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Zombie Hunter University, Fairview

Dr. Raglan's Scientific-Minimalist School of Dead Frontier Weapons, Builds & Boss-Hunting

The Scientific-Minimalist Guide to Dead Frontier Weapons: Machine Guns

Machine Guns are powerful grinding weapons that come in four varieties with different stat requirements and capabilities:

  1. Submachine Guns 
  2. Assault Rifles 
  3. Heavy Machine Guns 
  4. Mini-Guns

Submachine Guns and Assault Rifles are good for freshman- to junior-level students who need to defend themselves from swarms of zombies but do not have the Strength required to equip bigger machine guns.

Heavy Machine Guns and especially Mini-Guns are valued weapons for seniors and graduate students. Both types of machine guns inflict damage and provide powerful knockback. However, neither has good Accuracy; they are better at firing into crowds than targeting individuals.

Except for the very smallest SMGs, machine guns require strength. Critical Chance requirements vary according to the type of machine gun. Accuracy ranges from Low to Very Low to Ultra Low. Reload speeds range from Fast to Very Slow.

How many stat points should be invested in Reloading is matter of personal preference. The Reloading speed of the weapon is sometimes less important than ammunition capacity. With their small magazine size and rapid rate of fire, low-level machine guns cannot provide a ten-second burst between reloads; a Scar 9000 mini-gun, holding 350 rounds, can fire continuously for nearly half a minute. Quick reloading will clearly improve the the former but have little visible effect on the later.

UPDATE DECEMBER 2019Changes have occurred in Fairview that affect the information below. We will update the lesson when time permits, but for now, students should know two things:

  1. Tthe Damage Per Second rates listed below are "theoretical" - perhaps achievable in laboratory situations; on the streets of Fairview, actual DPS is considerably lower, because the firing rate of Submachine Guns and Assault Rifles is closer to six hits per second than 8.57; the firing rate per second of Heavy Machine Guns is closer to 8.57 than 12; and the firing rate of Mini-Guns is closer to 8.7 than 12.245. This has always been the case, but it has only recently been acknowledged Consequently, the out-of-date graphics below list the "theoretical" damage.
  2. The Critical Chance of Submachine Guns can now be optimized with 112 points in the Critical Stat rather than 124, and Mini-Guns will never deliver critical hits even if the stat is maxed out.

THE SCIENTIFIC-MINIMALIST APPROACH TO MACHINE GUN ACCURACY

There are two schools of though regarding Accuracy for Machine Guns:

  1. Machine Guns are for grinding and crowd-control; Accuracy is unnecessary, because the weapon will be spraying into a swarm.
  2. Machine Guns are for Boss Hunting; Accuracy is necessary to make sure that the bullets hit the specified target.

Scientific Minimalist ascribes to the first school of thought. Students who wish to hunt bosses should learn to weave and dodge, pinpointing their target with single-shot weapons and switching to machine guns only when the boss is surrounded by aggro.

Below, we analyze each type of machine gun individually, providing recommendations.


COMPARING SUB MACHINE GUNS TO ASSAULT RIFLES

Long before powerful Heavy Machine Guns become available, students will have to choose between Sub Machine Guns and Assault Rifles. Dead Frontier Machine Guns get off to a weak start. The first available weapons are almost useless. The Skorpion is a joke, and those that follow are little better. 

The first halfway decent Sub Machine Guns are the Gramm M11 and the UMP. But take a look at their DPS: With 70.97 DPS, the Gramm is less effective than the Grinder; with 89.49 DPS, the UMP barely exceeds a Battle Axe/Katana.

Now, look at Assault Rifles. The first available AR is the M16/FM FNC/SA80/Mesa ACR (four different-looking weapons with the exact same performance). Each of these is a 40-Proficiency weapon capable of delivering 90. 86 DPS with only 25 in Critical.

This clarifies an important point: Assault Rifles are less dependent on the Critical stat for their DPS. For instance, with no points invested in Critical, the 80-proficiency AK 47 assault rifle outperforms the 90-proficiency K-50M sub machine gun.

