Survival Kit: Firearms
There are five species of primary firearms in Left 4 Dead, and you may carry one in addition to your sidearms. Selecting the right primary weapon is a matter of personal preference and the situational needs of the group. All weapons have advantages and disadvantages that must be considered. There are also ideal ways to use each one. For instance, shotguns are highly ineffective for sniping (unless you’re like some people we know).
The fully automatic submachine gun and assault rifle are the most balanced weapons. They have a broad effective range, decent overall firepower, and good accuracy. The assault rifle will be the weapon of choice for the majority of Survivors. However, these weapons are very ammo-inefficient, and will run dry very quickly. SMG and rifle users will have to switch between their pistols and primaries very often.
The pump-action and auto shotgun are extremely powerful but inaccurate. They can massacre hordes and make Emmentaler out of Tanks, but the large spread of each shot gives them a short effective range. Thus, shotguns are more specialized than automatics. Most groups use one or two, maximum (though some situations/strategies will require more). They are best left in the hands of aggressive front-line players.
The hunting rifle is a true specialty weapon, and finding more than one in a group is rare (and not recommended). To use it properly, good aim and calm nerves are essential. The hunting rifle is extremely accurate and powerful—one round can kill all Common Infected in a line. However, it has a small magazine size, a long reload, and is useless while you’re running.
Generally, guns can be classified as Level 1 or Level 2 weapons, depending on how powerful they are. Level 1 weapons can always be found at the beginning of certain chapters, but Level 2 weapons are much harder to find early on. They may be available at randomized weapon caches throughout each chapter.
Any weapon you pick up from a weapon cache will be fully loaded. However, after picking up any weapon, there is a minimum delay before you can pick up that weapon again. Thus, if you’re fighting a Horde or Tank near a weapon cache, a useful tactic is to expend one weapon, then pick up a different weapon and continue firing. If you wish to use the same weapon again, switch to a new weapon and then back to the original.
Ballistics 101
Most weapons fire a single bullet per cartridge. In Left 4 Dead, this bullet travels straight once it has left the muzzle of the gun, but not every bullet will travel along the ray defined by the center of the crosshair. The deviation in the trajectories of the bullets is called the bullet spread. The larger the spread, the less accurate each subsequent bullet will be. Spread radius is indicated by the width of the crosshairs, and increases with faster movement speed and firing duration. Firing from a standing position (as opposed to being crouched) or being hit by melee attacks also widens spread. Each gun has a different spreading behavior. For instance, crouching significantly improves submachine gun spread, but does not improve rifle spread. Similarly, running moderately worsens shotgun accuracy, but cripples the hunting rifle.
Left 4 Dead shotguns fire buckshot, which are cartridges packed with 10-12 pellets. The pellets are designed to spread in order to increase overall hit chance at closer ranges. Pellets spread randomly, and damage is calculated for each pellet individually. Crouching narrows the crosshairs, but does little in the way of effectively improving accuracy.
The damage of any projectile depends on its what gun fired it, how far it had to travel to hit its target, and where on that target it hit. For all guns except the hunting rifle, damage decreases with longer range. Damage to more critical areas like the head and chest do more damage against most Infected.
Most bullets can only penetrate one Infected or wall/door, but may hit (and not penetrate) an Infected thereafter. Dead Infected (ragdolls) do not affect the penetration counter. Breakable glass does not count as a wall, but unbreakable glass does. Bullets cannot penetrate through the windows of cars, but you may shoot under the car chassis. A bullet’s damage does not decrease due to penetration. Shotguns and hunting rifles have special penetration rules. Shotgun pellets can penetrate through an indefinite number of Infected up to ~30 feet or one wall, after which they behave normally. Hunting rifle rounds can penetrate indefinitely until hitting a wall, after which they behave normally.
Projectiles from all weapons can destroy Tank rocks. The ease with which this can be accomplished and the technique vary with each weapon. Please see the Tank section for more details.
Penetration rules are slightly nuanced for Survivors. Bullets cannot deal friendly fire after penetrating walls. Projectiles from shotguns and hunting rifle can do friendly damage after penetrating humanoids, but the other weapons do not—these weapons will penetrate the first Survivor and then may hit one Infected, but may not hit another Survivor.
what about safety first through a wall?
