L4d2 which shotgun




















Rare, but very efficient at certain situations. Special tiers or Tier 3 can be devastating weapons if properly used. Damage per shot: Damage drop ratio: 0.

All infected, besides the witch and charger unless having a survivor pinned down will die in one direct blast. Damage per shot: 50 Damage drop ratio: 0. Unfortunately limited, those should either be kept for a tank or a crescendo event. They may seem weak, but they can do a lot more than appearances show.

Damage per shot: 36 Damage drop ratio: 0. The values beside firepower increases, becoming somewhat like a pocket semi-auto rifle without the accuracy, but still good picking at range if you have a lesser accurate weapon. These are great sidearms under a happy trigger finger. Damage per shot: 80 Damage drop ratio: 0. While being incapacitated, the accuracy of the Desert Eagle is the same as standing still would be, making it the best sidearm while downed.

It's a tight comparison, but the Desert Eagle shows itself to be more efficient if you don't like pressing the fire button too often, also considering the incapacitated benefits. The dualies are best used if headhunting like the Uzi, as they also have higher DPS while firing and per magazine, they pack a greater punch before having to reload the full thing.

Added on The Last Stand update, these weapons are not exactly great as of late but could improve in future patches, they are easily overshadowed by existing weapons other than the SG There is a bug in game that extends the reloading time.

Not efficient for CQC clearing. It can kill most special infected with one headshot, aside the charger who is being left really hurt. Still not efficient for CQC clearing. Most CS:S weapons are inferior aside the Rifle, re-balancing should be considering for them if you plan on using them for a custom server. Melee damage varies, but in most cases they'll kill in one hit. In some cases, specials can survive hits if their limbs are struck instead of their center mass. Slashing and Shredding weapons have the ability to cut smoker tongues with the right timing.

Fire Axe Type: Slashing Speed: 1. Crowbar Type: Shredding Speed: 0. Katana Type: Slashing Speed: 0. Chargers do not die in one hit from it. Jockeys and below do otherwise. Found in every campaigns, but not common. Combat Knife Type: Slashing Speed: 0. There are various amount of weapon combo's you can make, depending the way you choose to play those affects a lot the performance of your team.

To make the best out of your availability always pay attention to the primary weapon being used Remember, bullets and shells don't act the same. To ensure an efficient run, primary and sidearm combinations are important.

Shell Weapons Any shotguns should be mixed with pistols and not melee weapons. Shotguns are a distant way to input the exact same amount of damage or even bigger without requiring a short reach like melee weapons.

Players with shotguns are also the most susceptible targets to get incapacitated first for taking more damage than other teammates due to close combat nature, to avoid further complication, it's a wiser choice to have Dual Pistols or Desert Eagle as they are better than melee weapons in down states. If you are not enable to use a Desert Eagle or Dual Pistols, a melee weapon can be useful, but Smokers will become a bigger threat to you unless you are able to use this one to cut the tongue.

Sidearms can avoid wasting shells, especially at Medium-Long range. Shotguns are very useless at ranged kills meanwhile pistols will kill faster and help to ammo conservation. Dual Pistols should be used for the head and Desert Eagle for the body due to it's one shot kill property on commons, although for sniping specials can be surprisingly good.

It all depends from the kind of situation you face and your way of taking out hordes. If you are an offensive player: Dual pistols and soon as available Desert Eagle.

Stay in front of the team with strong weapons. Hold the trigger only at CQC. Melee's not recommended due to chances of getting incapacitated, unless you have good defensive players. If you are an defensive player: Always carry a melee to clear out infected quickly and be ready to help out teammates.

Use accurate weapons. M16, Sniper Rifles or Uzi Aim for the head. This list is all speculation from typical and common situation that may happen often, the game can be very unpredictable and not being as mentioned above. Custom load outs can work well if used properly, but it's important to recommend the short comings because weaknesses mentioned can often mean incapacitation or death of a teammate. Crouching increases accuracy for most weapons, even shotguns and Military Rifle.

Only the Hunting Rifle is not affected by the action unless you want to move while shooting. Staying still cover a greater field of view and doesn't make any difference to the sniper rifles accuracy that if you were to be crouch.

The scope features allows quicker recover for Snipers, but closer targets might be hard to aim for. Walking is a great way to ensure faster recover of accuracy when shooting and also hide the outline of the survivors to the eyes of infected Versus mode only until shooting anew or using the VOIP. The dynamic crosshair was made to tell you when the next shot will be accurate, but over time it can be very bothersome.

