The primary weapons in Left 4 Dead and Left 4 Dead 2
are divided into two classes or tiers. First tier weapons (also called
Tier 1 weapons) are restricted in choice, and available to all players
at the start of any campaign. Second tier weapons (also called Tier 2
weapons) are relatively superior in combat effectiveness to Tier 1
weapons and are only found once players have partly completed a Chapter.
Melee combat differs between Left 4 Dead and Left 4 Dead 2. In the former, melee
is a simple violent "shove-back" on an Infected at arms length distance
using whatever Tier 1 or 2 weapon the player happens to be wielding at
the time. Melee attacks can also be mounted using a Gas can or Propane tank if a player is carrying one of these items. Left 4 Dead 2 melee combat is greatly enriched because it carries over Left 4 Dead's Tier 1 and 2 "shove-back" and introduces a wide range of new melee-specific weaponry such as the Katana, Chainsaw and Crowbar. Melee shoves and attacks can be made on any class of Infected although their effectiveness is questionable in the case of Tanks, Chargers and Witches (except in some situations).
There is no way to distribute weapons or ammunition among
teammates without picking up another weapon to replace the dropped
(donated) weapon's slot in the donor's inventory. All weapons have an
attached flashlight powered by a battery with unlimited life.
Picking up a new weapon from a table or other location (but not
from a dead Survivor) provides a full ammo refill for that weapon and
equates to restocking from an ammo pile. This is useful since a player
can fire off a large volume of ammo from one weapon and then simply pick
up a fresh weapon to get a full ammo resupply. This avoids having to
waste time reloading the original weapon or visiting an ammo pile to
restock. If all Survivors select the same weapon from a pile or arrive
at an arms pile identically armed with the same weapon, that weapon type
will not appear at a subsequent arms pile. To fix this, a player can
trade that weapon out for another type of weapon in the pile whereupon
the absent weapon will reappear. Ammo piles can resupply any type of
weapon apart from the Grenade Launcher and the M60 in Left 4 Dead 2.
Weapons will continue reloading despite the lack of reloading
animation during melee attacks, provided that reloading starts before
the melee attacks. This is extremely useful if out of ammo,
or both primary and pistol need to be reloaded as it allows the player
to shove back attacking Infected while their weapon reloads in the
background. When it is fully reloaded (after 2-3 melees' time), it can
be used to kill the staggering Infected.
All bullet-based weapons have bullet penetration which means a
player can shoot targets through thin walls and various in-game game
objects (desks, chairs, etc.). This also means that if two Infected are
positioned one behind another, shooting at the first one will also
damage the one behind it. There are two exceptions to the penetration
rule: all shotguns, which have infinite character penetration up
to 300 game units(roughly five meters) and hunting rifle/sniper rifle,
which have infinite penetration no matter the distance.
The following weapons are found in Left 4 Dead 2. The original Left 4 Dead weapons also make an appearance in Left 4 Dead 2, although some of them appear to be slightly tweaked, renamed and have a new reload animation.
There are only two weapons that don't qualify as a Tier 1 or Tier 2 that can be found in Left 4 Dead 2. These are sometimes classified as Special Tier weapons.
Unlike Left 4 Dead, Left 4 Dead 2 features two firearms and eleven melee weapons under the sidearms section for use. There is a third firearm, which is the Glock, but it is only used when dual-wielding the P220 Pistol, and shares exactly the same stats.
Custom made melee weapons are community created and not made by Valve.
The Survivors can use these close combat weapons and improvised items
they find throughout the campaigns to deal with Infected nearby.
Due to the censorship of the German version of the game, Valve has decided to port some weapons from Counter-Strike
into the game exclusively for German players to make up for the
censorship. Though this is exclusive to those who own the German version
of the game, anyone who plays with someone who owns the German version
will encounter these weapons as well. They may also be encountered
occasionally on modded servers or custom campaigns for all players. Even
though Australia was also part of the censorship controversy, they did
not get these weapons.
These items are found throughout campaigns, and when picked up, you
can't use any weapon until you throw them or drop them. You can shove
with them, however. When shot, burned, or otherwise detonated, these
items blow up, spread flames, or both, making good tools for defending
areas during Crescendos or Finales. The Explosive Barrel is the only
item which cannot be picked up by the Survivors.
These items, like the items above, take over all of the Survivor's
abilities to use weapons, and can be used to knock back Infected.
However, these are special in that they are only found in specific
places and are used to complete specific tasks. Only found in Left 4 Dead 2.
Over the course of the campaigns, the Survivors find fixed gun emplacements left behind by the military
in their failed attempt to contain the Infection. They appear at
certain finales and crescendo events and have an infinite supply of
ammo. However, they are prone to overheating, which renders them
temporarily unusable. When a Survivor uses a mounted gun, they cannot
move and can only fire in a fixed arc.
Reloading (default "R" on PC and "B" on the Xbox 360) is the in-game action of moving ammo from your reserve ammo count to your usable loaded ammo.
The Hunting Rifle and Sniper Rifle
take longer to reload than the other five magazine-fed weapons, but the
person using it should have the least close-quarters contact of all
other Survivors anyway.
