Dead Frontier 2

Dead Frontier 2

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Survivor's Guide to Palehaven in 2023
By Calza
This is an assortment of fundamentals, tips, tricks, and lesser known knowledge designed for ease of access, and to help you get the most out of your experience. I'll be updating it as I go along, as things change, and as I play the game.

If this helps you at all, please give it a thumbs up so others can see it. If you like, feel free to favorite for easier access.

Last edited 12/26/2023.
   
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Basics and Introduction
Dead Frontier 2 is an MMO looter shooter, with some inspiration taken from things like Resident Evil, 7 Days to Die, as well some of its own unique DNA from Dead Frontier. Unlike the first game, where you had to pick a class and focus on a couple weapons exclusively, DF2 has made the gameplay loop considerably more accessible. No longer do you pick a class - instead, you pick perks to augment a particular playstyle and make it more effective.

That said, the game still has a learning curve, and some things are not readily explained. I will go over some fundamentals to establish a baseline, then I'll go into some tips and tricks later.

You can make up to 2 characters to start with, and up to 5 if you buy the Account Slot Bundle for 500 credits.

Once you've made your character, you get a choice of MMO join, lobby join, or single player. Choose whatever floats your boat, though MMO join is recommended.

If you signed up with a promo code (Alienware has one available currently), you'll have some goodies waiting for you in your account stash. Otherwise, you start with some damaged gear. I recommend putting in the promo code if you can.

The noticeboard will let you collect all missions in a given outpost. The police chief has a tutorial quest chain you should finish asap. Other than that, just work on leveling up. Missions and Purple Zones (random events) are best for this.

Outside is your car, which you use to travel between the 3 outposts and the Killing Grounds (pvp area). It helps you traverse larger chunks of the map, but generally you still have to jog to places. It's also an alternate form of storage.

Don't be afraid to look at the DF2 wiki to better understand the tiers of weapons, clothing, and gear you're likely to come across. It isn't completely random - some things are level locked.

The buildings are procedurally generated, and will differ in some ways, like room layout, furniture, door placement, and number of stories. Expect to feel like every building is a Tardis - it's always bigger on the inside. It also tends to spawn rooms that wrap around themselves.

The game's economy is based on the rarity of an item, so items that have a lower % chance to drop will be given a greater value by the system. On top of this, when an item is needed in a blueprint, you can bet its value will be higher too. Be careful what you ditch or what you use, since you'll be surprised by what stuff sells for.

There's also a gold membership available that gives you some considerable buffs for not much money, in addition to some credits to use on cosmetics or skill resets. If you enjoy the game I recommend it, it supports the dev too.
Perks and Skills
I'll list the skills available to take upon leveling up, and whether they're a good choice based on experiences. You get one skill point every level up to 50, and 1 skill point every 50 levels after that (10 prestige levels) for a total of 60 points. The first 50 are the most important, the last 10 take the longest to get. Save your reset for level 40+ when you have a better idea of what's important to you.

Sprinter: +5% Sprint Speed, -5% Sprint Cooldown, +5% Sprint Duration
> Very good perk, but best taken later when it's more important. After level 25 enemies get faster and sprint.

Quick Reflexes: -13% Dodge Cooldown, +15% Incoming Stun Recovery
> Good if you use dodge a lot, and useful for enemies like Reaper (that have a one hit kill), since you get invulnerability frames. Not strictly necessary though.

Stealth: +10% Sneak Speed, -5% Sneak Visibility Range, +5% Surprise Damage
> Weak early on since most enemies can't run, are very weak, and don't do much damage. Much stronger later on when raids are relevant, and enemies can melt you fast. Used mainly on looter builds.

Lockpicking: 10% Lockpick Chance, +5% Find Unique Chance, +5% Find Elite Chance, +2% Search Speed
> Lockpicking is attempting to open a keyed door without the key. It's a quality of life skill but not needed. You can also roll lockpicking on a weapon (stat stick) and have the same effect, up to 75% chance.