Be sure to stand still and not spray too much when using it. You can bind both activation and deactivation via your keyboard. Be smart within the environmental surroundings, so you can make the best out of the stunning bonus.

Wandering witches cannot be stunned with normal weapons. A witch cannot be crowned with custom ammo and will result in a buggy mess. It takes 6 headshots with all the pellets to kill a witch on realism.

Shotgun shells feature a pellet in middle of the crosshair, it can travel any distance. Grenade Launcher can be used to stumble the witch from any mood Including Wandering and distance she is, this moment of weakness can be used to either extend her disabled moment with shoves or land 3 melee hits to finish her off.

Remember that grenades must be a direct impact. She cannot be stunned once set on fire. Knowing the desert eagle effectiveness into higher difficulty and realism, try to use it the most often as you can for the common infected and get to use primary on the special infected since none of them gets to have exceptions.

Shooting a tank in the head does not benefit any damage, shooting him anywhere will result in the same amount of damage. When facing a tank, try making the teammates having assault rifles to distract him since they don't require a certain distance to make up damage meanwhile the others with shotguns can surprise him in his back from very up close, it can be very devastating even if the damage penalty adds up! The incendiary ammo upgrade over the grenade launcher acts the same up as the molotov only if it's a direct hit on the tank, Those are also very effective against a tank who won't show up for close quarter combat, burning slowly overtime.

One bullet of incendiary ammo acts as a molotov on the witch. The explosive ammo upgrade is considered as a pack of one hit kills for common and a nightmare of disability within special infected, can also be very devastating to the user if too close to the blast so it is not a wise choice to use near or during crescendo events.

Explosive ammo radius is also wide enough that shooting at the floor can hit multiple common infected for the price of one bullet. Witches set on fire cannot be stumbled by explosive ammo.

Chunks of rocks thrown by the tank can be destroyed with any weapons, even melee. Only the timing is precise. NEVER EVER hold the trigger on automatic weapons unless it's close quarter combat, firing automatic on distance targets results into a waste of ammo and damage quickly Despite having lot of ammo pile into each map. Burst firing is the most efficient way to deal great damage and taking off far targets. Know your weakness, using different sets of weapons can be fatal to certain situations.

For the best example, using a melee weapon and a shotgun can be very embarrassing when it comes to kill distant targets, especially when your target is a tank! To avoid these, grabbing a pistol can be very useful, even if it's only one! Or best alternative keeping the melee weapon when leaving the saferoom until you find a dual set of pistols or a Desert Eagle. Melee weapons are good to avoid hordes to surrounding you, some can spread their hitbox in a spin better than others, same as shoving can do.

Every guns possess a bullet penetration, use those to avoid wasting bullets when infected are lined up or many are running at you. Remember shotguns have unlimited penetration at short range only on the infected, not walls.

Sniper Rifles the highest from any distance and wall piercing. Common infected and the hunter shares the same similar height meaning that aiming one head results into being ready for another one.

Pay attention as they come into horde because headshots are a instant kill for every commons without any exceptions. Once a bullet hits an infected, it won't be lethal if a survivor gets in it's path behind the infected. Melee weapons can only hit one entity at a time, if you try to level a charger, you must make sure the first hitbox hit it's head, otherwise it'll fail. Here an useful chart to show tank performance against weapons. Phoenix Rose 21 Dec, pm. Kookoorooza 14 Oct, am. Is all melee weapons has same range?

Cause im pretty sure new knife is super short. Also question about t2 shotguns. Wiki says they got much different damadge. MP5 have slightly increased damage now. Home Discussions Workshop Market Broadcasts.

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While playing Left 4 Dead 2 with friends or on public servers, I have noticed that many players are unaware of the differences between the Tier 2 Shotguns. Some can't even identify the Shotguns by name, further confusing themselves and others as to which Shotgun does what.

I have provided an image below with both Shotguns clearly labeled. Both the Combat Shotgun and Tactical Shotgun are fully automatic in-game.

The user can simply hold the trigger to fire at a steady rate, or tap their trigger button to fire at their own pace. Both the Combat Shotgun and Tactical Shotgun can hold 10 shells at any given moment, and both feature an Ammo Reserve of 90 shells.

This allows either Shotgun to be fully reloaded 9 times if the user waits until empty. Special Ammunition.



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