Ini pake bhs inggris, jadi kalo ada yg ga ngerti tanya gw aja
Credits to the people who made these guides:
Spoiler untuk Guide :
Spoiler untuk General Infected Tips :Guide ini dibuat dengan harapan dapat meningkatan level pemain2 general di VS. Constructive feedback and tips of your own are welcome.
Tank:
Jadi tank bukan berarti musti jadi HULK. Melawan tim jago, seorang tank hanyalah satu infected biasa. Tunggu tim-mu untuk respawn dan pastikan meng-incap 1 survivor, yang kemudian bakal kamu jaga.
Bermainlah defensive sebagai tank. Jaga survivor yang jatoh dan biarin survivor laen dateng. Kamu ga bakal hilang kontrol tank selama kamu bisa melihat survivor (bukan dari glow) dan survivor yang jatoh akan mati kecuali yang laen membantu.
Hindari api dan mengejar survivor ke ventilasi/tempat sempit!
Jangan mengejar survivor yang masih sehat. Mereka ga bisa kamu kejar dan itu cuma mengurangi healthmu.
(Note: Menjaga survi yg incap bukan berarti menyerang dia. Damagemu nga efektif buat membunuh mereka. Incap satu, cari cover dan hajar survivor yang membantu merevive. Satu lagi, kamu bisa tahan peluru. Kamu bisa menghalangi hunter yang sedang membunuh survivor sehingga teman2nya ga bisa nolongin.)
This may be seen as exploiting a clipping issue in the game but smashing survivors through the walls is a pretty effective tactic. It acts as a pretty good counter to the 4 survivors stacked in a corner with autoshotties. Not always reliable though, since there are places where you can't reach them.
Similarly, you can throw rocks through thin walls. The throw animation for the rock leans the tank forward so if you press against a thin wall and trigger your throw, it will push the rock past the wall. This works very well from inside the elevator if the survivors decide to vent in NM4.
Hunter:
Pounce damage comes from distance. You also attack slower if you get a high damage pounce. (Clarify: Your hunter will take longer to start slashing if you get damage on your pounce. The delay is proportional to the amount of damage you do on your initial pounce).
Don't spend all your time climbing to/camping at pounce spots. If you have an opportunity, take it (this goes for both 25ers and hitting the stragglers). If you do miss your pounce and your teammates are still alive, do NOT start climbing again. Get in there and utilize the chaos they create.
Fire is your friend! Set yourself ablaze whenever possible, you will deal heavy damage quickly if you pounce someone.
Walljumping can be used to create unique angles of attack. Also, the hunter is really loud and a very obvious threat. It is also very mobile. Leaping around is sure to get the attention of the survivors, creating an opening for an attack. When doing this, leap perpendicular to the survivors direction of movement to minimize damage to yourself.
Check this guide out for more advanced techniques (http://forums.steampowered.com/forum...d.php?t=770952 -credits go to Kaizoku)
For the skinny on the Hunter's damage potential, go here (http://forums.steampowered.com/forum...ght=true+facts) -credits to Woden
Smoker:
You do not deal significant damage by yourself. Most of your damage will come from the assisting horde.
Separation is key! Grab the stragglers or the last person in the group. Hitting any person but the last will result in your tongue getting knock off immediately against good teams.
Utilize corners to your advantage. When you grab the last person turning a corner, the wall provides you with cover from the survivors ahead.
Fall damage is your friend! Fire is not! (Unless you can pull them into it) Learn the places where you can inflict fall damage. Also, learn the places where a successful smoke results in a inevitable death (whenever the survivors drop to a lower level and cannot backtrack)
Get the survivors to backtrack. NEVER pull in the direction they are going, this is the direction that they are the most aware of.
The usual smoker spots are boring and they are well watched. Pull from unconventional places. My new favorite spot on NM1 is by the corner where the witch sometimes spawns. Everyone expects you to be by the car so pulling someone backwards to that corner works great.
Boomer:
You are a fat and loud. The idea of "sneaking" up on survivors is laughable. Do not do this.
Learn to spawn at the last possible moment. You only need to eliminate YOUR line of sight to the survivors, which is very handy for ambushes from behind poles and other unexpected props. Never put yourself in a position where you have to run after the survivors, if you fall behind keep running backwards to ghost again.
The explosion from your death is a blessing and a curse. It can potentially force an instant ledge grab incap on multiple survivors. However, it does affect the other SI on your team (will knock hunters/smokers off their targets and will stun a tank).
Learn to boom in places that are not easily defended. True, this makes spawning more difficult but a boom in a closed room/subway car is rarely beneficial to the team.
Hitting only one person in most cases is a failed boom. It cause attracts the horde ahead and is easy to defend against, giving the survivors an easier time of advancing. The same goes for easily defendable places (the little hallway before the pillar room in NM2 is the place where most boomers like to hit. most of the time, it results in the entire horde in the room getting slaughtered to little or no effect. Spawning IN the room (see the point above about line of sight) and connecting with 2 or more people results in mass confusion.
If the team is separated, try booming one group and getting in between the groups. The other team will be reluctant to shoot you, even if their other teammates are boomed. You can try to get em all with your explosion or at the very least, get some cute 4 dmg slashes in.
When running up to a group of survivors, try to keep something at your back that will limit your stumble distance. Poles and such work great for this, especially if they are in a corner. That way, if they melee you, you are still in range to cover them with your explosion. On a similar note, sometimes running into a small room and forcing the survivors to melee you against a wall guarantees a 4 hit boom.
Learn the radius of your explosion. You can cover all four survivors if they blow you up even if you are out of melee range. Spawn, pop out, and vomit all out of melee range. You do NOT want the fatty to get meleed.
Booming on incap'd survivors that are somewhat separated (ie: from a tank incap and everyone is running around) is usually very beneficial and kill the survivor most of the time. - Thanks t0fu!
Going with t0fu's tip, booming an incapped survivor will make it nearly impossible to pick them up.
Check out this guide for the technical aspects of the boomer (like the trajectory of vomit), as well as more advanced tactics. (http://forums.steampowered.com/forum...d.php?t=815442) - credits to Kaizoku (again!)
Witch:
While no longer terrifying, she is a potential free incap.
Do NOT let the survivors get within melee distance with a shotgun. She doesn't like it and neither should you.
You can put the witch in a Max-Anger state if you slash her continually, provided the survivors are nearby. Don't worry about the damage, those 4 (or 6) dmg swipes tickle her.
A boomer explosion can set off a witch.
Once she notices the survivors (or a survivor), she will stop crying and look at them with a gasp. The instant you hear that, run to her and melee her ONCE, and she will startle. This ONLY WORKS if at least one survivor is still inside her detection range when you melee her, so speed is the key.
Likewise, a boomer explosion will only set the witch off if she has already noticed the survivors and if at least one survivor is still within her detection range. Standing by her while the survivors are 300 feet away will only get you killed to no purpose. -credits to Woden.
The most important part to remember about the infected is: NEVER ATTACK ALONE, with the sole exception of stragglers. Work with your teammates.
Try to coordinate your attacks. My favorite strategy is to smoke one with a hunter waiting. The hunter nabs the would-be rescuer while the other hunter waits to nail the tail of the other two who come to rescue your victims.
Spoiler untuk Advanced VS Tactics :The following article will be an in-depth analysis of the tactical aspect of Left 4 Dead Versus mode for both Survivor / Infected sides. The definitions and strategies mentioned here are invalid for public gameplay for numerous obvious reasons as it will be focusing on a proper team play (clan play if you wish). Also, this article takes as a fact that the reader is experienced in VS mode play and/or has an organised team at hand or at least a bunch of good ol' friends. Updates will be incorporated if necessary accordingly to future patch changes. Many things mentioned here could be marked obvious to an experienced player, however I hope everyone will still find some new information in it or get a new idea about alternate strategies. This is not a guide (I don't think there can be one), just my point of view on the whole thing based on my experiences.
1.0 General
1.1 VS mode itself
You may or may not like it, but as almost every other human activity, L4D is competitive. While the inner principles and mechanics of the basic gameplay are seemingly easy to grasp, L4D is one of the first games that so highly depend on a well team-oriented execution and is highly rewarding for doing so.
The VS mode is equipped with a scoring system which is by itself very unforgiving. A simple error can lead to a very high or very low score and usually does so in common practice. The scoring system is obviously a measure of an overall victory/loss and this article will further depend on that fact and take it as a primary goal for both sides.
1.2 Team Structure
The key figure and the heart of the team is the Team Leader. His role is to decide what happens and how it happens and will vary accordingly to the side currently played. Requirements for such a person are high – perfect game knowledge, in-depth map knowledge, advanced class mechanics knowledge, situational judgement and the sole ability to „lead“ (which may or may not require certain personality characteristics). All other team members must be confident about this person and follow his word with no exception. There are other key team figures (mainly the Shotty Boy or the Third Man on Survivor side), but their role is situational and will be discussed further.
1.3 Communication
A good synchronization requires good communication, which would be voice transfer in this case (unless you play together in one room of course). The in-game system is insufficient (reveals survivor outline during voice chat), so I greatly recommend a higher quality external one – being it Mumble, Ventrilo, TeamSpeak, Skype conference or others. It is imperative that communication order is established during peak events and Team Leader's decision is followed.