Another factor is ammo capacity. When Reloading Stat is low, clip size is vital. With no points in Reloading, the 70-proficiency XM8 assault rifle outperforms  the 70-Proficiency Chicago Typewriter sub machine gun, because the XM8's clip holds twice as many rounds, so it pauses to reload half as often.  In fact, the XM8 can outperform the 90-Proficiency K-50M sub machine Gun for the same reason.

This makes Assault Rifles an attractive choice for students whose stats are not in place. However, as more points are invested in Critical and Reloading, Sub Machine Guns catch up with that of Assault Rifles. With Reloading maxed, the Chicago Typewriter will outperform the XM8; with Critical maxed, the K-50M outperforms the AK 47.


SUBMACHINE GUNS

Sub-Machine Guns have low Strength requirement but require 112 points in Critical Hit.These weapons have Very Fast Firing Speed (8.57 shots per second) and relatively low ammo capacity (compared to Mini-Guns), which means they Reload frequently. Fortunately, they all feature Fast Reload Speed.

The Damage per Second of Sub-Machine Guns is generally lower than comparable Assault Rifles and Heavy Machine Guns, at least until they reach upper levels. Thus, they tend to be better at “crowd control” (defending against zombies) than at grinding. 

The DPS of these weapons is based on critical hits, which seems counter-intuitive at first, because they are Low Critical Chance weapons. The explanation is that, with Critical stat raised to 112, these weapons fire Critical shots 20% of the time. Firing 8.57 rounds per second, SMGs will deliver critical hits nearly twice per second. These rounds provide the killing power; the additional rounds provide stopping power. In a sense, students may think of SMGs as rifles with additional "stopping" rounds in between the kill-shots.

Gramm M11

  • Proficiency: 40
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 16
  • DPH: 5.2/26
  • DPS: 44/84
  • DPC: 158

Early Submachine guns are virtually useless (with DPS barely matching that of Looting Weapons). The first one worth acquiring is the Gramm M11, which can adequately handle normal zombies in the Blue and Green Zones.

Unfortunately, with its low Damage Per Clip, the Gramm M11 will not be able to kill mutant zombies without reloading - which takes place at intervals of less than two seconds each. This can lead to trouble in tight situations.

UMP

  • Proficiency: 50
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 30
  • DPH: 7/35
  • DPS: 60/114
  • DPC: 399

More Damage Per Second and Damage Per Clip make this a good replacement for the Gramm. It can kill Blood Dogs (100 health points) in less than a second, and it can kill a mutant zombie with a single clip. A decent weapon for Yellow Zones around Dogg's Stockade.

The clip size is still a problem. The UMP will fire for just 3.5 seconds before reloading. This makes extended grinding difficult without stats in Reloading. 

Chicago Typewriter

  • Proficiency: 70
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low
  • Speed: 8.57/second
  • Clip: 50
  • DPH: 8.2/41
  • DPS: 70/133
  • DPC: 779

The Damage Per Second is only slightly elevated over that of the UMP. Damage Per Clip is the big consideration in favor of the Chicago Typewriter - not only better than the UMP but also better than the subsequent K-50M, thanks to a clip holding 50 rounds, providing almost six continuous seconds of machine gun fire.  For students who have yet to invest points in Reloading, the Chicago Typewriter is viable option that offers adequate protection and some grinding ability in the neighborhoods around Precinct 13 and Fort Pastor.

K-50M

  • Proficiency: 90
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 35
  • DPH: 9.16/45.8
  • DPS: 78/149
  • DPC: 609

The K-50M comes with a visible improvement in Damage Per Second, which makes it a marked improvement over the Chicago Typewriter in terms of defensive crowd control: even with only four seconds of continuous fire between pauses to reload, this Submachine Gun can blast a whole through a crowd of zombies, creating an escape path for a surrounded student.

For grinding purposes, the K-50M is limited by its small clip size; in practical terms it will yield less actual Damage Per Second than the Chicago Typewriter, because the K-50M spends more time reloading. This disadvantage can be offset by investing at least 70 points in Reloading, preferably more; after that, the K-50M outperforms the Chicago Typewriter in every way.

