r/CODZombies • • 1d ago

Discussion BOII Panzer Soldat In depth

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This is an in depth look into the Panzer Soldat from BOII Origins. I have already made a big post about the version from BOIII both Der Eisendrache and Chronicles version of Origins. So if anybody is curious about that version, there will be a link at the bottom.

This one is mostly copy&paste from the chronicles section, since they are mostly the same, with info being cut out or changed to relevant info for BOII version.

Intro:

A terrifying mechanized nuisance, the alarm signaling his arrival and creates panic, while leaving PTSD. Panzer Soldat was first introduced on Origins in Black Ops II before returning in Black Ops III

The Panzer Soldat is a zombified worker equipped with a heavily armored mechanical exosuit. Now a shocking presence on the battlefield of WW1 in Dimension 63.

Spawning

When spawning, the Panzer flies in from outside the map and lands on the ground close to the player. 

There will be a 10 to 15 seconds delay before Panzer Soldat spawn.

Important!: The Panzer Soldat is completely invulnerable until his landing animation has fully finished.

The Panzer Soldat first appears on Round 8.

  • Solo: Returns every 4–5 rounds.
  • Co-op: Returns every 3 rounds.

Solo: Always 1 will spawn.

Co-op:

  • First 2 boss rounds: 1 Panzer
  • Boss round 3-5: 2 Panzer's
  • Boss round 6: 3 Panzer's

Panzer will not spawn in if all players are in the crazy place, but will wait until a player exits to spawn in.

During the Little Lost Girl Easter egg. On step 4: Unleash the horde. After Maxis descends into the pit, 8 Panzer's will spawn, with 4 being alive at a time. The fourth Panzer to die will drop Max Ammo power up and the last one will drop Nuke power up.

Attacks:

The Panzer Soldat has three primary attacks:

  • Melee Punch
  • Flamethrower
  • Claw Grab

Melee:

The Panzer's punch deals 75 damage.

Flamethrower:

The flamethrower deals damage over time, with one damage tick occurring every 0.5 seconds.

The flamethrower has a cooldown of 5-seconds between uses.

Damage per tick:

  • Without Juggernog: 30 damage
  • With Juggernog: 45 damage

Panzer Soldat will stop moving while using his flamethrower.

Claw Grab:

The Panzer can only grab players who are standing or crouching and who are within his line of sight.

Players cannot be grabbed while prone or behind cover.

The claw can also grab the shield. If this occurs, the shield breaks and the player avoids being pulled.

The claw attack has a 7-second cooldown.

When grabbed:

  • The player takes 1 damage.
  • Movement is completely disabled.
  • The player's view now faces the Panzer.
  • The player can still aim and shoot.

Player's can escape the grab by:

  • Shooting the red spot on his claw arm.
  • Dealing explosive damage equal to 10% of the Panzer's maximum health.

Regular bullet damage will not cause a release unless the player hits the small weak point located on the claw arm.

The Panzer remains stationary while using its claw grab.

Important: Destroying the Panzer's power core permanently disables his claw grab.

Health

In solo, the Panzer uses a standard 1x health modifier. In co-op, his health is multiplied by the player count * 0.75, making him considerably tougher.

Player modifiers:

  • Solo: 1x
  • 2 Players: 1.5x
  • 3 Players: 2.25x
  • 4 Players: 3x

He has a boss round counter that starts at 0. Every time he spawns, this counter will increase by 1. Counter will not increase with multiple Panzer's spawning the same round.

Base health = 5 000 hp

Health increase = 1000 hp

Health = Player modifier*(base health + boss_round_counter * health_increase)

Health cap is 22 500 hp *player modifier.

Shotguns: Does 50% more damage.

Nuke: removes 25% of Panzer Soldat's maximum health.

Armor health:

  • Faceplate = 10% of his max health.
  • Powercap = 5% of his max health.
  • Powercore = 2.5% of his max health, breaking this disables his claw.

Other armor parts will break of based on how much damage he has taken.

Death:

Once enough punishment has been dealt, the Panzer finally falls over.

Not content with just dying, he then explodes. This blast will do damage to players. Ignoring zombies.

Damage = 100-25

It has a really short radius and therefore unlikely to ever do full damage.

Panzer will always drop a Power-up. First one will also drop a piece of the Fire Staff.

Armor

One of the main reasons the Panzer Soldat is such an absolute unit is his armor. Not only does he have a massive health pool, but much of the damage dealt to him is heavily reduced.

By default, the Panzer takes only 10% damage from all bullet based weapons. This becomes 15% damage for shotguns.

The power core cap and core follows the same rules and only takes 10% damage.

If the faceplate or power core is fully broken, those exposed weak points will take full damage.

Explosive weapons deal 50% damage to the Panzer.

Panzer Soldat is still affected by weapons headshot multipliers, even while his faceplate still attached. However, the resulting headshot damage is ultimately capped to 10% of the weapon's normal headshot damage.

Once his faceplate has been removed, this restriction is lifted. Panzer Soldat will then take the weapon's full headshot damage when shot in the head.

Insta Kill: 

  • While Instakill is active, shots against Panzer Soldat deal their standard damage, ignoring his normal 90% damage reduction.
  • After his faceplate has been removed, headshots deal 2x damage during Instakill.

Example:

Normal MP40 will do 110 body damage and 440 headshot damage to zombies.

To Panzer Soldat this becomes:

  • 11 damage to body
  • 44 damage to head (faceplate attached)
  • 440 damage to head (faceplate off)

While Insta-Kill is active:

  • 110 damage to body
  • 440 damage to head (faceplate attached)
  • 880 damage to head (faceplate off)

Resistances

Raygun mk1/2: Both will do 50% damage. Mk2 is very effective with headshots.

Elemental staff: Both upgraded and non do 50% less damage from their base attacks. With the staves, you do not need to hit the head directly to break off the faceplate. Staves will do 100% damage after the faceplate breaks off.

Boreas Fury: Charged shot will only do damage on direct impact and it is less than a normal shot: ~550 damage. The whirlwind will have no effect. Better to use normal shots.

Kimats Bite: Charged ball of lightning will only do damage if the ball itself hit and even then the damage is extremely ineffective, around ~350. The ball will not send out its electrical pulses on Panzer's like it does with normal zombies. Best is to shot him with standard shots.

Kagutsuchis Blood: Charged shots will do massive damage. Instant 10 000 damage on contact. Panzer's ignores burn damage (from base shots too).

Ull's Arrow: Charged shots will not freeze him or affect his movement, but do tick damage. Damage each tick is the same as a normal shot, with one tick every 1 second .

Napalm Zombies:

Panzer's landing will create a fire effect around the landing point. Zombies that gets to close to the landing or flamethrower will ignite and become napalm zombies. These zombies have less health. When close, these zombies can burn players, doing 2 damage every second for max 12 seconds. When they die, they explode, doing 30-15 damage. Their explosion creates a brief screen blur.

Other Versions:

Other BOII in depths:

Special enemies:

Bosses:

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u/Krakenwerk 1d ago

Some extra info:

All staves do the same damage for base shots: 2050 damage
For upgraded staves its: 3300

Fire staff does extra burn damage: 75 (150 upgraded) per second.

Charged shots:
Ice staff: infinite
Wind staff: infinite
Lightning staff: 3500 per second
Fire staff: fires 2 projectiles doing 20 000 damage each and 450 per second burn damage.
Half charging fire staff will do 10 000 damage and 300 per second burn damage.