OVERKILL's The Walking Dead

OVERKILL's The Walking Dead

Not enough ratings
Tip dump
By Cyandos
Tips i've written down over the last year, dumped somewhere else and realized an hour ago that it will do much better here.
   
Award
Favorite
Favorited
Unfavorite
General Tips
• This game works on the Steam Deck.
• (This is Level Specific, but important) In Open Season, when you rescue the mission character, DO NOT leave her by the side of the shutter you came from, it can force you to restart the entire mission.
• How do walker grabs work? The fifth Stab will kill a walker, always. If a second one joins the grab, your next Stab has to kill the walker (Sometimes less than five) or you will get incapacitated. If you won't reach the amount of stabs required, Shove. Crawlers always die on the third stomp. If a Blocker grabs you with his helmet on, a teammate must help you remove it or you will have to Shove it off.
• Grant's, Heather's, Reina's and Tanner's abilities are used by HOLDING the Spot button. Abilities with a cooldown regain the gray color by the right of your healthbar when they are charged again. They also make a low sound related to "HUD Volume"
• The Reticle pop-up you get on the side of your screen means a Sniper is aiming at you, kill it or take cover. If you see the sniper and a red laser comes out of him, he is about two seconds away from taking a shot, and they can be lethal: On Overkill difficulty they can take about nine bars of health with one shot.
• Silencers can be removed from a weapon in the middle of a mission and put back on before they break.
• I highly suggest changing the Throwable key from Q to something you won't press on accident, unless you are playing Maya, since she takes a while to confirm the placement of her Doctor Bag. If you hold the button for a Throwable, your character won't throw it yet and you can cancel the throw by switching weapons.
• Grabbing a crafting ingredient or ammunition will create a copy on the floor for teammates to grab by walking over them (These have a blue outline instead of gray, that you have to interact with). If YOU are full of an ingredient or ammo type, it will create a blue outline copy for yourself to come back to later.
• If a Maya is on your team, if a Revive isn't urgent you should let her do it. If you're a Maya, "joining" a Revive and completing it will still apply your Triage ability bonuses.
• You can use the sprint button to climb ladders faster. There doesn't seem to be a penalty of any kind.
• At least in Last Stop, weapon bags also count if they're on your back when extracting.
• Smoke bombs don't alert enemies, and can even be thrown on them and they won't be alerted while you kill them or anyone inside it. The stunned effect (Also with flashbangs) enables a takedown from anywhere for both walkers and humans, and is very useful when trying to revive someone in a horde of walkers, both effective even with a base level smoke bomb.
• Bloaters can blow up barrels.
• Deploying another Doctor Bag while YOUR last one is still active will make it disappear. This only counts for consecutive Primary ones OR consecutive Secondary ones.
• Weapon or Mod crates are synchronized to the team's tools. They are NOT revealed by a Scout's active ability.
• You can deactivate car alarms by hitting them anywhere with melee or a firearm.
• The green hourglass icon next to an Expedition (The yellow squared mission on the map) means how many "Days Until Upkeep" they will disappear in. I used to believe it was how many "Days Until Upkeep" it would spend if it was a success.
• Send Camp Survivors to a mission after every Story, Defense or Expedition so they can keep leveling up and assign them to your Workbenches to give you gameplay bonuses. Get the "Support Survivor" upgrade as soon as possible so you can mitigate damage or help avoid their death if you send a Support survivor as part of the team.
• NPC Survivor Missions are separated by three types: Protect, Attack and Scout. If i'm correct, there's a best Survivor type for each, besides the threats the game asks you to counter with the respective Survivor type.

