Dead frontier where to find weapons




















Once a common sight in street fights between gangs, it remains a cheap, yet effective weapon. Just a bat with some nails in it. Getting these nails stuck into zombies will easily become your favorite pastime. Replaced by newer, safer razors, the classic straight razor was usually used to cut facial hair without drawing a drop of blood. Now people use it to draw as much blood as possible from the infected.

Designed to open doors, crates, and to lift objects, the crowbar is now used to pry zombies' jaws off and rip them away, or to smash their skulls and bones to pieces. An exceedingly sharp tool typically used in hospitals for precise incisions into soft flesh to save human lives. Now these knives continue to save human lives by killing the zombified population.

Interestingly, the tip contains small amounts of diamond, the world's hardest natural resource, for extra strength and durability. An unusual type of dagger from Indonesia and the Philippines, the kris serves as both a weapon and spiritual object. Some survivors love the style of this weapon, others simply enjoy its origin and rarity, but all of them agree that a kris is a useful zombie killer.

Once used to bury the dead, the shovel is now used as a weapon to banish them from this Earth. Undertakers everywhere have discovered that their job is a lot less monotonous now. Designed for smashing through helmets and stabbing opponents in the tight conditions of trench warfare, the trench knife was supposed to be a devastating last ditch weapon in the carnage of WWI, but was manufactured at the end of the war and became popular among the paratroopers and Marines of the US.

That popularity remains undiminished, as survivors make use of these blades to puncture the skulls of the infected. A large, heavy axe formerly used to chop wood and now used to chop limbs. With a much thicker and sharper blade than a Fire Axe, this weapon is perfect for cutting down the infected.

A long, cheap and deadly blade of Latin American design which is very effective for clearing vegetation and zombies alike. Being the most classical zombie decapitator, this weapon is a popular choice within experienced zombie hunter circles. A sharp blade used by Nepalese and Indian warriors for centuries, both as a tool and weapon of war.

Functionally a small machete, the kukri is a powerful and extremely durable blade. Once feared by British raiding parties, it is now an excellent tool for slicing up whatever comes your way in the city.

The powerful and exceedingly sharp blade of this weapon can easily slice right through thick flesh and bone. Based on the European and American cavalry sabres used until the late 19th century as a slashing weapon for horseback riders. A former sign of high-ranking soldiers, the sabre is a devastating weapon, despite its light weight.

A very heavy and powerful hammer that was once commonly sold in hardware stores and used for construction work. It is capable of spreading force over a large area of impact to inflict maximum damage, leaving your foes' skulls a nice red slush. Weighing in on a hefty pounds, this particular brand of Sledge Hammer is typically only used by those with a lot of strength or a lot of experience in melee. An elaborate European style fighting axe meant originally for smashing through shields and light armour.

Stolen from the local museum and sometimes found at weapon collector's homes, the Battle Axe is a rare and powerful last line defense weapon against the zombies. A legendary blade of Japanese design renowned for its deadly precision as well as the incredible amount of time and skill needed to forge a flawless Katana. A well-forged Katana's unique pentagonal curved blade is able to slice through human and zombie bones with ease, making it a powerful weapon against any creature, alive or undead.

The best Katanas are called "Five Body Blades," because they can supposedly slice through 5 human-sized torsos in one swing.

A strange, scythe-like blade. Most of those who see it laugh about its perceived awkwardness to wield. It is Guess why it got its nickname. An over-sized candy cane that is as delicious as it is deadly. Sharp nails protrude from every angle of the head of this tasty treat, and it is rumoured to be stronger than the legendary Katana and more fearsome than the mighty Battle Axe.

It is similar to but shorter than a katana, and usually shorter than the kodachi "small sword". The wakizashi was usually worn together with the katana by the samurai or swordsmen of feudal Japan. The katana was often called the sword or the long sword and the wakizashi the companion sword. Being smaller and sleeker than the Katana, the Wakizashi is ideal for slipping in and hitting the weak or undefended body parts of the infected.

