User blog:Richto-San/Richto-San's Kino der Toten Solo Strategy

So here are a few suggestions I've made for Zombies mode. It would've been awesome if Treyarch took our suggestions, though. I'll be adding more as I come up with some.

Wonder Weapons

 * Chimera's Breath: A medium-weight cannon which shoots acid containing vials that create nova gas-like acid clouds (lasting as long) that acts like an electroshock trap. It has 4 in the mag, 20 spare. If you shoot a vial after one trap is still active, the new trap's time is the former's halved (ex: 1st shot = 60 secs, right? 2nd Shot with 1st still active active = 30 secs; 3rd shot with 2nd still active = 15 secs; 4th shot with 3rd still active = 7 and 1/2 secs), and the impact of the vial's explosion can kill zombies, too. When pack-a-punched, it becomes the Chimera's Roar, which turns its cloud red, gives it a bit more mag size (5/25) extends some trap time (1st = 1 min 40 secs; 2nd w/1st actv. = 50 secs; 3rd w/ 2nd actv. = 25 secs; 4th w/ 3rd actv. 12 and 1/2 secs; 5th w/ 4th actv. = 6 secs 25 ms), and will now allow anyone on the team (except the user of the weapon) to walk safely through the cloud (which makes it a door through hordes). Only one player can have it at a time.
 * Rail Gun: A sniper-shaped cannon (no scope, only iron sights) that shoots blue laser beams through zombies. It has a capacity of 10/200 To balance its ability and capacity, it has a damage level of 800 only. When pack-a-punched, it becomes the VL-4D Beam (reference to Vlad the Impaler, because it "impales" zombies), its laser becomes red, its capacity becomes 20/400, and it has 2400 damage.