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Now that humans are controlling the Special Infected, things can only get harder. However, they can't spawn until you leave the safe room. That doesn't mean that you should let them have a good chance to find just the right spot, though! Hurry up and get your supplies, and get ''running''!
 
Now that humans are controlling the Special Infected, things can only get harder. However, they can't spawn until you leave the safe room. That doesn't mean that you should let them have a good chance to find just the right spot, though! Hurry up and get your supplies, and get ''running''!
   
There is a building to the left of the starting [[safe house]] that if you climb up the stairs towards can be deadly. It is easy for a good Special Infected team to rip you apart whilst climbing the stairs. [[Smoker]]s will have an easy job of pulling you off the stairs and instantly incapacitating you. There can sometimes be a second [[M1911 Pistol|pistol]] or Tier 2 [[weapons]], but it is often not worth the risk of possibly losing large chunks of health.
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There is a building to the left of the starting [[safe house]] that if you climb up the stairs towards can be deadly. It is easy for a good Special Infected team to rip you apart whilst climbing the stairs. [[Smoker]]s will have an easy job of pulling you off the stairs and instantly incapacitating you. There can sometimes be a second [[pistol]] or Tier 2 [[weapons]], but it is often not worth the risk of possibly losing large chunks of health.
   
 
Whilst progressing through the level, remember that you are playing against human players, ''not'' computer-controlled players. They will not wait for you to come to them, and if they do, it's because they have an ambush location that could be fatal to you and your team. With this in mind, you need to keep moving. However, moving hastily and without concentration could be your downfall―move quickly, but with caution.
 
Whilst progressing through the level, remember that you are playing against human players, ''not'' computer-controlled players. They will not wait for you to come to them, and if they do, it's because they have an ambush location that could be fatal to you and your team. With this in mind, you need to keep moving. However, moving hastily and without concentration could be your downfall―move quickly, but with caution.
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'''Hunters''': Certainly, ''you'' are a deadly foe worth revering, though it's a rule of thumb to see your prey before they see you and revel in your excellence. Hunters work best in ambush situations. Another rule is to not attack a group unless you're trying to distract them, or simply scare them. Try to hide in small spaces, though. Pounce people who wander off. Always remember that you have a strong melee attack, so if you can't quite pounce, feel entirely free to melee. Hiding around Witches is also quite devilish, and effective. Remember all of those times you were pounced by a Hunter and it couldn't have happened at a worse time? Well, exploit that knowledge. Think like a Survivor, and attack when they're vulnerable.
 
'''Hunters''': Certainly, ''you'' are a deadly foe worth revering, though it's a rule of thumb to see your prey before they see you and revel in your excellence. Hunters work best in ambush situations. Another rule is to not attack a group unless you're trying to distract them, or simply scare them. Try to hide in small spaces, though. Pounce people who wander off. Always remember that you have a strong melee attack, so if you can't quite pounce, feel entirely free to melee. Hiding around Witches is also quite devilish, and effective. Remember all of those times you were pounced by a Hunter and it couldn't have happened at a worse time? Well, exploit that knowledge. Think like a Survivor, and attack when they're vulnerable.
   
'''Smokers''': This is great for you. The areas are generally wide open. Open spaces are usually good because you can drag them far away from their friends. Closed spaces are not so good. Experienced Survivor teams will often adopt a "squad formation". This usually consists of three facing the front and one covering the back every so often. Let this be their downfall and snag that rearguard. With no one else watching the back, it may take the Survivors a few vital seconds to realize what has happened. A great way to pester those Survivors is to take advantage of that ledge-less bridge. When you spawn, hide inside the trees and wait for the Survivors who try to cross the train car over the fence. Once one is in a good spot without ledges, snare them and pull them down. Usually, another Survivor will come along with them to make sure that they kill you. While that is a setback, the Survivor pair must walk all the way back toward the staircase, and back again to the fence's makeshift bridge, thus, buying your team time. And if you can get your team to stall them even further for another chance for you to spawn, you can do it all over again, getting on Survivors nerves and chipping away at their health with every pull. During the mini-finale, use the graves as cover to draw the Survivors from the safety of the church to rescue their entangled comrade; chances are, the Hunters, Smokers and Infected will overwhelm and finish the team. As with the Hunter and the Boomer, don't underestimate your secondary [[Melee|melee attack]].
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'''Smokers''': This is great for you. The areas are generally wide open. Open spaces are usually good because you can drag them far away from their friends. Closed spaces are not so good. Experienced Survivor teams will often adopt a "squad formation". This usually consists of three facing the front and one covering the back every so often. Let this be their downfall and snag that rearguard. With no one else watching the back, it may take the Survivors a few vital seconds to realize what has happened. A great way to pester those Survivors is to take advantage of that ledge-less bridge. When you spawn, hide inside the trees and wait for the Survivors who try to cross the train car over the fence. Once one is in a good spot without ledges, snare them and pull them down. Usually, another Surivior will come along with them to make sure that they kill you. While that is a setback, the Survivor pair must walk all the way back toward the staircase, and back again to the fence's makeshift bridge, thus, buying your team time. And if you can get your team to stall them even further for another chance for you to spawn, you can do it all over again, getting on Survivors nerves and chipping away at their health with every pull. During the mini-finale, use the graves as cover to draw the Survivors from the safety of the church to rescue their entangled comrade; chances are, the Hunters, Smokers and Infected will overwhelm and finish the team. As with the Hunter and the Boomer, don't underestimate your secondary [[Melee|melee attack]].
   
 
'''Tanks''': Here, the Tank is strong. Where is he not? He can strike with swift precision and force, breaking through walls of Survivors and charging through seas of lead and fire. Perfect. As with most areas, you are a force to be reckoned with. You can be the very difference between victory and defeat. However, this level is fairly open. Because of this, your rock-throw attack can be a lifesaver. Or a killer, whichever way you want to put it. As long as your enemies are not a team of extremely efficient players, you should be able to do a large amount of damage to those immune annoyances.
 
'''Tanks''': Here, the Tank is strong. Where is he not? He can strike with swift precision and force, breaking through walls of Survivors and charging through seas of lead and fire. Perfect. As with most areas, you are a force to be reckoned with. You can be the very difference between victory and defeat. However, this level is fairly open. Because of this, your rock-throw attack can be a lifesaver. Or a killer, whichever way you want to put it. As long as your enemies are not a team of extremely efficient players, you should be able to do a large amount of damage to those immune annoyances.
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