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Zombie Mode Data Guide

by wilmer007

              *****Start of Guide*****








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         _______________________________________
         =======================================
        //                                     \\
        |          Call of Duty: Black Ops      |
        |              Zombie Mode              |
        |              Data Guide               |
        |            Written By wilmer007       |
        \\_____________________________________//
         =======================================


Notes:

- You may press CTRL+F and enter the code in brackets to find you�re desired
    Section

- Please e-mail any suggestions, corrections, or additions. I'll appreciate
it. Look in the appropriate section [EMAIL007] for contact information.




  _________________________________________________
 /-------------------------------------------------\
| 1. Introduction [INTRO1]                          |
|                                                   |
|===================================================|
| 2. Copyright & Use [COPY2]                        |
|                                                   |
|===================================================|
| 3. Version History [VH3]                          |
|                                                   |
|===================================================|
| 4. Zombie Basics [BASIC4]                         |
|                                                   |
|===================================================|
| 5. Damage Data [DATA5]                            |
|                                                   |
| - Pistols [PSTL5.1]                               |
| - Sub Machine Guns [SMG5.2]                       |
| - Assault Rifles [AR5.3]                          |
| - Light Machine Guns [LMG5.4]                     |
| - Sniper Rifles [SNIPE5.5]                        |
| - Shotguns [SHTGN5.6]                             |
| - Launchers [LANCH5.7]                            |
| - Wonder Weapons [WONDR5.8]                       |
| - Miscellaneous [MISC5.9]                         |
|                                                   |
|===================================================|
| 6. Top 5 Weapons Rated by Base Damage [BASE6]     |
|                                                   |
|===================================================|
| 7. Top 5 Weapons Rated by Max Damage [MAX7]       |
|                                                   |
|===================================================|
| 8. Top 5 General Purpose Weapons [TOP5]           |
|                                                   |
|===================================================|
| 9. Frequently Asked Questions [FAQ9]              |
|                                                   |
|===================================================|
| 10. Credit [THANKS]                               |
|                                                   |
|===================================================|
| 11. Contact And Suggestions [EMAIL007]            |
|                                                   |
 \*************************************************/





     ______________________________________________
    /**********************************************\
   |          1: Introduction [INTRO1]              |
   |                                                |
    \**********************************************/


Hello and welcome to my guide on all things regaring Data in Zombie Mode. Here 
i will be providing an Indepth look into how Zombie Mode really works for the 
most experienced players who want to make it further into late rounds. We will 
also be looking at why this information is very important for late rounds.



Now that we have that out of the way let's continue.




     ______________________________________________
    /**********************************************\
   |          2: Copyright & Use [COPY2]            |
   |                                                |
    \**********************************************/


You may only use this guide for personal use. You may not put it anywhere up
in public without my permission.

The only sites that may display this guide are:

www.cheatcc.com
www.neoseeker.com
www.gamershell.com
www.gamefaqs.com
www.gamespot.com
www.supercheats.com


Nowhere else. If it is somewhere else, than please notify me so i can have it
taken down.




     ______________________________________________
    /**********************************************\
   |          3. Version History [VH3]              |
   |                                                |
    \**********************************************/


A complete version history that lists all revisions of this guide from newest
too old.



Version 1.0 (02-13-2011)
***********

- First Try. Pretty simple. Could be Final Version






     ______________________________________________
    /**********************************************\
   |          4. Zombie Basics [BASIC4]             |
   |                                                |
    \**********************************************/



Zombie Mode is a never ending mode if you play it right and learn what to do.
So let's take a closer look at some Zombie Mode Basics.


Maximum Number oF Zombies per Round:


Each Round there is a certain number of Zombies. There is a cap limit that the 
game restricts as to how many Zombies can be on the map at the same time. The 
cap limit is 24 (+6 for each additional player). So this means that the game 
will cap at 42 Zombies when there are 4 players. This information is extremely 
helpful when you get deep into the late rounds (after round 20-25 and beyond). 
After Round 10 you will begin to get more than the cap limit. These Zombies 
are basically called Reserve Zombies as they basically just respawn when 
another Zombie gets killed. What this means is that a 4 Player Game of Zombies 
at Round 30 has a total of 189 Zombies. At 42 Zombies being the cap for 4 
players that means that you will have about 4.5 respawning waves to worry 
about. Knowing this information gives everyone time to restock on ammo and 
plan for the next round. If you want to know how many Total Zombies a Round 
will have, then here is the formula to use:



Round Number * 0.15 = Multiplier



So for example, if you want to know how many Zombies will be at Round 30, this
is how to calculate:


30 * 0.15 = 4.5x Multiplier



Now that you have the multiplier you then you have to multiply the multiplier
by the cap limit, which is dependent on how many players are playing. So for
a 4 player game here is an example:

42 * 4.5 = 189

That means at Round 30 a 4 players will have 189 Zombies. At 42 zombies per
spawn you will have 4.5 respawns at Round 30 to worry about. 


