|
Damage levels of all of the Left 4 Dead weapons and zombie attacks.
Weapon Statistics- Pistols
- Damage:
- Base: 36 Damage
- Point Blank: 35 Damage
- Smoker Range: 22 Damage (66 ft)
- Long Range: 13 Damage
- Friendly Fire: 0/1/6/35 Damage, 1 in Versus
- Penetration:
- Walls: Normal (1 feet)
- Infecteds: Normal (2/bullet)
- Single Pistol:
- Rate of Fire: 300 rounds/min (3s per clip)
- Reload: 2s
- DPS: 175 damage/s, 105 sustained
- Dual Pistols:
- Rate of Fire: 600 rounds/min (3s per clip)
- Reload: 2.8s
- DPS: 350 damage/s, 181 sustained
- Uzi
- Damage:
- Base: 20 Damage
- Point Blank: 19 Damage
- Smoker Range: 15 Damage (66 ft)
- Long Range: 11 Damage
- Friendly Fire: 0/1/3/19 Damage, 1 in Versus
- Penetration:
- Walls: Normal (1 feet)
- Infecteds: Normal (2/bullet)
- Rate of Fire: 960 rounds/min (3.1s per clip)
- Reload: 2.4s
- DPS: 304 damage/s, 172 sustained
- M16
- Damage:
- Base: 33 Damage
- Point Blank: 32 Damage
- Smoker Range: 31 Damage (66ft)
- Long Range: 29 Damage
- Friendly Fire: 0/1/5/32 Damage, 1 in Versus
- Penetration:
- Walls: Extra (1.7 feet)
- Infecteds: Normal (2/bullet)
- Rate of fire: 686 rounds/min (4.4s per clip)
- Reload: 1.8s
- DPS: 366 damage/s, 259 sustained
- Hunting Rifle
- Damage:
- All Ranges: 90 Damage
- Normal Infecteds: Everywhere: Instant Death
- Friendly Fire: 0/3/15/90 Damage, 3 in Versus
- Penetration:
- Walls: Extra (1.7 feet)
- Infecteds: Infinite
- Rate of fire: 225 rounds/min (4s per clip)
- Reload: 3s
- DPS: 338 damage/s, 193 sustained
- Pump-Shotgun (10 pellets per shot)
Auto-Shotgun (12 pellets per shot)- Damage: (per pellet)
- Base: 25 Damage
- Point Blank: 24 Damage
- Smoker Range: 14 Damage (66 ft)
- Long Range: 7 Damage
- Headshots: No extra damage (except for Witches)
- Friendly Fire: (per pellet) 0/1/4/24 Damage, 1 in Versus
- Penetration:
- Walls: Normal (1 feet)
- Infecteds: Infinite
- Pump-Shotgun:
- Rate of fire: 69 shots/min (7s per clip)
- Reload: 0.5s/shell & +1s when empty
- DPS: 274 damage/s, 175 sustained
- Auto-Shotgun:
- Rate of fire (normal): 120 shots/min (5s per clip)
- Rate of fire (click-spam): 200 shots/min (3s per clip)
- Reload: 0.4s/shell & +1s when empty
- DPS (normal): 576 damage/s, 320 sustained
- DPS (click-spam): 960 damage/s, 411 sustained
- Tanks take 25% less damage from Auto-Shotguns
- Pipe Bomb
Propane Tank Oxygen Tank- Damage:
- Standing over: 21-22 Damage
- 33 feet away: 1 Damage
- Normal Infecteds: Within 33 feet: Instant Death
- DPS Comparison Chart:
Single Pistol175 damage/s, 105 sustained Pump-Shotgun274 damage/s, 175 sustained Uzi304 damage/s, 172 sustained Dual Pistols350 damage/s, 181 sustained Hunting Rifle338 damage/s, 193 sustained M16366 damage/s, 259 sustained Auto-Shotgun (normal)576 damage/s, 320 sustained Auto-Shotgun (click-spam)960 damage/s, 411 sustained
Infected Statistics- Normal Infecteds (25/50/67/100 Health, 50 in Versus)
- Hunting Rifle: Everywhere: Instant Death
- Pistols, Uzi, M16 & Shotguns:
- Head: Instant Death
- Other Locations: 100% Damage
- Boomers (50 Health)
Hunters (250 Health) Smokers (250 Health)- Head:
- Shotguns: 125% Damage
- Other Weapons: 400% Damage
- Torso: 125% Damage
- Arms: 100% Damage
- Legs: 75% Damage
- Tanks (3000/4000/8000/8000 Health, 6000 in Versus)
- Everywhere:
- Auto-Shotguns: 75% Damage
- Other Weapons: 100% Damage
- Witches (1000 Health)
- Hunting Rifle:
- Everywhere: 100% Damage
- Head: Stunned for 2 or 4 seconds if shot while crying.