1.4 Hardware
Since the game uses a great sound localisation system, a fine pair of headphones or a fine multichannel audio system is of great help. Almost mandatory on the Survivor side, as sound will be your best friend when noticing Special Infected positions. Having quality 2.0 or 5.1 headphones is a "God Mode" ticket.
2.0 Survivor Side
2.1 Overall
2.1.1 The Goal
The best Survivors can aim for is for everyone to arrive to the safe room with high health and a medkit and pills for the highest multiplier bonus. You should very well know common medkit locations for a mid-level refresh and at the same time, you should always aim to save ALL survivors or nothing unless it is inevitable (1 or 2 Safe Room rushing Survivors on NM1 leaving 2 guys incapped on the street above is a huge team fail).
2.1.2 Movement
Taking as a fact that Special Infected have a spawn timer, a fast and well-timed level progress is a key to victory. Low level finish timer = less Infected spawns = more health = success. Mostly important is to move as fast as possible straight after a succesful Boomer kill (no vomit). Movement during crescendo events should be decided by the Team Leader. Keeping close is mandatory and moving in a zig-zag members position line produces best firing opportunities and coverage.
2.1.3 Friendly Fire
From my personal statistics, it is pretty usual for 20% or more damage to your team to be caused by Friendly Fire only. Even though the numbers on Normal difficulty are forgiving, 2 „unlucky“ Shotgun blasts in the back of your mate cause way more damage than a Hunter could usually wish for. Overall, try to eliminate FF to a minimum aiming wisely.
2.1.4 Dealing with chaos
A mandatory team ability. Maintaining control and helping each other fast during a vomit or a crescendo is crucial.
I you get 1 person covered in bile (usually the Shotty Boy) he should just duck down and melee around to get common infected off while the rest of the team makes quick work of the situation. With more than 1 person vomited on, the team should IMMEDIATELY stick very close together and communicate on incoming pounces and Smoker pulls. Since common infected block Smoker pulls and make them meleeable, it is fruitful to be surrounded by common infected all in one place.
2.1.5 Hiding outline
A visible Survivor outline is a very handy thing for Infected, so your aim is to hide it as much as possible - learn to walk up hidden around corners to catch Boomers unprepared and pass certain areas unnoticed. Creating a bait is a very good idea too - one Survivor reveals his outline while others follow him hidden from a fire cover distance. This can many times provoke a Hunter or a Smoker to act on his own in hopes of eternal glory and fail the overall Infected plan.
2.2 Team Roles
2.2.1 The Shotty Boy/s
Nominated by the Team Leader, this guy should have the best reflexes, a good aim, connection and should utilise the localisation sound system to it's maximum. He will be the one running first, cleaning path and destroying Infected spawned ahead. He should also be vary of Infected team spawn timers and should be able to announce freshly spawned Infected locations. He should be well trained in how to melee/headshot a pouncing Hunter and should be highly confident in it. As with the current game balance, the Shotgun/AutoShotgun are his weapon choices due to their effectiveness in this matter. The rest of the team is required to keep up to his pace unless challenged by a chaos event. Choosing the Zoey character in this position creates a naming paradox, however is more flashy. 2 people can as well be used in this position with similar effect.
2.2.2 The Third Man
This person, best situated third in the rush line, is the group's eyes in the back of the head. His role is to cover your progress for behind spawning Infected along with covering the Guy Behind. Equipped with either T1 Uzi or T2 Assault Rifle for better covering long distances. He should be mostly moving/looking backwards unless the Infected team is freshly dead. Not only that he covers the back, but the simple fact that Infected cannot easily spawn with this guy looking backwards is rewarding enough.
2.2.3 The Guy Behind
Last in line and being a movement guideline for the Third Man, this person should be the common gunner while keeping off common infected approaching the team from sides. The best guns to do so is T1 Uzi and T2 Assault Rifle due to accuracy.
2.3 Special Infected
2.3.1 Hunter handling
Hunter handling is way easier if the team members keep a bit of a distance between each other (zig-zag line again) because of the pounce push effect. When pounced, it is imperative that only the closest team mate aims to the rescue while others hold positions and cover sides for more incoming attacks. There is nothing more unnecessary than the other 3 team mates all rushing towards a pounced guy, getting in the line of fire and opening up space for more attacks. The best way to deal with a Hunter on a close-up team mate is the „not yet famous“ Shotpunch – a shotgun blast with an immediate melee.
2.3.2 Smoker handling
Usually Third Man's job, as the majority of Smoker's will be attacking from behind the group. Uzi and Rifle are quickly done with him. In case the Smoker is in an observable spot, noone should ever rush after him to melee the tongue off because the worst that can happen is getting pounced while doing so and be both separated from the rest.
2.3.3 Boomer handling
Getting rid of Boomers fast and in the most organised manner is absolutely crucial. The front man (Shotty Boy) will often have this privilege. Keep in mind that fast exploding a Boomer on yourself only is also a good thing and a fail for the Infected team, since the situation following is usually easy to handle. If you get in a bad vomit situation, read the Dealing with chaos section again.
2.3.4 Witch situation
Left alone, the Witch is far from a threat. However – your opposing team will surely try to use her as a quick incap tool. Dealing with the Witch depends on 2 situations – whether you have or have not the T2 weapons.
In any case, you need to stay in control of the situation. If you have T2 Shotguns / Hunting Rifle (Stun Headshot), what you aim for is her quick death - Shotgun users should be very confident in cr0wning even a running Witch and HR users should be fine in destroying solo any Witch from a safe distance. In case you don't have T2 – either synchronize 2 T1 Shotgun users to blow her back at the same time (it is way safer than having one guy do it as the Infected are ready to pounce/pull) or if you want to be secure – light her up with a Molotov first (she's way slower when on fire as you should know, making an easier target). In hard decision situations when the Infected are ready to synchro with the Witch, be sure to start her off from a distance, giving you time to take her down in a more secure fashion.
2.3.5 Tank situation
A lot of games are decided during tank spawns. Every team member should be confident in evading a tank on open space and running around as a bait. A wise tank will never rush straight in without support, he will be throwing rocks your way, hiding away from fire, luring you to punchable objects and waiting for the right situation to attack. The Team Leader has to strictly decide the approach depending on situation and all should do what he says without exception. Since the whole Tank situation is a tactical game of it's own and is based on many concrete variables, I will not go in further details. In general though, stay highly focused about spawning Boomers and deal with them fast, since a horde attack during a Tank event is highly devastating.
2.4 Equipment
2.4.1 Healing
Unless necessary or dangerous, always try to keep your medkit and heal up by Pain pills only. Having a medkit at the end of a level means a noticable score bonus. As a common practice, always utilize an extra found medkit on the guy with least health unless it would be pointless (ex. couple meters from Safe Room) or dangerous (ex. being in an Ambush spot with Infected team spawned around).
2.4.2 Explosives
In VS, Pipe bomb is your best friend. A Molotov should only be used during a tank spawn or when all Hunters are down. Only one Molotov in a group is sufficient and if a choice arises, you should always aim for a Pipe bomb. Using a Pipe bomb during chaos events or fast level progress should be swiftly decided by the Team Leader.
2.4.3 T1/T2 equipment
T1 choices do not matter as much as T2 choices, however a good balance is fine – meaning 2 Shotguns (Shotty Boy/s) and 2 Uzis (Third Man, Guy Behind).
Considering T2, a good balance is to equip 2 AutoShotguns (Shotty Boy/s) and 2 Assault Rifles (Third Man, Guy Behind).
Hunting Rifle is an inferior weapon in VS mode due to the complete inability to aim while running and will not defend you well against a Smoker pull – but can be utilized by the Guy Behind or the Third Man if he is confident enough with that fact or you simply face a lower grade / unlucky losing team. There are however situations, where a Hunting Rifle is a good relief thanks to the ability to one-shot Tank rocks. Equipping 1 guy with a Hunting Rifle while being bombarded with concrete might save you some health (particularly in Finale Tank spawns). This weapon is really highly dependant on it's user and can be either devastating or laughable.
3.0 Infected Side
3.1 Overall
3.1.1 The Goal
While Survivor teams are always in control of the situation, the Infected goal is to wreak chaos on this fact in order to create an incap/death opportunity, create a slowdown or just inflict as much damage as possible to force medkit usage. This can be achieved better at certain map locations (eg. Ambush spots) than at a random time apparently. A discussion about exact Ambush spots would make a very long article on it's own, so let's just concentrate on the general idea. Unless a good opportunity arises for a solo attack which is rare in team games, ALWAYS work together for the most effective result and utilize your surroundings wisely.
3.1.2 Ambush execution
If possible, Ambushes should always start with a Boomer vomit and should be swift and brutal. Boomer's succes can be highly increased by creating various distractions (screaming Hunters, walljumps, Smoker pull...).
There are many situational exceptions to this rule, but generally 3 unbothered Infected (2 Hunters & 1 Smoker / 3 Hunters) after a vomit are able to always deal very serious damage. Smoker should be the one starting a pull while Hunters immediately follow. If available, high damage pounces should be executed swiftly by Hunters a couple seconds in the horde rush when targets are static and beginning to be reached by regular Infected. Pounces should be as much synchronized as possible to improve chaos of the situation. Aiming for green survivors is mandatory unless Barf Bagged, since one green Survivor with unblurred vision is quickly able to devastate your plan.