*

After the K-50M, the next Submachine Gun - the 105-proficiency Criss Victor - is a negligible improvement. What makes the Criss Victor largely unnecessary is that the 100-proficiency M4 assault rifle (listed below) has a Strength requirement of only 30. This means that students with low-Strength Critical Builds can incorporate the M4, whose optimized DPS almost matches that of the Criss Victor. The only tangible advantage of the Criss Victor is that it uses .50-calibre handgun ammunition, which is less expensive than the M4's 5.5-caliber rifle amunition.

Corpse Ripper (LE)

  • Proficiency: 105
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 80
  • DPH: 11.8/59.01
  • DPS: 101.14/192.17
  • DPC: 1699

Though we generally do not recommend high-priced limited-edition equipment, we should mention that students who want to take advantage of having 105 points in Machine Gun Proficiency will find the Corpse Ripper sub-machine gun is more powerful than the M4. Like other weapons in the "Corpse" line, the Corpse Ripper has a larger ammo capacity than comparable weapons in its class: the CV holds 40 rounds; the CR holds 80. Although the Corpse Ripper is expensive, it has one cost-saving feature: it uses .50 caliber handgun ammunition, which is lootable around Secronom Bunker (unlike the 5.5 caliber rifle ammunition used by the M4).

Uziel 14mm

  • Proficiency: 120
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 45
  • DPH: 13/65
  • DPS: 111/211
  • DPC: 1111

This is the first SMG with Damage Per Second on par with a Heavy Machine Gun (virtually identical with that of the 100-proficiency M60). As such, it is a good choice for students moving past Fort Pastor into more dangerous Red and Black Zones.

The bigger clip size is helpful, but population density results in more protracted bouts of aggro deep in the city. An investment in Reloading is advisable for this weapon. 

Street Dog

  • Proficiency: 120
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Low 
  • Speed: 8.57/second
  • Clip: 75
  • DPH: 16.84/84.2
  • DPS: 144/274
  • DPC: 2400

The Damage Per Second is a jump up from the Uziel. Even better: with this much Damage Per Clip, students contemplating a stat reset can afford to shave a few points off Reloading.

*

The only Sub-Machine Guns more powerful than the Street Dog are the unique X-Dusk SMG, the limited-edition Nine Cutter-X, and the craftable X-MP5. All three offer incredible firepower, on par with Heavy Machine guns. Unfortunately, these exorbitant luxury items are out of reach for the vast majority of our students.

Are they worth the expense? Each student must decide for him/herself. But consider this: for students working on a Critical Build, these weapons make a stat switch to Heavy Machine Guns unnecessary. A stat reset requires 200 credits, which currently cost in the neighborhood $4-million. The money saved by avoiding a reset could go toward the purchase of the Nine Cutter-X or (if one is lucky enough to get into the Dusk Shop) the X-Dusk SMG.


ASSAULT RIFLES

Assault Rifles are intermediate weapons with Very Low Critical Chance and mid-level Strength requirements. Depending on stat allocation, they tend to be stronger than Submachine Guns of equivalent weapons proficiency. Like SMGs, Assault Rifles have Very Fast Firing Speed (8.57 shots per second).

Very Low Critical Chance means that the DPS of ARs is not very dependent on critical hits. Whereas a non-critical round from a Submachine Gun has little killing power, a non-critical round from an AR inflicts much more damage; the rare critical hit is simply icing on the bloody cake.

The practical results can look quite different from those of an SMG. For example, compare the performance of a 40-proficiency M16 assault rifle and a 50-proficiency UMP submachine gun against a herd of ten Fat Female Zombies.

The Fat Female Zombies have 30 health points apiece. The base damage of a shot from an M16 is 10.6; assuming there are no points invested in Critical Chance, the weapon will inflict almost no critical hits. So what happens when the weapon starts firing into the herd?

