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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.
 
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.
 
Note: Most weapon names (not including melee) have been changed to avoid copyright issues. We may gain the names back later on.
 
   
 
== The Basics ==
 
== The Basics ==
   
Firearms require various types of [[Ammunition]] to shoot, while the various [[Melee Weapons]] and [http://deadfrontier.wikia.com/wiki/Chainsaws Chainsaws] available obviously don't need ammo to function. Most weapons have certain skill requirements, such as a minimum investment in the appropriate [[Stats and Levels|weapon type proficiency]] and partially some [[Stats and Levels#Strength|strength requirement]] as well.
+
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 [[Stats and Levels|weapon type proficiency]] and partially some [[Stats and Levels#Strength|strength requirement]] as well.
   
 
Weapons may be found in the [[Inner City]] by [[Looting|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 [[Shop|Credit Shop]], with a few notable exceptions, all of which are listed as "Special Gear".
 
Weapons may be found in the [[Inner City]] by [[Looting|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 [[Shop|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 [[The Yard#MasterCrafting|Master Crafted]] and grant you extra [[Stats and Levels|stat points]] when equipped.
 
If you manage to loot a weapon, there is a small chance that it will be [[The Yard#MasterCrafting|Master Crafted]] and grant you extra [[Stats and Levels|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 are only very rarely looted, 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.
+
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 [[Item Scrapping|scrapped]] for their material value in cash, if you don't wish to sell unwanted weapons.
 
 
Every guns have a different value of Knockback the guns that have knockback tends to have smaller damage to the guns with the same skills and strength needed
 
   
 
Like every other type of item, weapons can be [[Item Scrapping|scrapped]] for their material value in cash, if you do not wish to or are simply unable to sell unwanted weapons.
A list of DPS values for all weapons can be found [http://fairview.deadfrontier.com/onlinezombiemmo/dfdata/damagepersec.php Here]
 
 
[[Damage per Second Calculations|'''''Damage per Second Calculations''''']]
 
   
 
== Weapon Types ==
 
== Weapon Types ==
Line 30: Line 22:
 
| <h3>'''[[Melee Weapons]]'''</h3>
 
| <h3>'''[[Melee Weapons]]'''</h3>
 
|-
 
|-
| [[Image:Chainsaw.png|alt=Chainsaws|link=Chainsaws]]
+
| [[Image:STEEL MS800.png|alt=Chainsaws|link=Chainsaws]]
 
| <h3>'''[[Chainsaws]]'''</h3>
 
| <h3>'''[[Chainsaws]]'''</h3>
 
|-
 
|-
| [[Image:Pistol.png|alt=Pistols|link=Pistols]]
+
| [[Image:Alpha Bull.png|alt=Pistols|link=Pistols]]
 
| <h3>'''[[Pistols]]'''</h3>
 
| <h3>'''[[Pistols]]'''</h3>
 
|-
 
|-
Line 42: Line 34:
 
| <h3>'''[[Shotguns]]'''</h3>
 
| <h3>'''[[Shotguns]]'''</h3>
 
|-
 
|-
| [[Image:Machine Gun.png|alt=Machine Guns|link=Machine Guns]]
+
| [[Image:UMP.png|alt=Sub-Machine Guns|link=Sub-Machine Guns]]
| <h3>'''[[Machine Guns]]'''</h3>
+
| <h3>'''[[Sub-Machine Guns]]'''</h3>
  +
|-
  +
| [[Image:Machine Gun.png|alt=Rifle-caliber Machine Guns|link=Rifle-caliber Machine Guns]]
  +
| <h3>'''[[Rifle-caliber Machine Guns]]'''</h3>
 
|-
 
|-
 
| [[Image:Explosive.png|alt=Explosives|link=Explosives]]
 
| [[Image:Explosive.png|alt=Explosives|link=Explosives]]
 
| <h3>'''[[Explosives]]'''</h3>
 
| <h3>'''[[Explosives]]'''</h3>
  +
|}
  +
 
''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.''
  +
  +
== Specific Categories ==
  +
{| cellpadding="3"
  +
! colspan="2" |
 
|-
 
|-
| [[Image:Corpse_Piercer.png|alt=Corpse Piercer|link=Limited Edition]]
+
| [[Image:Gauss_Rifle.png|alt=Special Gear|link=Special Gear]]
| <h3>'''[[Limited Edition]]'''</h3>
+
| <h3>'''[[Special Weapons]]'''</h3>
  +
|-
  +
| [[Image:X-Python.png|alt=Craftable Weapons|link=Craftable Weapons]]
  +
| <h3>'''[[Craftable Weapons]]'''</h3>
 