3.2 Special Infected
3.2.1 Boomer
The alpha omega of chaos. It is imperative that the fragile and loud Boomer spawns as late as possible and as close as possible to the Survivor team. Against a well organised survivor team, a bit of a distraction (walljumping Hunter, Smoker pull) is very helpful to a succesfull vomit / explosion. Boomer player should well utilize the surroundings – note that only your own view is a spawn limit and you can simply spawn behind a tiny pole if all survivors are view-blocked by it. After a succesful vomit and depending on the situation, you can rush in for a melee hit and a usual explosion. If you are able to hide after a vomit, make sure to wait till the Survivors are no longer biled (heal time is great) and rush in again to prolong their pain. The Boomer in overall is crucial in creating highly succesful ambushes and should always be handled that way.
Learn to spawn in motion.
3.2.2 Hunter
The primary source of damage. After the patch, his stealthy melee attacks are no longer as fruitful as before (which is good), so there is now some more space for pouncing. A lone Hunter pounce is meaningless and will be punished quickly, meaning your best attack time is during a Boomer situation. At the same time, a walljumping Hunter is hard to aim at and creates a good distraction for a Boomer approach. In case a Molotov is used by the Survivor team or a flaming barrel is around, get yourself ignited fast before a pounce. The best situation for a Hunter that can arise is a high rooftop and 4 crouching biled Survivors swarming with Infected – Hammer time. Try to always aim for high pounce damage during a Boomer attack. Everyone on the team should be well experienced in walljumping, knowing 25 pounce damage spots and preferably learn the advanced „Kai jumping“ techniques. As a general and important practice during a Boomer vomit, aim for green Survivors, which are less likely to be helped fast.
3.2.3 Smoker
Very important character. While many of his attacks can start with a Boomer vomit, since the vomit is not immediate as a bullet round and could fail, Smoker is also great in creating a distraction from a Boomer spawn. It is very usual that the whole Survivor team turns around on a Smoker's pull, failing to cover positions. During a vomit situation already running though, be sure to always aim fast at the Survivor not covered in bile as he will unlikely be rescued fast.
There are also numerous locations where a good Smoker's pull can cause a complete Survivor team wipe situation - a Smoker should be vary of them and utilize such positions wisely.
3.2.4 The Witch
A great stopping point to any Survivor team. As the Witch can one-hit incap anyone, what you aim for is making space for her to do so. Pouncing a Survivor approaching for a cr0wn is a very good idea along with an immediate Boomer attack. Concrete tactics are situational and should be decided by the Team Leader ahead.
3.2.5 The Tank
Tank spawn can or cannot mean a complete Survivor fail, depending on concrete tactics, the spawn area and Survivor equipment. In general, never get ignited, learn to dodge fire well and move in unexpectable directions. Forcing a wasted Molotov throw is what you aim for. Also, the longer you maintain control, the worse for the Survivor team. Attacking with rocks from a distance and luring the Survivors to punchable objects is a good Tank play (I've many times witnessed a Tank hiding behind a log and incapping all 4 too curious Survivors with it). Working with your team is however as crucial as with normal attacks, Tank's rush in should be timed well with other Infected. In general, if a Boomer is succesful on a vomit, your Hammer time has come.
Spoiler untuk Hunter Techs :Hunter techs [Video tutorials up]
I decided to create a compendium of my Hunter knowledge, so that it can be discussed, corrected, and improved for hunters everywhere. I'll start off by stating the properties of hunter jumps and wall jumps, these are the building block mechanics hunters have to "jump" off of.
*update* Added instructions on how to create a practice server at the end of the post.
*update 2* Pounce sliding has been (mostly) figured out.
update 3 Video links are being added for the more technical mechanics. In the links the videos are also availible for download so they can be played in high quality for a better look at what's going on.
update 4 New mechanic released for mass testing, the "bunny pounce", see the section below on how to do it.
update 5 New video links have been added, they should be quite high quality, if there are any problems, let me know.
update 6 Bunny pouncing has been solved, go to that section for details.
*UPDATE 7* Bunny pouncing is *really* solved.... I promise.. Also, links to infected guides have been added to the top.
If you're interested about learning the other infected, here are some guides that will help. (A hunter guide will be published soon)
General play guide:
http://forums.steampowered.com/forum...d.php?t=815133
Other Class guides:
Boomer Guide: http://forums.steampowered.com/forum...d.php?t=815442
Hunter Guide: -pending-
Smoker Guide: (Thanks t0fu) http://forums.steampowered.com/forum...t=Smoker+guide
Tank Guide: http://forums.steampowered.com/forum...d.php?t=836121
As a disclaimer, I turn you over to -Onions-:
Quote:
Originally Posted by -Onions- View Post
Please for the love of L4D, do NOT practice these techs in VS. Unless you are 100% comfortable with them, stick to utilizing the situation.
Use the practice server setting at the bottom of the guide to practice these, because no one wants a hunter on their team pouncing around like a hopping chicken with its head cut off.
Pounce:
Fairly simple, the hunter's best friend. Causing up to 25 damage maximum (yes, even while on fire) depending *solely* on the distance from point a (jumping off point) to b (victim). It can be hard to quantify how much distance will net you a 25, so get out there and find your favorite spots. I find new 25's every day, and soon me and a friend will try to release a tutorial to show hunters just where they all are. *Fire now does nothing for the hunter, and I for one, don't care. I also want to add that you do not need to hit crouch again to wall jump at any time. If you know you're going to hit the floor though, you'll want to tap or hold crouch just before you hit the floor to immediately jump again.
*Patched Mechanic*
The hunter initial damage from pounce has been altered, and needs to be tested to see if it has an impact on the hunter meta-game.
*Needs testing*
In addition to everything above, if you pounce someone close to his teammates, said teammates will be stunned and shoved away seven or eight feet. They are always pushed away in relation to where the teammate is that got pounced, and while slightly useful in most scenarios, there are some maps that give this mechanic potential. If you mange to stun someone off a ledge, it will incapacitate them in the hanging state, functioning exactly like as if a smoker pulled them off.
*New mechanic*
It's been elusive to nail down, but the "push" mechanic of pounces is indeed a consistent and intended mechanic. For anyone who doesn't know, you can "push" people off surfaces for extra damage in pounces, while it has a minimum drop distance of about 35 feet to do damage, it scales up VERY quickly, getting up to 75+ damage at 45+ feet for a fall. To do this, pounce someone on a ladder (no mercy map 3, final ladder is a great place), you may not see it, but when you pin them to the ground below the game will make a "ding" noise confirming the push damage, if you're in the air long enough or don't do initial pounce damage, you will see "player pushed other player for xx damage". This is extremely deadly, and I would like to see if there are other ways this mechanic can be implimented into the hunter game.
*Needs testing*
Pounce Sliding:
Third person: http://iwantbrains.com/videos/JumpSlideThirdPerson.wmv
First person: http://iwantbrains.com/videos/JumpSlideFirstPerson.wmv
Something I'm sure everyone has accidentally done, you can actually slide your jump if you know what you're looking for. If you hit *any* edge of a surface at the end of a pounce, you will slide off the edge with the velocity and angle you hit it at. The angle and speed of approach is irrelevant for the success of this mechanic, the sweet spot for sliding is *very* hard to hit, so if you're going to try it, prepare for a lot of practice, or a little luck. The most important part of this mechanic is that it DOES NOT re-set your jump distance like wall jumping does, thus, elongating your jump for more damage and range. The places you can do this tech and hit someone are very few, but if mastered, can really take people by surprise and do a lot of damage.
*TESTING DONE*
I am now 90% sure that pounce sliding is cause by landing on the ankles/feet part of the hunters model on the edge you want to slide off. I will have a video linked to this soon. This is why curving is so important, because curving positions your model so that you can hit the edge with nothing but your models ankles/feet.
Wall jump:
A hunter's best *best* friend. The true virtue of the wall jump itself, is it's ability to get a hunter out of bad situations quickly. If you miss a jump, bounce off the floor, get out of there, and re-set. The wall jump can also be used as a wonderful distraction, if you can wall jump quickly and accurately, you can distract a group of survivors long enough for a boomer or smoker to make his move. The actual mechanics of the wall jump are generally known, but haven't been specifically discussed much. Left click to jump off wall when you hit it, right? Well, there's much more to it. First off, wall jumping has minimum angle requierments. These numbers aren't quite concrete, but they are very close to accurate for in game purposes. You must be looking roughly ten degrees away from the wall, and at least 10 degrees up or down, to initiate a wall jump. This creates a conical "jump zone" while you are touching or gliding on a surface you can leap off of.
*old-ish mechanic, new to the post*
Since people have been talking about it so much, I'll explain the "silent wall jump", if you pounce once as a hunter during that specific life as a hunter without wall jumping with that pounce, you can do the "silent pounce". After you've done a normal pounce, you can then jump against a wall (Like a wall jump, but you're just normally jumping) and left click. You will hop off the wall instantly. This is useful if the survivors are either bad, or bogged down and can't kill a hunter whose been bashed off for a quick getaway. This isn't so useful as an attack opener, it may work here and there, but it's not as useful as the other techs are for openers.
Also, you do *not* have to hold crouch the entire time, and it's actually better if you don't. I'll explain why next...