Kick Boxing: +10% Kick Damage, +10% Kick Stun Duration, -10% Kick Knockback, +2% Jog Speed, +2% Sprint Speed
> Kicking can be useful depending on the circumstances, and you get 10% faster jogging and sprinting when maxed out, but it's not necessary.

Mule: +10% Inventory Capacity
> I'm a pack rat and I pick up everything. It gives 10 slots at max level, because it goes off your base inventory. This is great early game, but falls off late game when you can easily double or triple your inventory because of clothing and the high stat rolls available.

Toughness: +15% Health, +5% Incoming Stun Threshold
> More useful later on when zombies can two or three tap you. Easier to feed with health restoration clothing and weapons. Otherwise, it's just an added expense. The extra stun threshold is great and lets you shrug over light attacks that can stagger you.

Jogger: +5% Jog Speed
> Always useful since you will be jogging in a majority of cases. Less useful on a build dedicated to Sprinting.

Looter: +10% Search Speed, +10% Find Unique/Elite/Rare/Superior Chance
> Always useful, since searching is slow to start with, and none of the tiers of rarity conflict with one another. It will always try to roll unique first, then goes down the list.

Lead Magnet: +5% Find Ammo Chance, +5% Find Ammo Quantity, +2% Inventory Capacity
> Sounds intriguing, but I don't recommend it. The bonuses aren't large enough.

Apothecary: +10% Find Medical Chance, +2% Health Restoration, +2% Inventory Capacity
> See above.

Fast Learner: +10% XP Gained
> A must have. You are always needing XP, be it for levels, or for the goodies that you get beyond level 50 (enhancers and dyes).

Medic: +20% Health Restoration, +3% Healing Speed
> Nice to have, but not necessary. It's more useful in the field where what you have is what you got. At home base health is a function of money, and the more health you have the more it costs to heal up to full. Plus weapons and clothing can roll health restoration. The added healing speed can be nice in a pinch.

Survivor: +20% Energy/Hydration Restoration, -12% Energy/Hydration Needs, -2% Incoming Damage
> Food and drink is very cheap. The extra 10% damage resistance at max level is nice though.

Reloading: +5% Walk Speed, +10% Reload Speed/Ammo Capacity
> If you use guns primarily, this is invaluable. You move faster when aiming and reloading, plus your mags are bigger, AND you reload faster. It's a must have for shooters.

Marksman: +10% Aim Speed/Max Accuracy/Min Accuracy/Range
> If you're using guns like rifles or automatics, the bonuses here are amazing. If you're using a shotgun or pistol, they're not as useful.

Quick Shot: +10% Aim Speed, +10% Pistol/SMG/AR/Shotgun/Rifle Attack Speed
> A lot of the guns in this game shoot slowly, so this helps fix that. You will burn through ammo more quickly if you aren't careful. The aim speed is a bonus.

Head Hunter: +5% Headshot Damage
> Headshots do a lot of damage, but not all weapons utilize headshots, and not all enemies are easy to headshot. Melee weapons and chainsaws see no benefit, and auto shotguns see a reduced benefit. Rifles and pistols need this to do a majority of their damage.

Aim for the Heart: +5% Body Damage
> Melee weapons and chainsaws rely on body damage, so this is important for them. Shotguns and automatics are easier to hit the body with than the head, so this helps them a lot.

Trucker: +10% Vehicle MPH/MPG, +20% Vehicle Inventory Slots
> You would get this solely for the vehicle inventory. It's like a second stash that's character specific. You don't use enough fuel, energy, or hydration to care about MPG/MPH. That said, this is nice to have, but not needed.

Brute Strength: +10% Melee Knockback Distance/Stun Duration, +3% Melee Body Damage
> Important if you use melee weapons primarily. Not good for chainsaws.

Lumberjack: +8% Chainsaw Body Damage/Attack Speed
> Important if you use chainsaws. Useless for melee weapons. If you love chainsaws, this perk is wild to have.