Assuming every bullet hits a target, the M16 will take 30 rounds to kill all the Fat Female Zombies (3 rounds per zombie multiplied by ten zombies). Imagine that the first 20 rounds spray into the crowd, with two bullets striking each zombie. At this point, every zombie has received 21.2 damage points; after more than two seconds of firing, none of them are dead, making the M16 look completely ineffective. Fortunately, the next ten rounds deliver enough damage to kill all the zombies. It literally cannot take more than 30 hits to kill all 10 zombies.

The results with an UMP would look quite different. The base damage for the weapon is only 7, but with maximum points in Critical Chance, the UMP will deliver two Critical Hits of 35 damage points for every ten rounds. This means that the first ten rounds will kill two Fat Female Zombies, making the UMP seem faster than the M16. However, the other eight Fat Female Zombies will be barely wounded. The next ten rounds inflict two more letahl critical hits, killing two more Fat Female Zombies while leaving six wounded - some more than others, depending on whether they have been shot two or three times.

After that, the math becomes chaotic. In an ideal situation (that is, Critical Hits land only on zombies that are not  badly wounded, while non-Critical Hits finish off zombies that are near death), it will take a total of 32 hits to kill 30 Fat Female Zombies - two more than the M16. However, if the Critical Hits waste their damage by landing on zombies that are already near death, while non-Critical Hits fail to kill the still relatively healthy zombies, it could take 36 rounds or more to eliminate the herd. (Worst Case Scenario: Four non-Critical Hits inflict 28 damage points, leaving a Fat Female Zombie with only two health points; then a Critical Hit kills the zombie, wasting 33 of 35 damage points. In the astronomically unlikely event that this happened for the entire herd, it would take 150 rounds to kill off all thirty zombies.)

Conclusion: Assault Rifles provide more consistent results across crowds, because they are less likely to waste damage from Critical Hits on targets that can be killed with non-Critical Hits.

M16/Mesa ACR/ FM FNC/SA80

  • Proficiency: 40
  • Strength: 30
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 30
  • DPH: 10.6/53
  • DPS: 90/107
  • DPC: 375.3

All four of these Assault Rifles listed here are identical in performance; the only difference is cosmetic.

For students debating whether to use a Critical Build with Submachine Guns or an Assault Build with Assault Rifles, note that the 40-proficiency M16 assault rifle clearly outperforms the 40-proficiency Gramm M11 except in terms of Reloading, where both are equally problematic because of their 30-round ammo capacity.

The M16 is very useful in the quieter zones of Fairview, capable of grinding and crowd control against low-level zombies in the Blue, Green, and Yellow Zones.

Stell Aug

  • Proficiency: 45
  • Strength: 40
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 42
  • DPH: 10.6/53
  • DPS: 90/107
  • DPC: 525.4

The only difference between this assault rifle and its predecessors is that the Stell Aug has greater ammo capacity, increasing its Damage Per Clip, yielding nearly five seconds of continuous fire. This is not an outstanding number, but it is a useful improvement for students with low Reloading stat.

XM8

  • Proficiency: 70
  • Strength: 50
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 100
  • DPH: 10.6/53
  • DPS: 90/107
  • DPC: 1251

As with the Stell Aug, the only improvement here is ammo capacity - but what an improvement. With a clip size of 100, the XM8 will fire uninterrupted for over 11 seconds. This is ideal for mid-level students who have put Reloading on hold while working on other stats.

The Damage Per Clip is well above comparable machine guns, insuring that students can protect themselves and grind without risking zombie counter-attacks during frequent pauses to reload.

*

Also requiring 70-proficiency is FM FAL, which offers more Damage Per Second than the XM8. This advantage is offset by the low clip size (a meager 25 rounds). Students are better off sticking with the XM8 until they have improved their Reload speed; then switch over to the following assault rifle...

AK 47

  • Proficiency: 80
  • Strength: 60
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 35
  • DPH: 13/65
  • DPS: 111/131
  • DPC: 536

Though this weapon is casually dismissed by graduates who have moved on to Heavy Machine Guns, the AK 47 is actually a useful tool in Orange Zones around Fort Pastor - offering decent Damage Per Second for an affordable price.

