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Melee Weapons

Melee Weapons

Equally effective as backup weapons and main weapons, melee items can be divided into two groups: Slow attack speed weapons, and medium attack speed weapons. Let's take a look at the differences.

Melee weapons have two types of attacks, right and left click. Both of these attacks deal the same damage and have the same speed, but some may prove better in certain situations than the other. (Such as over the head attack for enemies above the player and on the ground, while the right click side swing attack may be useful for infected directly in front of the player.)

Slower attack speed weapons (<0.5 attacks per second), typically given this slow attack speed because of their weight in the real world are characterized by their slow attacks per second, but higher damage per hit.

Medium attack speed weapons (>=0.5 attacks per second) being the majority of the melee weapons currently in the game are characterized by their normal attack speed and normal damage per hit.

All players in Dead Frontier 2 start with a damaged 2x4. The 2x4 is the weakest melee weapon in the game and due to the damaged status of the starter one, it has random negative stats making it even worse. The 2x4 falls into the medium attack speed weapons, doing fair damage with a fair amount of attacks per second.

Notes about Melee:

  • Melee weapons are silent and thus cause a low amount of aggro.
  • While melee weapons do not have headshot damage, they have the ability to cause sneak damage. (Even without the perk)
  • Melee weapons take precise timing and maneuvers to be effective.
  • Worms occasionally spawn out of the corpses of killed infected, the player has a 2 second grace period before they begin attacking after being spawned, it is suggested to move away as soon as the zombie is killed.

Requirements & Recommendations

There are no real requirements to using melee in Dead Frontier 2, it is all about getting used to the way weapons swing, the distance the player's character lunges forward after swinging, the timing of an attack, and the amount of knockback the melee weapon will cause to the infected.

The first recommendation should the player decide to improve their abilities with melee, is to take the "Brute Strength" perk in the skill tree. What this perk does is increase the stun of infected after being hit with melee, and the distance in which they will stagger backward after being hit. In Dead Frontier 2 knockback distance and the distance between the player and the infected when initiating a melee swing is crucial, even more, crucial if the player is using a low attack speed weapon. If the player initiates the swing while being too close to a zombie and the knockback isn't good enough to increase the distance between the player and zombie after the swing, the player is likely to take damage. The greater the knockback the player can do to zombies when swinging a melee weapon and the longer stun time the zombie endures, the more room for error there is, and the chance of taking damage is less likely.

DodgeGif

Dodging after performing a melee attack.

Another recommendation should the player decide to use melee is the "Quick Reflexes" skill in the skill tree. This skill grants the player the ability to dodge attacks from infected by pressing the space bar. This perk will allow the player to initiate a melee swing and just after making contact with the zombie, hit the space bar and dodge away to avoid damage.

Additional skills such as "Kick Boxing", "Stealth", or "Melee Expert" can also increase the effectiveness of a melee build, but they may be chosen at the player's discretion.

Melee Combat Without Knockback or Stun

Even if you decide to not use any melee perks, melee is still a very viable weapon for the sole fact that it doesn't use any ammo. When using melee without knockback or stun, the way in which you should carry out the swing changes to account for the fact the zombie will remain very close to you even after taking damage. Although this method is useful without having any bonuses, it does not fully substitute for the lack of knockback and stun effect bonuses, therefore your timing of the melee swing, and distance in which you initiate the swing is much more important.

SpinMelee

Using the spinning tactic while performing a melee attack.

Due to the fact that you cannot back peddle in Dead Frontier 2 unless aiming down sights of a weapon, the spin around tactic proves very useful in melee combat. What this trick consists of, is the moment your melee weapon makes an impact with the zombie you spin completely around so that your character is ready to either jog or sprint forward as soon as the melee animation ends. This allows the player to escape in the direction the use of the dodge skill would take you as fast as possible to avoid taking damage. Maneuverability is key when it comes to melee combat, and the player wants to avoid damage by any means necessary.

Note: While this maneuver is effective, it is highly recommended to avoid attempting this on large hordes of infected that are close together. First attempt to separate the zombies from each other as much as possible.

Due to being limited by their range, melee weapons aren't suitable against all infected and melee combat can become very dangerous when handling sprinting infected, AOE zombies, or zombies that vomit.

Aggro Combat In Single/Multi-Player

When it comes to aggro combat in Dead Frontier 2 or large groups of infected in general, melee combat should be avoided completely if these infected are grouped together closely. When swinging any type of melee weapon, the player lunges forward a small distance without being able to move until the animation is completed, that being said if the player swings at the first zombie of a tightly packed horde, the zombies right behind the one that was hit will be able to attack the player.

Tips for using melee:

  • If a zombie begins to sprint at you, do not attempt to attack it while it is aggressive, wait until it pauses for a moment to recharge its sprint and attack them.
  • If a zombie is identified to vomit, try to time attacks in between when it attempts this special attack. Should the player have bad timing though, it is possible to interrupt the vomit attack with a well-timed swing leading to the player taking no damage.
  • When entering a room, try attacking as many zombies as possible while they are asleep on the floor, each of these is considered a sneak attack and deal significant damage.

Should the player use melee while in multiplayer:

  • Be aware of when your fellow survivors are swinging, if they hit a zombie half a second before you and you go into the swing right after, the zombie will not take knockback and likely damage you.
  • Try to avoid fighting the same zombie, this can cause some inconsistencies, it is much easier for everyone if each person fights their own zombie unless one person really needs help.

