point in using 2 guns until maybe round 40 since the gun you spent the entire game upgrading is still good at that point and the game actively discourages splitting up your resources. I never swap weapons in my games and I have no need to have a second weapon. Older cods you wanted a strong ww and a wall weapon near where you train. You have to decide when you start using the wall weapon as it usually isn't your ideal early and mid game gun.
Again, how is the new point system any better?
I think the main complaint about going down and not being able to recover is when u bleed out playing with other people cause if it’s late round with ur friends and they can’t revive u and u come back the next round u don’t have points to upgrade and because of the new point system u cant kill enough enemies to get the points to upgrade ur gun
Haven’t watched the full vid yet but one thing I’m trying to spread at least in the start of a squads game is getting each player to shoot every zombie. You get 90 points per elimination and if all 4 players get a body shot before it dies that’s 360 points per zombie amongst the group instead of 1 person getting 115 for the critical.
For the Sam trials, whenever they spawn, I wait to activate it until I kill all but one zombie in the round to make sure I get all of their points. You can see when you did the trail in the quick revive room that the trap killed a lot of your round zombies only giving u 10 points for those kills when they could’ve been 115 each.
Just for comparison, try switching weapons and going down with a full squad at high levels, as others will get kills and points that you won't get.
I respect the video, the honesty and the perspective. This was super helpful as well!
Love your videos doughnuts, without a doubt my favorite content creator at the moment keep up the great work!❤️❤️
In liberty falls i like to stay around the starting area and pop a double points gobblegum when a bonus points drops from a zombie
And then quickly go to the bonus points on the ollies comic shops window while also killing the extra zombies and the rest of the zombies on that round.
Its pretty useful knowing about the power up easter eggs on all the maps
Great vid…
the only thing I didn’t see u do or mention is the crystal respawns in the church for Extra salvage, Equip, plates, etc
❤ the graphs
👍 keep it up
I’ve been playing this game for 15 years and have never seen a TH-camr drop graphs and spreadsheets. Ive been dying for the raw analytics and just discovered you two months ago. Thank you man. P.S. without dying wish I believe Quick revive takes precedence over your first three perks you buy
For the loadout question. I may trade weapons because i was only using it for a daily. Also, since you can set zombie loadouts for wall weapons , i often will ditch the loadout weapon for a blue wallbuy rather than using my metal resource. You can't always rely on free aether tools to upgrade a gun.
Great video. Wish they would change the perks inside the trial rewards into Random perks, so that there's no duplicates and a wasted reward.
Did they change cryofreeze? Killing a cryofreeze zombie would usually only give 90 or 95 points (I forget which) even with a headshot and it ends up reducing your point potential. I always thought dead wire with lightning strike was the best since you get 5 points for a zombie stun which translates to a lot across multiple hoards and it doesn’t ruin your headshot point multiplier
Hmmm, I didn't notice that, I'll do some testing! But yes, dead wire would work too, but it would kill zombies occasionally too!
they did nerf it, they nerfed my good ole cold war strat on getting extra points early rounds :(
Thing with Cryofreeze is you can generate more points if the weapon takes multiple procs from a single zombie with a weak weapon. Deadwire is better for stronger weapons since it’s +5 per target and doesn’t disable headshot points
Yes that's true. 90 for a frozen zombie kill (regardless of headshot or bodyshot) and 5 for freezing the zombie. If you are point maxing then you shouldn't run AATs
@@neoavenir noooo! 😭
I actually don’t mind the new point system, I just enjoy the old one more. It allows me to change stuff up later in the game without being punished so heavily for wanting to max out a different gun. Another thing I like about it is that it gives a purpose to a lot of weaker guns, just being able to use any weak full auto gun for points specifically is nice.
Either way, my main problem with it is not just the point system itself, it’s the fact that there are 2 separate currencies. I think it would make it much better if upgrading/getting weapons was only points and no salvage for upgrading rarities. Needing to spend nearly 10,000 salvage and 50,000 points to full upgrade a single gun is insane. I think salvage should only be used for armor/equipment and points be used for everything else. We don’t need 2 currencies for upgrading weapons
I have to disagree about reverting back to a single currency. I love the way salvage works in this game and you can still upgrade your weapon rarity through a variety of ways in game- like the S.A.M Trials and side eastern eggs that were shown in the video. I think that stuff is much more expensive than in previous games and adding MORE things to spend your points on seems less than ideal.