The comparison between the Chicago Typewriter and K-50M submachine guns has an analog in the comparison between the XM8 and AK 47 assault rifles. As in the previous case, the lower-level weapon has larger ammo capacity, which means that over extended periods of firing it delivers more actual Damage Per Second because there is less downtime for reloading.

Even so, the AK 47 delivers higher Damage Per Second for short bursts, which makes it better for drilling a pathway to safety when surrounded by zombies. Also, by investing in Reloading, students can compensate for the low ammo capacity. With approximately 70 stat points, the AK 47 matches the XM8; with maximum Reloading, the AK 47 is clearly superior. 

M4

  • Proficiency: 100
  • Strength: 30
  • Accuracy: Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 60
  • DPH: 15.4/77
  • DPS: 132/155
  • DPC: 1090

This oddball weapon seems like a hybrid between an assault rifle and a submachine gun. Like the former, it uses rifle ammunition and has Very Low Critical Chance; like the later it has a Low Strength requirement and Low Accuracy. This makes the M4 useful for students working on either a Critical Build or an Assault Build.

Among Machine Guns, the M4 provides the most Damage Per Second with the least investment in stats and proficiency. Heavy Machine Guns require more Strength; Submachine Guns require more Critical. In fact, with no or low investment in Critical, the M4 outperforms higher proficiency Submachine Guns such as the Criss Victor, the Corpse Ripper, the Uziel, and even the limited-edition 120-proficiency Handshock.

With its solid DPS and Damage Per Clip, the M4 is more than adequate for Orange Zones around Precinct 13 and Fort Pastor; it is also strong enough to venture into the Red Zones.

One concern: the weapon uses 5.5 rifle ammunition, which becomes increasingly rare in the eastern zones of Fairview; eventually, it disappears entirely. Student planning to use the weapon in these areas are advised to stock up on ammo before venturing out, because they will not be able to loot it, and market prices at Secronom Bunker can be exorbitant.

The clip size is not enormous, but students should have their Reloading stat points in place by the time they are ready to equip this weapon (especially if they invested in Reloading for the AK 47).

Hammerhead 47

  • Proficency: 120
  • Strength: 100
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 8.57/second
  • Clip: 60
  • DPH: 28.6/143
  • DPS: 245/289
  • DPC: 2025

This is the weapon that puts Assault Rifles on par with Heavy Machine Guns and Mini-Guns in terms of Damage Per Second. In fact, the Hammerhead 47 inflicts as much damage as the Vulcan - at lower cost, because its lower firing speed uses less ammunition per second.

Additionally, as an assault rifle, the Hammerhead 47 is not quite as inaccurate as Mini-Guns. This makes it somewhat useful for Boss Hunting, in which the goal is to direct fire toward a specific target instead of spraying randomly into crowds.

The downside is that, like all Assault Rifles (and SMGs, for that matter), the Hammerhead delivers less knockback than Heavy Machine Guns and Mini-Guns. Students using a Hammerhead in the most dangerous areas of Fairview will need to develop dodging skills to avoid being overwhelmed by aggro or overtaken by lightening-speed Bosses, especially when the latter begin to appear two at a time (as they do in Black Zones in the East).

As with the M4, the mid-level clip size provides only 7 seconds of uninterrupted firing. A substantial investment in Reloading is recommended for students who do not plan to move on to a Heavy Machine Gun or a Mini-Gun with enormous ammo capacity.

*

After the Hammerhead, the only more powerful Assault Rifle is the craftable X-AK47, which offers firepower on par with a Gau mini-gun. This expensive weapon is the long-term goal for students using Assault Builds; it could take a while to save up enough cash.


HEAVY MACHINE GUNS

Heavy Machine Guns require maximum Strength but little Critical Chance. They offer huge Damage per Second, achieved with Super Fast Firing Speed (12 shots per second) or F***ing Fast Firing Speed (12.24/second). This also provides effective knockback.