The only dual-wielding item in Dead Frontier, originally known as the Forsaken Blades and later the Forsaken Titanium Blades prior to January 10th, A nodachi is a large two-handed Japanese sword. Nodachi approximately translates to "field sword". Etymology aside, this is the ultimate weapon for bifurcating zombies en masse. Take extreme caution when using this deadly instrument, or you may just end up crushing your own skull.

This weapon is a throwback to one of the more curious weapons of the Middle Ages -- the halberd. Halberds were essentially large battle axes with a long spike on the top of the shaft--which was used like a spear to stab enemies--and another thickened, wider spike on the opposite side of the axe-blade for smashing through armor and shields.

Creative blacksmiths have crafted this modern version of the halberd by adding several spikes to the top and base of the axe-blade -- hence its name, "Spiker". The Dusk Razor is a strange and powerful falchion-like blade. It appears to be made of an unknown metal, allowing it to remain relatively lightweight and comfortable, especially in the heat of combat. This rare and powerful monster of a blade is only forged by AdminPwn himself on demand, and even then only if it is earned, for the most dedicated survivors.

A flame-shaped blade of Indonesian origin, forged by AdminPwn himself only for the most dedicated survivors. No one knows just what the outpost Blacksmiths had in mind when they designed this weapon. A strange combination of axe and scythe, the weapon doesn't seem to be based on any known weapon in recorded history. However, the perplexity it induced among survivors when first unveiled has quickly been dispelled -- the Sharktail has been found to be a devastating weapon in the hands of a survivor with proper melee expertise.

The twin blades attached to the weapon's forked head slice through bone and flesh almost effortlessly.

This weapon definitely gives a new meaning to the phrase "sharks in the water" The Dual Blade was the result of one innovative survivor who took an interest in modifying his weapons. Desiring a sword that could cut through infected with both sides of the blade, the survivor managed to weld together a couple of broken sword blades he found in an outpost scrapyard. Testing his weapon, he made an interesting discovery-- the longer blade, taken from a Katana, was more effective at cutting through the armor of mutants such as Bones, while the shorter blade, taken from a Wakizashi, was more effective at cutting through fat and muscle tissue such as that found on Brutes.

After demonstrating the performance of the unique sword to a group of blacksmiths, they quickly set about constructing copies of this versatile sword. Not much is known about the X-Dusk equipment, what makes them stronger than their previous set is a mystery to everyone.

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. A list of DPS values for all weapons can be found Here. A rough measure of the weapon's ability to knock back zombies. Weapons with higher fire rate and more pellet per shots generally have higher knockback power, with Shotguns in particular generally having high knockback power but low DPS.

Stagger condition is independent from knockback power; weapons with low knockback power but high DPH such as bolt action Rifles are able to stagger heavy target earlier than usual, but will not inflict knockback as well against weaker enemies. 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.

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:. Dead Frontier Wiki Explore. Dead Frontier. These dangers appear too infrequently to demand this level of lethality - which in any case is difficult if not impossible to achieve without Epic Level weapons.

Nevertheless, we have omitted weaker looting weapons that require much more than one second to kill Normal and Special Zombies. The two weaker Mutants provide a baseline for how well weapons deal with Special Zombies: the Siren has the same health points as an Irradiated Female, and the Small Bloat has the same health points as the Blood Hound.

It may not be necessary to kill a Bone with a single Critical Hit; however, faced with new threats in Yellow Zones, students run the risk of getting in over their heads if they cannot dispatch Common Zombies quickly and efficiently. The Reaper and the Bone - with and health points, respectively - appear to be game-changers, but this is illusory. Yes, it takes many more shots or blows to dispatch them, but they appear relatively infrequently.

During a solo loot run, a student is likely to encounter them one or two at a time. Even during an agro spike, they are unlikely to appear en masse. Only during Dogg's Stockade missions "Sickle Armed Bastards" and "Bones" will students have to confront swarms of these creatures, and in those situations grinding weapons are more suitable than the looting weapons currently under discussion. Otherwise, having to strike a bone 5 or 6 times with a looting weapon is not going to impede progress to any great degree.