Skill issue and nostalgia issue
@@rolo_swirl1440 I wasn’t saying to revert back to a single currency. I’m saying I think it’s bad design to require multiple different currencies to upgrade your gun. Salvage is a fine system, and the new point system is fine, but I think it’s bad that you have to use both currencies to upgrade your gun. I just hate mixing currencies to do one thing
Thank you for breaking down what you do and why. As a newish gamer, this video helps out with best gameplay experience
I’d like to see how you would go about maximizing points on terminus. I want to get to higher rounds (only have gotten to 50), but I find the beamsmasher is not the strongest ww and the mustang and sally fully upgraded is good but not good enough to kill the amalgams, making it easier for me to go down on lower rounds due to running out of ammo, therefore not being able to rack up points, just a thought. Great video
A lot of this also comes down to map knowledge. Memorizing where your wall guns can also be helpful, if you want to play with the LR but you don't need to spawn in with it for camos. Spawn in with a decent early game AR or SMG and by it at a blue or even purple rarity later if your lucky because that saves 1,500-4,000 salvage. Terminus is one of my favorite maps because you have the two free perk easter eggs I do every game, you have the basketball easter egg which gives 2,000 points, and you also have the free double points in the bio lab in the room just opposite of the generator. If you properly know the map setup becomes leagues easier, cheaper and faster.
Bro really dropped a 49 minutes video to say skill issue. I love it. What a great display of your point about points! Thank you for sharing this with us
Something I recommend is prioritizing rarity upgrading before PAP 2. PAP 1 boosts the ammo count and and abilities of the guns. The ammo refill price for a gray weapon is the same as the refill for Legendary, only increases on the PAP level. I seldom PAP 2 before hitting round 15/20 with legendary. (But sometimes you gotta grind up a gun lmao).
I also think there’s a big case for prioritizing armor and upgrading weapon before getting more perks than your preferred base 3/4. If you go down, you’ll still have your upgrades. If you have to spawn in the next round, you’ll still have your armor.
I prefer jug QR and Deadshot because it increases the probability of getting crit damage/kills especially on console.
love the long form video man, it's really interesting
Most ppl probably already know this but if you buy quick revive at any point in the game it replaces your first perk on the bleedout bar. So if you want 3 other perks to keep after going down its wise not to buy quick revive until your comfortably set up for the higher rounds
Something about the SAM trials as well if you look too the left there is a smiley face that changes color and it's goes from legendary and down in rarity in quick succession if you open it on gold you get the most points,salvage, and best chance for equipment,killsteaks and etc.
The thing with paping all the weapons, is that the Pack a Punch upgrades have been boring and generic for several several games now
They've improved it a bit in Black ops 6 but it could be a little bit better I guess. The camos since Cold war have just been ugly as hell too. With the exception of terminus.
@papasivir4241 It's funny, I don't think they've beat the variety and camo of Der Riese.
Bo1+2 had some fun stuff, 3 was okay. Then this game is doing better than the last few, but that's still literally mustang and Sally and the one explosive sniper. (as far as I know)
@@DirransRL there's a couple others, like the dm10 getting a binary trigger when you pack a punch it and one of the sniper rifles becomes an extreme long-range shotgun. There might be a couple other that I'm missing but yeah.
@@papasivir4241 oh okay cool. I'll have to find those
@@DirransRL true, but bo6 brought back unique pack abilities, which haven’t appeared since bo4
One thing you need to know with the perks is that if quick revive isnt one of the 3 first perks you bought it will still be one of the 3 perks you keep after going down if you dont use the augment where you loose it. That does mean that one of the 3 perks you first bought will be replaced in those slots
As someone who skipped cold war this is so helpful.
Experimentation is key. Finding what weapon and attachments in combination with field upgrades and perks will help . Find what fits your play style and take advantage of the Easter eggs on the maps. Map awareness is also important. And have fun at the core of it.
This video is what everyone needs to hear .. doughnuts is just so positive and makes me honestly a better player love bro love!