Armourer: +10% Armor Absorption, +10% Armor Durability
> More important later when armor becomes relevant. Save for after level 25. It makes armor more effective and it lasts longer, BUT you will pay more to repair it at base (think health).

Melee Expert: +5% Melee Body Damage/Attack Speed/Knockback Distance/Melee Stun Duration
> Arguably more useful than Brute Strength. It gives you all of the stuff you want with more damage to boot.

Pistol Expert: +5% Pistol Headshot/Body Damage/Aim/Attack Speed/Min/Max Accuracy
> Useful if you love using pistols. If pistols aren't your primary damage dealer I wouldn't get this.

Rifle Expert: +5% Rifle Headshot/Body Damage/Aim/Attack Speed/Min/Max Accuracy
> Useful if you love using rifles. If rifles aren't your primary damage dealer I wouldn't get this.

Shotgun Expert: +5% Shotgun Headshot/Body Damage/Aim/Attack Speed/Min/Max Accuracy
> Useful if you love using shotguns, and who doesn't? If shotguns aren't your primary damage dealer I wouldn't get this. Possibly the best Expert skill.

SMG Expert: +5% SMG Headshot/Body Damage/Aim/Attack Speed/Min/Max Accuracy
> Useful if you love using SMGs. If SMGs aren't your primary damage dealer I wouldn't get this. They fall off later to assault rifles.

AR Expert: +5% AR Headshot/Body Damage/Aim/Attack Speed/Min/Max Accuracy
> Useful if you love using assault rifles. This will only be relevant late game. It's a good perk, but shotguns are equally viable.

Assassin: +8% Damage vs Humans
> Virtually useless unless you love PVP. That said, the PVP in this game is weak/limited, so I don't recommend this.

Hunter: +5% Damage vs Mutated
> Mutated are bosses. This will help you kill them faster. They have a lot of HP. It's a great skill to have.

Exterminator: +5% Damage vs Infected
> This is more of a quality of life. If you're clearing rooms it'll help you save on resources. Not inherently a bad skill. Can be overkill.

Thick Skin: -20% Bleeding/Burns Chance
> More useful late game when you run into mutations where burnt and bloodied variations show up often. 100% is full immunity except for raids.

Immune System: -20% Infection/Radiation Chance
> More useful late game when you run into mutations where diseased and irradiated variations show up more often. 100% is full immunity except for raids.
Ammo and Med Costs
Not necessarily true at all times, but it provides a good comparison between consumables.

Pre-Halloween 2023
.32 ACP: ~$1 per round (~$200 for 200)
9mm: ~$3-5 per round (~$600-1,000 for 200)
.357 Mag: ~$2-7 per round (~$400-1,400 for 200)
.38 SPC: ~$4-5 per round (~$800-1,000 for 200)
.40 SW: ~$7-10 per round (~$1,400-2,000 for 200)
.45 Kolt: ~$14-22 per round (~$2,800-4,400 for 200)
5.56: ~$3-9 per round (~$360-1,100 for 120)
7.62: ~$16-26 per round (~$1,900-3,100 for 120)
8mm: ~$7-10 per round (~$840-1,200 for 120)
9mm Rifle: ~$10-11 per round (~$1,200-1,300 for 120)
20 gauge: ~$12-25 per round (~$960-2,000 for 80)
12 gauge: ~$36-60 per round (~$2,900-4,800 for 80)
10 gauge: ~$40-62 per round (~$3,200-5,000 for 80)
Fuel: ~$.20-.25 per ml (~$900-1,200 for 4,565)

Halloween 2023
32 ACP: ~$.25 per round
9mm: ~$2.5 per round
.357 Mag: ~$3 per round
.38 SPC: ~$3 per round
.40 SW: ~$7 per round
.45 Kolt: ~$19 per round
5.56: ~$10 per round
7.62: ~$27 per round
8mm: ~$58 per round (!!!)
9mm Rifle: ~$18 per round
20 gauge: ~$11 per round
12 gauge: ~$56 per round
10 gauge: ~$37 per round
Fuel: ~$1 per ml

