Weapons are used to fight the hordes of zombies that have overwhelmed Fairview and probably the rest of the world. Most survivors use these to rid the streets of any zombies they might encounter, although nothing stops them from using the same weapons against fellow survivors.
Anything that takes up one of your three weapon slots is considered a weapon, ranging from simple Pen Knives and Baseball Bats to fully automatic Shotguns, heavy Machine Guns and even High-Explosive (HE) Grenade Launchers.
Firearms require various types of Ammunition to shoot, while the various Melee Weapons and Chainsaws available obviously don't need ammo to function. Most weapons have certain skill requirements, such as a minimum investment in the appropriate weapon type proficiency and partially some strength requirement as well.
Weapons may be found in the Inner City by looting them in various spots in houses, cars and dead bodies. Weapons cannot be looted in the same block as the outpost (Outside or Inside a building) as stated by Admin. Most weapons can be traded with other survivors via the Marketplace or found at the Credit Shop, with a few notable exceptions, all of which are listed as "Special Gear". If you manage to loot a weapon, there is a small chance that it will be Master Crafted and grant you extra stat points when equipped.
Higher grade weapons generally use more expensive ammunition, requiring higher skill and weapon proficiency to use them effectively. All of them can only looted in later areas and are thus guarded by increasingly powerful zombies, but this is balanced out by their higher knockback, damage, speed and various other factors which make them far superior in battle than cheap gear.
Like every other type of item, weapons can be scrapped for their material value in cash, if you do not wish to or are simply unable to sell unwanted weapons.
Note: With the exception of melee weapons, every weapon in Dead Frontier has had its name changed, due to copyright laws. The real life name of these weapons will be listed in the weapon entry.
Damage Per Second (DPS)
A list of DPS values for all weapons can be found Here. Note that it will only reflect the "theoretical" attack rate coded into the game and not the "actual" one resulted from bugs (see Attack Speed for more information).
Upon using a weapon, there is a chance that the game will summon a aggro spike as a response. This "artifical" aggro spike is separate from the "natural" ones that occur randomly over time, meaning that even when strictly silent weapons are used, you will still have a chance to counter an aggro spike. Additionally, there is a cooldown after each aggro spike that prevents another one from occurring, regardless of method and the nature of the spike.
The chance of each weapon type raising an aggro spike is as followings:
|Aggro Spike Chance||Weapon Types|
|Low Chance||Rifle-caliber Machine Guns, Explosives|
|Zero Chance||Melee Weapons, Chainsaws,
Pistols, Rifles, Sub-Machine Guns
Note: All firearms and Chainsaws also generate "noise" that will attract zombie on-screen.
Each weapon class tends to have 1 or 2 specific set of attack rates, denoted by their Attack Speed. Due to bugs within the game, all weapons have a lower attack speed than their coded attack rate might suggest:
|Attack/Firing Speed||Attacks per Second|
|Weapon Accuracy||Reliable Aim Onscreen||Perfect Aim Onscreen/Reliable Aim Offscreen||Perfect Aim Offscreen|
|Very Low/Ultra Low||124||N/A||N/A|
|Weapon Critical Hit Chance||Critical Hit "Rate" X% @ Y Critical Hit Points|
|Very High||80% @ 79 Critical Hit Points|
|High||80% @ 112 Critical Hit Points|
|Low||20% @ 112 Critical Hit Points|
|Very Low||4% @ 112 Critical Hit Points|
|Very Low (Miniguns)||2% @ 112 Critical Hit Points|
|Zero||0% @ 124 Critical Hit Points|
All items (15)