13:19 The best reason to spawn in with one weapon and switch to another (camo grind notwithstanding) would be with something like the GS45 or the LR. 7.62. - super great guns when upgraded with PhD, not so great out of the box. Sometimes I'll see people high round a map like Liberty Falls and spawn in with an easy to use AR like the XM4 or Krig to speed through the early game. Then once they have the Jet Gun built, they buy the 45s off the wall and instantly Pack-a-Punch and PhD them. It's like in Pokémon where you wait to catch a wild Magikarp at Level 19 so it's only one Level away from becoming a Gyarados instead of catching one early at like Level 5 and switch-training it for an hour
For me I choose to use a different weapon once I’m done with the camo I’m going for, usually swapping to the guns i need to get special kills with or something (diamond camo usually) but on average I go from nothing to gold in one game around round 40-43 which means the special spawn rates are kranked perfectly for my already gold class that are waiting for diamond. (This is usually easy to do though because by round 40-43 you probably have enough points and scrap to pack and legendary a whole new gun, doing it this late also helps because if it’s a off the wall or box weapon at those rounds they are all legendary rarity) something else about the Sam trials I usually kill all but one zombie and only kill the Sam zombies (glowing purple eyed zombies)
I appreciate this vid for overall strats but you severely missed the point many were making in stating that casual players are having a harder time recovering in this game. You said it yourself, if you spend money unwisely, you won't have as much.
This is fine for many people, but you gotta keep in mind that the average CoD Zombies player has no clue what is or isn't a good buy.
Going down at round 30 with a PaP 2 (not 3, mind you) gun that takes several mags to kill an Abomination with Napalm Burst while also utilizing several Augments that take *hours* to unlock, for YOU, would result in only being able to get 3 perks back and not even being able to refill armor without salvage. At round *30*, which is only a high round compared to older games with a higher overall difficulty. In this game that is kinda the midpoint for anyone who isn't camo grinding.
For CASUAL PLAYERS, the ones you are going to meet 99% of the time in public matches, this is it, the end of the game. And if you want to play in public lobbies you are going to have to expect that they are going to quit.
Again, good stats in this vid, but a vast majority of the randos you meet will not know to employ them, and that is pretty clearly a huge leap from older titles where no matter what round you were on, you could get back on your feet with a wall weapon in a few minutes.
This is a reduction in difficulty but an increase in tedium. it is easier for people to get to high rounds if they are patient enough to do so, but it takes more time to actually get "set up" so to speak. What would take like 15-20 minutes in Black Ops 2 or 3 takes like 30-50 here. Even if the round counter can go higher. I do personally enjoy this system more than the old one, I like that I can customize my loadout entirely and make good use out of any gun instead of having "Good for kills, good for points, and terrible" as the 3 weapon classes. But you seemingly are dismissive of the criticisms some people have on what is pretty objectively a huge change from how round based used to be played.
The main criticism is that in BO1, 2, 3, 4, IW, and WW2 zombies, no matter WHAT round a casual player went down on, they could get back in the game and fully set up with 2 max PaP guns and 4+ perks within a few minutes if they were careful. Your response to this was showing that you can't even do the same thing with a good gun and optimal augments with the best strategies you can think of on round 30 in a game where round 30 is easy to get to after 45 minutes of prepwork in that single game.
Amazing video, Doughnuts is becoming one of my absolute go to zombies content creators.
Oh this should be a real interesting video, point system haters be damned
Great video. Some things I recommend: 1. Destroy at least 2 Crystals in the church every round to get free salvage. You can open the door, destroy all of them and come back after a few rounds. 2 of them spawn after every round. 2. You can get deadshot daiquiri from the side ee for extra damage early Switch ADS field of view to Independent after killing the last zombie to zoom in more to do it more easily even if you have an assault rifle with a 1x scope. If I have a smg or something small, I buy the DM-10 at spawn with my "precision build" set. 3. Staminup, quick revive, Elemental pop and Juggernog are often in the safe lockers, even when using green keys (they're somehow more likely to drop with green keys), So I buy only Juggernog in the early rounds and wait a bit to see If any of them drop from keys.
Yeah and why don't you upgrade your weapons when you can? I get saving the points, but salvage? Why would you save so much salvage? Rarity upgrades don't make ammo cost more and it just makes your shots have more value. That's a waste imo.