Pistols
have a similar reload time to the submachine guns, but have a much
smaller magazine capacity with slightly higher damage. Dual Pistols make
reloading take slightly longer, and incapacitated players take twice as
long as normal to reload their pistols.
It is best to always reload before a finale or when a Tank is drawing near. While reloading in the heat of battle, it is best to run away when you are almost out of ammo and use your melee attack
while reloading. Listen closely when a teammate yells, "Reloading," and
offer cover fire, especially if they are using shotguns or the Sniper
or Hunting Rifles.
If you melee while you are reloading, this will not interrupt
your action. You will continue to reload until you are finished, unless
attacked by a Special Infected using their primary attack such as the Hunter, Tank, Smoker, Charger, or Jockey,
incapacitated, or killed. This is extremely helpful against horde
attacks, as it allows you to push them away from you to finish reloading
your weapon.
One thing to remember when reloading is that if you press the
reload button before your gun or magazine is empty, you will reload just
a little bit faster than if you empty your magazine entirely. This
proves useful if you need to take down a Tank, and need a fast reload.
One way to bypass this is to leave exactly one or two bullets left in
the gun, then press reload. You still have the fast reload, but get to
empty your entire magazine.
Flashlight
The flashlight can easily be seen on the bottom of the Pistol
The Flashlight is an item that is always in the Survivors'
inventory and is attached to every firearm the player can obtain. You
cannot drop it, but you can turn it on and off, which makes a clicking
sound. It allows the player to see in dark areas when exploring for
items and weapons. It also allows the player to scout out such areas for groups of Common Infected, and spot Special Infected much easier.
The flashlight is attached in a fixed point on your weapon which means that when using the melee shove, changing weapon and reloading, you lose the benefit of the light as your weapon moves and changes angles. Although when using melee weapons in Left 4 Dead 2,
you still have a cone of light which is larger and much more useful
than any of the guns, as swinging your melee weapon won't disturb the
light source. This is a lot more useful for exploring and examining
items and artwork, although it is strange that the light seems to be
coming from nowhere. When looking at a teammate who has his/her
flashlight turned on, you can only see the cone of light while the light
which shines at his/her crosshair is not visible. A possible reason can
be seen in third-person view (PC only); the crosshair light only
follows the head's facing, not the flashlight's. This is no longer the
case in Left 4 Dead 2 as the character's heads no longer turn.
The Witch in the Intro being startled by a flashlight
The flashlight is a surefire way to disturb the Witch, as demonstrated in the introduction cutscene.
The Survivors will often warn each other when they believe they hear a
Witch, telling them to turn their flashlights off. Shining the light on
her will disturb her more than standing near her, so you should aim your
crosshair away from her, or turn it off altogether. Also, idle Common
Infected are disturbed faster when you shine your flashlight on them.
Cooldown
Cooldown is the minimum length of time in the Left 4 Dead series that a Survivor or an Infected needs to wait after using an ability before they can use it again.
The Survivors
Main article: Fatigue
In Left 4 Dead, the Survivors have no special abilities
other than healing, shooting, reloading and simple melee shoving and
striking - at which tasks they can function endlessly without incurring
any fatigue penalities during normal game play. (Presumably this was a
deliberate feature put into the game by Valve in order to reduce
development costs and programming complexity.)
However this no-fatigue feature is not present in all game play modes of Left 4 Dead 2 (as well as in Versus or Survival modes of Left 4 Dead) and players are constrained by a variable called Melee Fatigue.
In close quarter combat, after a couple of melee uses, a Survivor is
obliged to wait two to three seconds until this attack can be used
again. Repetitive use of a melee attack thus incurs a series of short
time-out intervals to stimulate the body's need to regather its strength
for the next strenuous extertion.
Melee Fatigue was retrospectively introduced into the game after
Valve received complaints of seemingly superhuman players who simply
meleed their way through Versus and Campaign matches without ever firing
a weapon. When the Left 4 Dead DLC known as the Survival Pack was released, Valve added the Melee Fatigue feature but left it out of the game's Campaign mode for unknown reasons.
The Infected
The Infected have different abilities, and therefore different cooldown times.
Meter shown when charging a pounce.
The Boomer has to wait 30 seconds before being able to vomit on the Survivors again.
The Hunter does not have a cooldown on Pouncing, but it must wait 2 seconds before being able to leap if it stood up.
The Smoker's tongue takes 15 seconds to regenerate if it bends or is removed from a Survivor. In Versus, it takes 5 seconds to rewind if it misses.
The Tank
takes 3 seconds to swing his arm again after punching and to rip the
ground to throw concrete. The Tank has no punch delay after a rock
throw, meaning it can hit a Survivor twice.
The Charger has to wait 12 seconds to be able to charge again.
The Spitter has to wait 20 seconds before she is able to spit again.
The Jockey has to wait 1 second after he jumps if he misses a Survivor, 7 seconds if he is knocked off of a Survivor, and 30 seconds if he incapacitates a Survivor.
The Hunter, Boomer, Charger, Spitter, Jockey and Smoker's secondary claw attack has a 1 second cooldown.
Tidak ada komentar:
Posting Komentar