Melee does not cause aggro, using melee will decrease the chance of zombies coming into the room the player is currently in.

Advantages and Disadvantages

Advantages:

  • Due to not requiring ammunition, they are cost efficient
  • Melee weapons are the best weapons for looting in the game; they save time, inventory slots and keep aggro minimal.

====
Disadvantages: ====

  • Melee weapons are among the worst weapons for crowd control. Note: You can still take down a horde with melee weapons, but it is slow, inefficient and involves risk.
  • In higher level areas, melee is less viable due to special infected and AOE zombies.

List of Melee Weapons

2 x 4
2 x 4

Equipment Slot: Weapon
Level Required: 1
Weapon Type: Melee
Body Damage Per Hit: 2
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 10
DPS: 1.34
Scrap Value: $12

A 2 x 4 might not seem like the most practical weapon, given it's size and weight, but on the streets filled with the undead, anything becomes a tool for survival. Surely a concussion won't bother the infected, but if you hit them enough times, you're sure to drop any of them.


Newly arrived survivors in Dallbow start with a Damaged 2 x 4 for self-defense and training.



Iron Pipe
Iron Pipe

Equipment Slot: Weapon
Level Required: 1
Weapon Type: Melee
Body Damage Per Hit: 2.66
Attacks Per Sec: 0.58
Stun Duration: 1s
Knockback Distance: 1m
Noise Radius: 0m
Surprise Attack Damage: 13.3
DPS: 1.54
Scrap Value: $12

The leading tool in transmission of water, gas, etcetera, these are common and quite sturdy! This Iron Pipe will do great for attacking any infected and will certainly put a hurting on them. Remember, aim for the brain!



Baseball Bat
Baseball Bat

Equipment Slot: Weapon
Level Required: 3
Weapon Type: Melee
Body Damage Per Hit: 2.5
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 12.5
DPS: 1.68
Scrap Value: $16

A lightweight bat once used to send baseballs flying, is now frequently used as a club against weaker infected. The Baseball Bat is one of the first go-to weapons for early survivors, as it is silent and found in most households.



Wrench
Wrench

Equipment Slot: Weapon
Level Required: 3
Weapon Type: Melee
Body Damage Per Hit: 3
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 15
DPS: 2.01
Scrap Value: $16

Heavy-duty monkey wrench found in most homes and maintenance rooms of buildings. Once used to repair and maintain, this tool now functions to leave a serious head trauma into whomever it strikes.



Shovel
Shovel

Equipment Slot: Weapon
Level Required: 5
Weapon Type: Melee
Body Damage Per Hit: 3
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 15
DPS: 2.01
Scrap Value: $20

Once used to bury the dead, the shovel is now used to send them back to their grave. This amazing tool, sometimes referred to as the 'salt removal tool', is a great, improvised weapon for surviving this apocalypse.



Crowbar
Crowbar

Equipment Slot: Weapon
Level Required: 5
Weapon Type: Melee
Body Damage Per Hit: 3.5
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 17.5
DPS: 2.35
Scrap Value: $20

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. A fast, lightweight weapon fit for any survivor.



Barbed Bat
Barbed Bat

Equipment Slot: Weapon
Level Required: 10
Weapon Type: Melee
Body Damage Per Hit: 3.5
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 17.5
DPS: 2.35
Scrap Value: $30

An improvised weapon popular among zombie hunters due to its appearance in many zombie movies. There's nothing more satisfying than a barbed wire-wrapped baseball bat slamming hard against the craniums of both zombies and humans alike. Better yet is the nasty, nasty splatter it leaves.



Pick Axe
Pick Axe

Equipment Slot: Weapon
Level Required: 10
Weapon Type: Melee
Body Damage Per Hit: 4
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 20
DPS: 2.68
Scrap Value: $30

A tool used by hardworking miners in the normal days, now a weapon of destruction against any human or infected that stand in its path. Ready your pickaxes, boys and girls.



Nail Bat
Nail Bat

Equipment Slot: Weapon
Level Required: 15
Weapon Type: Melee
Body Damage Per Hit: 4.5
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 22.5
DPS: 3.02
Scrap Value: $40

Once a tool used for a good game of baseball, now a deadly weapon with sharp, deadly nails puncturing the wood. A hit from this would mash the brain of any infected that dare stand in it's path.



Axe
Axe

Equipment Slot: Weapon
Level Required: 15
Weapon Type: Melee
Body Damage Per Hit: 5
Attacks Per Sec: 0.67
Stun Duration: 0.75s
Knockback Distance: 0.75m
Noise Radius: 0m
Surprise Attack Damage: 25
DPS: 3.35
Scrap Value: $40

Arms and legs going once, going twice, sold to the survivor wielding this beautiful fire axe! A tool used by firefighters in the old world now used to sever limbs from the undead and sometimes even the living. Any survivor yielding this weapon will have satisfying results.



Sledge Hammer
Sledge Hammer

Equipment Slot: Weapon
Level Required: 20
Weapon Type: Melee
Body Damage Per Hit: 6.65
Attacks Per Sec: 0.58
Stun Duration: 1s
Knockback Distance: 1m
Noise Radius: 0m
Surprise Attack Damage: 33.25
DPS: 3.86
Scrap Value: $50

Once a tool used for smashing rocks, walls, concrete, etcetera, it has now a powerful alternative weapon in this new apocalyptic world. It is capable of spreading the force over a large area of impact to inflict maximum damage, leaving your foes' skulls a nice red slush.

Weighing in on a hefty 15-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.



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