How weapons work: levels, damage and ammo cost
Every weapon has a level, shown on screen, that a survivor must reach to equip it. Loot comes at a level inside the range given here: the Machete, for example, drops at levels 20-25. Firearms also have a magazine size, an Effective Range and an Ammo Cost, the Ammo paid per survivor when you launch a mission. Melee weapons have none.
The figures come from the game's data. Damage is the base value at the weapon's minimum level, before bonuses. It rises by 1 to 5 percent per item level and changes with the survivor's class, morale, injuries and modifiers, so use it to compare weapons, not to calculate damage per second. The interval is the number of seconds between attacks.
Melee: no ammo needed
Melee weapons use no ammo, which makes them the cheapest way to fight. They are one- or two-handed blades, blunt weapons or axes, and most have a range of 1. Early on you find the Kitchen Knife (levels 1-4, damage 5-8) beside your Pocket Knife.
In the middle are the Baseball Bat (10-14, 15-20) and the Machete (20-25, 35-55). The heavy hitters are the Fire Axe (23-28, 65-75), the Pipe Wrench (25-30, 100-110), the Ram (30-33, 130-160) and the Chainsaw (33-38, 155-170). At the top is the Tac-Blade (51-55, 120-130).
Pistols and submachine guns
Pistols are the natural first firearms. The Lawson .22 Pistol you start with (levels 1-5, damage 5-8, 7 rounds) costs 1 Ammo. The Death Adder (4-10, 20-22, range 8) hits much harder but costs 16 Ammo per survivor. The G-17 (9-13, 8-11) fires every 0.3 seconds for 1 Ammo, the M1911 Pistol (11-15, 15-22) costs 11, the AE-50 (28-32, 120-130) costs 28 and the R-500 (39-44, 170-220, 6 rounds) costs 60.
Submachine guns are automatic and mostly cheap to run. The IGNIS-MP 22 (6-10, 3-7) costs 0.5 Ammo, the UZI (10-14, 9-11) and the UMP-45 (14-19, 15-22) cost 1. The P-90 (33-38, 28-32) carries 50 rounds for 1.5 Ammo.
Assault rifles and light machine guns
Assault rifles start at level 4 with the AR556-SEMI (4-9, 13-18, range 10, Ammo Cost 2). Then come the M4A1 (15-20, 11-15, range 13), the SCAR-H (24-29, 18-23, Ammo Cost 3.75) and the M-416 (44-50, 45-50, range 19). At the top is the HR-433 (56-60, 50-60, range 28, 40 rounds, Ammo Cost 6).
Light machine guns are built around big magazines: the M249 (14-19, 13-18) and the M-240 (30-35, 32-36) hold 100 rounds, the M60-E6 (44-50, 40-55) holds 200 and the MG36 (56-60, 50-60, range 26) holds 150. Their Ammo Cost in the data is only 0.02 for the first three and 0.025 for the MG36, the lowest of any firearm.
Shotguns, long rifles, bows and the Minigun
Shotguns hit hard up close. The Shotgun (4-9, 20-25, 8 rounds) and the Sawn Off (10-14, 30-40, 2 rounds) both cost 19 Ammo. Later come the Saiga-12 (28-32, 105-125, Ammo Cost 25) and, at levels 56-60, the automatic SSG-12 (150-170, 15 rounds, Ammo Cost 8).
Long rifles are for range. The Manning .22 (1-5, 5-8) is the first, followed by the Hunter Compact (5-8, 25-35, range 20), the M107-CQ (44-50, 150-200, range 25), the MSR-82 (51-55, 205-255, range 28) and the M40A5 (56-60, 215-260, range 30, Ammo Cost 210).
Bows are light on ammo: the Bow (15-20, 65-75) and the Compound Bow (45-50, 150-180) cost 1, the Crossbow (20-25, 90-110) costs 5 and the HERC CB-1 (51-55, 195-230, range 20) costs 1. The only Heavy Weapon is the Minigun (51-55, 20-30, 500 rounds, Ammo Cost 10).
Ammo: one resource, paid at launch
There is a single kind of ammunition, the resource Ammo, and a new account starts with 100. Before a mission you pay the Ammo Cost of each firearm on the team, up to 300 per survivor, and once inside, survivors reload without spending more.
You get Ammo from loot (Loose Ammo, Small Ammo Box, Ammo Box and Ammo Boxes), from the Ammo Drop Off, which makes 25 per hour and holds 25 at level 1 and 100 at level 4, and from four Weapons Bench recipes that produce 50, 100, 250 or 500 Ammo from Gun Powder, Shell Casing, Primer and Metal for a fuel cost. The Ammo Storage building raises how much you can keep, from 100 at level 1 to 300 at level 8. Without one the limit is 25. Accessories such as Extended Mags, Slugs and Arrows also drop as loot.
Crafting and upgrading at the Weapons Bench
The Weapons Bench costs 50 Wood, 50 Cloth and 50 Metal, builds in 2 minutes, needs Workbench level 2 and has 17 levels. Recipes unlock by bench level. Level 1 gives the Lump of Wood, The Clunker and The Sticker, level 2 the Shot Pistol and the Improvised SMG, level 3 the Improvised Sledge and the Van Buren, and level 4 the Saw-Ax. Level 6 adds the Claw Rake and the Spiked Bat, level 8 the Longarm and the Four Shot, level 9 Marion's Trident and the Bloodluster, level 10 the Bulldog and the Long Pistol, and level 11 the Pick Hammer. Level 12 unlocks the War Hammer, the Long Saw, the Mezzaluna Axe and the Sword, and level 13 the Tonfa Blade. That makes 22 craftable weapons.
Each recipe costs fuel and asks for components such as Pipe, Wire, Trigger System, Long Blade or Hardened Metal. Five of them are upgrades that start from a weapon you already own: the Long Pistol from the M1911 Pistol, the Bulldog from the Death Adder, the Pick Hammer from the Sledge Hammer, the Spiked Bat from the Baseball Bat and The Sticker from the Pocket Knife. A weapon can also be upgraded one level at a time up to its maximum, and there are modifier recipes such as Sighted, Suppressed and Quick Load.
Most of the 597 weapons in the data, those marked Premium or Infamous or tied to events, cannot be obtained today.
What to carry at each stage
Levels 1-5: the Lawson .22 Pistol for shooting and a Kitchen Knife to save Ammo. The AR556-SEMI and the Shotgun appear at level 4. Levels 10-20: the G-17, UZI and M4A1 give plenty of fire for 1 or 2 Ammo, and a Baseball Bat or Machete saves the rest.
From level 20, pair a heavy melee weapon such as the Fire Axe or the Pipe Wrench with a rifle. From level 40, the M-416 and the long rifles reach far, and the light machine guns are the cheapest firearms to bring. Check Effective Range and Ammo Cost before launching: a weapon that looks strong on paper may eat most of your stock.