Jump curving:
Third person: http://iwantbrains.com/videos/CurveThirdPerson.wmv
First person: http://iwantbrains.com/videos/CurveFirstPerson.wmv
Many people know you can slow or even stop your jump mid-air by using the "s" key, but for those of use who have "surfed" in CS or TF2, we know that "a" and "d" are even more useful. Using your mouse look, and "a" and "d" you can curve your jump to an extent. Obviously this has great utility for correcting your aim mid air, but it also has some more technical uses involving wall jumping. First, I'll explain how to curve specifically. To curve left, gradually look to the left and hold "a" mid air, it's the opposite for right. If you are holding crouch, stop it! You're losing a lot of air control if you do, so stand up mid air to better your curving. Now for wall jumping, knowing the minimum wall jump degree "cone" helps here, as you can curve yourself into a wall you would have otherwise missed, and jump off of it. Curving also helps you attack from places survivors can't see. Now, curving leads to an even more advanced tech...
Strafe Jumping, A.K.A, Kai Jumping
This tech comes in two versions, diagonal, and vertical. I'll explain diagonal first, since it's the easier of the two. To attempt this, it would bee a good idea to have wall jumping, and curve jumping mastered first.
Diagonal:
Third person: http://iwantbrains.com/videos/DiagonalThirdPerson.wmv
First person: http://iwantbrains.com/videos/DiagonalFirstPerson.wmv
To do this, first you must find a relevant place to practice it. No Mercy 1, off of the spawn to the right there is a really tall building with some stairs on it, that's where I suggest to practice both of these. Once there, remind yourself of the jump degree cone, because it's going to be really important. Jump and curve into the wall you want to do this on at a 45 degree angle upward (diagonal is focusing on both horizontal and vertical distance). When you curve into the wall to jump, look 10 degrees away, and jump again, holding your strafe button to curve the entire time, curve *back* into the wall, and do it again. Doing this, you can jump up a single wall diagonally. You can, of course, adjust your angle for what is appropriate, but much under 30 and you start to lost altitude. This is best suited for long flat walls close to areas the survivors pass by, and can easily get 25's in places you can't usually jump from. For vertical distance without much space to work with, try vertical...
Vertical: Much more difficult than diagonal vertical requiers that you have the following mastered: Wall jumping, curve jumping, diagonal jumping, jump cone.
First person: http://iwantbrains.com/videos/KaiJumpFirstPerson.wmv
Third person: http://iwantbrains.com/videos/KaiJumpThirdPerson.wmv
To perform this, begin your jump just as you would for a diagonal, only instead of around a 45 degree angle up, you will need to use something much closer to 75/80. Do your first jump, but instead of holding your strafe key, and looking away from the wall again, turn all the way around towards the wall, going from your beginning strafe key, to "w", to the opposite strafe key.
The goal of this is to keep yourself sliding on the wall the entire time you're turning around, once turned around, proceed just you would with a diagonal jump with an angle of 75-80 still. If you can repeat this, congratulations, you've learned the hardest hunter tech I know of. This is useful for 25's in mostly unknown and unexpected places, much faster setups for jumps, awkward escape angles, and very high angled attacks.
*100% vertical* method of vertical oriented hunter jumping.
Third person: http://iwantbrains.com/videos/VerticalThirdPerson.wmv
First person: http://iwantbrains.com/videos/VerticalFirstPerson.wmv
You can climb straight up any mostly flat surface, no matter how thin it is. To do this, simply put your back to the surface you want to climb, hold "s", jump straight up, and wall jump by looking 10 degrees down. While holding "s" you will continually go back to the wall. While this tech gains no horizontal distance, and gains it's vertical the same speed as the strafing method, it is much easier, and just as applicable in many scenarios.
^credit: Foxdie^
NEW TECH!!
Bunny Pounce
This combines the oldschool "bunny hop" that most veteran steam gamers know and love, and applies it to the hunter game. As posted and discussed before, you can bunny hop from a pounce with the correct timing of the space bar. Using the momentum of a low angle pounce, you can launch yourself at a low angle, long range jump. The problem is, is that most of the time, it is just a *jump* and not a pounce (this will be discussed later). The best method of using this tech/mechanic is to do a single low angle pounce, hold the direction key you want to use to move (A, W, or D), hit space with the right timing, and land on your target. The most difficult part is the bunny hop timing, so don't get frustrated if you don't get it.
Bunny pouncing has been solved, for a quick explanation and tutorial, here's kraljevo8's thread on it: http://forums.steampowered.com/forum...d.php?t=825136 Basically, in order to use this to pounce, you need to be looking at -1 degrees or lower on the pounce before the bunny hop. It's still a difficult tech to master, but will expand the hunter game.
Updated, there is a range of angles that this tech will work 100% with, which is -1 to -10 degrees. Just for fun, I tested if you can walljump to a bunny pounce, and that is also confirmed. There are some scrips around that claim to make bunny pouncing easier, but so far I've found that nothing beats just getting the timing and angle down.
*TESTING DONE* (for now)
This is what I know, and I wanted to share this with the community in hopes of upping everyone's hunter game. If you have anything to add, questions, or corrections, please let me know. Hopefully soon there will be video tutorials to go with this, but until then, send me a PM to add me in steam to practice with me in-game.
If you want to watch all the tech videos in one stream, here's the master video list: http://iwantbrains.com/
To practice on your own, use the following:
At the main menu with console enabled, drop console and type "Map l4d_vs", use the arrow keys to cycle through the vs maps until you find the one you want. Hit enter and you'll start your own server, when the game starts, drop console again and type these commands:
sv_cheats 1
director_stop
sb_stop 1
sb_all_bot_team 1
Along with those command, you'll want to know these commands:
z_spawn <class> (class is hunter, boomer, tank, smoker, and witch)
god
give health (use this to be able to pounce again as a hunter)
noclip
fire
jointeam 2 (join survivors)
jointeam 3 (for infected)
warp_far_survivor_here (puts a survivor where you're pointing, thanks jon_the_d)
Also, mp_gamemode versus is now needed for this to work.
As a quick aside, I wanted to thank everyone for the +rep, support, and 20k views that you guys have given me and this thread. You guys are what's made it worth working so hard to keep on the cutting edge of the hunter tech game.
Good hunting, and as always, questions are welcomed.
Spoiler untuk Boomer :
Spoiler untuk 1 :The Boomer Guide:
(videos pending)
This guide will explain everything I know about the boomer, and will be used as a place to share and update knowledge on the game from this fat bag of vomit's perspective. Just like any other guide, this is to be used as a compendium, and not a work created by a single author. If you have knowledge, share it, if I give incorrect information, question it, if you don't understand something, ask for an explanation.
I'd like to start this guide by listing some points about the boomer's primary (and nearly only useful) ability, the vomit:
--Knowledge--
--The vomit acts, not surprisingly, like a short range liquid spray, though instead of a spray it will only hit people that are on or near your cross-hair, or where your cross hair makes the "physics based liquid shot" fall.
--The vomit has a delay after spawning that it cannot be used of about one second, long enough for the survivors to hear you and start spraying, so choose your spawn spot carefully if you plan to vomit close-range.
--The max range of the vomit is roughly 30 feet away, for reference on range, this is from the opposite wall of the NM1 spawn point, to where the survivors spawn.
--The vomit is at it's maximum range when first shot, then rapidly reduces its range to zero, so if you're going for range, you need to be on them right when you click.
--The shot does act like a physics object, and will retain its maximum horizontal distance (roughly 30 in game feet) from up to a vertical range of 60 feet. This means if you're high up, you can rain vomit down on people from relative safety if you know how to aim it....
--Aiming the vomit from above needs a bit of adjustment of aim, instead of aiming directly at the person, you will want to aim above their head more and more as you get higher and higher. If you're 10 feet above, aim just a bit over their head, if you're 60 feet up, you'll want to aim almost 0 degrees (straight ahead of you above your target.
--A successful attack only needs you to have the vomit stream on them for a fraction of a second, so flail it around to secondary targets as soon as you hit the first before your range goes down.
--The boomer's death explosion is a non-physic radial attack, this means that it extends outwards on a plane, not up and down, and it does not fall on people like the vomit does.
--The boomer's death explosion goes through doors, often this is a great trap to set for survivors that like to blast boomers by sound before getting a visual. If you can checkmate them on a door, you'll get at least one person with either your vomit (if they open it) or the explosion (if they fall for the trap).
--You can become a "fire bomb" if lit on fire as a boomer, you don't have much time at all, but you can kamikaze into the survivors once lit to replicate self-detonation.
Quote:
Originally Posted by ASnogarD View Post
+ A Boomer explosion can set off a Witch ( I think you need to scratch her once before you go boom)
Quote:
+ The Boomer explosion causes both Survivors and Infected to stagger , this can be bad as it can stagger a Tank ...and good as it can cause Survivors to stagger off ledges and required to be pulled up.
Quote:
+ Suprisingly a Boomer is very hard to spot (easy to hear) in a Horde, use this to get as close to a group of defensive survivors.
Thanks to Asnogard for the above quoted notes.
With these things in mind, I would like to move on to tactics and team play. In this section I'll explain how to work with your teammates, and use the horde to its fullest potential.
--Tactics--
First off, I'd like to talk about something relatively new and unused. I might be giving my enemies some good ideas here (I'm looking at you Wuped ) but combined with a hunter/smoker a boomer can vomit *while moving*. Now most of you already know what I'm referring to, a boomer can start his vomit, and a hunter/smoker claws the boomer, moving them in the direction and angle that they were hit at. Most people don't see the application of this... yet. Specifically for the No Mercy campaign this has a lot of potential. Using this to launch boomers off of roof tops combined with a boomer skilled at aiming can create an unavoidable boomer vomit. Even better, if not shot the boomer tends to land in the middle of the survivors. There are many applications, but I'll leave it to the community to discover them...
