Left 4 Dead Wiki
(→‎Behind the Scenes: - File:/Image: in Gallery section)
m (Turzy310 moved page Pipe bomb to Pipe Bomb over redirect: All weapons and items are all capitalized.)
(33 intermediate revisions by 25 users not shown)
Line 1: Line 1:
 
{{Infobox weapon
 
{{Infobox weapon
| name = Pipe bomb
+
|image = pipe 1.png
| image = pipe_1.png
+
|icon = Pipebomb invert.png
 
|type = Grenade
| icon = Pipebomb invert.png
 
  +
|capacity = 1
| type = Grenade
 
| capacity = 1
+
|carrycapacity = 1
 
|rate = Single use only
| carrycapacity = 1
 
 
|damage =
| rate = Single use only
 
 
}}{{Quote|FIRE IN THE HOLE!|[[Zoey]]}}{{Quote|Chase this, you zombie bastards!|[[Nick]]}}
| damage =
 
 
The '''Pipe Bomb''' is an [[wikipedia:Improvised explosive device|IED]] that can be used offensively, defensively and for diversionary purposes.
}}{{quote|FIRE IN THE HOLE!|[[Zoey]]}} {{quote|Chase this, you zombie bastards!|[[Nick]]}}
 
The '''Pipe bomb''' is an IED that can be used offensively, defensively and for diversionary purposes.
 
   
 
The visual design is stereotypical but with the addition of a bright red LED and loudly beeping smoke detector to attract [[Common Infected]] when armed and thrown. Pipe Bombs explode five to seven seconds after being deployed.
 
The visual design is stereotypical but with the addition of a bright red LED and loudly beeping smoke detector to attract [[Common Infected]] when armed and thrown. Pipe Bombs explode five to seven seconds after being deployed.
   
Its blast radius is relatively small, being confined to little over three to four meters (10 to 13 feet) on the normal difficulty setting; however, since a well-deployed Pipe Bomb is usually tightly surrounded with enemies, as many as 20 or more can be killed at once. Since a Pipe Bomb blast can injure a Survivor, care is needed to ensure that teammates are at a safe distance when one goes off.
+
Its blast radius is relatively small, being confined to little over three to four meters (10 to 13 feet) on the normal difficulty setting; however, since a well-deployed Pipe Bomb is usually tightly surrounded by enemies, as many as 20 or more can be killed at once. Since a Pipe Bomb blast can injure a [[Survivors|Survivor]], care is needed to ensure that teammates are at a safe distance when one goes off.
   
Pipe Bombs can be an extremely useful weapon in many situations. The Pipe Bomb can be used offensively to clear out an area, defensively against a horde or to draw off enemies from an incapped teammate, and for diversionary purposes such as when disengaging at the end of a finale.
+
Pipe Bombs can be an extremely useful weapon in many situations. The Pipe Bomb can be used offensively to clear out an area, defensively against a Horde or to draw off enemies from an incapacitated teammate, and for diversionary purposes such as when disengaging at the end of a finale.
   
== Tactics ==
+
==Tactics==
* This weapon is perfect for quickly clearing out an open area filled with loosely gathered Common Infected. A side benefit is that this mission can be achieved without expending too much precious ammo.
+
* This weapon is perfect for quickly clearing out an open area filled with loosely gathered Common Infected, saving ammo and time.
* Apart from the Bile Jar, the Pipe Bomb is the ideal diversionary device to deploy against the horde during the final moments of a finale when sprinting for a rescue vehicle.
+
* Apart from the [[Bile bomb|Bile Bomb]], the Pipe Bomb is the ideal diversionary device to deploy against the Horde during the final moments of a finale when sprinting for a rescue vehicle.
* Deploy a Pipe Bomb to draw enemies away from a team mate who is either incapped or slimed in Boomer bile.
+
* Deploy a Pipe Bomb to draw enemies away from a teammate who is either incapacitated or covered in [[Boomer]] bile. Infected AI places higher priority on the Pipe Bomb over Survivors covered in bile, but Commons may still attack if already engaged.
  +
** If the Common Infected are too close to you or your allies, they may ignore the Pipe Bomb and attack. [[Melee|Push them away]] to disengage them so they will chase after the Pipe Bomb.
* Do not waste Pipe Bombs but keep them in reserve for dealing with large hordes. Remember: this weapon's lethality is directly proportional to the number of enemies it can attract.
+
* Keep Pipe Bombs in reserve for dealing with large Hordes. Remember: this weapon's lethality is directly proportional to the number of enemies it can attract.
 