The weapon statistics below are compiled from a variety of sources. A special thanks to Phoebus for his exquisite post in the official Left 4 Dead forums. One thing to note from Phoebus’ results is that the actual point-blank damage of most guns is 1 HP lower than the base damage. This is likely due to how the Source Engine scales damage for distance. It rounds down, even with point-blank distances, so the maximum damage is almost always 1 less than the base. The hunting rifle does the same damage regardless of range, so its real damage is the same as its base damage.
Level 1 Weapons
| Firing Mode | Fully Automatic |
| Capacity | 50 + 480 |
| Base Damage | 20 HP |
| Rate of Fire | 1000 RPM |
| |
Burst: 333 HP/s Sustained: 185 HP/s |
| Friendly Fire | 0/1/3/20 & 1 |
| Penetration | Infected: 2 Wall: 1 foot |
| Reload Time | 2.4s |
| Ammunition | 9×19mm Parabellum |
The submachine gun (SMG) is a fully automatic firearm loaded with a 50-round clip. Up to 530 rounds can be carried. While not as accurate as rifles or pistols, when fired in controlled bursts, the SMG can be effective at medium range. It has an extremely high rate of fire (one clip in 3 seconds), and thus tends to run out of ammunition very quickly. Careful ammo management is required to be able to use the Uzi effectively.
One headshot is required to kill any Common Infected. Two headshots can kill the Hunters and Smokers at medium range, but one may be enough for a Boomer. The Uzi cannot kill by shearing off extremities, so all body shots (except the head) are equally damaging. The SMG’s low caliber does little damage to doors when shooting through them. More detailed stats ▼
Advantages
- Extremely high rate of fire.
- Decently accurate at up to medium range.
- Largest ammunition supply (but not ‘longest-lasting’!).
- Average-length reloading cycle.
Disadvantages
- Lowest per-round damage of any weapon.
- Mediocre penetration (2 Infected per shot).
- Runs out of ammunition easily.
- Inflexible reloading mechanics.
Improving Accuracy
Fire in controlled bursts. Bullet spread increases with firing duration. Thus, to improve accuracy and save ammo, fire in repeated half-second bursts. Avoid the urge to spray wildly at anything, since this cripples your accuracy (and possibly your teammates). The exception comes when fighting Tanks, Witches, or a horde. In these situations, it may be necessary to overlook accuracy for the sake of damage rate.
Crouch when shooting, whenever possible. This narrows your crosshairs and allows others to shoot over your head. Since you are slower when crouching, be sure to avoid being left behind—bobbing is particularly useful. If you can’t spare the time to crouch, your accuracy will be lower. Try to aim for the upper chest—this is a better target than the head because fewer bullets will be wasted in the spread, but you may still achieve headshots. Arguably, you could go for the head and take more careful aim, but if you have that much time, you may as well use your sidearm.
Bash away melee-range Infected before shooting them. The Uzi becomes ineffective at melee range, largely because Infected attacks cause your crosshair to jolt. Here, the limited spread of the Uzi becomes a disadvantage compared to the shotgun. You should bash once or twice to put them into the Uzi’s effective range before firing.
Needless to say, avoid shooting near teammates. When you must shoot near teammates, be sure to leave a few degrees of buffer room to avoid friendly fire. You may have good accuracy, but your teammate may move or a sneaky Infected may come up and slap your arm.
Ammo Management
The best way to conserve ammunition is to use the SMG sparingly. Use your sidearm to eliminate idle Infected, especially those at range. Switch to the Uzi for more firepower, namely during swarms and Special Infected attacks. Try to improve your accuracy as aforementioned. Remember that the Uzi is unable to kill by shearing off limbs, so the upper chest is a good place to aim.
Reload intelligently. There is no reload time penalty for emptying the clip, so you don’t need to reload too often. Ideally, you should reload whenever you’re sure you’ll be safe for a few seconds or when you get down to a couple dozen in the clip. Avoid reloading after only firing a couple bursts. As soon as you start reloading, your gun will remain empty until you complete a reloading cycle. Thus, you should strike a balance between running too low on each clip and spending too long on reloading.
