Sunday, May 29, 2011

Ascension Strategy

This level would be my forte... I have made it quite far on numerous occasions. My biggest tip, buy jugga-nog! My second biggest tip, protect jugga-nog! How to protect jugga-nog well this differs depending on the player however my biggest suggestion to anyone that wants to protect jugga and get 5 perks in the long run would be to keep the top door closed. As jugga-nog is located on the stairs between the spawn room and the power room there are two ways to access it. If you open both doors, protecting the machine during monkey rounds in almost impossible without two people. Now you may ask, why not open the top door and keep the bottom door closed? Well here is my logic behind opening the bottom. Reason #1: If the top door is left closed it forces the monkeys to funnel through the spawn room. This in turn allows one player to hold jugga and quick revive at the same time. Reason #2 As in all military strategy, you would like to hold out from a elevated position. If you start to get over run you may back up the stairs and aiming down is better than aiming up! Reason #3 The bottom door to jugga-nog is 750 the top door is 1250 points. With this being said, if you can make a convincing argument for opening the top door, I would like to hear it. I have tried it both ways and personally it is a no brainer.

As for high level strategy, the zombie train is the best strategy. You can try to hold out as a team in one area, take flopper pad for instance, however I have found that this usually results in chaos in the later rounds. Plus when one person goes down the link is severed and everyone gets swarmed. For the serious zombie slayers you have to zombie train. Running in circles keeps you in front of the zombies. Ascension is a great map for this as it has many open areas capable of every player having his/her own train going. There are three really good places to train, three ok places to train, and one bad yet possible place to train.

The good spots: Spawn room, flopper pad, & the launch pad by pap. These spots are ideal as they allow for big circles around the room capable of larger zombie trains. Personally I choose the spawn room as you have a free trap every time the centrifuge goes off. This can also screw you over if you forget to duck so watch out. The flopper pad is good however I find it a little tight for my liking and I get stuck on the control box for the lander. PAP launch pad is really a good spot as well as long as you stick to the circle. I have gotten stuck on the wall opposite of the door to the PAP machine a couple of times as it sticks out a ways. Overall I can kill many zombies by training in these three areas.

The OK spots: stamin up area, junkyard/swamp area, circling the mystery box closest to pap. The stamin up are is very tight but you can make it happen. The biggest issue is the zombies that come out of the ground can stop you in a heart beat. There is also water on the ground that slows you down but not the zombies. The junkyard area is big enough but has a lot of obstacles to get stuck on. Not to mention there is water there to slow you down as well. The loop by the the pap mystery box works rather well but again water slows you down. Also I have been stuck by random zombies coming down the stairs.

The last spot I have found possible to train but dislike using it at all the the speed cola lander area. The spot is very tight and there is no room for error. I have made it happen in a pinch, however don't even like being up there unless the lander is present. Take it or leave it. Really it is a matter of comfort and choice. I feel that the good spots allow you to make it well past round 40 if used correctly.

If you have anything to add please leave comments below. I have comments open for everyone to give their two cents. Just remember your comments can be removed if inappropriate.

No comments:

Post a Comment