Agents

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Agents
Together
1st Agent
2nd Agent
Agents Atlas.png
AgentOne Atlas.png
AgentTwo Atlas.png
FDD's remains are prioritizing protecting the united states against another zombie attack. Inspired by FlameThrowerFIM.
Main Stats
Type Support
Rarity Exclusive
Health-Healing.png Health 22
Bullet-Electricity.png Ranged Damage 2
Melee.png Melee Damage 6
Fortune.png Crit. Chance 1%
Crit damage.png Crit. Damage 5%
Speed.png Speed 8
UnitPrep-Duration-Period.png Prepare Time 45
Icon cost.png Courage Cost 20
Behavior Stats
Agility.png Agility 80
Agility.png Aggression 100
Radius.png Detection Range 150
Agility Penalty 30%
Aggression Penalty 50%
Morale Stats
Icon charisma.png Charisma 150
Icon valor.png Valor 200
Charisma Radius 120
Abilities
Perks AvailableFromStart.png Silent.png TwoAtOnce.png
Special Ability.png Special Ability Counts as two unique units for Team Powers
Ranged Data
Ammo Capacity 10
Firing Period 3.2s
Reloading Period 1.0s
Radius.png Range 75
Bullet Spread 20°
Unlock Requirements
Price 500Cash.png (Agents Pack)
Player Level Any

Police logo.png Agents are two members of a secret organization. They are both armed with suppressed pistols and knives, and are both dressed in dark blue suits, dark grey suit vests, gray shirts, and dark blue ties. The first agent is a white man wearing an FDD cap and the second agent is a black man with an afro and a mustache.

They are unlocked by purchasing the Agents Pack for 250 money.

Overview

Agents are damage-oriented ranged Supports, whose main utility comes from their unique perks. Outside of those, they act strictly as extra damage dealers. Their stats are average for ranged units, and are close to those of Shooters.

When summoned, Agents come out of the bus as two identically functioning units. They act as separate entities, and can choose different targets. However, if possible, they try to stay close to each other.

Each Agent fires a semi-automatic pistol up to 10 times at a medium rate before performing a fast reload. If approached suddenly or without ammo, they do a quick melee attack.

Agents are immediately avaliable to deploy at the start of each mission and metro level. They don't alert idle zombies on the field, but Marauders and enemy units in PvP modes will react to them as normal.   Some time after dying, each Agent turns into a Tipsy.

Special Ability

Agents' special ability makes them count as two units for team powers. With this perk, the 2/2 synergy of their current team will always be active with just them in the deck. They will also count as two unique units for the 3/3 condition when they are present on the field.

This perk proves to be a major improvement of Agents as supports, as it allows them to provide additional help for their teammates that isn't limited to extra damage. It also improves performance of their teams by enabling freedom of deck building. In case you want to use Agents often, this ability is near essential for purchase.

Gameplay

Main Campaign

Intentionally meant to prepare the battlefield by clearing it out of idle fragile enemies, the Agents excel exclusively at such, making them a good choice for clearing problematic stationary enemies. Sadly, that is all there is for the Agents due to multitude of reasons. Their poor stats is prominent, which makes them weak on their own. Their specialty is meaningfully useful only during early-to-mid game due to enemies being increasingly sturdy, such as Slobs, Cranks, and Putrids. Finally, not alerting the unaware zombie's attention for an extra 20-30 seconds isn't a practical upside, when stronger units, such as Fighters, Shotgunners, and Shooters can be used to clear the hordes just as fine, if not better. All of the aforementioned reasons makes the Agents an unnecessary and, are worst, redundant unit to use.

Skirmish

In League, Agents benefit from being two units for the price of one, making them a great addition to teams lacking in ranged damage or total health pool. Their low courage cost also allows for more freedom in team compositions. Their combined damage can make them devastating for killing advancing enemy melee units and chipping away the health of those with bullet resistance so long as they are protected from harm as well. Sadly, they are still very weak by themselves and lack resistances, and can easily be killed from long distances or by stray bullets. Their habit of sticking close together can also be a downside as they are susceptible to being killed at the same time by certain attacks such as Grenadier's grenade, Mechanic's additional damage attack, and Carol's lightning-fast attack, which dampens their potential as being two meat shields for the price of one. However they prove to be an amazing unit in Skirmish due to their SA, proving an immediate 2/2 Police synergy, which can work well with any ranged unit at all. This is especially useful in Police teams, where their SA can allow for a team to reach the 5/5 synergy without having to sacrifice much courage.