* Do not throw multiple Pipe Bombs. Common Infected will run towards the first one thrown and ignore the others.
 
* Do not throw multiple Pipe Bombs. Common Infected will run towards the first one thrown and ignore the others.
* Let your teammates know when you are going to throw a Pipe Bomb. This will prevent them throwing ones themselves and allow them a moment to scamper to safe distances.
+
** Let your teammates know when you are going to throw a Pipe Bomb to prevent them from wasting theirs.
 
* Do not throw a Pipe Bomb when a large number of enemies are climbing a fence, barrier or wall. They are programmed to complete their climb before turning and running towards the bomb, by which time the bomb may have exploded harmlessly. Enemies only respond if they are standing on the ground.
 
* Do not throw a Pipe Bomb when a large number of enemies are climbing a fence, barrier or wall. They are programmed to complete their climb before turning and running towards the bomb, by which time the bomb may have exploded harmlessly. Enemies only respond if they are standing on the ground.
* The [[Common Infected]] who are not killed outright by the explosion are stunned and thus vulnerable to a follow-up attack.
+
* [[Common Infected]] who are not killed outright by the explosion are stunned and thus vulnerable to a follow-up attack.
 
* The kill radius may vary with the [[difficulty]] level.
 
* The kill radius may vary with the [[difficulty]] level.
* Special Infected and Uncommon Worker Infected are not attracted to Pipe Bombs (the latter ostensibily because they are wearing ear protection and cannot hear the weapon's beeping).
+
* [[Special Infected]] and [[Worker Infected|Uncommon Worker Infected]] are not attracted to Pipe Bombs.
* Witches and Tanks can be stumbled or stunned by a Pipe Bomb explosion in their close proximity.
+
* [[Witch]]es and [[The Tank|Tanks]] can be stumbled or stunned if a Pipe Bomb explodes near them, but won't chase them.
  +
** This can be used to stumble a Tank off a cliff, instantly killing them, or buy time when killing a Witch.
* Witches will be startled if one goes off just inside her personal space.
 
  +
* Be mindful of your throws; a poorly planned Pipe Bomb is capable of startling a witch or activating a car alarm.
* If Infected are near you, or come too close to you while running towards the pipe bomb, they will forget about it and start attacking you. Use your [[Melee|melee attack]] to push them away, which will cause them to disengage, and chase after the pipe bomb.
 
* Pipe Bombs are less effective in ''Left 4 Dead 2 ''since passive enemies appear to respond more slowly to their stimuli.
+
* Pipe Bombs are less effective in ''[[Left 4 Dead 2]]'' since passive enemies appear to respond more slowly to their beeping and smoking, as well as the lighting, and sometimes not at all.
* In ''[[Left 4 Dead 2]]'', when a pipe bomb is thrown down a building or bridge, the Infected will still follow the pipe bomb and plunge to their deaths. This can be used during the start of [[Dead Center]] or the finale of [[The Parish]]. In Dead Center, you can get a potential double-kill with it; by throwing the bomb from the lower floor and through the sky window of the lobby, you can cause the Infected on the current floor and those in the lobby to be killed by it, the ones on the current floor will follow the bomb, while it will destroy the ones in the lobby.
+
* In ''Left 4 Dead 2'', when a Pipe Bomb is thrown down a building or bridge, the Infected will still follow the Pipe Bomb and plunge to their deaths.
  +
** This can be used during the start of [[Dead Center]] or the finale of [[The Parish]]. In Dead Center, you can get a potential double-kill with it; by throwing the bomb from the lower floor and through the sky window of the lobby, you can cause the Infected on the current floor and those in the lobby to be killed by it; the ones on the current floor will follow the bomb, while it will destroy the ones in the lobby.
* A pipe bomb combined with [[grenade launcher|Grenade Launcher]] fire will make a bigger explosion, and may prove useful to killing any remaining stunned Common Infected left out after the detonation.
 
* When a Special Infected is around a corner or behind cover and cannot be shot, a Pipe Bomb can be tossed or bounced around the angle to draw him out, injure or stun him (Note that unlike other FPS games with pre-spawned enemies,'' Left 4 Dead'' series players cannot throw Pipe Bombs around corners or into rooms on a speculative basis since The Director spawns enemies randomly and opportunistically).
+
* When a Special Infected is around a corner or behind cover and cannot be shot, a Pipe Bomb can be tossed or bounced around the angle to draw them out, injure or stun them.
  +
* If you decide you don't want to use your Pipe Bomb (or are about to use it accidentally), switching weapons cancels the throw.
* Throwing a pipebomb on a ledge or a cliff will cause the nearby zombies to jump for it and die. This can be useful in the Hotel area of the [[Dead Center]] campaign.
 