Zombie Health:  


Each Zombie has a fixed health for the round that you are in. Zombies start 
with 150 health at Round 1. Every round until Round 9, each Zombie gains 100 
health. This means that at Round 9 each Zombie will have 950 Health. Starting
at Round 10, Zombie health is multiplied by 1.1 with each round. What this 
means is that at Round 30 each Zombie will have 7,030 of Health. Knowing this
information is vital to surviving at Round 30 as lack of ammo quickly becomes 
a problem. Now, so you don't have to do any calculations here is the health of
each Zombie at each round:


  ______________________________________________
 /**********************************************\
|                                                |
| Round 01 = 150                                 |
| Round 02 = 250                                 |
| Round 03 = 350                                 |
| Round 04 = 450                                 |
| Round 05 = 550                                 |
| Round 06 = 650                                 |
| Round 07 = 750                                 |
| Round 08 = 850                                 |
| Round 09 = 950                                 |
| Round 10 = 1045                                |
| Round 11 = 1150                                |
| Round 12 = 1264                                |
| Round 13 = 1391                                |
| Round 14 = 1530                                |
| Round 15 = 1683                                |
| Round 16 = 1851                                |
| Round 17 = 2036                                |
| Round 18 = 2240                                |
| Round 19 = 2464                                |
| Round 20 = 2710                                |
| Round 30 = 7030                                |
| Round 40 = 18234                               |
| Round 50 = 47295                               |
| Round 60 = 122673                              |
| Round 70 = 318183                              |
| Round 100 = 5552108 (5.5 million health)       |
|                                                |
 \**********************************************/





     ______________________________________________
    /**********************************************\
   |          5. Damage Data [DATA5]                |
   |                                                |
    \**********************************************/



Here in the Damage Chart section i will go into details for every weapon in 
Zombie Mode. Each weapon will have it's non PaP'd Damage data and next to it 
will be the PaP version. 

First number will be it's Max Base Damage if every bullet/shell were to hit a 
Zombie anywhere on it's body. The Max Base damage i am using is the weapon's 
actual damage per shot (DPS) multiplied by the Weapon's Max Ammo. Max Base 
damage is important to know for players who do not go for headshots and 
mostly aim at a Zombie's Chest/Stomatch, since the Chest/Stomach is the 
largest area on the body.

So the formula for calculating Max Base Damage is:

Max Damage Per Shot (or Max DPS) * Max Ammo = Max Base Damage

an example would be:

Weapon A:

Max DPS = 200, Max Ammo = 400

so you would do the following calculation:

200 * 400 = 80,000

So this basically means that the weapon has a Max Base Damage of 80k. 


Knowing a weapon's Max Base Damage is an excellent an easy way of knowing how 
good or bad the weapon is. Non PaP'd weapons will have lower Damage Data than 
it's PaP version so keep that in mind. IMO a PaP'd weapon with a Max Base 
damage of under 50k is bad, 50k-75k is decent, 75k-100k is good, 100k-125k is 
excellent, 125k-150k is outstanding, 150k and above the weapon is simply 
GODLIKE!!!!!! or OP!!!!! 



The Second number will be the Weapon's Max Damage after Modifiers. Max Damage 
After Modifiers is important for players who love to get Headshots as the Head 
on each Zombie gives the highest multiplier. Keep this information in mind 
when heading to later rounds when ammo and damage output becomes very 
important.



So here's an example of what the chart will look like


Weapon A (40k,80k) vs PaP'd Version of Weapon A (80k,160k)

 
That will give you a quick look at how good the weapon is in its Non PaP'd
Version and then its PaP Version.



  _______________________________________________________________________
 /***********************************************************************|
|                                                                        |
| Note: Damage Stats will be rounded up/down to the rearest one thousand |
|                                                                        |
 \======================================================================/


 

Now let's take a look at the weapons.