There's a higher success chance in Scout Survivor missions if a Scout is part of it.
There's a higher success chance in Protect Survivor missions if a Tank is part of it.
There's a higher success chance in Attack Survivor missions if a Tactician is part of it.
• The Range stat tells you the distance when the weapon's damage starts to fall off.
• NPC Survivors can kill a single walker on a grab, just like us, they might have a similar charging healthbar though because they can't take care of frequent multiple grabs.
• If you have an objective item on you that isn't used when you reach the next area, it will be converted to the Camp Supplies resource.
• Some Tools (Specifically Mechanic's Kit, Power Kit, and Chem Kit) can replace a mission objective item:
- Mechanic's Kits replace a Gear
- Power Kits replace a Fuse
- Chem Kits replace a Battery
• If you intend to go through them, you should sprint towards a Barb Wire or Bloater Gore Pile and jump just before you hit it, to save yourself part of the slowdown.
• When you are transitioning from a Horde-o-meter bar to the next, you don't make any noise while the icon is flashing. This does NOT apply for the Flare Gun.
• Trap wires can be skipped with a (very) well timed sprint jump. You can trigger one of these early by hitting them with a melee attack. You could instead disable the content of the trap (Molotovs, Dynamite or the Shotgun) with its respective kit.
• Dismantling household items can be used to obtain Camp Supplies and to "transmutate" Ingredients into other ones. Here's a good guide for them, check the "Salvage Returns" for what i'm referring to: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1559051206#Salvage_Returns
• Disabling traps with a tool gives 2 crafting materials and 5 Camp Supply where as "disabling" a "household item" only gives 1 crafting material but 15 Camp Supply. Trap-tripping Wires with the Wire Cutter don't seem to count for the 2 crafting materials, while Barbed Wire Traps do. Disabling car alarms with your Power Kit gives 1 Wire.
• Snipers and Revolvers penetrate targets, but can be unreliable.
• Weapons can jam if not maintained. The durability of a weapon will change from its four white gear pieces to red ones starting at two remaining gear pieces. Once it reaches 2, it has a chance to jam, bigger with 1 remaining gear part. A weapon can only jam AFTER a shot.
• If the 'Shoot Weapon' button is held, Automatic silenced weapons will stop shooting once the silencer breaks until you press the button again.
• Flashlight modifications on weapons are miles better than your regular flashlight and can be seen by your teammates even on the lowest graphical setting.
• You can call over walkers from an area to another by shooting an unsilenced weapon, or triggering an alarm.
• Though unreliable, sometimes a crossbow bolt will kill a Blocker through its helmet, aim for the jaw. This also works on humans, but seems to be even more unreliable.
• When you're down, you can call for help with the Spot button. Please don't spam it.
• Dropping near someone creates noise, be careful.
• You can Slam doors open or shut by interacting with them while sprinting.
• You can Barricade doors by looking at a closed door and looking up slightly.
• Failing missions gives you Experience, so don't go back to the menu, let you and your team die if the mission is a dud. I personally grind The First Shot for Bounties, if you don't want the Day to advance for the game to deduct from your Supplies, fail the mission, you can also level up characters this way (Though very very little experience, failing on the last wave on Overkill gives 1000 XP I think, not counting the deduction for being lower level required for Overkill).
• On higher difficulties, Ingredient instances and Camp Supply "lunch bags" will give you more of each.
Normal: 1 Ingredient
Hard: About 30% chance of 2 Ingredients
Very Hard: About 70% chance of 2 Ingredients
Overkill: 100% chance of 2 Ingredients
• Some compensators reduce vertical deviation while others reduce horizontal deviation. Check the description of any before applying it.
General Tips pt. 2
• The loot you get from weapon/mod crates depends on the selected Character's level:
1 to 10: Gray/Green
10 to 20: Blue
20 to 30: Blue/Purple
• Sometimes, found weapons come with their own Mods, always in Salvaged quality.
• Salvaged Sights are visually broken.
• If a Bloater blows up near you but if you take cover, meaning that you can't "see" the explosion, you won't get affected (Please confirm).
• Sniper Scopes and Assault Rifle, SMG and Crossbow sights have different zoom levels, check these categories in this guide for reference, and which one you like best:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1577598145
These categories specifically have different zoom levels:
- Scopes
- Dots (Assault Rifle, SMG, Crossbow)

