Strett | nml no bleedout route 430+ is possible. Description... @Strett | Uploaded 4 years ago | Updated 35 seconds ago
READ THE DESCRIPTION FOR MORE INFO:
New and improved bleeout route featured. Just watch the end of this game as it is well refined and perfected.
twitch.tv/videos/795982523
Possible 435-440 using this route.
Tested using godmode as a demo.
One big loop pulls the crawlers enough that they don't bleedout.
It's slow to do this whole loop but should mean 0 bleed and you could knife all of them lul.
I know you feel the urge to knife the crawlers as soon as possible but you need to stick to the no bleedout route or they will bleed. Knifing the crawlers as quickly as possible means you stay in the same spot for too long.
Just watch out for dogs getting in the way.
In theory 1 sally shot at the end to damage a whole horde, you could knife all 20 zombies (excluding dogs). ez440 xD
Scottie shot a 416. If he knifed 15-20 that's 431-436
Bleedouts are cause by zombies being within 24inches of the last spot they were in 30 seconds ago.
As seen in this code: http://prntscr.com/sq1hhq
A further explanation can be found here at 29:19 of this video: youtu.be/U61tCwwkTek?t=1751
NML "Wave" timings and sally shots spreadsheet docs.google.com/spreadsheets/d/1bJ9EwxD5TOrMEfjlhJsFLaeOIdsItgoz8CK8fQW7Vjk/edit#gid=1610220518
NML goes through a "wave" cycle.
1: normal_spawning lasting 26 seconds
2: preparing_spawn_wave lasting 2.1 seconds
3: spawn_wave_active lasting 35 seconds
4: wave_finished_cooldown lasting 16 seconds
This cycle is 62.1 seconds.
broken or slow spawns has nothing to do with the buzzer's. The buzzer's relate to the health of the zombies.
the zombies first spawn in the pools and scattered. Then 2 sidedrops. then scattered pool. then 2 sidedrops.
Broken hordes are caused by killing zombies just before or during a cooldown period. So to avoid it, it would seem like if you kill the 2nd dropdown horde quickly then a small group may spawn just before the cooldown period.
Through my testing this does feel quite hard to achieve and by killing even quicker I was using too much ammo which resulted fewer shots for end game.
And it didn't always work properly. But you can test it out for yourself. Just refer to the spreadsheet for guidance and you maybe able to work out when to shot quickly and when to back off resulting in no slow spawns
Album of nml wave code: imgur.com/a/c6p80HB
github.com/strett/Bo1NoMansLandAlwaysJugg Moon NML always spawn jugg patch
Anyway here's the info. I hope it helps for 440...
▶️ Strett
Twitter: twitter.com/sirstrett
Twitch: twitch.tv/strett
!pb: docs.google.com/spreadsheets/d/1bJ9EwxD5TOrMEfjlhJsFLaeOIdsItgoz8CK8fQW7Vjk
READ THE DESCRIPTION FOR MORE INFO:
New and improved bleeout route featured. Just watch the end of this game as it is well refined and perfected.
twitch.tv/videos/795982523
Possible 435-440 using this route.
Tested using godmode as a demo.
One big loop pulls the crawlers enough that they don't bleedout.
It's slow to do this whole loop but should mean 0 bleed and you could knife all of them lul.
I know you feel the urge to knife the crawlers as soon as possible but you need to stick to the no bleedout route or they will bleed. Knifing the crawlers as quickly as possible means you stay in the same spot for too long.
Just watch out for dogs getting in the way.
In theory 1 sally shot at the end to damage a whole horde, you could knife all 20 zombies (excluding dogs). ez440 xD
Scottie shot a 416. If he knifed 15-20 that's 431-436
Bleedouts are cause by zombies being within 24inches of the last spot they were in 30 seconds ago.
As seen in this code: http://prntscr.com/sq1hhq
A further explanation can be found here at 29:19 of this video: youtu.be/U61tCwwkTek?t=1751
NML "Wave" timings and sally shots spreadsheet docs.google.com/spreadsheets/d/1bJ9EwxD5TOrMEfjlhJsFLaeOIdsItgoz8CK8fQW7Vjk/edit#gid=1610220518
NML goes through a "wave" cycle.
1: normal_spawning lasting 26 seconds
2: preparing_spawn_wave lasting 2.1 seconds
3: spawn_wave_active lasting 35 seconds
4: wave_finished_cooldown lasting 16 seconds
This cycle is 62.1 seconds.
broken or slow spawns has nothing to do with the buzzer's. The buzzer's relate to the health of the zombies.
the zombies first spawn in the pools and scattered. Then 2 sidedrops. then scattered pool. then 2 sidedrops.
Broken hordes are caused by killing zombies just before or during a cooldown period. So to avoid it, it would seem like if you kill the 2nd dropdown horde quickly then a small group may spawn just before the cooldown period.
Through my testing this does feel quite hard to achieve and by killing even quicker I was using too much ammo which resulted fewer shots for end game.
And it didn't always work properly. But you can test it out for yourself. Just refer to the spreadsheet for guidance and you maybe able to work out when to shot quickly and when to back off resulting in no slow spawns
Album of nml wave code: imgur.com/a/c6p80HB
github.com/strett/Bo1NoMansLandAlwaysJugg Moon NML always spawn jugg patch
Anyway here's the info. I hope it helps for 440...
▶️ Strett
Twitter: twitter.com/sirstrett
Twitch: twitch.tv/strett
!pb: docs.google.com/spreadsheets/d/1bJ9EwxD5TOrMEfjlhJsFLaeOIdsItgoz8CK8fQW7Vjk