|-
 
|-
 
| [[Image:Special Gear.png|alt=Special Gear|link=Special Gear]]
 
| [[Image:Special Gear.png|alt=Special Gear|link=Special Gear]]
| <h3>'''[[Special Gear]]'''</h3>
+
| <h3>'''[[Dusk Weapons]]'''</h3>
  +
|-
  +
| [[Image:Corpse_Piercer.png|alt=Corpse Piercer|link=Limited Edition Weapons]]
  +
| <h3>'''[[Limited Edition Weapons]]'''</h3>
 
|}
 
|}
''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.''
 
 
 
==Statistics==
 
==Statistics==
=== Calculating the damage per second of weapons: ===
+
=== Damage Per Second (DPS) ===
  +
[http://deadfrontier.wikia.com/wiki/Damage_per_Second_Calculations '''Damage per Second Calculations''']
 
  +
A list of DPS values for all weapons can be found [http://fairview.deadfrontier.com/onlinezombiemmo/dfdata/damagepersec.php Here]. Note that it will only reflect the "theoretical" attack rate coded into the game and not the "actual" one resulted from bugs (see [[:Category:Weapons#Attack Speed|Attack Speed]] for more information).
  +
 
[[Damage per Second Calculations|'''''Damage per Second Calculations''''']]
  +
  +
=== Aggro Generation ===
  +
  +
Several weapon types in the game are considered to be "loud" weapons, meaning that using weapons of these categories for extended period of time will cause the game to summon an [[Aggro#Aggro_Spike|artificial aggro spike]] as a response (infrequent usage with decent breaks between uses may help to prevent aggro spikes):
  +
* [[Chainsaws]]
  +
* [[Shotguns]]
  +
* [[Sub-Machine Guns]]
  +
* [[Rifle-caliber Machine Guns]]
  +
* [[Explosives]]
  +
  +
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.
  +
  +
All firearms and Chainsaws also generate "noise" that will attract zombie on-screen, causing them to progress 1 step in the zombie behavior chart ([[Bestiary#Four_Stages_of_Zombie_Behavior|Calm -> Disturbed -> Enraged]]). The chance of creating "noise" corresponds to how "loud" the weapons are: Melee Weapons are completely silent, Pistols/Rifles infrequently generate "noise", Chainsaws/Machine Guns have a higher chance, and Shotguns/Explosives are guaranteed (100% chance) to do so.
   
 
=== Attack Speed ===
 
=== Attack Speed ===
  +
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:
In addition to other [[Stats and Levels|stats]], each weapon has a specific attack/firing speSUCK MY DICK perform per second.
 
  +
 
{| class="customtable" style="width:698px;text-align:center"
 
{| class="customtable" style="width:698px;text-align:center"
!Attack/Firing Speed
+
! rowspan="2" width="40%" | Attack/Firing Speed
!Hits/Shots per Second
+
! colspan="2" | Attacks per Second
  +
|-
  +
! width="30%" | Theoretical
  +
! width="30%" | Actual
 
|-
 
|-
|Very Slow Attack/Firing Speed
+
|Very Slow
 
|1
 
|1
  +
|0.968
 
|-
 
|-
  +
|Slow
|Slow Attack/Firing Speed
 
 
|1.5
 
|1.5
  +
|1.429
 
|-
 
|-
|Average Attack/Firing Speed
+
|Average
 
|2
 
|2
  +
|1.875
 
|-
 
|-
  +
|Fast
|Fast Attack/Firing Speed
 
 
|3
 
|3
  +
|2.727
 
|-
 
|-
|Very Fast Attack/Firing Speed
+
|Very Fast
|8.57
+
|8.571
  +
|6.667
 
|-
 
|-
|Super Fast Attack/Firing Speed
+
|Super Fast
 
|12
 
|12
  +
|8.571
 
|-
 
|-
|F***ing Fast! Attack/Firing Speed
+
|F***ing Fast!
|12.24
+
|12.245
  +
|8.696
  +
|-
  +
|Insanely Fast!
  +
|30
  +
|15
 
|}
 
|}
   
 
=== Accuracy ===
 
=== Accuracy ===
 
{| class="customtable" style="width:698px;text-align:center;"
 