  +
* While more difficult than using [[Molotov Cocktail|Molotovs]], it is possible to free teammates who are pinned by Special Infected and out of your line of site with a Pipe Bomb. If, for instance, three Survivors have crossed a point of no return (i.e. jumped down a hole in the floor, such as in [[The Coaster]]) and the fourth was dragged away from their line of sight by a [[Smoker]], a well thrown Pipe Bomb could be used to kill or stumble the Smoker, saving the Survivor.
* If you're about to accidentally throw your only grenade, just switch to your primary weapon and you will not throw it.
 
  +
** A lone Survivor can employ a similar strategy if they believe they will be pinned by an Infected. Throwing a Pipe Bomb nearby will knock any Special Infected off the Survivor once it explodes, though the timing and positioning of the bomb must must be precise to be effective.
  +
* Be careful not to stand too close to a Pipe Bomb when it explodes. At most ranges, it will deal relatively little damage to you, but if you are very close to it, the Pipe Bomb can cause significant damage and stumble you.
  +
** If you are very close to a Pipe Bomb and don't have time to get out of the blast radius, a carefully timed jump will cancel your stumble animation.
  +
** 'Stumbling' in mid-air cancels all downward momentum, so jumping on a pipe bomb from a height with proper timing can be used to jump down from a great height without dying. This is very difficult, however, because the timing must be exactly right: too soon and you are outside the stumble radius and fall to your death, too late and you have already hit the ground and died when the Pipe Bomb explodes.
  +
* Throw Pipe Bombs low to the ground, if possible. If a Pipe Bomb is thrown too high, Common Infected will stand still until the Pipe Bomb reaches a height low enough that they can locate it. This decreases the number of Common Infected that will reach the Pipe Bomb before it goes off, thereby decreasing its effectiveness.
  +
** Similarly, unless the Pipe Bomb is only meant to distract the Infected, do not throw it very far out of bounds. It is possible for the Pipe Bomb to land somewhere that the Common Infected cannot reach or get to, causing them to stand still until it goes off.
   
== Behind the Scenes ==
+
==Behind the Scenes==
According to the game's [[Developer Commentary]], the Pipe bomb did not have the flashing light when it was originally conceived; instead, it served as a conventional grenade. There were some issues with this, however: rushing Infected would ignore the grenade, and often run past it, making the Pipe bomb useless unless perfectly timed. Another worse problem was when the Infected not only ignored the grenade, but kicked it back toward the thrower (not in a literal sense, but it would bounce off them). Valve fixed the problem by making the pipe bomb attract Common Infected, and added the [[oxygen tank]] to perform the role of the earlier pipe bomb.
+
According to the game's [[Developer Commentary (Left 4 Dead)#Pipe bomb|Developer Commentary]], the Pipe Bomb did not have the flashing light when it was originally conceived; instead, it served as a conventional grenade. There were some issues with this, however: rushing Infected would ignore the grenade, and often run past it, making the Pipe Bomb useless unless perfectly timed. A worse problem was when the grenade would bounce off the Infected and back toward the thrower. Valve fixed the problem by making the Pipe Bomb attract Common Infected, and added the [[oxygen tank]] to perform the role of the earlier Pipe Bomb.
   
The Pipe bomb is based off of ''Counter-Strike's'' [http://counterstrike.wikia.com/wiki/High_Explosive_Grenade HE Grenade]. Its "price" in the pipe bomb's weapon file is the same as the HE Grenade's and the Pipe bomb's sounds are in a folder called "hegrenade."
+
The Pipe Bomb is based on ''Counter-Strike's'' [[w:c:Counterstrike:High Explosive Grenade|HE Grenade]]. Its "price" in the Pipe Bomb's weapon file is the same as the HE Grenade's and the Pipe Bomb's sounds are in a folder called "hegrenade."
   