Doughnuts deserves 10 million subs right about now, I love these videos!
Gotta be honest, some of the things he's said from this vid and last about the point system has completely baffled me. Super appreciative of his camo grind spreadsheets though.
@@domzombie9946exactly !
As he himself said “i dont get it” 😂
I’m going to respectfully disagree with your video here.
1. You didn’t just use your points. We who love the old points system know about the SAM trials. They were especially vital in Cold War. However if I want to just shoot zombies like in the old games, I’m going to be late in the 40s getting fully set up.
2. Some of the things work pretty well for Liberty Falls or are exclusive to Liberty Falls such as the church Easter egg. This would be like me saying you were actually harder to kill in BO3 just because in Revelations you could get certain masks and be a solid 12+ hit down. There were many maps in BO3 that you could do mini or main Easter egg quests and get wonder weapons, all the perks, or other rewards. So it’s not really a 1 to 1 comparison to say “well in order to fully maximize this new points system you got to do all these side Easter eggs and all this extra stuff”. Using Sam trials and side Easter eggs to justify the new points system is not showing the merits of the new points system. Again BO3 and even BO2 had trials/challenges to where you could get free paped guns and perks too.
3. Even the most skilled players can go down. However we aren’t just talking about downs here. We are talking about if a player completely bleeds out. Back in the old games, a skilled player could come back from the brink and go back to having their perks and weapons again. In BO6 bleeding out on round 30 is basically a game over for that player. Because when you come back you either have points for pap or perks. Sometimes even if you are able to get tier 2 pap, you are still throwing marshmallows at the zombies. With the old points system, you’d be fine but the new points system this doesn’t cut it. The only saving grace is if you are on Citadel des Morts and you can grab a sword. Then you can grab perks without having to get pap but again this is so very map specific it’s not the norm.
4. You asked why would anyone want to swap weapons mid game, well I’m going to tell you why. Because it’s fun! It’s rather boring just to keep the same weapon you had since round 1 and take it to round 50 or 100. It’s so fun to go to the mystery box and see what kind of weapon you’d get. Back in BO1-3 some maps had map specific bullet weapons that you could get out of the box. It was fun trying to go for those weapons. The LMG on Origins or the Marshalls on Zetsubo are prime examples. Not to mention most wonder weapons used to be box exclusive. So it was fun spinning and spinning the box. That’s why most people have a problem with the loadout system because that plus the points system takes away that fun that magic of old zombies. I can forgive the loadout system but the points system punishes people. The only way to get around it is to do those sam trials and who’s gonna do a Sam trial on round 45?
Anyway I’m not trying to be any certain way I just wanted to respectfully disagree. I generally like your videos but I don’t think I’ll ever like the new points system.
Oh, one thing to add on for when playing multiplayer. You get points for zombies if you damage it at least once before it dies. My brother and I did this and by round 5, with a Profit sharing, we were both at about 8k in the spawn room. It's stupid effect to just take turns shooting zombies in the thighs and letting someone else kill to get more points early on
Great video. Hands-down, the abominations are what I hate the most about this game. Mainly because I tend to use the GS 45 pistols and sometimes it’s hard to get the critical spot.
I remember as a noob I literally just ran away a whole entire round when I had p3 a weapon and couldnt afford ammo and couldnt kill anything lol. Great video and information, I have since mastered and know most of this but still learned some things to try. Thanks!
Instead of Cryofreeze for points I prefer Dead Wire with the lightning bolt augment equipped and NOT the minor augment that gives it extra damage. It activates often, giving you points for each zombie it stuns, and it doesn’t usually kill them, so you can still get 115 points from headshots. (Frozen enemy kills only give 90 points, even with a headshot… UNLESS they were frozen from the ice cloud augment)
I appreciate a lot of this video, but I do wish you went about the issue of going down late making it hard to come back differently. Yes, you should absolutely be punished for failing, but most people I saw in the last video's comment section weren't just talking about normal "I went down, and now I have fewer perks". They were talking more about the situation of when you're in multiplayer and someone bleeds out in a late round (especially if they aren't as good as the other player and end up getting revived a lot and therefore have few points). Punishment for failing makes sense, but this is a negative feedback loop that is exceedingly hard to break in this situation, and it's one where the old point system was better for, since it naturally made weaker guns get you more points so you could get stronger guns. The current point system, if you don't have enough points, you can't kill zombies, you can't get stronger weapons to kill them, you just have to rely on your teammate to kill them to get through the round (which results in no points for you). Tomahawks and other equipment are a good option that helps it, but it's still definitely harder and less intuitive than the old system.