Christmas 2023
32 ACP: $.25 per round
9mm: $3 per round
.357 Mag: $1 per round
.38 SPC: $1.5 per round
.40 SW: $11 per round
.45 Kolt: $$11 per round (!!)
5.56: $9 per round
7.62: $20 per round
8mm: $38 per round
9mm Rifle: $8 per round
20 ga: $14 per round
12 ga: $55 per round
10 ga: $21 per round

Band Aids: ~$28 per hp
Antiseptic Spray: ~$26 per hp
Travel First Aid: ~$35 per hp
Bandages: ~$37 per hp
Antibiotics: ~$22 per hp
Burn Kits: ~$25 per hp
Iodine: ~$33 per hp
Painkillers: ~$33 per hp
First Aid Kit: ~$45 per hp
Paramedic Bag: ~$30 per hp
Morphine: ~$35 per hp
Nerotonin-2: ~$11.5 per hp (crafted) / ~$17 per hp (bought) (more useful with lots of health to heal)
Anti-Anxiety: ~$30 per hp
Pistol Analysis
  • Ivanov: Crap starting pistol.
  • CZ-83: Ivanov with double the mag capacity. If you want to use .32 ACP accurately this is your best option.
  • Speed Six: Why does this exist.
  • Parabellum: Ivanov with more stun duration, more knockback distance, 50% more damage, but the ammo costs ~300-500% more.
  • Lock 17: Parabellum with double the mag capacity. Best 9mm option.
  • Python: Better headshot damage makes this more compelling. Still not great.
  • Beta 8k: Better Parabellum. 3 more rounds, more stun duration, more knockback distance, 33% more damage, Sometimes cheaper than 9mm, sometimes more expensive. Very swingy ammo.
  • Lock 31: Beta 8k with 4 more rounds. Best .357 option.
  • Webster 1942: Still meh. Headshots will kill regular fat male zombies without buffs now.
  • Lock 25: Better Lock 31. Ammo paradoxically gets cheaper than .357, about as expensive as 9mm. Best .38 option.
  • Kolt Police: 8 round cylinder instead of 6. Damage is good, headshot is great. Ammo is twice as expensive as .38 special. Actually fairly compelling for .40.
  • Beta 92: Mag is 50% bigger, Reload is 50% faster, body damage the same, headshot slightly less than Kolt Police. Not a bad pick either.
  • Anaconda: Not only back to being bad, but now the ammo is twice as expensive as .40 S&W. Is the extra damage and stun worth it?
  • Kolt 1911: Slightly more damage than the 92. Mag is smaller by 33%, back to 8 rounds. Still expensive ammo. Best .45 option.

Winners:
CZ83 (.32 ACP) ($700+ for elites)
Lock 25 (.38 SPC) ($5,000+ for elites)
Kolt Police or Beta 92 (.40 SW) ($6,000+ for elites)
Rifle Analysis
  • Greening GLR: Why does this thing exist.
  • Scout: Actually good. Last, best 5.56 rifle. Headshot damage is respectable, reload snappy, mag size pretty good. Nothing inherently bad here.
  • Mouzer M59: Damage jumps up from Scout significantly, like 50%. Mag size got cut in half at 5 rounds. Reload time is almost twice as Scout and same as GLR. Stun and Knockback got better. Ammo is more than twice as expensive due to shared pool with 7.62 assault rifles.
  • Enfield: Doubled mag size from the M59. That's it.
  • M1 Garand: Mag size shrunk again but reload got faster. 2 rounds less but shares Scout reload speed.
  • Dragon SVD: Mag size grew substantially. Almost double from M1 Garand but kept the faster reload.
  • M14: Mag size grew again. Now 33% bigger at 20 rounds. Reload is still fast. Best 7.62 rifle.
  • Mosin-Nagant: Damage jumped by 16%. Reload speed is still fast. Mag size shrunk to 5 rounds. Knockback and Stun improved. Ammo is now cheap again, about as much as 5.56.
  • Karabiner 98k: Completely identical to the Mosin. Why do both exist? Only difference would be the Uniques.
  • Gewehr 43: Mag size doubled. Other stats stayed the same. Best 8mm option.
  • Chesterfield Model 70: Damage improved by 14%. Reload speed stayed the same. Mag size shrunk to its smallest at 4 rounds. Ammo still fairly affordable. Stun and knockback at its best.
  • Chesterfield 1894: Mag size more than doubles to 9 rounds. Everything else stayed the same.
  • VSS Vintorez: Body damage got reduced by 20%. Headshot damage got hit hard - it's down 38%. Rate of fire got doubled. Mag size bumped up to 20 rounds.