It is likely that the Pipe bomb was a regular grenade at one time. Hidden in the game's files is a very early grenade icon for the HUD; this grenade looks exactly like the ''Counter-Strike: Source'' HE Grenade. This, combined with the earlier info about the Pipe bomb being based off of the HE grenade, means that the Pipe bomb was likely a regular grenade at one time.
+
It is likely that the Pipe Bomb was a regular grenade at one time. Hidden in the game's files is a very early grenade icon for the HUD; this grenade looks exactly like the ''[[wikipedia:Counter Strike: Source|Counter-Strike: Source]]'' HE Grenade.
   
One of the proposed uses of the pipe bomb was for it to be an anti-[[Tank]] weapon. This ability is discussed in the [[Developer Commentary]] and can be seen in [http://www.gametrailers.com/video/gc-2008-left-4-dead/39163 this video] dated August 27th, 2008. While the video doesn't show the pipe bomb killing the Tank, it portrays it as useful against one.
+
One of the proposed uses of the Pipe Bomb was for it to be an anti-[[The Tank|Tank]] weapon. This ability is discussed in the Developer Commentary and can be seen in [http://www.gametrailers.com/video/gc-2008-left-4-dead/39163 this video] dated August 27th, 2008. While the video doesn't show the Pipe Bomb killing the Tank, it portrays it as useful against one.
   
 
<gallery captionalign="left">
 
<gallery captionalign="left">
:Nade icon.png|The Grenade icon.
+
Nade icon.png|The Grenade icon.
:Pipebomb icon.png|Early HUD icon.
+
Pipebomb icon.png|Early HUD icon.
:Pipebomb b.png|A Pipe bomb when it didn't have a smoke detector.
+
Pipebomb b.png|A Pipe bomb when it didn't have a smoke detector.
:Weapon_pipebomb.jpg|A close up of the final version of the Pipe Bomb.
+
Weapon pipebomb.jpg|A close up of the final version of the Pipe Bomb.
 
</gallery>
 
</gallery>
   
== Notes ==
+
==Notes==
*The gibbing is absent in the German and Australian censored versions of Left 4 Dead 2, which instead uses the ''[[Left 4 Dead]]'' explosion graphics.
+
*The gibbing is absent in the German and Australian censored versions of ''Left 4 Dead 2'', which instead uses the ''[[Left 4 Dead]]'' explosion graphics, the "blood mist" originally used to improve performance, as individual gibs proved too system intensive.
*When you pull the pipe bomb out its fuse is lit, though no matter how long it is held, it will not detonate in your hand. The "permanently burning fuse" depicted when a player is holding a Pipe Bomb ready to throw is presumably a cost-saving convenient shortcut to avoid having to program the grenadier physically lighting the fuse.
+
*When you pull the Pipe Bomb out its fuse is lit, though no matter how long it is held, it will not detonate in your hand. The "permanently burning fuse" depicted when a player is holding a Pipe Bomb ready to throw is presumably a cost-saving convenient shortcut to avoid having to program the grenadier physically lighting the fuse.
  +
*In ''[[Left 4 Dead 2]]'', [[Hard Rain]]'s Uncommon Infected, the [[Uncommon Infected#Worker Infected|Worker Infected]], will ignore Pipe Bombs as they wear ear protection which prevents them hearing the smoke alarm beeper. The same applies to the Infected [[Jimmy Gibbs Jr.|Jimmy Gibbs Jr]].
*In ''Left 4 Dead 2'', [[Hard Rain]]'s Uncommon Infected, the [[Uncommon Infected#Worker Infected|Worker Infected]], will ignore pipe bombs as they wear ear protection which prevents them hearing the smoke alarm beeper. The same applies to the Infected [[Jimmy Gibbs Jr.|Jimmy Gibbs Jr]]. However, this does not explain why these classes of Infected are not simulated by the red LED, unless ''all'' types of Common Infected are primarily attracted to sound and'' not'' by either light alone or sound and light combined (in which regard, refer the Note below that speaks to the relative attraction effects of Pipe Bombs, Bile Jars and Boomer Bile). Support for what can be called the Sound Alone Theory can, of course, be found in many instances in the game when hordes are triggered by unexpected sound events that, to an Infected's senses, penetrate their tolerence and adjustment to ambient environmental noise. This is not to say that bright lights have no energising effect, but it may be that light motivation is less powerful and more non-directional than was at first believed. If true, then in a typical encounter, passive Common Infected may be responding less to the Survivors' flashlights than to non-routine sounds (e.g. the clink of weapons, footfalls) or atypical physical manifestations such as smell or purposeful movements. Note that such stimuli have been widely observed as attack motivators amongst predatory animals―which raises yet another interesting possibility regarding the Infection's effects on its victim's central nervous system.
 