All in all, I think the best comments from the last video were more concerned about how this affects less invested and lower skill/knowledge players; not that there shouldn't be a skill gap and punishment for skill issues, but it can be a bit excessive and leave you without many options to recover.
Not that this alone means the old point system is better, honestly I have a lot of fun with the new one, but the ability to recover was definitely a pro of the old one compared to now.
He addressed this in the video:
If you feel you have NO way to gain points, start using the tomahawk.
Weapon rarity and armor stay through full respawn, so all you need is to tomahawk for 1-2 rounds, and you can full pap3 the weapon you were using before.
This way there is the punishment for making a mistake, but there is also a method to come back into the game, but that method can be very difficult, which feels appropriate still. If you went fully down and had to hard respawn, it should be difficult to come back from that.
@@zeroshadowzs I did mention the tomahawk, and I don't deny that there is AN option. Though while I don't think it's some silver bullet argument for why the old point system is Good and the new point system is Bad, I do think it is worth mentioning that it was a lot more intuitive to have dealing any damage to the zombies be your fallback if you're out of points, compared to using one specific piece of equipment. Again, this doesn't make the new point system bad or worse than the old, but I do think it's worth mentioning as a pro/con
thanks for this one bro ❤
A way to maximize a teammates points other than the assist method is the quick revive augment that lets a teammate keep all perks in the bleed out bar. It seems very minor at a glance but when you get 10+ revives a game it makes a difference. Just make sure to equip all of the survival augments (juggernog, elemental pop, quick revive) to make revives easier to commit to so a teammate doesn't do the revive instead.
My main 2 issues are that weapon utility between classes completely disappears, and the option to point max on low rounds to get easter eggs done really early is gone. It's not only boring using the same gun the whole game, but there is no point in not using the meta guns because they all earn the same amount of points.
Even though there is legitimate criticism I think the point about switching gun is also brought up because it’s a challenging point to counter. It’s easy to just say „it’s hard to switch weapons mid game, so I like the old system better“ even though it doesn’t even make that much sense. I appreciate this video but I also think that often with these nostalgia things, it isn’t about a valid point. More about having a tough to argue argument as an excuse to like the old ways better… just a thought.
Perfect timing, ive been trying to get all the perks on terminus before the end of round 7 without using gobblegums and its been a serious challenge 😂
I’m not gonna be able to add too much for this, however as a little side tip. For most of the “difficult” Sam trials, it’s best to try to wait a for half the time for zombies to build up. For instance the hand cannon one I always get legendary as I build them all up and run in a straight line and carefully shoot. Should be able to easily get tier 3
wait, so i need a one hour tips and tricks video to really make the most of this.. not so casual friendly anymore, are we? lol
i feel like if you generally know how to train zombies, you should be able to save alot of points and salvage. for example, my spending strat for LF is 1. Uncommon 2. PaP1 3.RARE tool EE 4. Jugg 5. T3 armor 6. PaP2 and after that, its just either tools or perks
If your planning to maximize points you should honestly consider waiting as long as possible to pack-a-punch most full auto guns in this game run out of ammo quick in this game if you don't have good aim or the biggest mag attached. And the amount you have to spend to get ammo increases based on your pac-a-punch level.
i swear the dm10 is the weapon i like the least in this game, it feels so weak in both zombies and mp, it's neat to have him use it in this
I try to buy PhD before stamina up pretty much every game, the added movement for PhD slider is irreplaceable
so much more vital than stamin up once you have a good augment setup
Great vid donut 🍩! I'm a casual to knowledgeable player on zombies and in solo this is a great strategy and honestly it can but done a lot of ways but no joke, in squads I find it much different with casuals. Spend a lot of time running and not shooting and basically loose out on points.