• When you respawn, you obtain all your incapacitation lives (NOT while playing Solo), full health and gain about two magazines of ammunition back. This could help make a push on a Level 3 Horde. Respawn times go up with Difficulty and how many times a teammate has respawned in the mission.
• You can cancel a reload, or skip frames of the animation once the ammo counter is back up by sprinting. The P255's empty animation takes longer to restore the ammo counter than it should. With shotguns, you can skip the pumping animation that happens when you reload it from zero this way.
• The Scout's active ability 'Trust your Instincts', when leveled up to the maximum, speeds up any interaction speed, not just looting and trap disarming. (Unaware if 'Observant' or 'Quick Wit' affects the overall interaction speed, i'd bet on 'Quick Wit', please confirm)
• I believe doing a Camp Defense Expedition (The yellow square one) advances to the next day but bypasses using Camp Upkeep resources. (Would like confirmation on this one)
• Equipping Mods on a Weapon saves on Vault space.
• The Wanderer is a character that is found randomly in a certain Story Mission every week. If he escapes with you, he will deal one Weapon and two Mods to you, sometimes two Weapons and one mod. He will only deal these things if your Hub is Level 3. His location is in a different spot of the same Story mission every week, what Story Mission it is is synced W o r l d w i d e. In this guide are his possible locations and some nice people in the comments say what specific Story mission he is on that week:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1565410785
• Bounties are accessed by leveling up your Hub to Level 2 and talking to Anderson. You are given three every day and are refreshed at 9 PM GMT-3. They will give you five Blueprints, necessary for Level 3 Camp Upgrades that aren't the Hub and to buy from the Wanderer, and Medicine that can heal Camp Survivors back up.
• Thinking of what weapons to give to the Wanderer can be overwhelming. Choose in order, from left to right, above and below, and look by category instead of all together. Prioritize weapon types you don't like and weapon proficiencies whose characters you don't use too much.
• The FT-9 Blaster also takes Pistol Sight attachments.
Level Specific Tips
• (Repeated) In Open Season, when you rescue the mission character, DO NOT leave her by the side of the shutter you came from, it can force you to restart the entire mission.
• If a Defense mission won't finish, try hurting yourself with fall damage.
• Failing missions gives you Experience, so don't go back to the menu, let you and your team die if the mission is a dud. I personally grind The First Shot for Bounties, if you don't want the Day to advance for the game to deduct from your Supplies, fail the mission, you can also level up characters this way (Though very very little experience, failing on the last wave on Overkill gives 1000 XP I think, not counting the deduction for being lower level required for Overkill)
• Don't ignore Defense Expeditions (Yellow squares called Enemy faction here Attack or Walker Attack), unless you don't mind your NPC survivors suffering injuries or deaths. You can also send everyone on a mission before one of them expires and they won't suffer any damage.
• The Last Stop generators at the very end don't break randomly, they are deactivated by the human enemies.
• In Doctor's Orders, after interacting will all the Medicine bags, you can open the shutter to the next section of the map and all the bags will be teleported to the other side (Please let me know how reliable this is or it forced you to restart)
• In Join or Die, I think the computer buttons can be shot into being pressed.
Irrelevant details
• If you look at the objective gate on Doctor's Orders quick enough, you can see a Jeep go inside.
• On Open Season, after "The Ladder", you can see a horde slowly walk across the bridge you started the mission from. There is a minimal view of it when you first start it, behind Caleb's truck.
• Weapons and Mods get rustier the worse their Quality is, Durability seems to add scrapes (Though Mods don't have Durability, they might be affected by the gun's durability).
• Survivors you rescue are consistent with their camp portrait and their camp location if assigned to a Workbench.
• Unsilenced guns have echo in interiors (Reinfeld 880's echo sound cuts off)
• While grabbed, you can hear a walker's jaw close.
• The flashlight of a character's third person model turns on when their flashlight is on, and stays that way if you're a lifeless corpse.
• You can see through the Ferino SP-14's heatsink, and can see your character's hand while sprinting.
• Frontal Takedowns to walkers (Use Flashbangs or Smoke Bombs) have, strangely enough, more facial animations and eye movement than Grab kills (Crawler Frontal Takedown is the best example). try this with Ultra settings to see better animations.
• The main characters have facial animations in missions and the camp, again, try it with Ultra settings for best results.
• When you are low on reserve ammo enough to not fill a cylinder, you will only load that amount of bullets in your Revolver visually as well. Happens in Payday 2 as well with the Commando Rocket Launcher.
• If you look at another player's Revolver from the front, you can see how many bullets it has left.
• The shotgun-exclusive Bulky suppressor has a bigger muzzleflash than unsilenced (Untested with others).
• Bloater guts slowly fall from walls, example:
https://youtu.be/WiREA3Br5Mw?t=5125 (1:25:38 , look at the sides. Fun fact: Angry Joe says a minute later: "That was fun, I actually had fun on that one!" )
• You can see the magazines you drop whenever you reload (Only tested with FIK P255), though they don't hit and stay in the ground.
• These mechanical stairs in Doctor's Orders have real time reflections: https://cdn.discordapp.com/attachments/1030196992154009600/1036090342866419782/unknown.png
• Characters have voice lines for a long range kill, and even silent long range kills.
14 Comments
Cyandos  [author] 26 Apr @ 5:31pm 
Addition to a previous tip: Tanner's ability is also enabled by holding the Spot button
Cyandos  [author] 15 Jun, 2024 @ 3:50pm 
Addition to a previous tip: Don't ignore Defense Expeditions (Yellow squares called Enemy faction here Attack or Walker Attack), unless you don't mind your NPC survivors suffering injuries or deaths.