Another tactic not used often is to use the smoker/hunters to create an opening for the boomer to separate the survivors unavoidibly. This is most commonly used on BH 3 near the spawn. How this works is you have a boomer spawn somewhere safe near the smoker. The smoker pulls someone, and usually one person will come with them to help, the boomer vomits on those two people while the hunters pounce the other two. In this situation the horde will be between the still standing survivors and the people downed by hunters. While this only leads to incaps in very well synced scenarios, it still does a ton of damage if set up properly.
You can also use the following idea in a few situations:
Quote:
Originally Posted by Woden View Post
Survivor melee doesn't do damage on hit. It is scripted so that after a certain number of hits, the target dies outright. A boomer with 1 HP will still last four or five melees, just as normal.
The right way to do this trick is to have a hunter soften the boomer up until the boomer's health is at 6 or less. Then one melee from the hunter will explode the boomer.
With this idea, specifically in relation to ladders, you can get a boomer to cover survivors in vomit after he has used his projectile vomit attack. While this will stun the hunter, the other two members of the party (assuming they are alive) will be ready to attack, and I would say that even the hunter who hit the boomer could get away for a pounce. Used on ladders this can be a great stall/chip away strategy if you're trying to stagger spawns to keep attacking on said ladder.
Something a little more practical that some people still don't do with the boomer is a double horde. What I mean by this is vomiting, getting away, and suiciding when the first horde fades. I'll turn you over to Woden for exact info:
Quote:
Originally Posted by Woden View Post
The vomit wears off in exactly 20 seconds, so when your meter is approaching 2/3 full, start putting on your suicide vest.
This gives your team a huge window of time to act, and usually ends up blinding the whole survivors team. The timing this should be done at is just before the vomit wears off, and they're dealing with the last stragglers in the horde, you should suicide. This is roughly 15-20 seconds, 10 seconds faster than just vomiting again, and it keeps them in the same position. This is a great way to set up hunters for 25's since it's much harder to bash a hunter coming from above when boomered.
Quote:
+ A Boomer makes a decent shield , jump between a pounced victim and his would be rescuers to leave them with a nice dilema.. you can help the Smoker too. (I am pretty sure that if the booomer gets shot and explodes, the explosion will push a hunter off his prey, or to cause the Smokers tounge to release)
Thanks again to Asnogard. On top of this idea, there are places where a smoker can pull near an edge, the boomer can then get in between him and his teammates, boom the teammates, and if he's shot he will push the survivors off the nearby ledge. The other approach is to claw the survivor while hes smoked, keeping in the checkmate position so the other survivors don't shoot you.
This is what I have so far, I really hope this helps people do better as boomer and understand why they might not be hitting people, or how people are hitting them. Again, I'm open to any and all questions, comments, corrections, or clarifications.
General play guide:
http://forums.steampowered.com/forum...d.php?t=815133
Other Class guides:
Hunter Techs: http://forums.steampowered.com/forum...d.php?t=770952
Hunter Guide: -pending-
Smoker Guide: -pending-
Tank Guide: -pending-
As always, good boom'ing, -Kai.
Spoiler untuk 2 :Om's Guide to Boomer
(there are quite a few sexual innuendo jokes in here, find em if you can!)
Introduction
Hello all. I consider myself an intermediate player, but a boomer expert. Lots of people really don't seem to like, or know how to use the boomer. In several versus games I've played, the boomer on our team was horrible. In this post, I'll try to keep it basic, but I may get carried away
What is a boomer?
A boomer is the team's backbone. He may be slow, full of guts and ****, but he is indeed the most important part of the team. Some may argue that a hunter is better, but think about it. A hunter is nothing without the rest of the team, same with the smoker, but the boomer, well... He can do it all. The ability to create hordes at will is the boomer's ultimate weapon. The chaos it creates opens holes for the whole team to attack. For those who don't like the boomer, atleast respect how important he is to the team.
Main attack: Vomit
This is what boomer's are renowned for. Like a skinny model, they just can't stop it. But there are a few tricks to vomitting (or booming) the survivors, which are quite rare to see in pub versus games.
1. Boomers should always hit as many survivors as possible.
2. Boomers should only attempt a boom when survivors are either separated or unprepared. For example, do NOT boom a team when they are inside a building with two entrances. The only exception is if the team is camping a crescendo point in a closet and you may have to attempt a boom so a smoker can separate them.
3. Know your boom. Unlike the smoker, boomer crosshairs don't turn red. You should only boom when you are certain you'll hit atleast one survivor. The exception is if you spawned in a poor spot and you have no choice but to attempt a long range boom because you're about to die anyway.
4. When you vomit, be sure to roll your mouse left and right, like a sprinkler. That way, you maximize the area of your ****.
These four tips are VERY important. A boomer has a huge cooldown for his vomit to come back, which is why you should make your one boom count.
Big Boy Go Boom
Alas, the boomer's second most important tool, himself! Of all the special infected, boomers are the most vulnerable. A few pistol shots could pop you like a balloon. The secret is to use the terrain. If, for instance, the survivors are running through an alley and you spawn on the roof. Your first choice should be to attempt a vomit bombardment. If that fails and by some miracle you are still alive, I would suggest waiting until the survivors are not watching, then hope down and use your claw (right click) to attract their attention. This works best in confined places, such as an alley because a good team will shove you away and shoot you, but if you're in an alley, surprise, there's no room to push you away. Some tips for exploding your delicious juices on the survivors:
1. NEVER drop behind a group of survivors that are moving. You waddle like a duck and you won't be able to catch up. They'll just turn around and pwnz0r you.
2. ALWAYS try to drop into the group of survivors. For instance, in an alley, if the survivors are using a buddy system (groups of two), jump between them. That way, if you do get shoved, you get closer to another group of survivors. Another plus is that if the survivors do decide to light you up, they may end up hitting their teamates.
3. Boom first, blow later. You should never, ever, ever, use your body to blow up as your first weapon of choice. A good strategy may be to hop down and attempt to vomit, then move closer so you explode on them, that is fine. But if you can vomit, you should, as it is a lot safer than just jumping down on them.
4. Corners, corners, corners. If there are no high places, just use a corner behind a wall, but there is a secret strategy to this, explained later.
Timing, Spawning and Terrain
I kinda went over this already, but I'll say it again. TERRAIN is important. I've seen too many boomers just waddle right onto the road. The enemy team isn't ♥♥♥♥♥♥♥♥, they can see you. If you have to, wait, but never attempt to attack the survivors head-on, unless your team has provided a sufficent distraction.
Another unique ability is for the boomers to turn on both the witch and car alarms when you explode. Use these to your advantage.
IMPORTANT NOTE
Spawning and Timing are one in the same. This is by far the most common mistake I have seen: Spawning a good 30 meters ahead of the survivors and hiding in a closet. Just dumb. You're able to spawn like 4 meters away from survivors; take advantage of it! The moment you come out of spawn mode, you should turn a corner and be able to boom. Any real team can hear a boomer a mile away, maybe even shoot you right through a wall! Some tips on how to spawn and when:
1. Do NOT spawn behind survivors if they are moving. As said before, you cannot catch up; so don't bother. The exception is if you know they are going to have to return on the same path.
2. Spawn at the last possible second. Sooooo vital. Boomers are the loudest of the specials (except for hunter when crouched).
3. Patience. Wait for an opportune moment to spawn, don't just spawn cause you're getting bored.
Teamplay with the boomer
This is what it is all about. Communication is very important. Typing or microphone, just have something that you can use to tell your team what you're doing. For example:
OmNomNomNom (Infected): Hey guys, setting up for the witch up ahead.
Even if they don't reply, you've done your part to assist the team.
Teamwork is essential for taking down survivors. Some key moments to attack with your team are:
1. Witches
2. Tanks (by far the most effective)
3. Car alarms
4. Crescendo points.
Planning for an organized attack can often lead to victory. Also, saying, 'Got 'em' is a good indication for teamates to attack while the horde distracts. Please, do not yell "I GOT THEM GO GOG GOGOGOGOGOGOGOOGOG!!!!" If anything you will annoy your team and maybe find yourself votekicked.
Important Targets
Boomers still need to pick their target, but it is not as important as the smoker, or hunter. Of course, trying to get all 4 survivors would be ideal, but here are some tips for picking your survivor:
1. Green Survivor: Most likely your best target. Because they have the most health, these are the worst targets for smokers or hunters (with some exceptions of course)
2. Yellow: Not that great of a target. Your teamates can take care of this.
3. Red: If the red survivor is in the open, say, the street, go for them! Because they move slow, chances are they won't be able to make it to the closet, or safe room. This also applies to yellow survivors, but red is optimal.
4. Downed: DO NOT attempt to vomit these guys. But why? They are so close to dead! In some cases it may be appropriate to boom these survivors that are on death's door, like when they are separated from the team. The main reason not to do this is because when you vomit on a downed survivor, it creates a big cloud of normal infected over the person. Three or four shotgun shots is enough to clear our the whole thing. If, however, you **** on a walking survivor, the other survivors take the risk of shooting their own in the fray.
Conclusion
Well, this post was based off a rant that people can't use boomers. Hopefully it will motiviate some to try harder and do better.
Disclaimer: I may be flamed for giving bad advice, but I want to hear it. It's how you get better. Also, just because my guide doesn't help you, doesn't mean it won't help others.
