Post by rhench on May 29, 2011 3:22:45 GMT -5
Hello, community. Rhench here. I intend to make a video showing a list of things that the average player of L4D2 may or may not know. Some of the following list is going to be obvious to you. Some of it may be entirely new to you. Once you are done reading the list, please add anything you think would be helpful. Even if I already know it, it could help in the video, which I will post here if I ever do it. I may even ask for help in doing the video from some of you.
1. Boomer vomit that is in midair will disappear if the Boomer is killed before it reaches Survivors.
2. You can spawn anywhere that survivors can't see you. This means that their outlines must all be behind something. This something can be as small as a pole if you line it up right.
3. A Charger who hits a wall or other surface creates a small blast wave. This blast wave can affect players, moving them around. This can also free Survivors from Smokers, Jockeys and Hunters.
4. Witches that are on fire run slower towards their target.
5. Under the proper circumstances, a Tank can be killed in under 10 seconds if the Survivors work together, even without a Molotov or gas can.
6. An exploding Boomer creates a blast wave slightly larger than the one made by the Charger. This can move players around, release Survivors from Smokers, Jockeys and Hunters, and throw gas cans (for the Finale of Dead Center or Scavenge mode) in random directions. It is also useful for pushing Survivors standing near ledges off of said ledges.
7. A downed Survivor that is being raised, if clawed/punched, will lose all progress on getting up. Spitting damage does not have this effect. Vomiting on them will not have this effect, but if the horde arrives in time, damage from common zombies will. Fire damage will not have this effect.
8. A downed Survivor has the same hitbox as a standing Survivor. This means that for a Hunter to pounce a Survivor on the opposite side of a downed Survivor, they must jump as though they were avoiding a standing Survivor.
9. Gas cans take several seconds to explode when in Spit.
10. In Scavenge mode, taking damage from Infected sources will remove all progress from pouring gasoline. Spit takes a few moments to start dealing damage, so spitting before a Survivor starts pouring is helpful.
11. After a failed attempt to snare a Survivor, a Smoker has a small cooldown in which he cannot use his tongue. This is a good opportunity to close distance with him.
12. When being snared by a Smoker, there is a short duration of time in which you can fire guns or, if he is close enough, right-click to push him away. If you push him, it will break the snare. You cannot swing a melee weapon or right-click to push him with a melee weapon out.
13. Hunters and Jockeys have a small blast wave around the Survivor that is snared on initial contact. This can be used to push Survivors off of edges, but is difficult to accomplish.
14. Clawing/punching a Survivor trapped in another Infected's snare deals damage, but can potentially break the Survivor free from the snare.
15. Charger punches deal 10 damage.
16. Hunters make no sound when not crouching. This can be used to blend in with a horde, especially if Survivors have been covered in Boomer vomit, and get a lot of damage by clawing Survivors.
17. If a Survivor shoots a Boomer that is near or on an alarm car, it will trigger the alarm.
18. Chargers carrying a Survivor can completely traverse certain vehicles and objects, including alarm cars. This can be useful to have a small barrier between you and potential saviors.
19. Tanks can reliably throw cars into the air. You are not safe on buildings from incapacitating objects.
20. Smoker tongues can break through windows.
21. Chargers, while charging, can break through windows and doors (not safe room doors).
22. Tanks can break through the safe room door of the starting safe room of the level. They cannot break down the door that ends the level.
23. While any Survivors are in the starting safe room, the Tank's timer will reset and not run until Survivors have left the safe room.
24. A Tank who punches a Survivor that has been snared by another Infected not only frees the Survivor from the snare, but does not deal damage to the Survivor, though he does fling the Survivor as normal. (need to check if it is no damage or dramatically reduced damage)
25. Hunter wallsprings can be used to quickly pounce without the slower crouching animation.
Like I said, add more to this list if you think of anything valuable.
1. Boomer vomit that is in midair will disappear if the Boomer is killed before it reaches Survivors.
2. You can spawn anywhere that survivors can't see you. This means that their outlines must all be behind something. This something can be as small as a pole if you line it up right.
3. A Charger who hits a wall or other surface creates a small blast wave. This blast wave can affect players, moving them around. This can also free Survivors from Smokers, Jockeys and Hunters.
4. Witches that are on fire run slower towards their target.
5. Under the proper circumstances, a Tank can be killed in under 10 seconds if the Survivors work together, even without a Molotov or gas can.
6. An exploding Boomer creates a blast wave slightly larger than the one made by the Charger. This can move players around, release Survivors from Smokers, Jockeys and Hunters, and throw gas cans (for the Finale of Dead Center or Scavenge mode) in random directions. It is also useful for pushing Survivors standing near ledges off of said ledges.
7. A downed Survivor that is being raised, if clawed/punched, will lose all progress on getting up. Spitting damage does not have this effect. Vomiting on them will not have this effect, but if the horde arrives in time, damage from common zombies will. Fire damage will not have this effect.
8. A downed Survivor has the same hitbox as a standing Survivor. This means that for a Hunter to pounce a Survivor on the opposite side of a downed Survivor, they must jump as though they were avoiding a standing Survivor.
9. Gas cans take several seconds to explode when in Spit.
10. In Scavenge mode, taking damage from Infected sources will remove all progress from pouring gasoline. Spit takes a few moments to start dealing damage, so spitting before a Survivor starts pouring is helpful.
11. After a failed attempt to snare a Survivor, a Smoker has a small cooldown in which he cannot use his tongue. This is a good opportunity to close distance with him.
12. When being snared by a Smoker, there is a short duration of time in which you can fire guns or, if he is close enough, right-click to push him away. If you push him, it will break the snare. You cannot swing a melee weapon or right-click to push him with a melee weapon out.
13. Hunters and Jockeys have a small blast wave around the Survivor that is snared on initial contact. This can be used to push Survivors off of edges, but is difficult to accomplish.
14. Clawing/punching a Survivor trapped in another Infected's snare deals damage, but can potentially break the Survivor free from the snare.
15. Charger punches deal 10 damage.
16. Hunters make no sound when not crouching. This can be used to blend in with a horde, especially if Survivors have been covered in Boomer vomit, and get a lot of damage by clawing Survivors.
17. If a Survivor shoots a Boomer that is near or on an alarm car, it will trigger the alarm.
18. Chargers carrying a Survivor can completely traverse certain vehicles and objects, including alarm cars. This can be useful to have a small barrier between you and potential saviors.
19. Tanks can reliably throw cars into the air. You are not safe on buildings from incapacitating objects.
20. Smoker tongues can break through windows.
21. Chargers, while charging, can break through windows and doors (not safe room doors).
22. Tanks can break through the safe room door of the starting safe room of the level. They cannot break down the door that ends the level.
23. While any Survivors are in the starting safe room, the Tank's timer will reset and not run until Survivors have left the safe room.
24. A Tank who punches a Survivor that has been snared by another Infected not only frees the Survivor from the snare, but does not deal damage to the Survivor, though he does fling the Survivor as normal. (need to check if it is no damage or dramatically reduced damage)
25. Hunter wallsprings can be used to quickly pounce without the slower crouching animation.
Like I said, add more to this list if you think of anything valuable.