Also, note that anything that interrupts the reloading animation (except bashing) cancels your reload. This includes changing to sidearms, grabbing onto ladders, reviving teammates, picking up large explosives, dying, and checking out Zoey’s ass. Don’t reload before doing any of these.
| Firing Mode | Pump-Action |
| Capacity | 8 + 128 |
| Base Damage | 25 HP/pellet 10 pellets/shell |
| Rate of Fire | Up to 69 RPM |
| Reload Time | 0.5s/shell, +1s dry |
| |
Burst: 288 HP/s Sustained: 183 HP/s |
| Friendly Fire | 0/1/4/25 & 1 (per pellet) |
| Penetration | Infected: Indefinite Walls: 1 foot |
| Ammunition | 12-Gauge 3″ #000 Buckshot, 10-Pellet |
The pump-action shotgun is a relatively slow but powerful weapon that is best suited for close-range combat. It has a capacity of 8 shells, with 128 in reserve. Each shell of the pump-action shotgun contains 10 small pellets that spread out as they leave the weapon.
The combination of this projectile spread and the pellets’ indefinite penetration means that at close–medium range, a large number of Infected may be killed with only one volley. This makes the shotgun an ideal weapon for mowing down hordes and moving quickly through areas with sparse Infected. It also means that the shotgun is ineffective at longer ranges and is much more likely to cause friendly fire.
Both shotguns pose a huge friendly fire risk. Each pellet can still do damage to Survivors after penetrating through Infected.
Shotguns receive less bonuses than other weapons on headshots against the Special Infected Trio. However, a short-range headshot will kill most Infected. More detailed stats ▼
Advantages
- Extremely powerful at short–medium range.
- Indefinite penetration through Infected.
- More flexible reloading mechanics.
- Runs out of ammo infrequently.
- Able to shear extremities off Common Infected.
Disadvantages
- Ineffective past 30-40 feet.
- Low firing rate.
- High risk for friendly fire.
Zombie Swiss: My Favorite!
Choose each shot wisely. The pump-action shotgun does a large amount of damage periodically, unlike automatic weapons, which have a more uniform damage rate. Don’t blast wildly. Try to line up each shot so that multiple Infected will be hit. You may wish to occasionally push a few Infected or strafe a bit to get the best angles for this.
When facing swarms, try to maneuver into an area that forces the Infected to converge into a bottleneck. Narrow hallways and door frames are perfect for this. Remember that there will be limited room to fire when you do this, so if you’re in front, you should crouch to allow others to fire over your head. When firing from behind others, the risk for friendly fire is significant. Aim higher than you normally would and try to find a raised platform from which to shoot.
Bash away melee-range Infected. Despite its large spread, shotguns are less effective at melee range. If Infected get too close, bash while you pump. When reacting to Infected attacking from the sides, melee before firing. This reduces the risk of friendly fire and pushes the Infected into the shotgun’s most effective range.
As mentioned earlier, shotgun pellets have indefinite penetration. Each pellet is eligible for penetration up to 500 gu: (31.25 feet), but after hitting the first humanoid, it can only penetrate up to 300 gu: (18.75 feet). Each pellet’s penetration status is calculated independently, so even if you hit some Infected at close range, you might also hit others at longer range.
Optimal Reloading
Reloading shotguns is much different than reloading automatics. Shotguns are reloaded shell-by-shell, not by whole magazines. This means that you can interrupt the reloading process to fire, which is not possible for other weapons. However, if a shotgun is emptied, it must be re-cocked before it can fire, adding 1 second to the total reloading cycle. The gun can be cocked at any time during the reloading cycle by pressing the FIRE button.
Thus, there is a penalty for emptying shotguns. To avoid this, try to keep your shotgun as fully loaded as possible by reloading constantly. Avoid emptying it, especially during swarms. A good tactic is to count each shot under your breath. Once you reach 6 or 7, reload completely. Remember that you can bash while reloading.
Taking Point
Survivors with shotguns are ideally suited for taking point to lead the Survivors through each area. When leading, be careful about reacting too quickly to attacks from beside and behind you. Always bash first, and never fire when Survivors are in your crosshairs. Remember that shotguns can do friendly fire damage even after penetrating Infected. Also, try to limit how much you strafe when in front. Those following you will be firing bullets all around your body, and bullets are painful.
You must exercise your judgment about when to move and when to pause to allow your group to thin the area. You should only rush when you are confident that it’s safe and that you won’t get surrounded. When moving quickly with the group, it isn’t necessary to kill every Common Infected near you. The pointman’s job is to create an opening through which the group may move as safely and quickly as possible. This means that you should almost never stop just to kill something, and that you should bash at any Infected that might slow you down. If bashing causes an Infected to stagger behind you, leave him for another Survivor to kill.