{| class="customtable" style="width:698px;text-align:center;"
!Weapon Accuracy
+
! width="25%" | Weapon Accuracy
!Reliable Aim onscreen
+
! width="25%" | Reliable Aim Onscreen
!Perfect Aim onscreen/reliable aim offscreen
+
! width="25%" | Perfect Aim Onscreen/Reliable Aim Offscreen
!Perfect Aim Offscreen
+
! width="25%" | Perfect Aim Offscreen
 
|-
 
|-
|Very High Accuracy
+
|Very High
 
|40
 
|40
 
|60
 
|60
 
|80
 
|80
 
|-
 
|-
|High Accuracy
+
|High
 
|60
 
|60
 
|80
 
|80
 
|100
 
|100
 
|-
 
|-
|Average Accuracy
+
|Average
 
|80
 
|80
 
|100
 
|100
 
|124
 
|124
 
|-
 
|-
|Low Accuracy
+
|Low
 
|100
 
|100
 
|124
 
|124
 
|N/A
 
|N/A
 
|-
 
|-
|Very Low/Ultra Low Accuracy
+
|Very Low/Ultra Low
 
|124
 
|124
 
|N/A
 
|N/A
Line 124: Line 161:
 
{| class="customtable" style="width:698px;text-align:center;"
 
{| class="customtable" style="width:698px;text-align:center;"
 
!Weapon Critical Hit Chance
 
!Weapon Critical Hit Chance
!Critical Hit Rate X% @ Y Critical Hit Points
+
!Critical Hit "Rate" X% @ Y Critical Hit Points
  +
|-
  +
|Very High
  +
|80% @ 79 Critical Hit Points
 
|-
 
|-
  +
|High
|Very High Critical Chance
 
|Need 80 Critical Hit Points
+
|80% @ 112 Critical Hit Points
 
|-
 
|-
  +
|Low
|High Critical Chance
 
|Need 112 Critical Hit Points
+
|20% @ 112 Critical Hit Points
 
|-
 
|-
  +
|Very Low
|Low Critical Chance
 
|Need 124 Critical Hit Points
+
|4% @ 114 Critical Hit Points
 
|-
 
|-
|Very Low Critical Chance
+
|Very Low (Miniguns)
|Need 124 Critical Hit Points
+
|2% @ 114 Critical Hit Points
 
|-
 
|-
  +
|Zero
|Very Low Critical Chance (Miniguns)
 
|Need 124 Critical Hit Points
+
|0% @ 124 Critical Hit Points
 
|}
 
|}
 
[[Category:Inventory]]
 
[[Category:Inventory]]

Revision as of 03:00, 6 September 2020

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.

The Basics

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.

Weapon Types

Blades

Melee Weapons

Chainsaws

Chainsaws

Pistols

Pistols

Rifles

Rifles

Shotguns

Shotguns

Sub-Machine Guns

Sub-Machine Guns

Rifle-caliber Machine Guns

Rifle-caliber Machine Guns

Explosives

Explosives

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.

Specific Categories

Special Gear

Special Weapons

Craftable Weapons

Craftable Weapons

Special Gear

Dusk Weapons

Corpse Piercer

Limited Edition Weapons

Statistics

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).

Damage per Second Calculations

Aggro Generation

Several weapon types in the game are considered to be "loud" weapons, meaning that using weapons of these categories for extended period of time will cause the game to summon an artificial aggro spike as a response (infrequent usage with decent breaks between uses may help to prevent aggro spikes):

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.

All firearms and Chainsaws also generate "noise" that will attract zombie on-screen, causing them to progress 1 step in the zombie behavior chart (Calm -> Disturbed -> Enraged). The chance of creating "noise" corresponds to how "loud" the weapons are: Melee Weapons are completely silent, Pistols/Rifles infrequently generate "noise", Chainsaws/Machine Guns have a higher chance, and Shotguns/Explosives are guaranteed (100% chance) to do so.

Attack Speed

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
Theoretical Actual
Very Slow 1 0.968
Slow 1.5 1.429
Average 2 1.875
Fast 3 2.727
Very Fast 8.571 6.667
Super Fast 12 8.571
F***ing Fast! 12.245 8.696
Insanely Fast! 30 15

Accuracy

Weapon Accuracy Reliable Aim Onscreen Perfect Aim Onscreen/Reliable Aim Offscreen Perfect Aim Offscreen
Very High 40 60 80
High 60 80 100
Average 80 100 124
Low 100 124 N/A
Very Low/Ultra Low 124 N/A N/A

Critical Hit 

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% @ 114 Critical Hit Points
Very Low (Miniguns) 2% @ 114 Critical Hit Points
Zero 0% @ 124 Critical Hit Points

All items (19)