The addition is: You can also send everyone on a mission before one of them expires and they won't suffer any damage.
Cyandos  [author] 15 Jun, 2024 @ 3:49pm 
Addition to the guide: At least in Last Stop, weapon bags also count if they're on your back when extracting.
Cyandos  [author] 14 Jan, 2024 @ 1:28pm 
Addition to the guide: You can use the sprint button to climb ladders faster. There doesn't seem to be a penalty of any kind.
Cyandos  [author] 31 Aug, 2023 @ 8:02am 
Addition to the guide: Crossbows can also hit through helmets on humans! Only did so successfully once, I think the hitbox is even tighter than the blocker's.
Cyandos  [author] 21 Aug, 2023 @ 9:40pm 
Addition to the guide: • You can cancel a reload, or skip frames of the animation once the ammo counter is back up by sprinting. The P255's empty animation takes longer to restore the ammo counter than it should. With shotguns, you can skip the pumping animation that happens when you reload it from zero this way.
Cyandos  [author] 14 Aug, 2023 @ 5:34pm 
Addition to the guide:

• If the 'Shoot Weapon' button is held, Automatic silenced weapons will stop shooting once the silencer breaks until you press the button again.
Cyandos  [author] 13 Aug, 2023 @ 2:53pm 
Addition to the guide, I THINK this is correct:

• NPC Survivor Missions are separated by three types: Protect, Attack and Scout. If i'm correct, there's a best Survivor type for each, besides the threats the game asks you to counter with the respective Survivor type.

There's a higher success chance in Scout Survivor missions if a Scout is part of it.
There's a higher success chance in Protect Survivor missions if a Tank is part of it.
There's a higher success chance in Attack Survivor missions if a Tactician is part of it.
Cyandos  [author] 31 Jul, 2023 @ 9:09pm 
Irrelevant detail added to the guide:

• The main characters have facial animations in missions, again, try it with Ultra settings for best results.
Cyandos  [author] 30 Jul, 2023 @ 9:08am 
Addition to the guide:

• The green hourglass icon next to an Expedition (The yellow squared mission on the map) means how many "Days Until Upkeep" they will disappear in. I used to believe it was how many "Days Until Upkeep" it would spend if it was a success.