Pistols [PSTL5.1]


Pistols when PaP'd have a Max Base Damage of 62k-108k. They are very 
underrated and perform better than SMGs. They give the highest 
mobility possible and they are the quickest weapons to switch to when your 
primary weapon's magazine is empty. The problem with pistols is that they're 
common/rare because of their High Max Base Damage Output and then theres the 
problem with getting ammo for them since their are no pistols on the walls. 
Not to mention they have very small magazine sizes, which are about half or 
less than a SMG/AR, and they also have the worse range of any weapons. 


So let's look at all the Pistols:


CZ75 (23k,79k) vs Calamity (78k,273k)


Dual CZ75 (38k,126k) vs Calamity and Jane (108k,357k)


M1911 (2k,6k) vs Mustang and Sally (62k,310k)


Python (90k,135k) vs Cobra (108k,324k)




SMGs [SMG5.2]


SMGs when PaP'd have a Max Base Damage of 34k-61k. Their great in the early 
rounds and even in the teen rounds if you want to make some points. In the 
late rounds you shouldn't be using these at all as the lower damage output of
SMGs will quickly come back to haunt you. If your trying to make points then 
you should be using these in the early-teen rounds to make all the points you 
need because the health increase that Zombies receive in the late rounds will 
quickly hurt your chances of survival. In Solo Mode though you can use SMGs 
all you want to make points since their are no teammates to worry about and in
the later rounds they provide an excellent source of points and a very high
RoI (Return On Investment) SMGs are great when you need a weapon with high 
mobility, little recoil, and a high RoF (Rate of Fire) with low/average damage
output. They also make excellent headshot weapons and come with a 5x Head 
Multiplier, so for Assassins these work great. Not to mention the ease of 
repleshing ammo from the wall. When you want to use a SMG just for points look
for the weaker Damage Output weapons (such as MP5K/MPL) and don't PaP it.


So let's take a look at all the SMG Weapons:


AK-74u (22k,86k) vs AK-74fu2 (61k,304k)


MP5k (15k,60k) vs MP115 Kollider (34k,168k)


MP40 (22k,90k) vs The Afterburner (51k,256k)


MPL (14k,58k) vs MPL-LF (34k,168k)


PM63 (12k,48k) vs Tokyo and Rose (39k,175k)


Spectre (14k,54k) vs Phantom (35k,176k)




Assault Rifles (AR5.3)


Since the beginning of Weapon Development, AR's have always been the best mix
of all types of weapons. ARs have a Max Base Damage of 41k-116k when PaP'd. 
They have medium bullet penetration, recoil, range, and mobility. They also 
carry the versatility of being able to equip attachments from shotguns to 
launchers and everything in between. Damage Wise, they provide much more than 
SMGs do but less than LMGs. They're all perfect for Normal General Purpose 
usage which is why Assault Rifles have always been the most favorite class of
weapons in the world. And for taking out a group of Zombies they don't 
dissapoint either. Basically grabbing anyone of these is not only an excellent 
choice, but even the weakest AR will be better than most SMGs or Pistols.


So with that said let's take a look at this prestige class:

 
AUG (42k,168k) vs AUG-50M3 (84k,489k) 


Commando (45k,180k) vs Predator (84k,420k)


FAMAS (18k,72k) vs G16-GL35 (41k,203k)


FN FAL (32k,128k) vs EPC WN (94k,468k)


G11 (19k,77k) vs G115 Generator (50k,252k)


Galil (52k,210k) vs Lamentation (116k,578k)


M14 (11k,33k) vs Mnesia (42k,250k)


M16 (15k,60k) vs Skullcrusher (45k,225k)




Light Machine Guns [LMG5.4] 


LMGs have always been the top dogs on campus and have a Max Base Damage of 
113k/189k. They provide the highest damage, bullet penetration, and 
biggest magazine size/ammo of any Fully Automatic Weapons ever seen. They also
have the second highest range trailing only Sniper Rifles in both Damage and 
Range. LMGs also come with a 3x Head Multiplier. However they also tend to 
have the lowest RoF in most Fully Automatic Weapons, the lowest mobility, and 
the worst recoil in any weapons. Not to mention they cannot be equipped with 
attachments. That is why they are in a class of themselves because they just 
don't match up to a balanced Assault Rifle. LMGs are generally favored over 
ARs just for the big ammo and high magazine size to go along with the increase 
in Range and huge ammo count. All of this is why ARs and LMGs are always at 
war for the Title of Best Class/Weapon.