Only one Mutant needs to be dispatched instantly if not sooner. Ideally, students would silence a Siren with a single shot before her screams provoke agro. For the time being, our chart includes a handful of weapons that require two shots; however, we advise students to equip so-called "End Game" weapons - literally defined by their ability to one-hit-kill a Siren - as soon as possible. The lowest proficiency weapons that will one-hit-kill Sirens are the Sabre, the M24 rifle, and the Alpha Bull revolver.

Once again, our chart's right-hand column indicates how long it would take weapons to kill a group of these zombies. It is highly unlikely that students will encounter Mutants in groups that would make these calculations relevant in real world situations; these numbers are offered for comparative purposes only, illustrating the trade-off between Damage Per Hit and Firing Speed. We call these new zombies "Orange Zone Mutants," but they appear throughout the remaining colored zones of Fairview - all the way to the most dangerous White Zones in the east.

Brutes spew vomit twice as lethal as that of Irradiated Male zombies. Leapers kill with a single blow. Fortunately, these three Mutants are slow and easy to outmaneuver. Tendrils and Spiders are fast, so it takes practice to learn how to handle them. Orange Zone Mutants are usually too scarce to represent a significant danger in their calm state; however, they can be overwhelming when disturbed or enraged.

For this reason, students in Orange Zones should be using "End Game" weapons to quickly prevent Sirens from provoking agro. We are less concerned with how well looting weapons perform against the Mutants themselves: during a solo loot run, it matters little whether it takes 5 or 6 hits to kill a Brute.

Weapon efficacy against Mutants becomes more important in Red Zones and beyond, where agro is more the rule than the exception. Weapon effectiveness is also an issue in Missions that target a specific species. For example, in the "Tendril Strike" mission at Precinct 13, upgrading from a Sabre which takes at least 4 blow to kill a Tendril to a Katana which can kill a Tendril with only 3 blows would make a substantial improvement.

Upon reaching Level 50, students obtain four slots to equip implants. Red Zones see another major shift. Two new Special Zombies appear, but they are so prevalent that they must be regarded as Common Zombies. Red Zones are teaming with Long Arms and Rumblers, creating a situation in which it is nearly impossible to one-hit-kill all the Common Zombies, unless one resorts to Damage Boost drugs or limited-edition looting weapons, such as the Gut-Splitter, the Desert Rat, and the Longshot.

Fortunately, it is not necessary to go broke purchasing these luxuries. Unlike our previous charts, this one arranges looting weapons by type Melee, Pistols, Rifles and orders them by proficiency, not Damage Per Hit. This should make it easier for students using a particular kind of weapon to scan the chart and see how much improvement they will get from upgrading.

Also, placing weapons in order of proficiency usually though not always puts them in order of fastest kill time. In previous zones, looting was usually a matter of killing one or two zombies lurking near a loot spot.

In Red Zones, students are more like to find themselves exterminating groups of zombies before they can clear a loot spot. The estimated time values in the chart's right-hand column make it clear when Firing Rate trumps Damage Per Hit.

Of course, rapid-fire weapons often require more shots to kill a target, and more shots means higher probability of attracting unwanted attention from nearby zombies. Students should experiment with different looting weapon types to see which ones work best for them. In this regard, we should mention that, although Melee lags behind other weapons in firepower, it remains effective for looting, because in Red Zones it is harder than ever to fire a rifle or a pistol without attracting unwanted attention.

A student wielding a Dual Blade has at least a decent chance of knocking off one or two zombies and grabbing some loot before other zombies move in to attack.

Once again, our chart groups weapons by type: Melee, Pistols, and Rifles. Click to open larger version in new tab. At last we come to the Black and White Zones, teaming with five new Special Zombies, all of which are supercharged with enough Health Points to qualify as Mutants. These creatures are faster and more dangerous than their Red Zone cousins, and streets are so crowded with them that it is impossible to walk a straight path without bumping into them.

