In a zombie infected world you are one of the last survivors of mankind. Your story begins in the small town of Ravensburg North Carolina. Will you fight this war alone? Or will you band together and fight for your survival in hopes of restoring humanity?
 
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 Survivor's Weapons

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Atreyuvision
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Join date : 2009-08-11

PostSubject: Survivor's Weapons   Tue Sep 01, 2009 4:46 pm

Weapons

Penetration FAQ

* Penetration
o Projectiles can only penetrate through one wall.
o Projectiles cannot penetrate through a tier 4 infected.
o The Shotguns can penetrate through any number of infecteds, then hit two more infected after penetrating a wall.
o The Hunting Rifle can penetrate through any number of infected before and after penetrating a wall.
o The other weapons can only penetrate through one wall OR one infected.
o Projectiles can not deal any Friendly Fire after penetrating through a wall.
o Shotguns and Hunting Rifles can deal Friendly Fire after penetrating through living creatures. The other weapons (M16, Pistols & Uzi) are safe.


Tier 1

Pistols - Holds 15 rounds, 30 rounds between two pistols, Carrying capacity of 150. The pistol is the weakest weapon in the game. This weapon can be duel wielded with a second pistol, but you must find the second one along the way. This weapon's firing rate depends on the speed of your fingers.

* Damage:
o Base: 36 Damage
o Point Blank: 35 Damage
o (100ft) Range: 22 Damage
o Long Range: 13 Damage
* Friendly Fire: 35 Damage
* Penetration:
o Walls: Normal (1 feet)
o Infecteds: Normal (2/bullet)
* Single Pistol:
o Rate of Fire: 300 rounds/min (3s per clip)
o Reload: 2s
o DPS: 175 damage/s, 105 sustained
* Dual Pistols:
o Rate of Fire: 600 rounds/min (3s per clip)
o Reload: 2.8s
o DPS: 350 damage/s, 181 sustained



Pump Shotgun
- Holds 8 shells, 108 carrying capacity. The pump-action shotgun has tremendous damage potential from point-blank range, and immense, multi-target killing potential from short range. Guarding a single hallway or other cramped corridor is rather simple, potentially killing 10+ infected with each blast. Always aim for chest-level, as headshots are difficult and ineffective, and when guarding a teammate from the horde, make sure to take into account the shotgun's spread, otherwise friendly fire damage will occur. Avoid getting surrounded in open areas. If this happens, melee several times and get your back against a wall or corner before firing again.

# Damage: (per pellet) 10 pellets per shell

* Base: 25 Damage
* Point Blank: 24 Damage
* (100 ft) Range: 14 Damage
* Long Range: 7 Damage
* Headshots: No Extra Damage

# Friendly Fire: (per pellet) 24 Damage
# Penetration:
* Walls: Normal (1 feet)
* Infecteds: Infinite
* Rate of fire: 69 shots/min (7s per clip), Fires approximately 1 shell per second
* Reload: 0.5s/shell & +1s when empty
* DPS: 274 damage/s, 175 sustained
* Less headshot damage than other weapons
* Deals huge friendly fire damage


Uzi SMG - 50 clip capacity, 480 carrying capacity. A bullet total of 480 sounds like a lot, but at 15 bullets per second, it flies by pretty fast. To conserve ammo, always crouch while defending for improved accuracy. During horde rushes, aim at chest-level to hit the most targets. But when shooting resident zombies that aren't aware of your presence, aim for the head. Always shoot in small, controlled bursts. Unless a survivor is pinned, or a powerful infected is charging forward, small bursts are usually sufficient. Going full-auto will result in frequent reloads and, unless an ammo pile is conveniently located nearby, your ammo will drain fast.

* Damage:
o Base: 20 Damage, 1000 per clip
o Point Blank: 19 Damage
o (100 ft) Range: 15 Damage
o Long Range: 11 Damage
o Headshot: 60 damage
* Friendly Fire: 19 Damage
* Penetration:
o Walls: Normal (1 feet)
o Infecteds: Normal (2/bullet)
o Each bullet penetrates up to two infected, or 1 foot of wall
* Rate of Fire: 1000 rounds/min (3s per clip) approximately 15 bullets per second
* Reload: 2.4s
* DPS: 317 damage/s, 176 sustained


Tier 2


M16 Assault Rifle - 50 clip capacity, carrying capacity 360, The M16A3 Assault Rifle has even less total ammo than the Uzi, so extra care must be taken to conserve ammo. Since the damage dealt is higher, and the firing rate slightly lower, this shouldn't be much of an issue. Like the Hunting Rifle, the Assault Rifle has extra wall penetration. But considering the ammo issue, it's ill-advised to blow a clip on blind-firing through a wall, unless a pinned survivor is screaming for help behind said wall.