  +
**However, this does not explain why these classes of Infected are not stimulated by the red LED, unless ''all'' types of Common Infected are primarily attracted to sound and'' not'' by either light alone or sound and light combined (in which regard, refer the Note below that speaks to the relative attraction effects of Pipe Bombs, [[Bile Bomb]]s and [[Boomer]] Bile). Support for what can be called the Sound Alone Theory can, of course, be found in many instances in the game when Hordes are triggered by unexpected sound events that, to an Infected's senses, penetrate their tolerance and adjustment to ambient environmental noise.
*There is a useful glitch when you grab a pipe bomb―you can repeatedly attempt to grab two other pipe bombs, giving you four instead of three.
 
  +
**This is not to say that bright lights have no energizing effect, but it may be that light motivation is less powerful and more non-directional than was at first believed. If true, then in a typical encounter, passive Common Infected may be responding less to the Survivors' flashlights than to non-routine sounds (e.g. the clink of weapons, footfalls) or atypical physical manifestations such as smell or purposeful movements.
*After you throw the pipe bomb, the fuse does not get any shorter.
 
  +
**Note that such stimuli have been widely observed as attack motivators amongst predatory animals―which raises yet another interesting possibility regarding the Infection's effects on its victim's central nervous system.
*When a pipe bomb is thrown at the same time as a bile jar, the infected chase the pipe bomb. This may be because the infected are attracted to sound more than bile. This sound-attraction effect is consistent with what is observed when a pipe bomb is thrown after having been vomited on by a Boomer―the infected prefer the pipe bomb's sound to the smell of a Boomer-biled Survivor.
 
 
*After throwing the Pipe Bomb, the fuse does not get any shorter.
*Based on the visual, the Pipe Bomb is deployed by first lighting the fuse and then pressing the (yellow) button that activates the red LED and smoke alarm beeper before throwing it. The LED and beeper are powered by a 9 volt drycell battery. The ignition and Infected attraction systems are thus independent of one another. Interestingly, the button switch does not appear to be fitted with a safety cap or anti-handling device to prevent the LED and beeper being inadvertently activated (e.g. after being bumped accidently).
 
 
*When a Pipe Bomb is thrown at the same time as a Bile Bomb, the Infected chase the Pipe Bomb. This may be because the Infected are attracted to sound more than bile. This sound-attraction effect is consistent with what is observed when a Pipe Bomb is thrown after having been vomited on by a Boomer―the Infected prefer the Pipe Bomb's sound to the smell of a Boomer-biled Survivor.
*As per other throwables held in inventory, Pipe Bombs are suspended from Survivors' belts. However there is no visual indication of any hooks, slings or related retention devices that are used for this purpose.
 
 
*Based on the visual, the Pipe Bomb is deployed by first lighting the fuse and then pressing the (yellow) button that activates the red LED and smoke alarm beeper before throwing it. The LED and beeper are powered by a 9-volt drycell battery. The ignition and Infected attraction systems are thus independent of one another. Interestingly, the button switch does not appear to be fitted with a safety cap or anti-handling device to prevent the LED and beeper being inadvertently activated (e.g. after being bumped accidentally).
*In ''The Sacrifice ''comic Part 4, it is revealed that Louis taught the Survivors how to make Pipe Bombs. The same source also hints at the type of explosive used in this weapon. However, since the Survivors are never shown making such weapons for themselves and the devices they find in-game are smokeless, it may be that Louis' knowledge is of a theoretic nature and his companions have, for various practical reasons, elected not to put it to use.
 
 
*As per other throwables held in inventory, Pipe Bombs are suspended from Survivors' belts. However, there is no visual indication of any hooks, slings or related retention devices that are used for this purpose.
 
*In ''[[The Sacrifice]]'' [[The Sacrifice (comic)|comic]] [[The Sacrifice Part 4|Part 4]], it is revealed that Louis taught the Survivors how to make Pipe Bombs. The same source also hints at the type of explosive used in this weapon. However, since the Survivors are never shown making such weapons for themselves and the devices they find in-game are smokeless, it may be that Louis' knowledge is of a theoretic nature and his companions have, for various practical reasons, elected not to put it to use.
  +
*Survivor Bots will never pick up a Pipe Bomb in normal gameplay. The same rule applies to the Molotov and Bile Bomb.
  +
*The white beeper on the side, which is claimed to be a horn from a residential smoke alarm, actually appears to be based off a RadioShack 12 volt buzzer, which looks (but doesn't sound) similar to the one on the L4D pipe bomb.<ref>https://www.radioshack.com/products/radioshack-12vdc-mini-electric-buzzer</ref>
  +
*When a survivor throws a pipe bomb at a alarmed car, the alarm does not activate, this is because the pipe bomb is made out of weak materials like plastic. Alarmed cars will activate when hit by pipe bomb explosions.
  +
== References ==
  +
<references />
   
