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Why Alts?[]

Alts are additional/alternative accounts that can be created and used alongside your primary account (or "main"). DF does not have any policy against the creation of alt account; you are allowed to create as many alts as needed, and register multiple accounts to the same e-mail address (in fact, there is a benefit to doing so)

Alts are a vital part of advanced DF players, with some even going as far as to create 10+. Their benefits are various, including:

  • Extra storage space
  • Extra Marketplace slots (useful for placing items that take a while to sell)
  • Cheaper Storage slot price (price grows rapidly after the 1st page, but alts can circumvent that)
  • Generate supplies daily with production class.
  • Use services independently from the Marketplace, saving hiring cost.
  • Making purchase at multiple outposts/trade zones without having to relocate main account.
  • Long distance item transportation without Fast Travel fee, by utilizing Barricading to cross trade zones.

Arguably the real meat of alt accounts lies in their ability to hunt Bosses to exceed the normal reward cap your main can acquire per cycle. Player testing suggests that a non-GM account average around 25k cash per normal boss (50k in the case of BT/FBT) - so, with a group of 5 alts on a normal night of 2x 4-boss and 2x 2-boss (or BT/FBT), you can get about 1,500,000$ extra cash without having to buy GM!

This guide will be specifically dedicated to boss hunting alts, but you can modify it to suit whatever purpose you want, such as leveling service classes or remaking your main.

Overview[]

  • The primary goal is to level the alt to level 50 to wield 2 weapons with 120 proficiencies. This should allow you to effectively join boss hunting groups in Multiplayer.
    • Any level up after 50 has little to no effect on the alt's performance, and staying below 71 also has the benefit of lower food/medicine cost.
  • Creating a bossing alt is different from starting from scratch, as you should have sufficient amount of cash to skip the early-mid game and immediately purchase 120/75 gears for the new account. Therefore, this page will only list the final results needed to tackle SB level bosses.
  • Stat raising order remains the same as a normal account:
Agility ≈ Critical Hit > Reloading ≈ Accuracy > Endurance

Professions[]

  • [Athlete]: Overall the best choice for bossing alt, Athlete offers +25 Agility, which is significant for rounding out your build as soon as possible. Other professions like Police Officer and Boxer offer a few proficiency points in exchange for stats, which is not ideal because the Athlete can already equip two 120 proficiency weapons at level 50.
  • [Soldier]: Soldier offers extra Machine Gun proficiency as well as stats compared to Athlete, though the EXP penalty will slightly lengthen the path to level 50 (or 65, if you want the Worg + 5 Rage combo)
  • [Production/Service]: Production and Service alts can also be used for bossing, though they will be weaker overall due to their lack of bonus stats.
  • [RP] Bossing alts do not take much time to reach level 50, and have little use for EXP afterwards. RP professions reach level 50 faster than Athlete, but are overall inferior at that level mark.

Weapons and Armors[]

  • 2 weapons will be needed: A Rifle for efficient chip damage against bosses, and a knockback weapon for self defense against stronger ones like Flaming Flesh Hound.
  • Explosives are useful for leveling production/service alts, but unnecessary for boss hunting alts due to their lack of XP need past level 50.
  • The 3rd slot should be reserved for a stat booster weapon, ideally a NGC or GC Pen Knife/Chef Knife/Baseball Bat...
  • Try your best at finding MC weapons that allow you to meet the Critical Hit requirement; even 1 point off the ideal Critical Hit number can severely throw off Rifle/SMG performance.
  • Tier 2 120/75 weapons and armors will be our tools of choice, having been made significantly more affordable years after their release.

Rifles[]

Ironsight 33-FWorg Carbine

120 proficiency Rifles offer superior performance to Pistols overall for single-target damage, requiring much lower Accuracy/Reloading to work optimally while having the same Very High crit chance. These can be used at full effectiveness as soon as the alt reaches 120 Rifle proficiency, giving it a tool to grind to level 50 quickly.

The Worg Carbine offers superior DPS and killing speed compared to other affordable Pistols/Rifles, while the Ironsight 33-F is the budget choice, trading firepower for a lower price tag and more economical ammo usage. Overall, both rifles do not require much in terms of financial investment.

RageImplant

Reaching level 65 also opens the possibility of pairing the Worg Carbine with 5 Rage Implants to 2 crit Rumblers. Whether that is a worthwhile investment is up to you.