@@littlecc7447 the crux of his argument relies on solo gameplay. To cover all his bases, he needs apply his hypothesis in squads or public lobbies. Speaking from experience, his math ain't mathing over there.
I'm here for the commentary. While yes it sucks getting down so late in the game, or close to boss fight, I would rather go down in BO6 then BO3 any day. If I get downed in BO3 I might as well just tell my friend to quit out and let's start over. (Not including the bows being godly)
Genuinely. Depending on the map you were stuck in a loop of spawning in with a PISTOL on a high round and dying before you could get to the mystery box because all it would take is two very quick hits from a cart Wheeling zombie to die. If your teammate is nowhere near the spawn then you're probably just going to bleed out again and repeat the process. Heck, even if they pick you up you'll probably just go down again. When you go down in the old games you need jug and you need to go to the mystery box and spin until you get a decent gun and then pack a punch. All of those things need to be done before you can get back on your feet. During the time you're doing those things if you get downed (which is easy to do because you're not fully done setting up again) you're screwed. You've always been punished for fully downing in call of duty zombies. You were far more punished in older games though. In Black ops 6 you might at least be able to fight to the Exfil point to come in again and try to do better next time. It might be a little bit tedious but it's doable. In Black ops 3 and prior. You're just going to have to wait until your teammate dies. You can go and cook a whole meal while you wait for your teammate to finish figuring out the Easter egg LOL don't even bother trying.
That's the major thing that all of the comments on Donuts previous video we're missing. They keep complaining about recovering in bo6 but weren't offering any counter examples of how it was different or better in bo3. Especially for casual players, it was objectively not better LOL
I want to add something you didnt say: If you're on earlier rounds like 1-18, instakill comes on, and you're using an automatic weapon like an AR or SMG, then switch your fire type to semi automatic. Take your time and hit headshots with just one bullet. Spraying shots at a zombie when the first shot kills it is wasteful and will mean you'll have to buy ammo more frequently. Other pro tip: If you die and respawn with salvage, don't use it to buy a gun upgrade but instead go buy a score streak. You have 2500 salvage after respawning? Buy a chopper gunner and mow down zombies for the points.
Bro you always have friends... it's us! Much love great video btw
Thank you so much, I know I was there in the last video with those essays.
10:12 dont forget theres a tier 2 armour buy in ollys comics as well.
22:31 melee macchiato is fun and I will stand by my decision to upgrade my loadout gun first because the punch is one hit to zombies till 20 without the boosted damage augment, then once that gets maxed out I upgrade my melee weapon so that if I run out of ammo I always have a way to get points back. Only while my melee is able to one shot will I work on a secondary gun, usually aiming for wonder weapon
It seems like a lot of people don’t know how to use deadshot effectively. If you spam aim you’ll snap to heads and make your headshots way easier. It’s really easy and ultimately saves you ammo, time and effort. You’ll easily rack up points that way. If you pair deadshot with vulture aid, it’s honestly the best.
This only works on controller and not mouse and keyboard, but great tip!
Also, if you pack a punch your melee weapon, increase rarity to green and buy macchiato, you can 1-2 shot manglers for a while. The melee weapons in this game are insanely strong
@@DoughnutsI’ve been grinding out afterlife camos, so I’ve been switching guns throughout my games. Been finishing 3-4 weapons a game. That’s basically the only reason I personally switch weapons through the game
Points have to be easier to get in solo rather than pubs. Feel like in pubs im chasing the zombies they aren’t chasing me.
15:12 I think people are talking about late game such as round 33-40. While going for the terminus 51 EE darkops I had to switch load outs halfway, because the guns I was camo grinding with fell off. I ended up going down and having to rebuy my perks. I was left with no money to buy ammo for the guns that were viable past round 33
Why didn’t you pick up the Kazimir from the SAM trial at around 9:00 in the video? Love the channel!
Keep in mind that when you buy quick revive it goes to the front to guarantee you keep it if you go down. Of course if you have dying wish or the other one (equivalent exchange I think is the name) it's activation will take away qr. Just something to keep in mind. Also I'd argue qr is better than jug for staying alive. 6 second Regen is hard especially for new players to find the time for.