So now let's take a look at the only two in this highly recommended class:


HK21 (94k,281k) vs H115 Oscillator (189,567k)


RPK (65k,195k) vs R115 Resonator (113k,338k)




Sniper Rifles [SNIPE5.5]


Sniper Rifles have always been a long range favorite of many people around the 
the world, any why not. They have the highest damage output for both 
stats in this game with a Max Base Damage of 80k/90k respectfully. They have 
the longest range of any weapons and with their extremely high damage they 
will usually one shot kill anything they hit (including Zombies). They have 
high mobility to go along with the high damage and long range. And they 
also come with the highest multiplier in Zombies at 10x. However this 
extremely high damage, mobility, multiplier, and range comes at a price, and 
that's with the extremely low ammo and magazine size, and the slowest RoF for 
most weapons. They are also Bolt Action/Semi Automatic so the reload times are 
not only painfully long but you must take your time to aim and fire. And 
that's the real weakness of Sniper Rifles as any target that gets too close 
could spell trouble for a sniper who isn't carry a short/medium range backup 
weapon.




So let's take a look at the two highest Damage Output Weapons in the game:


Dragunov (15k,150k) vs D115 Disassembler (90k,900k)


L96A1 (25k,250k) vs L115 Isolator (80k,800k)




Shotguns [SHTGN5.6]


Shotguns have been the traditional choice for CQC (Close Quarters Combat) for 
many years and who can't see why. They have a Max Base Damage of 149k-230k. 
With damage outputs like that it's easy to see why they are a favorite for up
close action. They have an acceptable magazine size, which is a mix of a SMG/AR
combined with a pistol. They do however have extreme low range, and 
penetration. The slow reloads, low magazine size, and ammo can also be a 
problem when the enemy is closing in and you are still reloading or out/low on 
ammo. Though the weaknesses do get balanced out with extremely high damage 
output and high mobility you do also get high recoil. Nevertheless Shotguns are
great weapons to have at your disposal. Although i do recommend a secondary 
weapon with medium/long range such as an AR for when shotguns won't be enough.


So now let's take a look at this devasting and fun class:


HS-10 (54k,54k) vs Typhoid and Mary (230k,230k)


Olympia (27k,27) vs Hades (149k,149k)


SPAS-12 (51k,51k) vs SPAZ-24 (230k,230k)


Stakeout (58k,58k) vs Raid (168k,168k)




Launchers [LANCH5.7]


Launchers have never been a favorite around the world. They simply
weight too much, have horrible mobility, low ammo, and extremely low
magazine size, along with long reload times. They do however make up for 
these weaknesses with moderate-high damage and can usually kill anything with 
one shot. Not to mention the Splash Damage as an added bonus. They are great 
for doing great in-direct fire when you need to clear a group of 
Enemies/Zombies. Both launchers do 45/150k of Max Base Damage when PaP'd.  


So let's take a look at the mediocre weapons in the game:


China Lake (13k,13k) vs China Beach (45k,45k)


M72 LAW (42k,42k) vs M72 Anarchy(150k,150k)




Wonder Weapons [WONDR5.8]


Wonder Weapons just simply don't exist outside of video games for a reason. 
And that's because they are make believe weapons and they usually do way too 
much damage, insanely high amounts of ammo and mag size, and will pretty much 
kill anything it touches in one hit. They have high mobility, quick reloads, 
and little to no recoil at all. They are just too powerful. The only thing 
they have bad going for them is that getting them are hard because they are 
Super Rare, and that they don't have unlimited ammo. :)


Anyways let's get a look into the three beasts of Zombie Mode:


Ray Gun (180,180k) vs Porter's X2 Ray Gun (400k,2m)


Thunder Gun (~,~) vs Zeus Cannon (~,~)


Winter's Howl (~,~) vs Winter's Fury (~,~)




Miscellaneous [MISC5.9]


This is just the area where everything goes such as Ballistic Knife, Crossbow, 
Grenades and Sickle. They are really support weapons that do little damage or 
requires melee hits to dish out high amounts of damage. Ammo is not a even a 
problem (only for the Crossbow) as they are Melee Weapons. Grenades you can 
just buy off the wall when you need to restock.


So let's look at these 3 Support Weapons:


Ballistic Knife (3k,3k) vs The Krause Refibrillator (27k,27k)


Crossbow (200,200) vs Awful Lawton (750,750)


Grenades (3k,3k)


Sickle/Bowie Knife (~,~)




So there you have it, all the Damage Data for all thr weapons in Zombie Mode.
Hopefully now you have an easier time judging which weapons are better than 
others so that when you need it, you what weapon(s) you need to get for that
particular situation.