Winners:
Scout (5.56) ($3,000+ for elites)
Gewehr 43 (8mm) ($6,000+)
1894 (Marksman 9mm) ($7,000+)
VSS (Assault 9mm) ($8,000+)
Shotgun Analysis
  • Redfield Sitori: Actually not bad to start with, but the ammo is expensive if you have to buy it.
  • Washington 1100: Sitori with 3 more rounds in the mag at 5.
  • Mannberg 500: 1100 with 3 more rounds in the mag at 8.
  • Chesterfield 21: Damage got 50% better. Stun and knockback got a lot better. Ammo is twice as expensive as 20g.
  • Mannberg 590: CF21 with 3 more rounds in the mag at 5.
  • Mancini M4: 590 with 2 more rounds in the mag at 7.
  • SPSA-12: M4 with 1 more round in the mag at 8.
  • Sawn Off: Still uses 12g but damage got improved even further. Damage is 50% up from typical 12g and 12% more than 10g. Considerably less accurate. Mag is back to 2 rounds. Everything else stayed the same.
  • Mannberg 590M: SPSA but with a massively increased mag capacity at 20 rounds.
  • Ethaca-10: Back to 2 round mag, but damage is improved by 33% from typical 12g. Stun and knockback are considerably better too, 100% more than 20g. Ammo cost is similar to 12g.
  • Sega-20: Back to 20g but now we're having fun. Mag is 20 rounds. Attack speed is 200% faster. No headshot bonus, body is preferred. This thing ain't ♥♥♥♥♥♥♥ around.
  • Chesterfield 1887: Ethaca with 8 more rounds, now we're at 10.
  • Packhammer-12: Fun 12g option. 12 round mag, 200% faster attack speed, no headshot bonus damage.
  • AA-12: Packhammer but even more fun. 20 round mag, same great taste.

Winners:
Mannberg 500 (Headhunter 20g) ($7,500+ for elites)
Mannberg 590M (Headhunter 12g) ($7,000+)
Sawn Off (Damage Dump 12g) ($4,000+)
Sega-20 (Assault 20g) ($7,000+)
Chesterfield 1887 (10g) ($8,000+)
AA-12 (Assault 12g) ($7,500+)
SMG Analysis
  • Scorpion: Last and best .32 ACP SMG. Actually a good option if you have Marksman or max accuracy buffs because .32 is so cheap.
  • USI: Damage buffed by 50%. Mag size is 5 rounds smaller. Stun and knockback got better. Ammo is 3-5x more expensive.
  • Beta C4: More accurate when fully aimed, but takes longer to aim. Mag is back to 20 rounds.
  • HK-5: Same as the C4 but with 10 more rounds.
  • Lanchester: Same as HK5 but with 20 more rounds. Now we're at 50 rounds in the mag! Best 9mm option.
  • MAC11: Damage is 33% better. Stun and knockback is better. Behaves more like the USI with faster aiming but less accurate aimed fire. Small mag at 16.
  • Bulldog: Same as MAC11 but mag got doubled to 32. Best .38 option. Ammo's about as expensive as 9mm.
  • Criss Victor: Damage got 12% better. Stun and knockback got slightly better. Behaves like the Beta C4, accurate but slower to aim SMG. Mag is small at 15.
  • UMP40: Same as the Victor but with a doubled mag at 30. The .40 SMGs are not compelling, but this is the best option. Ammo is twice as expensive as .38.
  • Thompson: Got 11% better than .40 and 25% better than .38. Stun and knockback improved. 20 round mag. Behaves like the C4. Ammo is twice as expensive as .40.
  • Grease Gun: Faster to aim but less accurate like the USI. Mag is now 30 rounds. Good way to burn your money.