- Other Weapons:
- Head: 100% Damage
- Other: 200%/100%/75%/50% Damage, 100% in Versus
- Shotguns: Point Blank: x5 Damage
- Melee Attacks
- Boomer: 4 Damage (1s/hit, 4 DPS) (Area of Effect)
- Hunter: 6 Damage (1s/hit, 6 DPS) (Area of Effect)
- Smoker: 4 Damage (1s/hit, 4 DPS) (Area of Effect)
- Tank: 24 Damage (2s/hit, 12 DPS)
- Special Attacks
- Pounce on contact: Up to 25 Damage (Area of Effect Stun)
- Pounce: 5 Damage/Hit (0.55s/hit, 9.1 DPS) (x3 damage to incapacitated survivors)
- Pounce on Fire: +10 DPS
- Tongue while Dragging: 3 Damage/Hit (1.1s/hit, 2.72 DPS) (in Versus only)
- Tongue: 5 Damage/Hit (1.1s/hit, 4.55 DPS) (x3 damage to incapacitated survivors)
- Rock Throw: 24 Damage (2s/throw, 4s recharge, 4 DPS) (Large hitbox)
- Delays
- Vomit: 30s recharge
- Leap: 1s buildup
- Tongue Miss: 3s recharge
- Tongue Break: 15s recharge
Movement Speed Statistics - Survivors
- Running (40+% health): 220
- Running (1-39% health): 150
- Running (1% health): 85
- Walking: 85
- Crouchwalking: 75
- Bunny Hoping: ~270
- Infecteds
- Normal: 250
- Witch: 300
- Witch wounded: 200
- Tank running: 210
- Tank walking: 100
- Hunter running: 250
- Hunter pouncing: 700
- Smoker running: 210
- Boomer running: 175
- Hunter/Smoker/Boomer walking: 85
- Hunter/Smoker/Boomer crouchwalking: 75
- Hunter/Smoker/Boomer on Fire: -20% speed
Versus Scoring Without Survivors:AverageDistance * MapMultiplier With Survivors:(AverageDistance + HealthBonus) * NumberOfSurvivors * MapMultiplier Health Bonus:Sum of each Survivors' Individual Health Bonus Individual Health Bonus:RoundDown(RealHealth/2) + Round(TemporaryHealth/4) First Aid Kits and Pain Pills are automatically included in their owner's Individual Health Bonus. Update Bug:The Health Bonus is not updated after healing another player. The Health Bonus is only updated when a Survivor takes damage or when a Survivor grabs or gives an health related item. F.A.Q. : How does weapon penetration work?- Projectile damage is not diminished after penetrating through something.
- Projectiles can only penetrate through one wall.
- Projectiles cannot penetrate through a tank.
- The Shotguns can penetrate through any number of infecteds, then hit two more infected after penetrating a wall.
- The Hunting Rifle can penetrate through any number of infected before and after penetrating a wall.
- The other weapons can only penetrate through one wall OR one infected.
- Projectiles can not deal any Friendly Fire after penetrating through a wall.
- Shotguns and Hunting Rifles can deal Friendly Fire after penetrating through living creatures. The other weapons (M16, Pistols & Uzi) are safe.
F.A.Q. : When is a survivor's outline visible to infecteds? - A survivor's outline becomes visible by:
- Running around. This is basically normal wasd movement.
- Melee attacks. Swinging your gun around makes you visible
- Firing. Any weapon. This includes the mounted minigun. Firing any weapon causes you to be visible.
- Starting a grenade throw. You become visible as soon as you press the fire button. But, whether you throw it immediately, or hold your arm back keeping it ready to throw, you do not become visible again from a grenade. Even when you release it.
- Boomer bile. Having bile on you turns your outline purple, and makes it completely visible to all infected, regardless of what you do. You can't hide until the effect wears off.
- Taking damage. Whenever you take damage from anything, your outline briefly flashes visible. Note that it's the damage, not the hit that causes it. A distinction few will care about, but it doesn't happen if god mode is turned on.
- Voice commands. When your character speaks, you temporarily flash visible. This includes using any of the rosetta commands, and "vocalize" commands in the console. It also applies to things your character says automatically in various situations.
- Voice Chat. While you are transmitting voice chat, you temporarily become visible.
- Shouting while incapped. Although being incapped on it's own, doesn't make you visible. Your survivor will shout for help every few seconds while they're down, and that DOES make them visible.
- Helping someone up. You flash visible briefly when you start to help up an incapped survivor. It fades before you finish helping them though.
- Using pills. Self explanatory.
- Smoker/hunter attack. When you're pinned, or tongued, you become visible until freed.
- A survivor's outline does NOT become visible by:
- The Flashlight! Whether it's on or not is irrelevant. The flashlight does NOT affect the visibility of your outline. Given that, there's pretty much no reason to ever turn it off.
- Walking. If you hold shift while moving, you walk instead of running. This is slower, of course. But your outline remains invisible while you walk. Good if you want to reverse an ambush by sneaking up on a hunter.
- Crouch walking. Moving while holding crouch (ctrl) is exactly like walking. Holding the walk key while crouched does nothing.
Releasing a grenade throw that you had ready. This is covered above. - Reloading your weapon. Doesn't make you visible, but sometimes your survivor will shout "reloading!" and voice clips do make you visible, so beware of that.
- Healing. As with reloading, using a medkit itself doesn't highlight you, with the caveat that the voice clips can.
Aiming. Didn't really need to be said, but mouselooking around doesn't highlight you. This includes when you're manning the mingun. you're only visible when you fire it. - Jumping. An odd one. Jumping up and down on the spot doesn't reveal you. Moving forward will, of course.
- Climbing a ladder. Moving up or down a ladder doesn't reveal you.
- Being seen. The outline is completely independant of actual visibility. A survivor can be standing right in front of you, and their outline still invisible if they're not doing anything to cause it. Likewise, other infected seeing them doesn't affect it.
Thanks to Phoebus of the steampowered forums for this guide |