     ______________________________________________
    /**********************************************\
   | 6. Top 5 Weapons Rated by Max Base DMG [BASE6] |
   |                                                |
    \**********************************************/


1st: Porter's X2 Ray Gun = 400k

2nd: SPAZ-24 = 230k

2nd: Typhoid and Mary = 230k

4th: H115 Oscillator = 189k
   
5th: Raid = 168k



     ______________________________________________
    /**********************************************\
   | 7. Top 5 Weapons Rated by Max DMG [MAX7]       |
   |                                                |
    \**********************************************/

1st: Porter's X2 Ray Gun = 2m

2nd: D115 Disassembler = 900k

3rd: L115 Isolater = 800k

4th: Lamentation = 578k

5h: H115 Oscillator = 567k



     ______________________________________________
    /**********************************************\
   |    8. Top 5 General Purpose Weapons [TOP5]     |
   |                                                |
    \**********************************************/


Here in this section we will be taking a look at the Top 5 Highest Rated 
General Purpose Weapons. These wepons are rated based on a number of things,
such as Weapon/Ammo Availability, Base Damage, Multipliers, Max Damage, 
Recoil, RoF (Rate of Fire), Mobility, Bonus Attachments, RoI 
(Return on Investment), Cost, Bullet Penetration, etc...


So let's take a look at these fine pieces of beauty:



Best General Purpose Weapon: Galil (Lamentation)


The Galil is simply the best General Purpose Weapon period. There is no weapon
that comes close to it's awesomeness. Galil is somewhere along the lines of 
common/rare so getting it and being able to get it back again multiple times
when ammo is a problem is not bad at all but not good either. It has 350/525 
of Max Ammo. That is much more than any other AR, and equal to an RPK/R115 and 
less than the HK21/H115. So it easily competes with the Two LMGs for top dog.

It does the same amount of Damage Per Shot than the HK21 and more than H115 
when PaP'd. When PaP'd it does a whopping 115k of Max Base Damage and over 
575k of Max Damage with its 5x Multiplier. That is the highest Max Damage for 
any Fully Automatic Weapon in Zombies, and trails only the two Sniper Rifles 
in the game for highest Max Damage Overall. It even does more Max Damage than 
the Ray Gun (when not factoring in Splash Damage and Multipliers). So that 
should tell you how it does in the damage department as it is 3rd in Highest 
Overall Damage.


When you get into the later rounds it will also provide a nice balance of RoI 
with killing power. Mobility is medium so you run faster than a LMG but slower 
than a SMG/Pistol/Ray Gun/Thunder Gun so it's a great balance when it comes to
mobility. When PaP'd it comes with a Red Dot Sight so you get a mix of a LMG 
with a Sniper Rifle to go along with the power that it already does. RoF is
faster than the HK21, equal to the RPK/R115, and Slower than a SMG/AUG so 
it's a perfect balance of the 3 Main RoF commonly used. The Recoil is almost 
next to nothing as you can pretty much hold down the trigger and you won't 
notice any recoil at all. Bullet Penetration is Medium so it does more than a 
SMG but less than a LMG. So it's clearly the winner is all aspects. You must 
take this weapon whenever you can and you should only trade it in when you 
want it back for more ammo. There is simply nothing bad about the 
Galil/Lamentation and that is why it is the best General Purpose Weapon in 
Zombies.



Second Best General Purpose Weapon: HK21 (H115 Oscillator)


The HK21/H115 is clearly the big dog on campus. It simply just has high 
damage, high bullet penetration, lots of ammo and a very high RoI. It's common
and being able to reaquire again when out of ammo is not bad at all. You can 
always trade it with the RPK and continue so that's great to have. It has the
second highest Base/Max Damage for any Fully Autommatic Weapon 
(only behind the Galil/Lamentation). Its Base Damage (when PaP'd) of almost 
190k is outstanding as it is second only to the Ray Gun, Shotguns, and Sniper 
Rifles. It has a 3x Muliplier so that's a nice bonus. The recoil is Acceptable 
as it's not bad nor good. However it has a very slow RoF. Much slower than 
most ARs and all SMGs. The mobility is awful as you run like a turtle. A 
truely wonderful weapon to say the least. However if given the chance to trade
it with the Galil you should not hestitate.




Third Best General Purpose: Ray Gun (Porter's X2 Ray Gun)


Easily picked as a top 5 weapon simply because it is way too powerful.
At 1000/2000 Base DPS and 180/240 Max Ammo how can you not overlook this
powerful beast. It single handily has the best Max Base Damage at 400k when
it's PaP'd and that's just factoring in that each bullet will hit just one  
Zombie. So when you group Zombies together this gun can easily go into the
one million mark and beyond for Max Damage with Multipliers and Splash Damage.
There is little recoil, fires quickly, has a nice RoI, and high mobility. 
However the Rarity and lack of ammo will be a problem 
(especially in late rounds). Expect to spend anywhere from 5k-50k in points
just to get it back after Round 25 when you need to start trading it in just
to get it back with ammo since ammo will be a problem at that point. A perfect
overpowering weapon without question but it just doesn't come around very 
often and when it does you should take it without question.  