 
{{Weapons}}
 
{{Weapons}}
  +
  +
[[ru:Самодельная бомба]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Left 4 Dead]]
 
[[Category:Left 4 Dead]]

Revision as of 04:44, 31 August 2019

"FIRE IN THE HOLE!"
Zoey
"Chase this, you zombie bastards!"
Nick

The Pipe Bomb is an IED that can be used offensively, defensively and for diversionary purposes.

The visual design is stereotypical but with the addition of a bright red LED and loudly beeping smoke detector to attract Common Infected when armed and thrown. Pipe Bombs explode five to seven seconds after being deployed.

Its blast radius is relatively small, being confined to little over three to four meters (10 to 13 feet) on the normal difficulty setting; however, since a well-deployed Pipe Bomb is usually tightly surrounded by enemies, as many as 20 or more can be killed at once. Since a Pipe Bomb blast can injure a Survivor, care is needed to ensure that teammates are at a safe distance when one goes off.

Pipe Bombs can be an extremely useful weapon in many situations. The Pipe Bomb can be used offensively to clear out an area, defensively against a Horde or to draw off enemies from an incapacitated teammate, and for diversionary purposes such as when disengaging at the end of a finale.

Tactics

  • This weapon is perfect for quickly clearing out an open area filled with loosely gathered Common Infected, saving ammo and time.
  • Apart from the Bile Bomb, the Pipe Bomb is the ideal diversionary device to deploy against the Horde during the final moments of a finale when sprinting for a rescue vehicle.
  • Deploy a Pipe Bomb to draw enemies away from a teammate who is either incapacitated or covered in Boomer bile. Infected AI places higher priority on the Pipe Bomb over Survivors covered in bile, but Commons may still attack if already engaged.
    • If the Common Infected are too close to you or your allies, they may ignore the Pipe Bomb and attack. Push them away to disengage them so they will chase after the Pipe Bomb.
  • Keep Pipe Bombs in reserve for dealing with large Hordes. Remember: this weapon's lethality is directly proportional to the number of enemies it can attract.
  • Do not throw multiple Pipe Bombs. Common Infected will run towards the first one thrown and ignore the others.
    • Let your teammates know when you are going to throw a Pipe Bomb to prevent them from wasting theirs.
  • Do not throw a Pipe Bomb when a large number of enemies are climbing a fence, barrier or wall. They are programmed to complete their climb before turning and running towards the bomb, by which time the bomb may have exploded harmlessly. Enemies only respond if they are standing on the ground.
  • Common Infected who are not killed outright by the explosion are stunned and thus vulnerable to a follow-up attack.
  • The kill radius may vary with the difficulty level.
  • Special Infected and Uncommon Worker Infected are not attracted to Pipe Bombs.
  • Witches and Tanks can be stumbled or stunned if a Pipe Bomb explodes near them, but won't chase them.
    • This can be used to stumble a Tank off a cliff, instantly killing them, or buy time when killing a Witch.
  • Be mindful of your throws; a poorly planned Pipe Bomb is capable of startling a witch or activating a car alarm.
  • Pipe Bombs are less effective in Left 4 Dead 2 since passive enemies appear to respond more slowly to their beeping and smoking, as well as the lighting, and sometimes not at all.
  • In Left 4 Dead 2, when a Pipe Bomb is thrown down a building or bridge, the Infected will still follow the Pipe Bomb and plunge to their deaths.
    • This can be used during the start of Dead Center or the finale of The Parish. In Dead Center, you can get a potential double-kill with it; by throwing the bomb from the lower floor and through the sky window of the lobby, you can cause the Infected on the current floor and those in the lobby to be killed by it; the ones on the current floor will follow the bomb, while it will destroy the ones in the lobby.
  • When a Special Infected is around a corner or behind cover and cannot be shot, a Pipe Bomb can be tossed or bounced around the angle to draw them out, injure or stun them.
  • If you decide you don't want to use your Pipe Bomb (or are about to use it accidentally), switching weapons cancels the throw.
  • While more difficult than using Molotovs, it is possible to free teammates who are pinned by Special Infected and out of your line of site with a Pipe Bomb. If, for instance, three Survivors have crossed a point of no return (i.e. jumped down a hole in the floor, such as in The Coaster) and the fourth was dragged away from their line of sight by a Smoker, a well thrown Pipe Bomb could be used to kill or stumble the Smoker, saving the Survivor.
    • A lone Survivor can employ a similar strategy if they believe they will be pinned by an Infected. Throwing a Pipe Bomb nearby will knock any Special Infected off the Survivor once it explodes, though the timing and positioning of the bomb must must be precise to be effective.
  • Be careful not to stand too close to a Pipe Bomb when it explodes. At most ranges, it will deal relatively little damage to you, but if you are very close to it, the Pipe Bomb can cause significant damage and stumble you.
    • If you are very close to a Pipe Bomb and don't have time to get out of the blast radius, a carefully timed jump will cancel your stumble animation.
    • 'Stumbling' in mid-air cancels all downward momentum, so jumping on a pipe bomb from a height with proper timing can be used to jump down from a great height without dying. This is very difficult, however, because the timing must be exactly right: too soon and you are outside the stumble radius and fall to your death, too late and you have already hit the ground and died when the Pipe Bomb explodes.
  • Throw Pipe Bombs low to the ground, if possible. If a Pipe Bomb is thrown too high, Common Infected will stand still until the Pipe Bomb reaches a height low enough that they can locate it. This decreases the number of Common Infected that will reach the Pipe Bomb before it goes off, thereby decreasing its effectiveness.
    • Similarly, unless the Pipe Bomb is only meant to distract the Infected, do not throw it very far out of bounds. It is possible for the Pipe Bomb to land somewhere that the Common Infected cannot reach or get to, causing them to stand still until it goes off.