Winners:
Scorpion (.32) ($3,000+ for elites)
Lanchester (9mm) ($5,000+ for elites)
Bulldog (.38) ($5.500+ for elites)
AR Analysis
  • M16: Not a bad baseline.
  • AK12: Less accuracy when fully aimed. Aiming is 50% faster. Mag size more than doubled to 45.
  • M4: Basically an M16 with 10 more rounds in the mag.
  • AR10: Damage increased by 50%. Stun and knockback increased. Otherwise same as M16. Ammo is more than twice as expensive.
  • AK47: Very similar to the AK12. Aiming is 50% faster but aimed fire is less accurate. Mag is same as M4 but reduced from AK12.

Winners:
M4 (Marksman 5.56) ($7,000+ for elites)
AK12 (Assault 5.56) ($7,000+)
AR10 (Marksman 7.62) ($7,000+)
AK47 (Assault 7.62) ($8,500+)
Melee Analysis
  • 2x4: Medium swing speed. Pitiful damage. Just use a .32.
  • Iron Pipe: Swings slower (heavy) but slightly better damage. Stun and knockback improved. Surprise attack damage improved. Better for sneaking.
  • Baseball Bat: 25% more damage than the 2x4.
  • Wrench: 20% more damage than the Baseball Bat.
  • Shovel: Reskin of Wrench.
  • Crowbar: 16% more damage than the Wrench or Shovel.
  • Barbed Bat: Reskin of Crowbar.
  • Pick Axe: 14% more damage than the Crowbar or Barbed Bat.
  • Nail Bat: 12% more damage than the Pick Axe.
  • Axe: 11% more damage than the Nail Bat.
  • Sledge Hammer: Swings slower, hits harder. 33% more damage than Axe but 15% slower. Shares Iron Pipe stun and knockback but 250% more damage.
  • Machete: Swings faster but does less stun, knockback, and damage. 6% less damage than Axe. Swings 16% faster.
  • Longsword: 20% more damage than Axe.
  • War Hammer: 30% more damage than the Sledge Hammer.
  • Dane Axe: 16% more damage than Longsword.
  • Wakizashi: 45% more damage than Machete. 15% less damage than Katana but 16% faster swings.
  • Katana: 14% more damage than Dane Axe.
  • Mace: 23% more damage than War Hammer. 33% more damage than Katana but swings 14% slower.

Winners:
Wakizashi (Relentless and Rapid) ($7,000+ for elites)
Katana (Deliberate and Methodical) ($7,000+)
Mace (Brutal One Hit Kill) ($7,500+)
Enemy Variations
Infected and Mutated can get variations that make fighting them more complicated. There's 4 generations, the first just being regular infected and bosses. Later generations can stack on top of earlier ones.

2nd generation variations include:
Bloody (increases damage dealt considerably and can inflict Bleeding)
Irradiated (has more health and can inflict Rad Poisioning)
Diseased (have a damaging aura, move faster, and can inflict Bacterial Infection)
Burning (have a damaging aura, and can inflict Severe Burns).

3rd generation variations include:
Scythed (deal considerably more damage, attack a little slower)
Spined (spines act as armor that block shots)
Cystic (boils that explode with noxious gas)

4th generation variations include:
Optic (more health, can only be harmed if the eyes are open)
Tentacled (more health, deal heavy damage with the tentacles, only affects what's in front of it)

  • The Mother is large and spawns worms infinitely. Focus on the Mother. Don't get close. Usually doesn't run until much later.