At the same time, you should avoid getting too far ahead of the others. Good communication is essential. You should not be the limiting factor in your group’s speed, but you should also remember that there will be times when the others cannot keep up. Those in the rear are particularly at risk for being impeded by Common Infected.
Special Infected
Except against Boomers, avoid firing at anything farther than 40 feet with the shotgun. Its large spread makes it quite ineffective at this range. Switch to your sidearm if you wish to engage at this range or leave those enemies for your teammates with automatics. The shotgun is highly effective against Hunters who have pounced other Survivors. You cannot hurt disabled: teammates, so blast freely at the Hunter.
Smokers are a more tricky enemy, since they tend to engage from a longer range. Don’t waste ammo trying to kill the Smoker. Instead, your priority should be to detach the tongue as quickly as possible from your teammates. If you are close enough, bash the tongue off your teammate. Beyond melee range, shooting the tongue is effective, especially if the Smoker is attacking from a rooftop. Simply aim right above your teammate’s head and blast.
The Uzi is more effective against Tanks than the pump shotgun. Both guns have comparable ideal DPS, but since the shotgun’s DPS falls off so quickly at range, the Uzi is the better choice. When you do not have the option to switch, use your pistols up until the point where the Tank comes within the shotgun’s effective range. Then, make sure you hit him with as many pellets as possible per shot.
The pump-action shotgun can kill a Witch with a single shell, but the requisite technique changes with difficulty level. From Easy through Advanced, one point-blank shot aimed directly at center mass will be sufficient. However, a perfectly placed headshot is necessary to crown the Witch in Expert. Please see the Witch section for an explanation.
(Big, Badass, Nasty) Level 2 Weapons
| Firing Mode | Fully Automatic |
| Capacity | 50 + 360 |
| Base Damage | 33 HP |
| Rate of Fire | 700 RPM |
| Reload Time | 1.8s |
| |
Burst: 385 HP/s Sustained: 271 HP/s |
| Friendly Fire | 0/1/5/33 & 1 |
| Penetration | Infected: 2 Walls: 1.7 feet |
| Ammunition | 5.56×45mm NATO* |
The fully automatic assault rifle (AR) is a powerful and versatile weapon favored by many Survivors. It has a 50-round magazine with a maximum reserve of 360 rounds and it reloads very quickly. Each round fired by the AR is very powerful and is capable of shearing off extremities. The AR’s firepower and high accuracy make it ideal for most situations, and its only real weakness is its low ammunition capacity—with the AR’s high firing rate, ammunition runs out quickly.
If you die while carrying this weapon, it may be picked up by your teammates. However, if they do not pick it up, the dropped weapon will change into a submachine gun as soon as you respawn, so it will not be worthwhile to retrieve it. You will respawn with an SMG.
One proper extremity (head, legs, etc.) shot is enough to kill Common Infected. Two headshots are generally required to kill Hunters and Smokers, but the M16’s tight burst places headshots more easily than the Uzi. More detailed stats ▼
Advantages
- Very powerful, even at longer ranges.
- High accuracy with low spreading during extended fire and while running.
- High firing rate.
- Able to shear extremities off Common Infected.
- Short reloading cycle.
Disadvantages
- Runs out of ammunition very easily.
- Inflexible reloading mechanics.
Improving Accuracy
Crouch or stop moving to improve accuracy. Unlike the SMG and pistol, rifle accuracy when standing is the same as when crouched if you aren’t moving. If you wish to move while firing, moving while crouched or alternating running with crouching significantly improves accuracy. The accuracy of the AR when crouch-running is similar to the Uzi’s standing accuracy. While moving, the AR has decent accuracy, so it may be effective to aim for headshots, but aiming at center mass may also be effective, due to the AR’s high damage and shearing ability.