Fourth Best General Purpose Weapon (Tie): AUG (AUG50M3) vs Commando (Predator)


Here we have a tie between two weapons. Both of these when PaP'd deal the same 
amount of Base Damage (84k), and Max Damage (420k) not including any 
attachments. They both have over 400 in ammo. The mobiliy for both is Medium 
and they give a nice RoI. They are also fairly common so trading them in for 
the other is a great idea and highly recommended. The only differences between
these two are their RoF, Versatility, Recoil, and Reload Speed. Both are these
are mainly just preference to the player. 

The AUG takes longer to reload than the Commando, however it gets a Shotgun 
Attachment making it more versatile and having more Firepower. It also does 
more DPS, and fires faster than the Commando. However that can also mean it 
can burn through ammo much faster too. It's recoil is not as good and it has 
less ammo than the Commando (both PaP'd versions). The AUG is better than the
Commando when you want the extra firepower of the Shotgun attachment and 
especially if you are watching one window.

The Commando however reloads much faster than the AUG. And with it's Dual Mags
attachment every other reload is even faster than its normal reload. This is
perfect for when you need to reload and quickly fire, it's like a Mini LMG.
It has no recoil at all and the RoF is normal for an AR so burning through 
ammo is not a problem for it, especially when it has more ammo than the AUG. 
It does however lose the versatility that the AUG brings to the table as you 
trade in more firepower for faster reloading. The Commando is better than the 
AUG when you need to reload faster to continue your damage output.



Overall both are equally balanced and will work great for normal operations.



Fifth General Purpose Weapon (Tie): FN FAL (EPC WN) vs M16 (Skullcrusher)


Here we have another tie and it's for the final spot on the Top 5 General 
Purpose Weapon List. Both of these are tied simply because of preference.
One is good for Higher Max Damage and the other is good for ammo availability.
They both have litte to no recoil and similar RoF, and they both provide a
decent RoI. They both are also very common weapons so getting either of these
is not a problem at all. 


The FN FAL (EPC WN) is a great weapon to use when you want to do some sniping 
but also have an Assault Rifle when you need it. It's a Semi Auto/Burst Weapon 
so it's great when you want to conserve ammo and go for headshots aswell. It 
has more ammo and a higher Damage Output than the M16/Afterburner. However it
is not a Fully Automatic so that can be a problem when in danger and not being
able to rebuy ammo means you have to trade it in to get it back with ammo so 
that can be expensive. A worthy contender in the Top Tier List and easily wins
Best Underrated Weapon in Zombies.


The M16 (Afterburner) though makes up where the FN FAL/EPC WN lacks and that
is in the ammo and availability department. It's without question the best 
wall weapon in Zombies when you need the extra damage and ammo is easily 
accessible. It's a great weapon when you need a mix of a Sniper Rifle with a 
SMG/AR at the same time. It becomes Full Automatic and gets a grenade launcher 
when PaP'd so having a Fully Automatic Assault Rifle with versatility and ammo 
within easy reach is a nice thing to have. However with its good things it 
must also have it's bads aswell. The M16 does one of the lowest Damage Outputs
for ARs. With its 5x Multiplier it only does 225k of Max Damage. Worthy enough
to earn the title of the best Mid-High Tier weapon in Zombies but not enough 
to make it into the High-Top Tier either.  


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   |       9. Frequently Asked Questions [FAQ9]     |
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Q: Why do i need to know all this data?

A: Well for the average player this is not important at all. However if you
start getting into the high 20s and into the 30s/40s/50s, etc.. it is vital
to know this information. The information is telling you how much health
the Zombie will have at that round and how much damage you will need to do
to kill it. So if the Zombie has 7,030 of health at Round 30 and you have an
AR that deals 100 Base Damage Per Shot you would need to put 71 bullets into 
his Chest/Stomach to kill him. Now think about that as you are shredding in 2.5 
mags into his body just to kill him. Now think about how you would handle the 
other 188 Zombies at Round 30 if you have to keep putting in 2.5 mags into each 
one. Now what are you going to do when the weapon is completely out of ammo and 
you still have another 150 Zombies to go? Exactly!!!!!!