Heavy Machine Guns are Very Low Accuracy. Even with maximum points invested, they will never provide Perfect Aim; though they can achieve Reliable Aim, we do not think that 124 stat points is a worthwhile investment for undergraduate students developing a build. Use these weapons for firing into large crowds, and Accuracy will not be an issue.

FM Mitrail

  • Profiency: 90
  • Strength: 80
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 12/second
  • Clip: 45
  • DPH: 12.6/63
  • DPS: 151/178
  • DPC: 669

The first Heavy Machine Gun in the Dead Frontier arsenal, the FM Mitrial represents a quantum leap up from the AK47 assault rifle. Its high Damage Per Second makes the 100-proficiency M4 unnecessary for students who have invested stat points in Strength.

This weapon can handle almost any challenge in the Orange Zones around Fort Pastor. It falls short only against Flaming Giant Spiders, which seem to shrug off the knockback as if it were a gentle breeze.

The relatively small clip size, coupled with Super Fast Firing Speed, is a concern, but students working their way up from an Assault Build, who have raised Reloading to accommodate the AK 47, should not have a problem.

FM Mag

  • Profiency: 100
  • Strength: 100
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 12/second
  • Clip: 80
  • DPH: 15.5/77.5
  • DPS: 186/219
  • DPC: 1463

The FM Mag offers enough Damage Per Second to handle more difficult grinding challenges (such as the Fort Pastor mission "Spiders, Spiders Everywhere"). It is also deadly enough to kill most Bosses in a reasonably short period of time, increasing the chances of surviving the encounter (though its Very Low Accuracy means that students should fire at close range).

With 80 rounds in the clip, the FM Mag will reload every 6.66 seconds. This is not a problem for students heavily invested in Reloading; otherwise, move on to the next weapon.

M60

  • Profiency: 100
  • Strength: 100
  • Accuracy: Very Low
  • Critical Chance: Very Low
  • Speed: 12/second
  • Clip: 200
  • DPH: 15.5/77.5
  • DPS: 186/219
  • DPC: 3658

Except for increased ammo capacity, the M60 is identical to the FM Mag. Students working on stat-hungry hybrid builds can afford to skimp on points in Reloading. This is a solid weapon for Orange and Red Zone grinding.

On the other hand...the M60 inadvertently illustrates the advantage of the Scientific-Minimalist School of Thought. By maxing out Reloading, students can save money by sticking with the less expensive FM Mag instead of upgrading to the M60. Keep this in mind when listening to rival schools of thought speaking out against Reloading.

*

The only Heavy Machine Guns with more firepower than the M60 are expensive limited edition and unique items, beyond the purchasing power of most undergraduate students: the Corpse Destroyer, the Dusk MAG, the X-Dusk MAG, and the XL-Gunner. Most students seeking higher Damage Per Second would be better advised to move on to the more affordable Vulcan Mini-Gun. However, below, we make a case for the XL-Gunner...

XL Gunner-8 (limited edition)

  • Profiency: 120
  • Strength: 100
  • Accuracy: Ultra Low
  • Critical Chance: Very Low
  • Speed: 12.24/second
  • Clip: 120
  • DPH: 12.61 x 2 = 25.21/126.05
  • DPS:  308/364
  • DPC: 3570

The Scientific Minimalist School of Dead Frontier generally eschews limited edition weapons because they are luxury items, unworthy of their exorbitant expense. We make an exception for the XL Gunner-8 because it is actually more affordable than its closest non-limited equivalent, the Scar 9000 mini-gun (see below). The XL Gunner-8 was never lootable; it was available in the Credit Shop for only a few months, years ago; and yet even as a collector's item its resale value is approximately one-third of the Scar's, even though the difference in Damage Per Second is relatively small.

Like the M4 assault rifle, the XL Gunner-8 is a strange hybrid: half Heavy Machine Gun, Half Mini-Gun. Like other Heavy Machine Guns, the XL Gunner-8 is slightly more reliant on Critical Hits to boost its total Damage Per Second, and its clip size falls between the FM Mag and the M60. Like Mini-Guns, the XL Gunner-8 fires 12.24 times per second, splitting each round into two fragments, thus increasing knockback.