Many tips for improving AR use are similar to those for the Uzi. Show them. ▼
| Firing Mode | Semi-Automatic |
| Capacity | 10 + 128 |
| Base Damage | 25 HP/pellet 12 pellets |
| Rate of Fire | Up to 200 RPM |
| Reload Time | 0.4s/shell + 1s dry: |
| |
Burst: 1000 HP/s Sustained: 429 HP/s |
| Friendly Fire | 0/1/4/25 & 1 |
| Penetration | Infected: Indefinite Walls: 1 foot |
| Ammunition | 12-Gauge 3″ #00 Buckshot, 12-Pellet |
The deadly automatic shotgun boasts a nonpareil damage rate and is effectively the faster, more powerful version of the pump-action shotgun. It can hold 10 shells with 128 in reserve. While its shells are almost identical to those of the pump shotgun, its superior semi-automatic, gas-operated action leaves little to be desired. A team with multiple autoshotguns is a death sentence to any Tank or Witch, even in Expert.
If you die while carrying this weapon, it may be picked up by your teammates. However, if they do not pick it up, the dropped weapon will change into a pump shotgun as soon as you respawn, so it will not be worthwhile to retrieve it. You will respawn with a pump shotgun.
Both shotguns pose a huge friendly fire risk. Each pellet can still do damage to Survivors after penetrating through Infected.
Shotguns receive less bonuses on headshots than other weapons, but do extra damage against Witches at point-blank range. More detailed stats ▼
Advantages
- Insanely high damage rate.
- Indefinite penetration through Infected.
- More flexible reloading mechanics.
- Extremely effective against Tanks and Witches.
- Runs out of ammo less easily.
Disadvantages
- Less effective past 30-40 feet.
- Huge risk of friendly fire.
Wait, That Wasn’t Always a Pile of Guts?
Never hold down the trigger. The autoshotgun fires 67% faster if you click the FIRE button repeatedly instead of holding it down. Even if you want to fire more slowly, click. This gives you a much greater degree of control.
Alternate between the autoshotgun and pistol. While the M1014 has a more uniform damage rate like automatic weapons, it is still ineffective at longer ranges. Switch to your pistol if there are no close targets to kill. If the area you’re traversing is sparsely populated, you may wish to use your pistol instead of your shotgun. The shotgun is ideal for heavy densities of Infected, like you would find in some rooms or during swarms. Ammunition may be wasted in other situations.
Control your firing rate against Hordes. While it is very satisfying to unload wildly against Hordes, try to control your firing rate. Shotgun pellets have indefinite penetration up to around 30 feet. This means that in some situations, nearly all Infected within this penetration distance will become ragdolls as soon as you release a shell. If this is the case, you will only need to fire again once the next front of unliving Infected approaches. In an ideal situation with one long hallway, you may only have to fire at a pump shotgun’s firing rate to kill almost all Infected. Another tactic is to fire a two-shell burst, then reload before firing another two-shell burst. This increases kill rate without wasting too many shells on low-penetration shots.
The reality is often not this ideal, so you may need the extra firing rate if you have to cover multiple angles or if there is a short line of fire to the Infected ingress point (if you’re close to a corner or under a ledge). Always coordinate with teammates to find the most effective arrangement of firepower.
Many tips for improving autoshotgun use are similar to those for the pump shotgun. Show them. ▼
Special Infected
The automatic shotgun is more effective than the pump shotgun at range. Thus, you may be able to kill Boomers and Smokers at some range with it. A couple shells unloaded at even a long-range Boomer might kill it. Smokers may also die after a few shells, but when a Survivor is lashed by the tongue, it is usually better to bash the tongue off his body or shoot the tongue rather than to kill the Smoker, leaving this responsibility to those with long-range weapons.
Autoshotguns are brutally effective against Hunters. If you see them during flight, you can wait until they begin to fall and then unload upwards at them. Well-aimed barrages will kill Hunters before they land. If a Hunter does manage to pounce a Survivor, you can shoot freely (unless other Survivors are nearby). Remember that disabled: Survivors do not take friendly fire damage.
Nothing kills Tanks like the M1014, not even the Minigun. When shooting the Tank down (as opposed to burning), the most effective distance is right where the crosshair width matches the Tank’s width. Do not get too close to the front or sides of the Tank, and always pay attention to what is behind you if you’re backtracking. It is far too easy to back up against a car or Common Infected that will slow you down. In Campaign Mode, don’t approach a burning Tank, since he will be faster.
The automatic shotgun can kill a Witch with a single shell or a quick two-shell burst, but the requisite technique changes with difficulty level. Please see the Witch section for an explanation.
