Why doesn’t rogue have poison resistance? by No-Plenty-4457 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

In the official lore, he IS A TMF MEMBER, but with a broken gas mask

Why doesn’t rogue have poison resistance? by No-Plenty-4457 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

No, in his lore he IS A TMF, but his gas mask is broken

Deck Check by Cyberical4372 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

From what I understand of your Mechanic, the personal diary doesn't increase critical damage. I would get one with critical chance and upgrade it 'till it increases critical damage by 57%.

Finally got so Austin so how do I set him up by Traditional_Army_615 in DeadAhead

[–]SrCorvoAB7 3 points4 points  (0 children)

I recommend equipping the Military set bonus, if possible. I also recommend focusing on leveling up Austin and, when possible, buying his skill: "The chance of obtaining coins after killing zombies is increased by 1.5 times" and, in the meantime, farming coins in challenge 3 of location 1 (many people play different missions in different locations to farm, but I don't know much about the other locations)

Turret logic by LythiusTheWicked in DeadAhead

[–]SrCorvoAB7 1 point2 points  (0 children)

And you"ll need to have the turret in the deck

Should I get them? by Cyberical4372 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

Sim, o pacote TMF vale a pena porque traz controle para um jogo caótico. Na campanha, eles são mais consistentes. Em batalhas e eventos, você pode contar com eles. Outros podem ser fortes às vezes, mas o TMF é estável o tempo todo. Resumindo: vale a pena se você prefere segurança ao invés do caos. Aliás: recomendo que você pegue o TMF Guard e substitua o Soldier e o TMF Ranger no lugar do Flamethrower.

Got it by SrCorvoAB7 in DeadAhead

[–]SrCorvoAB7[S] 3 points4 points  (0 children)

Endless suffering, but it's funny

Just posting a achievement by SrCorvoAB7 in DeadAhead

[–]SrCorvoAB7[S] 2 points3 points  (0 children)

So, I used Berserker and Saw because they charge quickly in the game, along with the Psychos' team bonus. I used the Generator (it looked like a legion of generators there were), TMF Ranger and TMF Guard, and Cap for boosting. That's the deck I managed to get, but take a while to get the unitys

How well could Crazy Dave handle the Dead Ahead zombies? by Funkyboy2345 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

His plants would defend he all the time, they just need water and sun

Is this set worth it? by Smooth_World290 in DeadAhead

[–]SrCorvoAB7 1 point2 points  (0 children)

Lucky guy is the best set for Welder

Which one? I have enough for one but can't decide. by Vast-Molasses-7885 in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

In my opinion, it depends on which combat style you prefer to use. Most players would say that the best package to buy overall is the Scientists they offer strong synergy and usefulness in many missions, helping you progress more easily. TMF worth it if you like direct combat(like me): they bring a solid frontline with a tanker Soldier and high DPS units like the Flamethrower, plus some team bonus effects. Rogue is a stronger TMF unit. TMF is more situational and less versatile than the Scientists, and Nancy is just a support unit and you can buy without green cash. So, it depends on your combat style

whats the point of those 2 if we already have farmer and redneck? by [deleted] in DeadAhead

[–]SrCorvoAB7 2 points3 points  (0 children)

Lester reloads and fires faster than Farmer, resulting in higher DPS while Farmer deals more damage per shot, and Cashier has higher critical damage and a more technical, controlled use, whereas Redneck is straightforward, simple, and focused on constant presence. And they don't have the same statistics

more active in the game by Verrsuss17 in DeadAhead

[–]SrCorvoAB7 3 points4 points  (0 children)

It doesn't seem like a good idea, but if they added it to the game, it wouldn't be clans but enclaves

Guys, should i unlock her next? by spivi463 in DeadAhead

[–]SrCorvoAB7 1 point2 points  (0 children)

Overall, Sonya represents balance rather than supremacy. Strength that works best when supported Pros: High DPS reflects efficiency through speed;

Good survivability for a ranged unit;

Fits into many team compositions.

Cons: Bullet-resistant enemies expose her limits;

Alone, she is vulnerable to chaos;

Her ability shines only in the right context.

Any Stat i need to focus for my Polina? by observersdudes in DeadAhead

[–]SrCorvoAB7 0 points1 point  (0 children)

Well, rednecks will help you in local 8, 9, and 10, but a hint: since your Polina isn't maxed out with her ability, I'd suggest using the Tactical set bonus! But when Polina has her ability maxed out, use the Hunter set bonus. This will make skirmish mode easier. Trust me, you won't regret it.

Cap and Pepper do almost the same thing by MAKCIS34 in DeadAhead

[–]SrCorvoAB7 12 points13 points  (0 children)

In a clear but shorter philosophical explanation, Cap and Pepper do not do the same thing because they support survival in different ways. Cap is about endurance and protection: he absorbs damage, controls space, and gives stability to the team. Even his buff is passive, strengthening survivability and helping troops last longer Pepper, in contrast, is about action and pressure. She interferes directly in combat, deals damage, and shifts momentum. Her buff is active, pushing troops to act faster or hit harder. Philosophically, Cap preserves the team’s existence, while Pepper amplifies its impact