The weapons in Left 4 Dead aren't especially fancy but they get the job done. They
extend from your standard small firearms, to the signature pump action shotgun.
As you play through the campaign things get a little more difficult and you are
presented with some heavier duty hardware. These add some welcome relief but be
assured the AI Director will compensate.
Ammunition is picked up at the start of the round, and there is usually a point through the map where this can be topped up again. Guns don't overheat or degrade, but are in operation almost constantly through Left 4 Dead, so always keep your wits about you and reload before the going gets tough.
All the weapons have a secondary attack, "bash". When you are reloading or surrounded by the infected, with right click you can swipe or bash the enemy back and stun them for a second to escape, buy time or to simply kill them. You will find this incredibly useful throughout your experience.
The weapons also have an attached flashlight, very useful for some darker parts of the campaign. This light can be turned on and off, but is a useful indication to your team mates where you are generally looking.
Ammunition is picked up at the start of the round, and there is usually a point through the map where this can be topped up again. Guns don't overheat or degrade, but are in operation almost constantly through Left 4 Dead, so always keep your wits about you and reload before the going gets tough.
All the weapons have a secondary attack, "bash". When you are reloading or surrounded by the infected, with right click you can swipe or bash the enemy back and stun them for a second to escape, buy time or to simply kill them. You will find this incredibly useful throughout your experience.
The weapons also have an attached flashlight, very useful for some darker parts of the campaign. This light can be turned on and off, but is a useful indication to your team mates where you are generally looking.
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Pistol |
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This semi automatic side-arm has an unlimited supply of ammo, and is the perfect back up for your primary weapon. If you go down at any point during the round your character will still be able to use the pistol as a last ditch attempt at defending yourself. In most maps you can pick up a second pistol, and dual wield them. This provides a much improved firing rate. |
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Uzi |
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A compact and fast firing automatic weapon ideal for the precise shooter. With a short burst of bullets in the upper section of a zombie, the uzi will have done it's job. With 50 bullets per magazine, it's a comfortable weapon. When things get tough up and close it's not ideal, you'll wish you had your shotgun, but the team needs someone with the uzi to take down incoming hunters / smokers and boomers at a range the shotgun simply can't. |
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Shotgun |
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The pump-action shottie will decapitate and de-limb any zombie within close range. Ideal in corridor situations when a hoard is rushing towards you. The 8 shells empty quickly and reloading can be a little slow, so it's a good idea to bash zombies back while you reload. A very trustworthy weapon. |
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Auto Shotgun |
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This weapon is devastating as close range. One shell will take down a zombie, holding down the trigger will clear an entire area in seconds. The range is very poor, but you need not worry about anything getting close to you anyway. Ideal for tackling the tank if you are skilled enough to not get hit by him. |
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Hunting Rifle |
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This weapon comes with a scope so obviously is the most effective long range weapon, ideal for picking off long distance targets. Each of its shots are extremely powerful and kill most things instantly. The problems arise at closer range. There is no cross hair but its fairly simple to guess where to shoot and the firing rate isn't particularly fast. Your best bet is to shoot off some limbs and call for back up. |
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M16 Rifle |
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A very well balanced weapon, with high accuracy and a fast firing rate. You are not treated to as much ammo as the Uzi provides however you shouldn't need it as the rifles stopping power is immense. A good all rounder which feels solid in your hands. |
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Molotov |
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You can only carry one Molotov or pipe bomb at a time. Throwing the Molotov does as it always has done, creates a massive area of fire around its resting place. An ideal weapon for an incoming hoard, by throwing it into a bottleneck. The fire will kill most of the infected, leaving others so weak you can pick them off easily. |
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Pipe Bomb |
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This weapon is best used just before you panic and surrender. When a hoard is running at you throw the pipebomb as a distraction. It emits a beeping noise which attracts all the infected towards it in an attempt to attack it. Once it explodes it creates a great explosion which vaporises any zombies around it into a cloud of claret, eliminating any large risk. |
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Pills |
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Pills provide temporary health by providing pain relief. This health is only temporary and slowly decreases over time, but will stand up to any punishment from the infected just like normal health does. Pills can be passed to team mates and should be used before health packs which are extremly rare to find. |
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Health Pack |
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The health pack will fully restore your health. You can only carry one at a time, so it's best to wait till after a knock down and recovery before you use it. You can also use the health pack to heal other team members, for which they will be extremely grateful. Don't leave home without it. |
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