Spoiler untuk Smoker :
Spoiler untuk 1 :Welcome to the self proclaimed "Least cobra like smoking guide"
These are the aspects, fundamentals and skills i feel are the key to transforming from the 12 year old who doesn't want to take his first puff to the green beret veteran who is never seen without a cigar:
It's Not a Cobra's Smoking Guide for New People!
1. Spawn either well behind or well ahead or survivors. If you spawn ahead you can position yourself to grab a forerunner or just make a really good pull, if you spawn behind them you won't have as much time to prepare however you will be able to pull stragglers back through the level greatly slowing down the teams progress.
2. Only grab people who are very distant from the others and try to pull them in the direction they are running (eg guy lagging behind pull him further back, guy running ahead pull him further ahead). this separates the team more, forces them to run further to save them often wasting lots of time to allow teamamtes to spawn.
3. The smokers tongue shoots just slightly left of where your crosshair is, this is important to note if you're grabbing some about to run around a corner or through a small *****. it lands on target however during it's travel it goes left.
4. If the tongue hits an obstacle before they get pulled off their feet the it breaks. This includes other common infected and is the major cause for "WHAT THE HELL! my crosshair was red why didn't I grab him!?". it is often very hard to grab people being swarmed as at any time a common infected can run in the way and break your tongue.
5. You're better off missing than hitting and then getting your tongue broken immediately by a melee. If u press the button at the wrong time try and move to the left or right so the tongue hits something and breaks. it will mean a 3 second recharge instead of a 15+ second recharge.
6. Smoker does the most damage during horde attacks (aside from grabbing unsavable survivors) when the rest of the team is distracted or biled, not to mention the "meat pinata" effect. make a quick decision, grab a swarmed survivor so he can't shoot the zombies off himself but risk getting your tongue broken or grab one of the not swarmed survivors so they can't help their team mates or vice versa.
7. Smokers real damage and skill comes from the unsavable or very hard to save grabs/pulls. This is like pulling the last survivor down the manhole in NM3 before he drops down. or pulling someone through a window etc so that the whole team has to jump outside to try and save them. as smoker is the only infected with a decent ranged attack (apart from tank) he is critical for areas like this where a hunter pounce wouldn't pull them away from their teammates
8. Height.
Whether you're pulling someone off a roof so they get hurt from the fall or you're on a roof pulling them off their feet so that the zombies below can enjoy a dangling treat, height is always in your favour.
9. IF THEY SEE YOU, YOU WILL DIE! You have to surprise them, even if it's the last survivor you have to be careful. Thanks to the new patch the person you grab can melee the tongue off himself. This means even a single survivor can spot you, wait for you to fire your tongue, melee it and then fire a couple of shots into your cowardly fleeing spine.
10. If you sit still you don't make the smoke and green floating things that so easily give away your position. You still make a distinct noise but thats much harder to pinpoint. so camp yourself and wait, you have a much higher chance of staying hidden than if you keep chasing behind the survivors.
11. This falls a bit under not being seen. A smoker needs cover. whether that cover is a door-frame with a hole in it, the side of a roof or even just a corner. most guns have spray and if your lucky just that little bit of extra cover can mean the difference between incapping your prey and a fast and painful death.
__________________________________________________ ________________________________________
Reader aditions:
The Smokers Point-of-View (POV) is base from the middle of his chest, not his head. Keep that in mind if you are trying to hide from survivors by ducking, even though on your screen you feel completely hidden you may be visible to survivors. - Zewper
Quote:
Originally Posted by Phoebus View Post
Tongue:
Dragging: 3 Damage every 1.1s in Versus only
Immobilized: 10/10/20/30 Damage every 1.1s, 5 in Versus +12 damage to incapacitated survivors
-Phoebus + Zewper
Other Aditions:
Dragging survivors through fire does massive damage to them but be careful because it can break your tongue, also a flaming smoker does not do any extra damage but he takes far more damage than a flaming hunter.
if you are crouching when you shoot your tongue make a note that you automatically stand up when you fire, this is critical to remember if you are shooting off a roof, under a window etc.
Try to understand timing, spawn too early and a decent player will isolate your noise and find you, spawn too late and you miss your window of opportunity.
SINCE RECENT PATCHES:
1. Smoker can now pull through Regular infected BUT NOT SPECIAL INFECTED!
2. Smoker now has slightly longer range and is better at targeting moving survivors
3. Smoker is now much better at grabbing people through moving gaps or as they runa round corners
4. The Cloud released when a smoker dies is now denser, harder to see through and lasts longer, especially when combined with boomer bile's blinding effect. In some cases this may make a tactical suicide a pheasable option, just don't be too eager to waste you life.
so I hope this has been useful, feel free to ask questions or add things you think I've missed.
Spoiler untuk 2 :t0fu's Smoker Guide
The Smoker can be perhaps the most influential special infected class in the game if used properly. Proper use of the smoker can immediately swing things in your teams favor by grabbing a survivor in spots where the other survivors are unable to rescue them.
The first person to load into a map as infected will almost always become the smoker.
The smoker also acts as a critical tempo changer against the survivors.
Smoker Basic Stats
Melee Damage
# 4 Damage to all Survivors in Range
Tongue Damage
# Dragging a Survivor: 3 Damage every 1.1 seconds
# Immobilizing a Survivor: 5 Damage (+12 damage while hitting incapacitated survivors)
# Pulling into fire: Same as above but added fire world damage (any exact numbers here would be appreciated)
Tongue Recharge
# Tongue Miss: 3 second recharge
# Tongue Grab and drop: ~5-6 second recharge
# Tongue Break: 15 second recharge
Tongue Attack Range
# Reports of around 66 feet (before patch Smoker could pull 100 feet)
Quote:
Originally Posted by davidheaver View Post
Plus, you can fire the tongue while the target is at maximum range for lock on, and the target can run away from you another 20-30 feet while the tongue makes it's way to grab them. Therefore, the maximum range for the tongue to lock on is vastly different to the maximum drag distance possible.
Movement Speed
# Walking: 85
# Running: 210
# On Fire: 168
# Crouching: 75
Tactics
For the most part, use the buddy system with your fellow Boomer. This works both ways
# Wait for the Boomer to cover the survivors and pull one away
# Pull a survivor to distract the other survivors for the Boomer
If the survivors are cornered up someplace after they have gotten Boomed on, Don't be afraid to sacrifice yourself to add to their blindness. The smoke after you die combined with the Boomer's vomit makes the survivors virtually blind. This helps your fellow hunters to get in some nice melee swipes and/or pounces.
Most of the time you will also want to spawn BEHIND the survivors and pull any stragglers backwards. This is how the Smoker acts as a tempo changer.
Much like the Boomer, surprise is your friend. The Smoker coughs loud enough for the survivors to hear him at a pretty good distance so spawn at the last possible second.
Use the Map terrain and objects to your advantage.
Ledges, Cliffs, Windows and FIRE are your best friends. By using them properly, you can not only severely slow down the survivors progress but also split them up and cause mass confusion
Learn where they are and set up accordingly.
Pulling a survivor into fire adds world damage to the survivor(and crazy fast)
There are two really good spots to try this on NM2 (The car fire right outside the safe room and the fire across from the ammo table in the subway)
Note: Pulling a survivor through a Molotov or Gas can fire does damage to them as well
Lamer Note: The survivors actually have to remain in the fire for them to continue taking fire damage.
Use heights to your advantage. Pulling a survivor from a decent height can give them a good little dose of fall damage.
Use the horde! Damage taken by the survivor can be drastically increased with a horde of common infected pounding them away while they are immobilized
Use the witch! Pull the survivor within range of the witch. To speed things up, tell one of your teammates to smack her while she's alerted
Most importantly - Make sure you communicate and Coordinate with your team!
Spoiler untuk Tank :
Spoiler untuk 1 :This guide is intended to list all known tank mechanics and to list and discuss available tactics. This guide will be limited to discussing the tank as it appears in a versus game.
**Updated to match the March 25th Patch. If anything has been left out or is VOID, let me know and be as specific as possible when letting me know what to change.
*** I am interested in the rate of fire damage done to a tank. Someone please post the damage per second. Also I am trying to develop strategies that are related to the new tank's multiple hit ability. Any observations are appreciated. Also I think the tank's movement may have been changed OR the tank's movement as it is affected by gunfire. Any help is appreciated.
Tank Basic Stats
* The following are all basic stats that can be found on the L4D statistics thread.
o Health: 6000
o Tank Melee: 24/hit, 2s/hit = 12 dps
o Tank Throw: 24/hit AOE, 2s/throw + 4 s recharge = 4 dps
o Tank running: 210
o Tank walking: 100
o Survivor Running (40+% health): 220
o Survivor Running (1-39% health): 150
o Survivor Running (1% health): 85
Tank Movement
The Tank moves slower when being fired upon by survivors:
From WarKirby's thread on actor speed results, a tank is slowed to 150 from a full blast from a shotgun. This has not been extensively tested but let's assume that an autoshotgun was used and that all 12 pellets hit the tank. This means that each pellet slowed the tank down 5 movement points. We cannot assume that each weapon will cause the same slowing effect on the tank, but we can use this as a rough estimate. From my own observations, a tank cannot catch up with a survivor moving at a speed of 150 when under continuous fire. Pending further testing, we will assume that 4 survivors with tier 2 weapons can reduce a tank's speed to some value less than 150.