Knockback Weapons[]

Knockback weapons are vital for holding back aggro and securing loot. Several bosses like Flaming Giant Spiders and Flaming Flesh Hounds also practically require knockback weapons to take them down, due to their sheer speed and attack power.

On the other hand, non-Shotgun knockback weapons usually cost more to operate than Rifles; it is suggested to limit usage of those weapons to prevent excessive ammunition cost.

The main choices for affordable knockback weapons are as follows:

Ace Barrel GZ3

  • The Ace Barrel GZ3 is an overall economical and safe choice, offering impressive knockback at a low investment and ammo cost. While its DPS is lackluster, its knockback allows you to keep yourself and other pistol/rifle users safe in the fight and gives other a chance to deal damage for you. The Ace Barrel can be used effectively in a low strength or high strength build, but we suggest low strength as mesh armors offer roughly equal protection levels to reactive at lower level with some endurance investment, while offering a slight speed boost.

SCAR 9000

  • The SCAR 9000 is the heavy weapon choice, offering far superior firepower at a suitably much higher ammo cost. On the other hand, alts with SCAR 9000 perform better in the later minutes of a boss cycle, when most people have left and you are forced to battle with much weaker players instead. SCAR alts are also more than capable of holding their own against a pack of FFH or a single FGS, as long as you watch out for that very slow reloading.

Street Dog 99

  • SMGs for the most part are inferior to the other choices, offering only slightly more DPS than shotgun while having much higher ammo cost and low knockback. If you insist on using SMGs for your alts, the Street Dog 99 is your best bet.

Armors[]

Icon Shinobu Mesh

Not much to say here; tier 2 level 75 armors have had their cost drastically reduced over time due to looters, so these will be our armors of choice. Anything lower will not provide much of a discount while offering much lower protection.

  • These include the Shinobu Mesh for low strength (Ace Barrel/Street Dog) and the Tatakau Reactive for high strength (SCAR)

Training Your Alts[]

Fast Traveling to Secronom Bunker[]

Where is fast travel

While it is possible to start your alts the normal way by slowly leveling at earlier outposts and walking to SB, utilizing the Fast Travel feature to instantly move your level 1 alt to SB and take advantage of the higher EXP density is a far more viable option.

  • It takes $335 000 to fast travel from NH to SB.
  • As Fast Traveling requires the money to be on the alt account, you will need to find a way to move that cash from SB. Either ask another player to move it for you, fast travel your main back and forth for another 670k, or if desperate, walk back to NH on foot.
  • Later on, you can also create your own alt tunnel to quickly transfer cash. For more information, see Character_Build_Guide/Alt_Creating#Alt_Tunnel

Early Leveling[]

Athlete Level 20
Gears Stats Proficiency
Worg Carbine
Worg Carbine
Beta Tomcat
Beta Tomcat
Strength: 25 Melee: 5
Endurance: 25 + 24 = 49 Pistols: 5
Agility: 100 + 24 = 124 Rifles: 120
Accuracy: 56 + 24 = 80 Shotguns: 0
Pen Knife
Pen Knife
Icon Shinobu Mesh
Shinobu Mesh
Critical Hit: 55 + 24 = 79 Machinegun: 0
Reloading: 34 + 24 = 58 Explosives: 0
Dexterity: 0
Stealth: 0

After fast traveling to SB, you will need to train your alt to level 25. This allows the alt to equip your chosen 120 proficiency rifle and open up more options for leveling to 50.

  • Your starting knives will do fine for the first 10 levels, but progress will quickly slow down afterwards. A few lower level weapons along the way are helpful at increasing your damage output/EXP gain and making encounters with endgame zombies safer.
    • For newcomers, we suggest the SL8 and SIC 550, respectable 5.5mm rifles that can be purchased at NH and SB respectively. Wealthy players can instead invest in or take a rent for the Titanium Blades
  • Invest into MCing the starting Pen Knife and Beta Tomcat, these will be useful as stat boosters later on. 8 Critical Hit is vital, and high Accuracy/Reloading are good bonuses.
  • SB missions are highly lucrative for lower level, with most being able to instantly elevate from level 1 to 20. With a bit of dodging skill and luck, it should be possible to do some of the looting missions that do not involve high aggro.

Ideally, at level 25, your build should look like the one on the right (the example is for an Ace Barrel build, other builds should exchange the 9 points put into Reloading accordingly)

Later Leveling[]

  • After equipping a 120 proficiency rifle, your alt can start participating in boss hunts, although they won't be able to acquire the best loot until level 45. Still, the acquired loot should be able to cover ammo cost and make the alt more self sufficient.
  • Outpost Attacks are also viable with only the rifle; keep practicing your backpedalling skills.
    • We recommend camping at the southeast section of the block, outside the fenced bunker area. The chain link fence is capable of walling off a large portion of the zombies from you, allowing you to easily pick them off after having killed other zombies outside the fenced area.