Q: Ok so now why do i need to know how much damage output my weapon is doing?

A: Well heres why. At Round 30 there is a total of over 1.3 million of Zombie 
health (189 Zombies * 7,030 per Zombie = 1.3+ million of Zombie health). So 
you have to figure out how to deal that 1.3 million worth of damage. If your 
weapon has a Max Damage of 100k you have a big problem on your hands as you 
have to plan how you will get more ammo for it. Then you have to start asking
yourself questions such as: What weapon will I use after it runs out of ammo 
so I can continue doing damage? How many points will i blow just to get my
weapon back with ammo? How many points will this weapon give me on my RoI 
(Return on Investment). Will this weapon make me run Slower/Faster? Does this 
weapon have Splash Damage? Does it have big/low ammo? Big/Small Mag Size? Does 
it have Recoil? Is the Recoil Manageable? How easy can i get ammo for it? Is 
the ammo gonna be expensive? Is it even worth going for again when i can grab 
a similar damage output weapon instead?

Those are all questions you have to ask yourself when making decisions. And 
sometimes you have to make a decision within a split second that can hurt/help
you. So knowing all this information is vital when getting into the late rounds.


Q: Ok but can't I just use traps and not have to worry about any of this?

A: While that will work in Solo, it will simply not work in 2-4 Players. When 
you are playing with multiple players theres always the lack of team work 
and/or communication. Someone else may already be using the trap(s) on the 
map. So now what do you if you got a weapon such as a FAMAS  and your other 
weapon is low/out of ammo and you have 10+ Zombies by yourself and they each 
have 7,030 of health? Still think that FAMAS is gonna help you? Even if it 
does kill all 10 Zombies not only are the Zombies going to quickly respawn 
again (You still got 179 to go) but now both your weapons are completely out 
of ammo. So what do you do now? BINGO!!!!!!

Q: Ok well your right but can't I just get a wall weapon and use that?

A: Yes and No. There are only a few wall weapons that are still good
in late rounds and they are very limited and scattered around the map.
By the late rounds most wall weapons will just not do any damage to the 
Zombies and will just be good for making points since they won't die. That's
why it's important to know which Wall Weapons will give you not only the 
highest damage output but perhaps also give you a decent RoI as the ammo
can get expensive in the late rounds.

Q: Ok ok i give in. Now I am always really low on ammo, or points, what tips 
can you provide Me?

A: Well this is a common problem for most people so don't feel like you are a 
Bad player for needing ammo or points. There are simply some things that you 
Need to work on to get passed this problem. Here are some tips:

If you�re low on points you have to stop wasting points wherever needed. Don't
Buy perks that you don't need (that is dependent on what class(es) you are 
Using. Try not to use the box so much and only when your weapon(s) run out of 
Ammo. The same thing with PaPing a weapon. Only PaP it when it runs out of 
Ammo or after the 20s/30s. Also do the best you can to not go down or die. You 
Then have to rebuy your perks and weapons again so you continue to be low on 
Ammo and points if you do. Not to mention your team now has to work harder 
Because you keep going down. So do the best you can to not go down 
(especially before Round 25). 

If you are low on ammo all the time then you just have to work on conserving 
Your ammo. If you are using a Black Hole, Ray Gun, Thunder Gun, or Mustang and 
Sally make the ammo count. Use them only when there�s a group of Zombies for 
Splash damage or clearing the room. Don't use them just to kill one or two 
Zombies. If your using a LMG/AR/SMG aim for the head. Hip Firing a LMG and 
aiming for the head and in short bursts is a great way to kill Zombies and 
conserve as nuch ammo as possible. That saved ammo you conserved can be used 
when a bunch of Zombies are close together so then you can go Rambo all you 
want on them.


Q: What about if I�m low on points and ammo or dying/reviving is not a 
problem for me?

A: If points is a problem and not ammo, or because you don't go down as much 
then try these tips:

Consider using a wall weapon or LMG to rack up a lot of points. SMGs are really 
Good for racking up a ton of points in the high 20s and into the 30s. MP5k and 
MPL are highly recommended for this as they are within easy reach and provide 
The lowest damage output of the 4 main SMGs. Not to mention you can buy more 
Ammo at easily accessible areas and at a very cheap price as well. PaPing SMGs 
is not a good idea for racking up points because when you need to buy more 
ammo for it, it gets really expensive at 4,500 points every time you need more 
ammo.


Q: Why is getting headshots so important?