Tank on fire
The Tank DOES NOT move slower when on fire:
Refer to WarKirby's thread, a player controlled tank is not slowed when on fire. However, an AI controlled tank actually moves faster when on fire. This only applies if the team loses control of the tank twice.
Once on fire, a tank will die in 30 seconds regardless of health:
Once on fire, the tank loses health at a constant rate that is additive with the damage from the survivors weapons. The tank can put out the fire but running through water if it's deep enough (Death toll, No Mercy Sewers).
Control Bar
The tank does not die when the control bar runs out:
When the control bar runs out on the tank, the tank is given to another player (chance assignment based on scores). If the second player also loses control, the tank is given to AI control. If the tank is within the immediate vicinity of the survivors under AI control, it will attack. If the tank is far enough away or cannot pathfind a way to attack it will die.
Resetting the Control Bar:
Tank frustration timer is only reset by hitting Survivors with rocks or fists.
Maintaining line of sight is what keeps rage meter from declining:
What causes the rage meter to go down in when you are not able to see the survivors/they can't see you. The system is the same one used for spawning special infected, if you can see the survivors you can't spawn -- or for the tank, if you can't see the survivors you lose rage meter. Distance away from the survivors has nothing to do with the rage meter.
Tank Stealth
Stopping the tank music:
You can stop the tank music from playing by holding down crouch and waiting at a distance from the survivors. You can still have the survivors in sight, but you have to remain crouched and make no attacks. Also, when a survivor has been boomed on, he can't hear the tank music.
Tank tactics
Make the survivors come to you:
Although this is not always possible, you should always try to attack the survivors on your terms and not theirs. Communicating your intentions with your team should also be mandatory. The levels are mostly linear and you can position yourself in such a way that the survivors will have to kill you to proceed. The longer you can delay them, the more time you give to your team to attack them and wear them down.
Hide and attack the survivors from a distance:
On No Mercy 3, it is possible to hide in the upper levels of the open area with the gas station. Once the tank music has stopped ( when you're playing as the tank it may not be possible to tell when the music has stopped but you can guess by the movements of the survivors), you can throw rocks down at the survivors with no warning. During this time, as long as you can see the survivors you won't lose control. This is just one instance of this strategy. Now in most cases it is counterproductive to try and hide as the tank, but in a few cases, making the survivors think that the tank is dead, despawned, or ai controlled is not a bad thing. This strategy would be most effective in areas with wide open spaces that allow you to maintain visual contact with the survivor team while throwing rocks from a great distance away. Some areas in Blood Harvest would work well for this tactic.
DO attack a group of survivors in a corner/closet:
After the recent patches, a tank can hit multiple targets huddled in a corner. This opens up some new strategies such as herding the survivors into a corner by your hits so that you can hit multiple targets. However, keep in mind that the actual range of your hit is limited so you will probably only hit survivors that are touching each other. This is NOT god mode.
You cannot melee the survivors through walls anymore:
This tactic has been patched out.
Avoid fire at all costs:
Once the survivors have set you on fire, they have turned you into a set piece. A tank on fire is worse than an AI controlled tank on normal. You are forced to rush in and attack and you no longer have the AI benefit of laser accuracy on your rock throws. Therefore, if the survivors have molotovs DO NOT RUSH IN. Stay as far away from the survivors as you can, reset your control bar by hitting survivors with rocks, and simply wait for your team to attack to give you the diversion you need. A boomer attack will provide enough infected for you to make a move. Try and make the survivors use their molotovs by feinting moves towards them. Identify which survivors have molotovs and direct your team to target them first. Their accuracy for their throws will be thrown off if they are being attacked by normal infected, even more by a hunter/smoker. Also, a thrown molotov will bounce off a tank if it hits him. This can be used to your advantage, especially if you are top of a roof. You can run and jump into the molotov to knock it away from your roof. The fires from a molotov are restricted to one level and the molotov has to hit the ground or another object to break.
Added after the latest patch: the only time you should go through fire is when your team has already lost control of the tank once and you are nearing the end of your control bar. If you have to choose between getting on fire or giving control of the tank to an AI, just go in and attack.
Use rock throws as a distraction/skirmish:
Throwing rocks is time consuming but effective when you are buying time for your team to attack or trying to hit a group of 3 or more survivors. To aim a rock throw, aim higher above your target based on your distance away. Compare throwing a rock to pouncing as a hunter, you want to aim above and beyond the survivor to hit. For distances greater than 20 feet, you will need to arc your throw to hit the target. It is possible to throw the rock a great distance by angling your shot at around 45 degrees or when throwing from a height. You can also throw rocks over objects such as houses (Blood Harvest). On the No Mercy finale you can hide behind the helipad and throw rocks to hit the survivors on the roof. Also, rocks can be shot down by survivors with a few shots. Rocks have a health value of less than 200. It is beneficial to have your team guard you when you are in the vulnerable position of a stationary rock throw to avoid being set on fire by the survivors molotovs. Having a smoker or hunter ready to intercept any survivors with molotovs is important to rock throwing. Move the tank right up against the door and look through the opening. It doesn't always work, but you can use this technique to kill a survivor that is in the safehouse, while waiting for another survivor to die outside the safehouse. If you aim ALL THE WAY UP and throw a rock, it will land about 10-15 feet away from your current position. This is useful for NM5 rooftops. However, you need to be at least 5 feet away from the wall or you will hit the wall to throw it up or you will hit the wall.
Separate the survivors:
Use your melee attack to separate the survivor team. Once you have incapacitated the first survivor, you can guard the downed survivor if the rest of the team is still moving as a group. Ideally, a hunter can pounce the downed survivor and you can keep the rest of the team from rescuing until the survivor is dead. A boomer created mob can also finish off a downed survivor quickly if not aided by his team.
Attack after survivors have been boomed:
The normal infected spawned by a boomer will slow down the survivors and blinded survivors will not be as effective shooting you. This mean you will take less damage and not be slowed down by survivor attacks, while at the same time they are held in place for your attack. A blinded survivor that is hit quickly after boomed will be separated, disoriented, and surrounded by normal infected.
Hit survivors off ledges:
This is harder than it looks sometimes because it is based on the map you're playing and when you hit the survivor. You cannot affect the upward lift on a survivor by how you melee them. To knock them off a ledge, you must time your hit so that you hit them in a direction that doesn't have any fence/rail/support that will catch them and keep them from flying off the edge. This is fairly easy to accomplish in some Blood Harvest levels because the ground slopes down to the edge, allowing you to hit the survivors OVER the fence. Try coordinating with your team to setup the survivors in front of ledges so that you can knock them off. A great example of this is having a hunter pounce a survivor near a ledge. Even if the hunter is shot off by the team, you can knock the survivor off the ledge while he is recovering from the pounce.
Use moveable objects to attack:
Easily one of the most exciting experiences of the game is to smack a car into a team of survivors and incapacitate the entire team with one blow. When you are hitting tree limbs or cars, aim for one of the ends to create a rotating motion about its center. This will cause the object to incapacitate more people in its path than if you had simply hit it straight on. You can also aim your shots by aiming slightly above the object. You can use this to hit an object straight up in the air or at a lower angle based on the angle of your melee. For more controlled shots, crouch and aim your punch straight ahead to keep the object close to the ground. Keep in mind that any moveable object, after it is hit once, will disappear after a set period of time if it is not hit again. Therefore, if you are waiting on the survivors, try to only hit ONE moveable object and keep hitting it so it does not disappear. As mentioned above, plan your attacks around the availability of these objects.
From my own observations, when hitting a car, it is best to hit one end of the car to create the spinning motion for better control. For hitting anything else, you should crouch to avoid hitting the object over your target.
Landing Melee Punches, avoid misses:
A few tips to avoid missing the survivors when you are up close trying to melee. For this section we will assume that the survivor is facing you and moving. (A survivor that is running away not looking at you should be easy to hit). Also a survivor in the green should not be chased if there is a survivor in the yellow available, hit the easier target first. First you should usually start your attack just before you get in range (exception: trying to knock survivor off a ledge--timing). There is a short delay between when you click the mouse and the punch connects. By timing this, you can hit the survivor more consistently and not give him a chance to dodge your swing. Most survivors, especially if they are too slow to just run away, will try and run past you when you get close. They will wait until you get close and then run towards you at a slight angle to avoid your fist. By using the above practice of attacking right before the survivor comes into range, you can usually hit them regardless of what dodge they attempt. It has also been noted that jumping right before you attack will allow you to develop a more consistent attack. A survivor could shoot you before an attack to slow you down and throw off your timing. While jumping, you cannot be slowed, so you can develop this attack to achieve a more consistent melee attack. (note: do not crouch during this jump -- Thanks to T3A1C)
Decision -- Attack or Ambush? -- VOID
With the changes brought on by the latest patch, you can't park the tank anymore. An AI controlled tank either rushes in or dies.
Locations of moveable objects
No Mercy 1: There are 3 cars and a dumpster in the streets including the alarmed car.
No Mercy 2: There are at least 2 cars and 2 dumpsters out in the street before the safehouse. There are also the pillars in the room below the door panic event. Punching the pillars launches chunks of concrete at the survivors for damage (not instant incap).