  • The Finger is tall, and it hurts you if you put the reticle on his chest/face for too long. Kite him around an object and shoot him from the side, or focus on his crotch and legs. You can also flick-shot his head from his feet with a rifle. Usually doesn't run.

  • The Spitter is tall, and sprays out acid in two overlapping waves that can be interrupted. Usually doesn't run. She doesn't spit if you're too close to her.

  • The Choir is large, and screams occasionally causeing area of effect damage. The scream can be interrupted. Usually doesn't run.

  • The Twins are tall, and spit a ray of flies at you. Make sure to rotate counter-clockwise around the room, it's biased to her left side. Very dangerous because she often runs.

  • Hysteric spends most of his time being invisible and invulnerable. Occasionally this will waver and you can both see and harm him. He's weaker than other bosses but can take longer. You can hear him, and auras will reveal his presence.

  • The Creep is large, and leaves a trail of gas behind him that hurts you if you stand in it. Annoying to deal with in cramped spaces. He usually runs.

  • Tendrils is normal sized with tentacles for arms. She often sprints, and requires very little windup to attack you. If you stay still she will needle you repeatedly. Very dangerous.

  • The Titan is a very large, very dangerous boss that often sprints after you. His attacks usually require a windup. Attack or reload when he's not sprinting.

  • The Reaper is a low to the ground boss that crawls after you. If you get within range of him, he can leap, and kill you instantly if it connects. Either stay very close, or very far to keep him from leaping.
Tips and Tricks
  • Melee is your no frills, no ammo, bargain bin solution to standard zombies. They are your only stealth option, and do better when you can ambush your target first. What you save on ammo you end up spending on meds unless you're good at not getting hit. They can bypass some enemy variations with bullet protection.

  • Chainsaws are the high DPS version of melee weapons, trading cost efficiency for DPS and stunlock capability. Fuel is fairly cheap, but it's still a resource, and chainsaws make noise as well. The skill curve is more shallow, and you're generally safer compared to melee. They can bypass some enemy variations with bullet protection.

  • Pistols are a cost effective head shot machine with decent body damage that don't punish mediocre aim. The reticles are always tight, but don't benefit from aim speed, just min accuracy. They are not good for DPS, and don't handle large crowds well.

  • Rifles are the big brother to pistols, turning some of that body damage into headshot damage. They reward good aim, punish bad aim, and are fairly cost effective in terms of damage. They're better for picking off infected, and slow moving mutated. They're mediocre at large crowds.

  • Shotguns are your friend if you want to want to do a lot of damage indiscriminately and stun for a long time. They reward center mass shots, are expensive to feed, and are great for killing mutated. They can be overkill on single infected, but they decimate large crowds.

  • Submachine guns trade efficiency in DPS for cost to feed and damage per bullet. They perform better on big targets, targets with a lot of health, or lots of targets crowded together, but do worse against fast and slender enemies.

  • Assault rifles are the big brother to SMGs, being more expensive to feed (on average) in exchange for higher damage per bullet. Generally, an AR is gonna do a better job between the two. Great for mutated or large groups of infected. Expensive to feed.

  • Jogging is what your character is typically doing for movement. Walking is anything slower, like when you're aiming a weapon or reloading one. Sprinting costs stamina, doesn't last long, and recharges slowly, so use it when you're in a pinch. Movement is generally slower, as are the zombies (until later).

  • If you get the Lockpicking perk, you can attempt to open keyed doors before finding the key. You only get one attempt however.

  • Maximum accuracy is how BIG your reticle can get or how big it starts. Minimum accuracy is how SMALL it can get after you've had time to aim. Max Accuracy is generally useful to have.

  • Zombies can enter your room at random. They cannot follow you from room to room however, besides the Stalker. You will hear the door open and close when it happens.

  • Every few hours a big, menacing, one armed creature (the Stalker) with a hole for a face will bear down on you and follow you endlessly. It cannot be killed. Your only solution is to run back to the nearest outpost, and you'll be rewarded with XP.