Realism Notes ▼
| Firing Mode | Semi-Automatic |
| Capacity | 15 + 180 |
| Base Damage | 90 HP |
| Rate of Fire | Up to 225 RPM |
| Reload Time | 3.0s |
| |
Burst: 338 HP/s Sustained: 193 HP/s |
| Friendly Fire | 0/3/15/90 & 3 |
| Penetration | Infected: Infinite Walls: 1.7 feet |
| Ammunition | .223 Remington* |
The specialized semi-automatic hunting rifle features the highest per-projectile damage of any firearm and a telescopic sight. It can hold 15 rounds with 180 in reserve. The hunting rifle has maximum accuracy both when standing and crouched, but has atrocious accuracy if fired from the hip while moving. It also boasts an enormous effective range with infinite Infected penetration, but it is limited by a small clip and long reload time.
If you die while carrying this weapon, it may be picked up by your teammates. However, if they do not pick it up, the dropped weapon will change into an Uzi as soon as you respawn, so it will not be worthwhile to retrieve it. You will respawn with an Uzi. 8192 gu range, full penetration range
The hunting rifle is very dangerous to teammates, especially in higher difficulty levels! One shot in Expert is enough to incapacitate, and each hunting rifle round poses a friendly fire risk regardless of how many Infected it penetrates. It does not do friendly fire damage after penetrating walls.
One shot anywhere will kill Common Infected. Headshots at any range kill the Special Infected Trio instantly. Headshots can stun Witches for two seconds if placed while the Witch is unperturbed, but otherwise, headshots receive no special bonuses. More detailed stats ▼
Advantages
- Scoped but extremely accurate, regardless.
- Extremely powerful against most Infected types.
- Very ammunition-efficient. Running dry is very rare.
- Infinite penetration through Infected with no spread.
Disadvantages
- Small clip size and long reload time.
- Terrible accuracy while running. Using the scope fixes this, but slows you.
- Ineffective at melee range.
- High friendly fire damage.
Ammunition Management
The hunting rifle is a true specialty weapon that can be deadly in the right hands and situations. Because of its limited niche, carrying more than one hunting rifle in each part is rare (and discouraged). Taking full advantage of the hunting rifle means ammunition management, but not in the same way as other weapons. What you must manage is the effectiveness of every round in your 15-round clip, instead of your total supply.
Fire slowly against Common Infected. Even against Hordes, nervously unloading is a waste. Remember that the hunting rifle not only has infinite penetration, but also kills instantly regardless of shot placement. You should rarely ever shoot a burst at any single point. If the Horde spreads out, you may need to adjust your aim after each shot, but shooting ragdolls is a waste of ammo.
You may need to fire faster against Special Infected. Expending a few extra rounds against one to ensure a kill is not a waste, though you should attempt to make headshots against Smokers and Hunters whenever possible. It is not necessary to headshot Boomers or Common Infected, since they will die from a single shot anywhere.
Pick each shot carefully. If you can line up each shot such that it passes through multiple Infected (even through a hand or foot), it will greatly increase each shot’s economy. This is easy to do against idle Infected, but against swarms, it is useful to find a corner or doorway.
Switch to pistols when running. The hunting rifle has disgraceful accuracy when fired from the hip while moving or when you are being slapped around by Infected. You are much better off with pistols. One possibility is to use the scope while running, but avoid keeping the scope up while running (see below). When you can afford to slow down a bit or stop, the hunting rifle is preferable to pistols, even against idle Infected. Running out of ammunition is extremely rare, and the decreased time it takes to kill each Infected at range is a notable advantage.
Never try to shoot at melee-range Infected. The accuracy penalty from attacks is so severe that you may not even be able to hit something right in front of you. As a sniper, it’s essential that you never become surrounded, because the hunting rifle’s strengths become pitiful weaknesses at close range. Always have a plan to avoid being surrounded, whether it means staying in the middle of the formation, keeping track of nearby closets/corners, etc.
If you end up getting swarmed, you should take these steps: first, crouch. This allows others to shoot around you and puts your crosshair near center-mass level. Then, bash away as many Infected as possible. To do this most effectively, pick a direction, bash, then turn about 60 degrees, bash again, and repeat. Then, if no teammates are nearby, you may unload a magazine of your rifle, but do not reload. Switch to your pistols and continue. If any teammates are nearby, you should use pistols, since hunting rifles can do friendly fire damage after penetrating Infected.