Item Sets

Despite their short range, Hunter proves to be the best option for Agents, as it provides a great enough boost for them to outshine all other offensive options. Chef is the only set that can play into their role as supports, but it's not recommended as much due to most of Agents' utility coming from their own damage potential.

Like the majority of ranged units, Agents benefit most from flat boosts to ranged damage, preparation time watches, and +% health books. It's technically possible to get use out of crit. chance books, but that requires farming for perfect items with +% crit. damage buffs, and also strips Agents of a safety net in form of large extra health. Given, this shouldn't be as much of a problem once their SA is unlocked, as it guarantees that Agents' mere presence in the deck will be enough for them to cause a major impact, making it acceptable to focus on glass cannon builds with them.

Skins and Synergies

The Agents are a part of the Police team.

Name Agents
Skin Agents Sprite.png
Unlock Req. 250 money
Team Police logo.pngPolice

Because of how their SA works, Agents' viability in teams proves to be highly polarizing. Without it, they often act more as a liability due to their questionable performance. Once it's unlocked, though, they immediately become near-essentiall members, thanks to decreasing the number of slots that needs to be occupied. The way this seemingly small upside acts as a game changer is well demonstrated in the only team they currently belong to: by allowing to activate the 2/2 Police power at a cost of just one slot, it becomes possible to take advantage of it more optimally, or use an otherwise questionable unit with less risk. The fact that they allow 5/5 Police to bring a total of two support items with them is also a major highlight, as tier 3 builds tend to be held down by lack of accessibility to them.

Trivia

  • In Italian localization, the acronym FDD is revealed to translate to "Federal Department of Defense."
  • Agents' original concept was made by KTPlay user FlameThrowerFIM. It was a single unit that meant to serve as a stealthier equivalent to Pepper.
    • The double-spawn perk wasn't a part of FIM's vision for Agent. The other unique perks, however, were indeed created by him. The Silent.png perk was called "Silenced Shots", meanwhile AvailableFromStart.png was supposed to boost his initial decrease to just 13 seconds, and not eliminate the cooldown entirely. Aside from that, Agent was also supposed to cost 30 courage and have a movement speed of 12 before being changed to 20 and 8 respectively. His regular preparation time was also increased to 45 seconds from the original 30 seconds.
    • In the first draft of the unit concept, he was originally labeled as an FBI agent who was assigned to investigate the importation of drugs from the Mexican Mafia. He also had a different look, showing his hair and not wearing a hat. These traits, curiously, would later be adopted by his second partner.
    • Agents were supposed to be purchasable with coins, like Carol and Light Soldier, two other community-created units, instead of having to be bought in a unit pack.
  • There are several possible references related to Agents:
    • The second agent's appearance seems to be inspired by Jules Winnfield from the movie "Pulp Fiction". It's possible that the whole pair is a reference to the partnership between Jules and Vincent Vega from the movie.
    • Another possibility is that they reference Martin Riggs and Roger Murtaugh from the Lethal Weapon franchise. The only difference is that Roger has much shorter hair than the second agent does in-game.
    • Agents could also be a reference to Agents J and K from the Men in Black franchise. This is further elaborated by the fact that very little information is known about their respective organizations apart from their goal of protecting their worlds from outside threats. Although each pair fights different enemies (hostile aliens and zombies respectively), there is speculation that the zombie outbreak was caused by something alien in nature as demonstrated by the existence of alien-like infected, floating blue goo, and otherworldly machines, further solidifying the reference.
  • Agents and Cap are the only ranged units to pull out separate melee weapons for their melee attack, all of them using knives.
  • Agents possess the most amount of unique perks for a single unit in the entire game, for a total of three.

Gallery

Units
Base game
Humans Redneck Farmer Builder Mechanic Pepper Chopper Firefighter Sheriff Charlotte Glenn Policeman Diaz Grenadier Gunslinger Private Rodriguez Sniper Polina Welder Carlos Guard Medic Sonya Ranger Willy Light Soldier Carol Paramedic Nancy Builder Abby Rogue Lionheart Juggernaut
Inanimate Empty Barrel Medkit Red Barrel Molotov Generator Nitrogen Turret Drone
Plot Sheriff Bill Minor Characters
Premium
TMF Squad Flamethrower Soldier Cap Swat
Circus Saw Berserker Queen
Scientists Dr. Kane Dr. Norman Dr. Miller Drone
Other Jailer SpecOps Austin Agents
Event
Halloween Turbo Andrea
Christmas Lester Cashier Red Hood Maria
Escort Princess