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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. |
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− | |||
− | Note: Most weapon names (not including melee) have been changed to avoid copyright issues. We may gain the names back later on. |
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== The Basics == |
== The Basics == |
||
− | Firearms require various types of [[Ammunition]] to shoot, while the various [[Melee Weapons]] and [ |
+ | 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". |
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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 |
+ | 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. |
− | |||
⚫ | |||
− | |||
− | 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 |
||
⚫ | |||
− | A list of DPS values for all weapons can be found [http://fairview.deadfrontier.com/onlinezombiemmo/dfdata/damagepersec.php Here] |
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− | |||
⚫ | |||
== Weapon Types == |
== Weapon Types == |
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Line 30: | Line 22: | ||
| <h3>'''[[Melee Weapons]]'''</h3> |
| <h3>'''[[Melee Weapons]]'''</h3> |
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|- |
|- |
||
− | | [[Image: |
+ | | [[Image:STEEL MS800.png|alt=Chainsaws|link=Chainsaws]] |
| <h3>'''[[Chainsaws]]'''</h3> |
| <h3>'''[[Chainsaws]]'''</h3> |
||
|- |
|- |
||
− | | [[Image: |
+ | | [[Image:Alpha Bull.png|alt=Pistols|link=Pistols]] |
| <h3>'''[[Pistols]]'''</h3> |
| <h3>'''[[Pistols]]'''</h3> |
||
|- |
|- |
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Line 42: | Line 34: | ||
| <h3>'''[[Shotguns]]'''</h3> |
| <h3>'''[[Shotguns]]'''</h3> |
||
|- |
|- |
||
− | | [[Image: |
+ | | [[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> |
||
+ | |} |
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+ | |||
⚫ | |||
+ | |||
+ | == Specific Categories == |
||
+ | {| cellpadding="3" |
||
+ | ! colspan="2" | |
||
|- |
|- |
||
− | | [[Image: |
+ | | [[Image:Gauss_Rifle.png|alt=Special Gear|link=Special Gear]] |
− | | <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>'''[[ |
+ | | <h3>'''[[Dusk Weapons]]'''</h3> |
+ | |- |
||
+ | | [[Image:Corpse_Piercer.png|alt=Corpse Piercer|link=Limited Edition Weapons]] |
||
+ | | <h3>'''[[Limited Edition Weapons]]'''</h3> |
||
|} |
|} |
||
⚫ | |||
− | |||
==Statistics== |
==Statistics== |
||
− | === |
+ | === 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). |
||
+ | |||
⚫ | |||
+ | |||
+ | === 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 |
− | ! |
+ | ! colspan="2" | Attacks per Second |
+ | |- |
||
+ | ! width="30%" | Theoretical |
||
+ | ! width="30%" | Actual |
||
|- |
|- |
||
− | |Very Slow |
+ | |Very Slow |
|1 |
|1 |
||
+ | |0.968 |
||
|- |
|- |
||
+ | |Slow |
||
− | |Slow Attack/Firing Speed |
||
|1.5 |
|1.5 |
||
+ | |1.429 |
||
|- |
|- |
||
− | |Average |
+ | |Average |
|2 |
|2 |
||
+ | |1.875 |
||
|- |
|- |
||
+ | |Fast |
||
− | |Fast Attack/Firing Speed |
||
|3 |
|3 |
||
+ | |2.727 |
||
|- |
|- |
||
− | |Very Fast |
+ | |Very Fast |
− | |8. |
+ | |8.571 |
+ | |6.667 |
||
|- |
|- |
||
− | |Super Fast |
+ | |Super Fast |
|12 |
|12 |
||
+ | |8.571 |
||
|- |
|- |
||
− | |F***ing Fast! |
+ | |F***ing Fast! |
− | |12. |
+ | |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 |
+ | ! width="25%" | Reliable Aim Onscreen |
− | !Perfect Aim |
+ | ! width="25%" | Perfect Aim Onscreen/Reliable Aim Offscreen |
− | !Perfect Aim Offscreen |
+ | ! width="25%" | Perfect Aim Offscreen |
|- |
|- |
||
− | |Very High |
+ | |Very High |
|40 |
|40 |
||
|60 |
|60 |
||
|80 |
|80 |
||
|- |
|- |
||
− | |High |
+ | |High |
|60 |
|60 |
||
|80 |
|80 |
||
|100 |
|100 |
||
|- |
|- |
||
− | |Average |
+ | |Average |
|80 |
|80 |
||
|100 |
|100 |
||
|124 |
|124 |
||
|- |
|- |
||
− | |Low |
+ | |Low |
|100 |
|100 |
||
|124 |
|124 |
||
|N/A |
|N/A |
||
|- |
|- |
||
− | |Very Low/Ultra Low |
+ | |Very Low/Ultra Low |
|124 |
|124 |
||
|N/A |
|N/A |
||
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{| 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 |
||
− | | |
+ | |80% @ 112 Critical Hit Points |
|- |
|- |
||
+ | |Low |
||
− | |High Critical Chance |
||
− | | |
+ | |20% @ 112 Critical Hit Points |
|- |
|- |
||
+ | |Very Low |
||
− | |Low Critical Chance |
||
− | | |
+ | |4% @ 114 Critical Hit Points |
|- |
|- |
||
− | |Very Low |
+ | |Very Low (Miniguns) |
− | | |
+ | |2% @ 114 Critical Hit Points |
|- |
|- |
||
+ | |Zero |
||
− | |Very Low Critical Chance (Miniguns) |
||
− | | |
+ | |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
Melee Weapons | |
Chainsaws | |
Pistols | |
Rifles | |
Shotguns | |
Sub-Machine Guns | |
Rifle-caliber Machine Guns | |
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 Weapons | |
Craftable Weapons | |
Dusk Weapons | |
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):
- 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 (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)