The result is incredible effective even in the Black Zones around Secronom Bunker, fending off swarms of Irradiated Rumblers and Long Arms with relative ease (emphasis on "relative"). It can also grind through an indoor aggro spike until things settle down and allow a return to quiet looting. Easily worth the (current) $13-million price tag.

Holding 120 rounds in its magazine, the XL Gunner can fire for nearly ten seconds before Reloading - better than the FM Mag but not as good as the M60. Students are advised to experiment with the weapon to determine their preference for Reloading stats.


MINI-GUNS

Mini-Guns, like Heavy Machine Guns, require maximum Strength but little Critical Chance. They fire at a rate of 12.24 per second - slightly faster than Heavy Machine Guns. However, Mini-Guns deliver more knock back than Heavy Machine Guns, because Mini-Guns, "split" each bullet into two or three rounds, doubling or tripling the knock-back.

Mini-Guns are Ultra Low Accuracy - the worst of any Dead Frontier Machine Guns. Perfect Aim is not achievable with these weapons, but some investment in Accuracy is useful to narrow the spread of bullets. We generally do not advise undergraduate students to allocate more stat points than they have already used to optimize a primary weapon: no more than 60 for a Very High Accuracy Rifle, 80 for a High Accuracy Rifle, or 100 for an Average Accuracy Pistol. 

Vulcan

  • Proficiency: 110
  • Strength: 100
  • Accuracy: Ultra Low
  • Critical Chance: Very Low
  • Speed: 12.24/second
  • Clip: 300
  • DPH: 9.71 x 2 = 19.41/97.05
  • DPS: 237/258
  • DPC: 6345

The Vulcan represents a substantial step up from the M60 in terms of Damage Per Second, Damage Per Clip, and knockback. Best of all: it will not bankrupt students.

Why? During the time when the legendary Gau-19 mini-gun was in premature retirement, the Vulcan was the Big Gun on Campus, and sales skyrocketed. Since the return of the Gau, demand for the Vulcan has ebbed, and its resale value has plummeted, even while the weapon's effectiveness remains substantial. 

To put it another way, the Vulcan is not trendy. But that does not make it bad. Students who can afford the expensive 12.7 rifle ammunition will be able to cut a swath through zombie hordes; even difficult grinding missions will seem relatively safe.

The only drawback is the Ultra Low Accuracy. This weapon is best used against large crowds, not individual targets.

*

As mentioned above, the Gau-19 is back on the market (along with its unlimited-ammo variant), though neither is lootable on the streets of Fairview. Delivering 520 damage points per second for a price tag in excess of $100-million, the weapon is fearsome tool in the arsenal of privileged plutocrats with dollars to burn. For impoverished students, however, it is all but an impossible dream.

Slightly less impossible is the following mini-gun...

Scar 9000

  • Proficiency: 120
  • Strength: 100
  • Accuracy: Ultra Low
  • Critical Chance: Very Low
  • Speed: 12.24/second
  • Clip: 350
  • DPH: 14.42 x 2 = 28.84/144.2
  • DPS: 352/384
  • DPC: 11,000

For students venturing in the Black Zones, where maximum DPS and knockback are essential for survival, the Scar 9000 represents an affordable alternative to the Gau-19 - though in this case "affordable" is a relative term: the current market value is in the neighborhood of $36-million. The upgrade in DPS over the XL-Gunner is relatively small in comparison to the heavy price tag, which is why we think the Gunner is a better value for the dollar.

*

Since 2015, the most powerful mini-gun in Dead Frontier has been the Wraith Cannon, which delivers 720 damage points per second. The weapon cannot be looted. It must be purchased new in the Credit Shop or used in the marketplace. The unlimited-ammo version is non-transferable, so it cannot be bought and sold in the marketplace, only purchased in the Credit Shop. The regular Wraith Cannon costs 12,000 credits (10,000 for Gold Members). The unlimited ammo version costs 24,000 credits (20,000 to Gold Members). That is roughly equivalent to 720-million in Fairview dollars.

Return to Introduction to Weapons

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