
For example, any Automatic Pistol can three-hit-kill Common Zombie in the Blue Zone, but if the Critical stat is deficient, the odds of landing three consecutive Critical Hits are so astronomically small that the weapon may have to reload – a pause that can be lethally long if Reloading Stat is low.ĭEAD FRONTIER LOOTING WEAPONS VS NORMAL ZOMBIES Low Critical Hit, Low Reloading, and Low Accuracy can make a tremendous difference in the performance of a firearm. This brings us to another important point. These charts assumes that stats have been optimized, which is highly improbable with low-level weapons used early in the game. For example, the Longshot PP10 is the only weapon that can one-hit-kill Black and White Zone zombies. We have included these weapons only when they offer something that more affordable, lootable weapons do not. These tend to be expensive, and many of them duplicate (or nearly duplicate) other weapons. Our charts omit some Unique or Limited-Edition weapons that cannot be looted in Fairview.The probability of a Desert Fox delivering three consecutive Critical Hits is 51%. The odds drop even more if stats have not been optimized. The probability of a Sabre delivering two consecutive Critical Hits is 64%. For example, both a Sabre Melee Weapon and Desert Fox Automatic Pistol can kill a Long Arm in one second: the Sabre strikes twice in one second the Desert Fox fires thrice in one second. In order to achieve its fastest kill-time, a weapon often needs to deliver consecutive Critical hits the more Critical Hits needed, the lower the odds of this happening.Though it may seem that a Very Slow weapon (which strikes once per second) will take two seconds to kill a zombie with two hits, in fact it will take only a single second: the first blow lands after 0 seconds, and the next blow lands one second later. Speed becomes an issue only when calculating when the next blow/shot will strike. No matter what the speed of a Looting Weapon, the first blow or shot strikes instantly.There are a few things to keep in mind while examining these charts.

For this reason, once a student has found a weapon that serves well in a particular zone, it often makes sense to skip over other weapons until moving to the next zone.
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This illustrates an essential premise of Scientific Minimalism: Dead Frontier is like a series of plateaus.Ĭomparing effectiveness in different zones, students will see that upgrading to new weapons often yields only marginally better performance within zones, but certain weapons will show markedly improved performance in the next zone. We have organized the zombies according to the the zones in which the first appear. The charts below focus on the effectiveness of Looting Weapons, in terms of how many shots fired, in how man seconds, are necessary to kill local zombies. Weapon Effectiveness tends to be judged by Damage Per Hit, Damage Per Second, and Knockback the latter two are dependent on Firing Speed.