Behind the Scenes

According to the game's Developer Commentary, the Pipe Bomb did not have the flashing light when it was originally conceived; instead, it served as a conventional grenade. There were some issues with this, however: rushing Infected would ignore the grenade, and often run past it, making the Pipe Bomb useless unless perfectly timed. A worse problem was when the grenade would bounce off the Infected and back toward the thrower. Valve fixed the problem by making the Pipe Bomb attract Common Infected, and added the oxygen tank to perform the role of the earlier Pipe Bomb.

The Pipe Bomb is based on Counter-Strike's HE Grenade. Its "price" in the Pipe Bomb's weapon file is the same as the HE Grenade's and the Pipe Bomb's sounds are in a folder called "hegrenade."

It is likely that the Pipe Bomb was a regular grenade at one time. Hidden in the game's files is a very early grenade icon for the HUD; this grenade looks exactly like the Counter-Strike: Source HE Grenade.

One of the proposed uses of the Pipe Bomb was for it to be an anti-Tank weapon. This ability is discussed in the Developer Commentary and can be seen in this video dated August 27th, 2008. While the video doesn't show the Pipe Bomb killing the Tank, it portrays it as useful against one.

Notes

  • The gibbing is absent in the German and Australian censored versions of Left 4 Dead 2, which instead uses the Left 4 Dead explosion graphics, the "blood mist" originally used to improve performance, as individual gibs proved too system intensive.
  • When you pull the Pipe Bomb out its fuse is lit, though no matter how long it is held, it will not detonate in your hand. The "permanently burning fuse" depicted when a player is holding a Pipe Bomb ready to throw is presumably a cost-saving convenient shortcut to avoid having to program the grenadier physically lighting the fuse.
  • In Left 4 Dead 2, Hard Rain's Uncommon Infected, the Worker Infected, will ignore Pipe Bombs as they wear ear protection which prevents them hearing the smoke alarm beeper. The same applies to the Infected Jimmy Gibbs Jr.
    • However, this does not explain why these classes of Infected are not stimulated by the red LED, unless all types of Common Infected are primarily attracted to sound and not by either light alone or sound and light combined (in which regard, refer the Note below that speaks to the relative attraction effects of Pipe Bombs, Bile Bombs and Boomer Bile). Support for what can be called the Sound Alone Theory can, of course, be found in many instances in the game when Hordes are triggered by unexpected sound events that, to an Infected's senses, penetrate their tolerance and adjustment to ambient environmental noise.
    • This is not to say that bright lights have no energizing effect, but it may be that light motivation is less powerful and more non-directional than was at first believed. If true, then in a typical encounter, passive Common Infected may be responding less to the Survivors' flashlights than to non-routine sounds (e.g. the clink of weapons, footfalls) or atypical physical manifestations such as smell or purposeful movements.
    • Note that such stimuli have been widely observed as attack motivators amongst predatory animals―which raises yet another interesting possibility regarding the Infection's effects on its victim's central nervous system.
  • After throwing the Pipe Bomb, the fuse does not get any shorter.