Somebody send this video to milo. Homie refuses to pack a punch and upgrade his weapons because he thinks he's saving points by staying on a lower Pack-a-Punch and having a lower cost ammo rebuy. When in reality he's just taking way more shots to end the round and having to rebuy points more often therefore losing him points. Especially in Coop when his teammates are stealing half the kills lol. The real issue when he's playing solo is that it just makes his gameplay more risky because he's having to deal with more zombies more often and I feel like a lot of his Downs can be attributed to the fact that he's just not doing enough dps. Which then loses him points because he has to re-buy perks. I should mention it's not like I'm asking him to pack a punch his weapon on round 10 like donut does in this video but Milo will literally wait until around 25! And sometimes he won't even upgrade his rarity which makes little to no sense considering that doesn't increase the point cost of anything. And donut does point out that lower level weapons can still be effective on slightly higher rounds than people think but why leave that on the table? 99% of people aren't switching between five different weapons it's just unnecessary. In Milo's gameplay he usually doesn't either so it doesn't apply.
It depends on the weapon. The only time I ever struggled with points was when I was grinding the HE-1 before they buffed the ammo reserve. (It's still not good enough) But I made the mistake of triple pap-ing and couldn't finish a round with enough points. So on explosive weapons in the mid rounds it makes sense to stay at pap 2 and increase the rarity
@@Cristian_D63yeah, I should have mentioned that in my post but aside from specific weapons it is entirely unnecessary to wait until round 25 to get your first or second pack a punch LOL
@@Cristian_D63It makes sense until it's at its fall off point honestly with explosive weapons that have low ammo
If your teammates are stealing kills you still get credit and 90 points for the elimination. Sometimes I also do this on purpose but stay on pap0 with a gun and just tag as many zombies as possible for a poor man’s profit sharing so they can hit their stupid box and I can still buy doors. I still don’t res those fools especially when they get the wonder weapon but that’s beside the point
@@donaldslayer that's assuming you're always in the exact same room as your teammates and they're not killing zombies that you haven't shot yet. Which just isn't the case because it's extremely dangerous to sit in one area with four players training the zombies in completely different directions. And coordinating that is way too difficult for most groups. So what milo, and most other players do is stay on separate parts of the map. This is completely fine if you're doing high DPS and hitting headshots but if you're like Milo and you're not then you just don't end up killing any zombies and eventually you end up wasting a bunch of money on ammo and rebuying perks when you inevitably go down. Also, if you're moving around the map it's pretty likely that your teammates are just going to steal the horde that you're not killing LOL I'm not saying this from my perspective I was making a complaint about MrRoflwaffles gameplay here. The stuff I'm saying is how he plays LOL it's crazy. I've left comments in his comment section and after a while I think most of us have come to the conclusion that he's just pretty scatterbrained and likely just doesn't think about doing it because he's so hyper focused on trying to do the Easter egg steps. This is supported by the fact that he's a lot better about it when he's not doing an Easter egg hunt or some other kind of Easter egg related challenge.
if you are really focussing on headshots, dont get the instakill after round 10, the armored zombies wont die with a crit hit even if you hit em there
I love that doughnuts is camo grinding as he makes these bonkers research videos
Gotta be productive! :D
The only main problem with this point system is the price of maxing out your weapon. 50k to get up to 3rd PaP when it use to be 5k then 2.5k for ammo mods
Do you have any tips for managing Z$ in a party game?
On another topic - I’ve never seen the pre-comment message about being respectful before. Kudos! I like it. Especially “challenge the argument, not the person”.
Let’s fuckin go I was just getting bored and this saved me
I think the biggest difference between the new and old point systems is:
The old system rewarded you for being underpowered and playing slow while the new system rewards you for being properly(or over) powered and playing faster.
@brutace9219 I would disagree, the old system awarded doing damage, the new system awards kills. It actually punishes you for being OVER powered by increasing ammo cost.
@joebob3683 ehh. The old system rewarded you per bullet, so the more under powered you were the more points you got. The new system does make it more expensive to buy ammo, but you're using less ammo per kill.
Essentially with the old system you wanted each bullet (in at least 1 gun) to do as little as possible, whereas now if you can kill a zombie in less bullets you can get more kills. Rewarding you for being either properly or over powered.