A: Well mainly because you save plenty of ammo, and you receive more points 
than if they're killed anywhere else. But most importantly most weapons have a 
Head Multiplier. SMGs and AR have a 5x Multiplier, LMG have 3x, and Sniper 
Rifles have a whopping 10x Head Multiplier. So think about those multipliers 
as the rounds progress and get harder with Increasing Zombie Health. So if 
that Zombie has 7,030 of Health at Round 30 and you have a Sniper Rifle with 
a Base Damage of 2,000, and you shoot him in the head you get a 10x 
multiplier, so you actually do 20k worth of damage. That's more than enough to 
kill it with one shot. Now think about how far you can go into Zombies with a 
Sniper Rifle that can deal 20k Damage Per Shot. 


Q: Ok but i won't be getting headshots every single time, correct?

A: Of course it's almost impossible to get headshots all the time. But that
is what this guide is for. So when you need a High Damage Output Weapon and 
can't get Headshots, you can quickly choose a Weapon with High Max Base Damage
and have it for when you need to shoot at their Chest/Stomach instead. So you
have it ready to go for when you need one the most. 


Q: So what is the best General Purpose Weapon in Zombies?

A: Some people swear by a LMG, Thunder Gun, Ray Gun. I myself say the best 
general weapon is defined from things such as ability to restock on ammo, 
damage, range, multipliers, reload time, etc... Without question the best 
general purpose is The Galil. It does more damage then the HK21 with better
mobility to go along with it. Not too mention it's more common in the box than
a LMG and you get a sight when you PaP it. Let's also not forget the 5x 
Multiplier for shooting at their heads. By far the best general purpose weapon
and at a Max Damage of over 577k Max when at Max Ammo it is simply more than
enough to do more damage than a HK21 anyday. The added sight and higher RoF is 
also nice. The Galil is without question a Top 5 Weapon and is also a Top 3 
Overall in Multiple Categories. You just can't go wrong with the Galil as it 
has too many good things and hardly (if any) negatives.


Q: What weapon is the best besides the Thunder Gun?

A: That would be the Ray Gun. Ray Gun produces over 2m of Max Damage after its 
5x Mulitplier to the Neck. That's 3.5 times as much as an HK21 or Galil. And 
that's not even factoring in any Splash Damage which can easily push it 
well over 2m of max damage.


Q: What are some underrated weapons?

A: Any Shotgun and Mustang and Sally are very underated. The FAL is also a 
very highly underrated weapon. The Galil is also underrated and only because
the LMGs get all the love and so the Galil doesn't get very much attention. 
Consider trying these underrated weapons on your next playthrough and see how 
they work out of you. You should quickly be able to see how they do more 
damage than most weapons that are normally used.



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   |          10. Credit [THANKS]                   |
   |                                                |
    \**********************************************/




-Credit goes to www.eaglesorbit.com for providing some of the damage data, 
aswell as duckcall00/Den for providing  Damage Multiplier Data for each weapon
aswell as the Zombie Data.

-Credit goes to anyone else i probably have missed. If i forgot to give you
Credit i am truly sorry but just kindly contact me (via email) and i
Will gladly give you credit.

-Credit goes to me for making this guide.





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    /**********************************************\
   |          11. Contact & Suggestions [EMAIL007]  |
   |                                                |
    \**********************************************/



Contact me at [email protected]

Under subject please put "Black Ops: Zombies: Data Guide" or "BO:ZO:DATA". If
The subject line is not either of these two I will ignore it and may mark it
As spam as well.

You can e-mail me for various reasons, including praise, tips, suggestions,
Errors I had, questions, etc...

If you would like to play on XBL my gamer tag is wilmer0072000. If i send you 
A friend request on my alternate gamer tags is because I�m either sorting my
Friends list or i simply have nearly maxed out my friend list and need more 
Space so I�ll save you on one of my alternate gamer tags. All my gamer tags 
Start with wilmer007 so you will it's me. If i do place you on one of my 
Alternate gamer tags you should send me a message to my normal gamer tag 
(wilmer0072000) if you want to play. If you send a message to an alternate
Gamer tag more than likely i will not even get to see it. As i only log in
To the alternate gamer tags when i need to add friends to it.

Also please do not send me messages over XBL to comment on the guide. XBL is 
Simply for playing. If you send me a message regarding my guide 
(Either good or bad) right after you friend request me, i will take you off 
My friends list and block you on XBL. That is what my email is for, so that you
Can send comments and stuff over to my email, not on XBL.



              ---->Copyright (2011) (wilmer007)<---




              *****End of Guide*****