* Damage:
o Base: 33 Damage, 1650 per clip
o Point Blank: 32 Damage
o (100 ft) Range: 31 Damage
o Long Range: 29 Damage
o Headshot: 80 Damage
* Friendly Fire: 32 Damage
* Penetration:
o Walls: Extra (1.5 feet)
o Infecteds: Normal (2/bullet)
* Rate of fire: 700 rounds/min (4.3s per clip) about 11 bullets per second
* Reload: 1.8s
* DPS: 373 damage/s, 262 sustained

Auto-Shotgun - Holds 10 shells, 108 carrying capacity. The most significant upgrade from the Pump-Action is the firing speed, which is as fast as you can pull the trigger. The amount of damage dealt is extremely massive. The Auto Shotgun is even deadlier against crowds and close-quarters special infected, but still suffers from open areas and long distances.

* Damage: (per pellet) 12 pellets per shell
o Base: 25 Damage
o Point Blank: 24 Damage
o (100 ft) Range: 14 Damage
o Long Range: 7 Damage
o Headshots: No extra damage
* Friendly Fire: (per pellet) 24 Damage
* Penetration:
o Walls: Normal (1 feet)
o Infecteds: Infinite
* Auto-Shotgun:
o Rate of fire: 200 shots/min (3s per clip)
o Reload: 0.4s/shell & +1s when empty
o DPS: 960 damage/s, 411 sustained
* Virtually unlimited firing speed


Hunting Rifle - 15 bullets per clip, 120 carrying capacity, Glancing at this information should reveal that the Hunting Rifle is a weapon of incredible strengths, and crushing weaknesses. The contrast makes the HR an effective support weapon, but any HR user might require a bit of babysitting by the rest of the team. Unless the players are highly skilled or deliberately giving the infected team an advantage, teams should never have more than one hunting rifle user at a time.

* Damage:
o All Ranges: 90 Damage
o Normal Infecteds: Everywhere: Instant Death
o Headshot: 360 Damage
* Friendly Fire: 90 Damage
* Penetration:
o Walls: Extra (1.5 feet)
o Infecteds: Infinite
* Rate of fire: 225 rounds/min (4s per clip)
* Reload: 3s
* DPS: 338 damage/s, 193 sustained
* Only weapon with a scope
* Most accurate weapon when standing still, least accurate when moving

DPS Comparison Chart:


Single Pistol

175 damage/s, 105 sustained

Pump-Shotgun

274 damage/s, 175 sustained

Uzi

304 damage/s, 172 sustained

Dual Pistols

350 damage/s, 181 sustained

Hunting Rifle

338 damage/s, 193 sustained

M16

366 damage/s, 259 sustained

Auto-Shotgun (normal)

576 damage/s, 320 sustained

Auto-Shotgun (quick-fire)

960 damage/s, 411 sustained





Melee Weapons - These have little to none effect on Tier 3 and higher infected, but everything below these weapons will rip through the infected with ease. Friendly fire with these weapons are fairly uncommon, but if they do happen, it will usually result in an instant incapacitation, or possibly even an instant death.

Fire Axe
o Head: Instant kill Tier 2 and lower ((Certain Exceptions))
o Torso/Back: Instant kill Tier 2 and lower
o Arms/Legs: Instant kill Tier 2 and lower

Baseball Bat
o Head: Instant kill Tier 2 and lower ((Certain Exceptions))
o Torso/Back: 100 Damage
o Arms/Legs: 150 Damage

Frying Pan
o Head: 150 Damage
o Torso/Back: 50 Damage
o Arms/Legs: 80 Damage

Chainsaw
o Head: Instant kill Tier 2 and lower ((Certain Exceptions))
o Torso/Back: Instant kill Tier 2 and lower
o Arms/Legs: Instant kill Tier 2 and lower

Shovel
o Head: Instant kill Tier 2 and lower ((Certain Exceptions))
o Torso/Back: 100 Damage
o Arms/Legs: 150 Damage


Supplies/Explosives


First Aid Kit
o Heals for 80 hp
o Five seconds to heal
o Leaves surviors immobile and harmless during the healing process
o Can heal allys

Pain Pills
o Temporarily heals for 50 hp
o Takes less than a second to consume and take effect
o Health given will slowly drain, 1 health every 3 seconds
o Can transfer in between allys

Pipe Bomb
Damage:
o Standing over: 21-22 Damage
o 33 feet away: 1 Damage
o Tier 1 Infecteds: Within 33 feet: Instant Death
o This will attract all basic infecteds with in the area towards it
o Detonates after 6 seconds

Molotov
Damage:
o Instant kill all tier 1 infecteds
o 50 damage per second infected on fire
o 50 bonus damage per second while the infected/survivor is in the original fire created.
o Covers a good sized area, the fire may spread or shrink depending on the enviroment
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