No Mercy 3: There are 2 forklifts around the main open area involving the lift. One of them is behind the breakable door. The other is behind a truck. There is a car in this area too, but it is in the garage next to the gas station. It can be knocked into the open by hitting it to the entrance and crouch punching it. Once out of the sewers at the end, there are at least 2 cars that can be used. However, there are several non-moveable cars in this area so identify the correct cars.
No Mercy 4: There is a generator and a forklift on the top level right before the end safehouse.
No Mercy 5: There is a forklift/trolley on one of the rooms on the right hand side of the hallway as you are traveling from the start to the roof.
Blood Harvest 1: There is a treelimb along the path before you get to the bridge. Note: there are 2 non-moveable cars near the bridge.
Blood Harvest 2: There is at least one forklift in the main room before the alarmed door. There is also a forklift immediately outside the alarmed door.
Blood Harvest 3: There is a treelimb in the main area once you exit the tunnels in the beginning. There is another treelimb when you exit the next set of tunnels located somewhere around the house with the ammo before you get to the breakable bridge.
Blood Harvest 4: There is a treelimb on the upper level of this map between the barn and the train station. There is an alarmed car to the right of the train tracks between the warehouse and the first house once you have dropped to the lower level.
Blood Harvest 5: There is a tree limb located next to the barn at the finale. There is a tree limb next to the small shed which is next to the grain silo. There is an additional tree limb and 3 hay bales available to hit as well.
This is a work in progress. If anything above is incorrect please be as specific as you can and let me know what needs to be corrected. For the purpose of debating strategies and tactics, teams with tier 1 weapons should be treated the same as teams with tier 2 weapons. Therefore all tactics that will work against tier 2 weapons should also work against tier 1 weapons. Please help me update my list of moveable objects.
Spoiler untuk 2 :This little guide is intended to help anyone having trouble with tanks in vs mode.
Too often, perfectly decent teams allow themselves to be wrecked by the arrival of a tank. Well-coordinated opponents use their special infected spawns to blind and divide the survivors; or, even worse, to effectively take advantage of a survivor team that splits itself up when the tank arrives. Needless to say, it is very, very difficult for the survivor team to complete the map when this happens.
The most common mistake made by survivor teams is when they try to play the Tank the same way they would in campaign mode: Light the tank on fire and scatter. They have the right idea with lighting the tank on fire; but the tank isn't usually going to chase you around at a distance while you and your friends calmly shoot him. Also, once you've split up, you're special infected food. It will be very much harder for your team to effect a rescue from a hunter or a smoker while they're running from the tank.
The best way to take on a tank is to find an enclosed area. For example a safe room, a bathroom; or the living room in BH5, or the barn loft; or the room beneath the helicopter pad in NM5; or the room to the right of the elevator in NM4. You get the idea.
DO NOT SPLIT UP THE GROUP.
If everyone sticks together, you will be able to much more effectively weather the storm of special infected attacks that are sure to occur. The most deadly attack in this scenario will be the boomer bile. Listen for the boomer. Do your best to shoot him through walls. Remember that if you can shoot him before you get hit with the bile, it has no effect.
Most likely, your opponents will try to blind you with the boomer. If they manage to blind you, expect mayhem. At this point, the hunters will come into the room and pounce, and the tank will rush in and start hammering you. That's fine. Remain calm, rescue teammates, and then turn your attention to the tank.
The most common error teams tend to make at this point is still to run out of the room and scatter once the tank enters.
Don't do that. When you do that, it's a blown strategy, and you're back to being divided, and easy pickings for the special infecteds. The longer you drag this out, running around while the tank gives chase, the more opportunities for the vs team to respawn. Remain in the room and shoot the tank. Yeah, he's tough, but he still goes down quickly when his body is riddled with bullet holes from four (or three) directions.
But Mono, you say, the tank isn't just going to rush in to the room like that. He's going to try to hit us through the wall, or he's going to go park it somewhere else.
Yes. That's true. So stay off the wall. And remember: If you can set the tank on fire, the opposing team has no choice. They will have to attack. Setting the tank on fire should always be priority one.
So, to summarize.
1. Set the tank on fire.
2. Remain in an enclosed space.
3. Make a special effort to watch for boomers.
4. Shoot the tank.
5. At no time should you run out of the room or split up the group.
Yes, this probably seems obvious. But it needed to be said. That is all.
Spoiler untuk 3 :As promised, I present the Tank Guide:
This guide will explain everything I know about the tank, and will be used as a place to share and update knowledge on the game from this car chucking behemoth's perspective. Just like any other guide, this is to be used as a compendium, and not a work created by a single author. If you have knowledge, share it, if I give incorrect information, question it, if you don't understand something, ask for an explanation.
This guide, as the others, will be separated into two sections: Knowledge, and tactics. Knowledge being intrinsic properties about the tank, the other being in-game application of said properties.
Knowledge
--The tank's punch will hit multiple survivors within roughly 10 degrees of his center of attack in a cone (center of attack = cross hair). This means if you are centered on a survivor, and another survivor is in horizontal range of the attack, they have to be within that cone to be hit also.
--The tanks puch can be used to "stun lock" a survivor. What this means is that once you hit a survivor as long as they don't go flying away or up the side of a hill, you should be able to hit them again before they can completely recover. Meaning you can do this over and over until they're incapped.
--You can jump and attack at the same time, as an example of it's range and usefulness, you can hit people crossing the pipes in the No Mercy campaign's finale from the ground with this.
--The tanks punch range is slightly more than the survivors melee range.
--The tank slows down considerably when being shot, but *NOT* from being set on fire in VS. Fire does incremental damage to the tank in VS.
--When spawning, the tank is still under AI control, and can be lit on fire and decimated during this time.
--While any survivor is in the safe room, the tank will *NOT* lose any of his rage meter. Hitting the survivors with a rock or punch will re-fill their rage meter to full. Hitting people with physics objects (trees/cars) will not re-fill the rage meter at all. Staying within visibility range of the survivors will also keep your rage from going down, but this is a bit glitchy.
--Rocks have a bigger hit box than the physical rock, you can hit people around trees and other cover by getting the physical rock as close to the cover object as possible, making the hit box go through it ant hit the person. Survivors are stunned for ~3 seconds when hit by a rock.
--Rocks go incredibly far, chances are the survivors are in the range of a good rock throw from the second you spawn in as the tank.
--If a tank runs out of rage in a situation where the AI can't take over, the tank will instantly die.
--Tactics-- (Tanktics?)
First off, I want to point out that the tank is NOT a lone killing machine. You need your team to make openings in 90% of the situations that come up in an even-skill game just to not waste the tank.
Also, and say this with me in your best Frankenstein voice now: FIRE BAD!!!. *Ahem*, yes, fire indeed bad. If you get lit on fire, you can count on the survivors out running you unless your boomer is spot on with a horde. To avoid said fire, you're going to have to trick the survivors into wasting molotovs and gas cans. To do this, charge in like you don't know what you're doing, and you're going to waste the tank. At this point someone will probably shoot their gas can, or throw a molotov directly at you. If you see a molotov coming, try to dodge to the left or right, since it can be hard to judge if the survivors threw it too far, or are coming up short.
Now that we've covered not getting bathed in flame, I'll move on to actual team tactics, and Tank tactics.
The first one, which I love, is the rock to smash combo. This is *very* useful if the survivors are all green and out-running you. Try to get them into a situation where they have to curve around you to get away, and at this point, throw a point blank rock. They'll probably light you up with whatever guns they have, but it's very hard to dodge a rock at that distance. Once you hit them, you can usually charge them and "stun lock" them, or at least get them to yellow.
Another great rock tactic is rock sniping, though this takes a lot of practice, can make a tank useful in a place where otherwise it would be wasted. Basically the whole strategy is to stay just out of visible clip range, and throw rocks. Since it just takes one hit to re-fill your meter, you can do this for a decent while. This gives your team (specifically your boomer) a chance to cause chaos and give you time to rush in and mess some people up.
Camping downed survivors, or killing them if you can, is extremely useful and far too often overlooked. Your team has to help you with this most of the time, but if you incap someone, stay in range of them. Use them as bait, and keep hitting them until someone tries to come to the rescue. Either way you get heave damage on one survivor (sometimes killing them), and damage on the other survivors slowing them down, making an attack for the rest of your team much easier.
The boomer is your best friend, but can be dangerous to be around... if your boomer can get a horde to come, it often means game over for the survivors. Rush in with the horde, and start doing damage. The dangerous part comes if your too close to them, they act as propane tanks and wills tun you just like an explosion, giving survivors plenty of time to shoot you, or even light you on fire.
Smokers and hunters need your protection, if a hunter pounces someone separated from the group, stand in front of him, take the hits for him and let him do the damage. This way, the survivors will have to get close or move out of cover to save their friend. Smokers you should also treat this way, but there's much more you can do with them. This takes practice to find the distance, but just like the other infected, you can hit the smokers victim without hitting the smoker. So find the distance, and go nuts on the survivors while blocking for the smoker.
You should also always be looking for "home runs", by this I mean places to hit the survivors off the map, or off a high surface for extra damage and team separation. Any time the survivors are on a higher surface you can do this, just be aware of any lips the surface might have (like the nm5 ammo pile roof) that might prevent them from flying off. Once separated, let your team take care of them, and work on doing the same to another survivor.
This is what I have for now, I don't doubt this guide will evolve just like all others. I hope (as with any guide) this will help people be better tanks, and have more fun playing them with their team. As stated above, additions, correction, questions, and opinions are encouraged.
Share This Thread