Builds[]

Ace Barrel Build[]

Athlete Level 50
Gears Stats Proficiency
Worg Carbine
Worg Carbine
Ace Barrel GZ3
Ace Barrel GZ3
Strength: 50 Melee: 10
Endurance: 84 + 24 = 108 Pistols: 5
Agility: 100 + 24 = 124 Rifles: 120
Accuracy: 56 + 24 = 80 Shotguns: 120
Pen Knife
Pen Knife
Icon Shinobu Mesh
Shinobu Mesh
Critical Hit: 55 + 24 = 79 Machinegun: 0
Reloading: 75 + 24 = 99 Explosives: 0
Dexterity: 0
Stealth: 0











 

SCAR Build[]

Athlete Level 50
Gears Stats Proficiency
Worg Carbine
Worg Carbine
SCAR 9000
SCAR 9000
Strength: 100 Melee: 10
Endurance: 25 + 24 = 49 Pistols: 5
Agility: 100 + 24 = 124 Rifles: 120
Accuracy: 100 + 24 = 124 Shotguns: 0
Pen Knife
Pen Knife
Icon Tatakau Reactive
Tatakau Reactive
Critical Hit: 55 + 24 = 79 Machinegun: 120
Reloading: 40 + 24 = 64 Explosives: 0
Dexterity: 0
Stealth: 0











 

Street Dog Build[]

Athlete Level 50
Gears Stats Proficiency
Worg Carbine
Worg Carbine
Street Dog 99
Street Dog 99
Strength: 30 Melee: 10
Endurance: 63 + 24 = 87 Pistols: 5
Agility: 100 + 24 = 124 Rifles: 120
Accuracy: 76 + 24 = 100 Shotguns: 0
Pen Knife
Pen Knife
Icon Shinobu Mesh
Shinobu Mesh
Critical Hit: 88 + 24 = 112 Machinegun: 120
Reloading: 63 + 24 = 87 Explosives: 0
Dexterity: 0
Stealth: 0












 

Other Uses[]

Alt Tunnel[]

Alt tunnel is a technique to circumvent the trade zone barrier and do long distance items/cash transfer cheaply and efficiently using alts. Applications include:

  • Paying Fast Travel fees for alts.
  • Buy special resources, like 9mm Handgun Ammo for X-MP5 and .357 for X-Python at NH/DS for a discount compared to usual SB price.
Alt tunnel

Consider this situation of paying Fast Travel fee for one of your new bossing alts. The alt tunnel process would go as follows:

  • Your main account at SB (1) buys enough extra barricading materials for the process, goes to barricade in the bunker right next to SB to enter SE trade zone.
  • Main account passes the cash and barricade to Alt #1, which is located at (2)
  • Alt #1 moves from (2) to (3) then barricades to access Central trade zone.
  • Alt #1 passes the cash and barricade to Alt #2, located at the right block in (4)
  • Alt #2 moves from the right block to the left in (4), then barricades to access Western trade zone.
  • Nastya's Holdout has a special property in that it uses the Western trade zone instead of having its own like other outposts. Therefore, Alt #2 can immediately transfer cash to the new alt at (5)
Athlete Level 20
Gears Stats Proficiency
Katana
Katana
Pen Knife
Pen Knife
Strength: 25 Melee: 100
Endurance: 40 Pistols: 5
Agility: 100 + 24 = 124 Rifles: 0
Accuracy: 25 Shotguns: 0
Beta Tomcat
Beta Tomcat
Icon Nomad Mesh
Nomad Mesh
Critical Hit: 55 + 24 = 79 Machinegun: 0
Reloading: 25 Explosives: 0
Dexterity: 0
Stealth: 0

As tunneling alts will not be used very frequently, we will use a simple Melee only low level build to keep maintenance to a minimum.

The more important requirement however if you want to transfer items is to have lots of storage space: Ideally, each of these alts should have at least 1 page of storage (total cost $700 000)








Storages[]

Storage Boxes

Alt account is an useful way to extend your storage spaces: A level 50 alt by itself comes with 30 inventory slots + 30 sales slots + 5 storage slots, and buying extra is cheaper than buying on your existing accounts.

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