  • When a Pipe Bomb is thrown at the same time as a Bile Bomb, the Infected chase the Pipe Bomb. This may be because the Infected are attracted to sound more than bile. This sound-attraction effect is consistent with what is observed when a Pipe Bomb is thrown after having been vomited on by a Boomer―the Infected prefer the Pipe Bomb's sound to the smell of a Boomer-biled Survivor.
  • Based on the visual, the Pipe Bomb is deployed by first lighting the fuse and then pressing the (yellow) button that activates the red LED and smoke alarm beeper before throwing it. The LED and beeper are powered by a 9-volt drycell battery. The ignition and Infected attraction systems are thus independent of one another. Interestingly, the button switch does not appear to be fitted with a safety cap or anti-handling device to prevent the LED and beeper being inadvertently activated (e.g. after being bumped accidentally).
  • As per other throwables held in inventory, Pipe Bombs are suspended from Survivors' belts. However, there is no visual indication of any hooks, slings or related retention devices that are used for this purpose.
  • In The Sacrifice comic Part 4, it is revealed that Louis taught the Survivors how to make Pipe Bombs. The same source also hints at the type of explosive used in this weapon. However, since the Survivors are never shown making such weapons for themselves and the devices they find in-game are smokeless, it may be that Louis' knowledge is of a theoretic nature and his companions have, for various practical reasons, elected not to put it to use.
  • Survivor Bots will never pick up a Pipe Bomb in normal gameplay. The same rule applies to the Molotov and Bile Bomb.
  • The white beeper on the side, which is claimed to be a horn from a residential smoke alarm, actually appears to be based off a RadioShack 12 volt buzzer, which looks (but doesn't sound) similar to the one on the L4D pipe bomb.[1]
  • When a survivor throws a pipe bomb at a alarmed car, the alarm does not activate, this is because the pipe bomb is made out of weak materials like plastic. Alarmed cars will activate when hit by pipe bomb explosions.

References

Weapons
Primary Weapons
Tier 1 Chrome invert Chrome Shotgun / Pump invert Pump Shotgun / MP5 Invert MP5 / Mac10 invert Silenced Submachine Gun / Uzi invert Submachine Gun
Tier 2 Ak invert AK-47 / Scar invert Combat Rifle / M16 invert M-16 Assault Rifle / SIG Invert SG 552 / Auto invert Auto Shotgun / Spas12 invert Combat Shotgun / AWSM Invert AWP / Hunting invert Hunting Rifle / Steyr Invert Scout / G3 invert Sniper Rifle
Special Tier Grenade launcher inverted Grenade Launcher / M60Icon M60 Machine Gun
Secondary Weapons
Sidearms Pistol inverted M1911 Pistol / Deagle invert Magnum Pistol / Pistol l4d2 inverted P220 Pistol
Melee Weapons Bat invert Baseball Bat / Cricket invert Cricket Bat / Crowbar invert Crowbar / Axe invert Fireaxe / Pan invert Frying Pan / GolfClubIcon Golf Club / Guitar invert Guitar / Katana invert Katana / Knife Invert Knife / Machete invert Machete / Baton invert Nightstick / Icon pitchfork inverted Pitchfork / Icon shovel inverted Shovel
Special Tier Chainsaw invert Chainsaw
Other Weapons
Grenades Bile invert Bile Bomb / Molotov inverted Molotov Cocktail / Pipebomb invert Pipe Bomb
Upgrades L4D2 ammo explosive Explosive Ammunition / L4D2 ammo incendiary Incendiary Ammunition / Laser sight HUD invert Laser Sight
Fixed Weapons MMG Icon Heavy Machine Gun / Minigun icon Minigun
Items
Usable Items Explosive Barrel HUD invert Explosive barrel / Fireworks icon Fireworks / Gas canister HUD invert Gas can / Oxytank icon Oxygen tank / Propane tank icon Propane tank
Special Items Cola Cola / Gnome icon Gnome Chompski
Featured in both games / L4D1-exclusive / L4D2-exclusive (Counter-Strike weapons / PC-exclusive)