Outside of my day job as a project manager for a construction company, I am an avid gamer with a great passion for "Call of Duty."
Tranzit is unlike zombie maps you have played in the past. It is essentially four maps connected together. Traveling is now more dangerous than ever before, weapons are harder to get to, and fire can cause you damage. But there are tools you can use to help. Follow these tips to get started.
1. Use the Bank
In previous Call of Duty: Zombies maps, there was an emphasis on staying in the first room for five rounds. These days are behind us. You can now accumulate points and put them in the bank. Money stays in the bank between games. Deposit often and spend wisely and you can keep that bankroll going.
2. Set up in Round One
Once you have some money in the bank I suggest keeping a walker in round 1 while you get set up. By proper use of the bank you can start round two with all the perks and weapons you will need. This will not only give you an advantage, but it will save time by not having to traveling after each round.
3. Use the Galvaknuckles
Galvaknuckles cost 6000, but are worth every penny. Use the bank and you can get the knuckles as early as round 1. With the Knuckles, zombies are one-punch kills until level 13. They will also help you kill Denizens (Fog Creatures) and the Electric Man. As an added bonus, you can use the knuckles to give other players money.
4. Learn to Walk
The bus might feel like safety in early rounds, but it is a death trap in later rounds. If you can easily navigate the map, you will be able to travel much faster—which increases the chance that your team will hold a zombie for you.
5. Maximize Teleporters
Teleporters can pull you out of a tight jam, or stick you in one. I prefer to walk but will teleport if I am going to the other side of the map or if I don't have Jugger-Nog. Learn the teleporter locations and use them when needed. When able. activate teleporters when you are running past them. It will stay active, and might save you during a future altercation.
6. Shield Yourself
I carry the Zombie Shield with me during the majority of the game. It can protect your back, get you out of a tight situation, and act as a distraction to the zombies. I equip the shield as soon as I do not need the Turbine.
7. Use EMP Grenades With Caution
EMP Grenades are great for quickly disposing of the Electric Guy. However, they can also temporarily disable your perks, dissolve power-ups, turn off pack-a-punch, and stop the bus. Making a player lose their gun in pack-a-punch or an essential perk could be a game-ending event.
8. Hold a Walker Not a Crawler
The crawler will die if nobody is in its area. If you don't want the round to start someone will have to be the designated crawler babysitter. Babysitting a crawler is not very efficient. The babysitter will have to wait for relief in order to complete their own tasks. In comparison, a walker will continue to re-spawn if there are no players in the area. Be cautious, though, if the walker is damaged, it could have the same fate as the crawler.
9. Use a Wall Weapon
When using the Mystery Box, you are taking a chance at a random weapon. Even if you receive a good weapon, you will not be able to fill up the ammo. Instead, when you decide on an area to spend the majority of the game, pick up the Wall Weapon that is in that area. You can buy extra ammo as needed.
10. Don't Expect to Be Revived
Formulate your strategy around this one fact. It is less common to be revived in Tranzit. Teams often split up in different areas. It is unlikely players will be able to travel to your area in time to revive you. Consider using the Tombstone Perk. This Perk leaves a tombstone-shaped power-up that will give you back your weapons and perks.
© 2013 Edward D. Saterstad
Morgan Sheridan from Illinois, United States on January 22, 2013:
Informative and concise list of tips. At least a couple will definitely help me. Nice work! :)