  • You get one free perk reset. Use it wisely.

  • When you sell items on the market, if you want them to sell more quickly, reduce the price a little bit so it shows up at the top.

  • Most buildings have a designated boss room marked with a red ???. Big enough buildings can have multiple mini-bosses peppered at random throughout the rooms.

  • You will full heal when you level up. Useful if you're wounded but don't want to use the medical supplies. Energy and Hydration don't get filled on level up.

  • Zombies sometimes start 'asleep' and will ambush you when you get near or loot a container nearby. Sleeping zombies always start face down.

  • Zombies, when dealt enough damage, sometimes 'faint" or become incapacitated. You can tell a zombie is actually dead when its body ragdolls, or you explode its head. If they play a "falling forward" animation just keep at it.

  • You can generally be assured a headshot if your gun barrel is sticking through a zombie's face.

  • Melee weapons and chainsaws cannot benefit from headshot damage, but they can break a zombie's head if done correctly.

  • Books, documents, and recordings give a decent chunk of XP when used. They can be stored in your account stash without taking up space.

  • The container you loot from does not seem to dictate what you find in it. Keyed rooms have much better odds of having something good in them.

  • Damaged > Normal > Superior > Rare > Elite > Unique. You want Elite and Unique loot chance upgrades if you can find them.

  • When fighting bosses, it's recommended to destroy the legs of the infected chasing you so it's easier to deal with the real threat. It also provides physical clutter for the boss to get stuck on.

  • Infected are plain jane, regular zombies. Mutated are named bosses. Regular infected can mutate and get modifiers like burning, irradiated, diseased, bloodied, and so on.

  • Every 4 hours one outpost is chosen to be attacked, and players must defend it for 20 minutes. If you kill 100 zombies, you get a buff for 2 hours. If you kill 200 zombies, the buff you get is stronger. If zombies get into the outpost, it will be unsafe for an hour.

  • If you level up before you die, the game cannot knock you down a level. You can use this as a way to teleport back to base, as long as you don't mind paying for meds.

  • Don't be afraid to abuse room transitions. Enemies heal/regrow limbs, but don't respawn when you go from one room to another.

  • Melee and Chainsaws are amazing mid-game for bypassing a lot defensive variations that infected can roll as, like spined, optic, and cystic. They allow full damage against these enemies without caveats. They are, however, riskier to use against burning, infected, and tentacled enemies. Scythed enemies can be stunned.

  • One of your goals by the time you hit level 50 should be to get your Incoming Damage stat up to -75%. This is damage resistance that costs you nothing. Pants can roll it, armor and body can roll it, and your weapon can roll it.
6 Comments
Calza  [author] 12 Oct, 2024 @ 1:51am 
Appreciate it!
POTATO 27 Sep, 2024 @ 7:44am 
Thank you. Very well written and put together. I am surprised because this post should have way more comments.
Calza  [author] 26 Dec, 2023 @ 5:18am 
Done :P
Fumo Bnnuy n Frends 22 Nov, 2023 @ 9:46pm 
also may wanna update 8mm rifle prices lmao

damn tombstone ARs hiked the prices up a lot
Calza  [author] 11 Oct, 2023 @ 12:48pm 
Pretty much. I like running them for the quality of life in being able to ignore debuffs outside of the raids. If I ran raids more I'd swap for body damage and mutated damaged.
Fumo Bnnuy n Frends 20 Sep, 2023 @ 11:11pm 
immune system and thick skin are virtually useless by how common the debuff cure meds are AND you can stack 3
they're so common you can just spend 2 mins searching for one easily in any building especially medical buildings.

also on areas like comer and sons palehaven city archieves and the holiday raid buildings it's 100% but they debuff around 200% or more

it really needs a buff at least maybe stun threshold or recovery or a slight -% inc damage boost since also with gear you can easily get over it and if you use guns less reason to use them