Black Long Arms and Irradiated Long Arms have a longer reach, especially the latter, whose vomit causes more damage than any other Special Zombie. In crowd situations, it is easy to loose concentration and wander too close. Black Rumblers are a bit too slow and bulky to be truly intimidating except in crowds, but Irradiated Rumblers which explode upon death are a tremendous threat to Melee and Chainsaw Players.

Flesh Hounds are a major nuisance when agitated; the trick is to avoid them or kill them before they become agitated.

If the Red Zones did not prove the point, by now it is apparent that bottom-tier End Zone looting weapons e. It is possible to loot with these weapons in Black and White Zones, but the experience can be slow and frustrating. Therefore, we recommend upgrading to proficiency weapons - or at least proficiency Corpse Gear - as soon as finances allow. Comparing this chart with the one for Red Zone zombies illustrates an important lesson: which weapon is best depends on the opposition.

Against Red Long Arms and Red Rumblers, the Longshot did little if anything that the Ironsight could not do, and the Desert Rat beat both of them, because of its faster firing speed. The Worg rifle will perform well, and the Doubleshot revolver can kill these newcomers in less than a second - it almost feels as if students are still in the Orange Zone! The limited-edition Marksman G8 rifle essentially duplicates the Doubleshot's performance. The ultra-expensive Longshot rifle is the only weapon currently available that can one-crit kill Black and Irradiated species of Rumblers and Long Arms.

Following close behind is Desert Rat Pistol also incredibly expensive , with can take out these mutants with 2 shots fired in half a second. These boosters usually take the form of drugs purchased in the Credit Shop or looted from seasonal zombies; there are also weekend events when damage is boosted for all students. The chart lists looting weapons in ascending order of Damage Per Hit, without regard for firing speed, probability, or proficiency.

Students can easily compare the differences in number of hits that different weapons take to kill zombies, with and without the boost, noting whether a slight difference in base DPH becomes more significant when boosted. For example, the Battle Axe inflicts 1 more damage point per hit than the M1 Garand, but the hit profile for the weapons is identical.

On the other hand, the Alpha Bull inflicts 1. The chart does not calculate results that require more than 4 hits to kill a zombie. Generally speaking, if a student is using a looting weapon that needs more than 4 hits to kill a Common Zombie, it is time to upgrade to a new weapon. The mathematics of grinding are convoluted, boring, and repetitive in a way that is not particularly illuminating: basically, as Damage Per Second goes up, the number of seconds to kill a horde of zombies goes down.

In our charts for looting weapons, it made sense to run the numbers, because a small change in Damage Per Hit could mean the difference between one or two shots to kill a zombie, which in turn could mean the difference between quickly killing a target and getting some loot or taking too long and attracting other zombies.

When grinding, these small differences tend to average out, making them less significant. Consequently, the Grinding Weapons chart provides some basic information and recommendations, in order to help students make their own decisions. Each Zone has its own mix of zombies. The chart shows the health points for the weakest, the strongest, the median, and the overall average. As a general rule of thumb, a grinding weapon with DPS to match the average Health Points of all the zombies in the area should be adequate.

This translates into taking approximately one second to kill each zombie - some more, some less. This is more of a guideline than a hard rule, for reasons that become clear upon examining the numbers. In most zones, the average health is below the halfway point between the strongest and weakest zombie. The low average indicates that there is a greater number of weak zombies than strong zombies; therefore, a weapon will handle most zombies in the area even if it does not reach the "one second per zombie" thresshold.

From Blue Zones to the western Red Zones, the Health Point average rises because stronger zombies are added to the mix, but Normal Zombies are still present. Grinding Weapons that work well against these zombies will continue to be useful as long as these weaker zombies are in the majority.

In the Western Red Zones, Normal Zombies disappear, so the average health begins to approach the midpoint between the strongest and weakest zombies.

In Black and White Zones the average catches up. At this point, a grinding weapon that cannot kill one zombie per second will have trouble with every member of the horde, not just with one or two Mutants mixed in with easy targets.

The recommendations in the chart are for general grinding, the sort that happens when a student is looting and an agro spike hits.



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