Scoping Etiquette
Learning to use the scope properly is essential for the aspiring sniper. Its usefulness is deceptive. While it seems to give you a great advantage, using the scope does not always make you more accurate. Even worse, using the scope always puts you at risk. The cardinal rule is: You should not let the scope reduce your awareness of your surroundings.
Use the scope sparingly, usually when you are very far away from your targets. As a guideline, think about the farthest distance you would try to use pistols (while crouched). Avoid using the scope for targets inside this range. When standing still and firing from the shoulder (regardless of whether or not you are crouching), your rifle has no spread, so you should be able to snipe easily without the scope.
Never slow your team down just for the sake of sniping. You should focus on sniping things that are in your team’s way. Avoid sniping behind or to the sides except when you have a good, prompt shot at a Boomer or Smoker. If you spend too much time firing on low-priority targets just to increase your kill count, you’ll be nothing more than a very accurate dead weight.
Don’t use the scope to “scout out” targets. The scope is a weapon sight, not a pair of binoculars. Identify your targets and then zoom in if you must. The exception is when trying to identify the location of a Witch. For instance, Witches may spawn in the cornfield in Blood Harvest V. In this case, it is worthwhile to search for the Witch and preemptively attack.
The scope may also be useful when you know there is a Smoker or Boomer around a distant corner, about to pop out. In this situation, you must be sure that your enemy will appear near your crosshair, because the scope increases your targeting sensitivity and leaves you open to attack from other angles. This means that while you’re staking out a Smoker, he might have gone around a corner and you won’t see him before he finds out how many licks it takes, proverbially speaking.
Use the scope to fire accurately while moving. Switching to the scope narrows your crosshairs much faster than just stopping. Additionally, your scoped crosshair should be aimed at the same place as your unscoped one. A good tactic is to scope (while still moving), fire a few shots, and then lower the scope.
A caveat: do not keep the scope up while moving! You move at walking speed while the scope is up, and using the scope while the team is moving greatly increases your risk for being flanked or committing friendly fire atrocities.
Special Infected
The hunting rifle is pretty straightforward against most enemies. Note that it’s less effective against Smokers and Tanks in certain situations. At long range, the hunting rifle is great against both of these enemies. However, within their attack ranges, it can be problematic. The motion caused by the Smoker’s tongue renders the hunting rifle very inaccurate. The countermeasures are awareness and quick reflexes. These will allow one to either snipe the Smoker before he can shoot his tongue or break line of sight so that the tongue cannot latch. Similarly, the motion caused by your reluctance to be pummeled by the Tank also reduces your accuracy. If the Tank focuses on you, it’s best to use pistols instead of your rifle.
Other Weapons
| Firing Mode | Semi-automatic |
| Capacity | 15 rounds/pistol Infinite reserve |
| Base Damage | 36 HP |
| Rate of Fire | Up to 300 RPM/pistol |
| Reload Time | 2.0s (2.8s for dual) |
| |
Burst: 180->360 HP/s Sust.: 108->186 HP/s |
| Friendly Fire | 0/1/6/35 & 1 |
| Penetration | Infected: 2 Walls: 1 foot |
| Ammunition | .45 ACP |
Pistols are the auxiliary weapon for all Survivors. While they have a clip size of 15, their total ammunition supply is infinite. Despite their specious appellation as “backup” weapons, pistols are quite balanced and are always useful irrespective of the primary weapon one carries. They are quite powerful, almost able to reach the assault rifle’s damage rate if two are fired at maximum speed. Pistols are the only weapons that may be used when one is incapacitated.
Two pistols may be wielded akimbo if an extra is available in the environment. Pistols are not dropped upon death. Headshots kill instantly against Common Infected. Two headshots may be required to kill Hunters and Smokers, but one can usually kill a Boomer. More detailed stats ▼
Advantages
- Infinite ammunition reserve.
- Quite accurate under some conditions.
- High firing rate for a semi-automatic weapon.
- Short reload time.
- Relatively high damage.
Disadvantages
- Low clip size.
- Unable to shear extremities.
- Firing rate can be limited by clicking speed.
The pistol serves as an excellent complement to any primary weapon. For shotguns, it provides long-range accuracy; for rifles, it provides a great way of conserving ammunition. Optimal tactics depends on what role the sidearm will take and what considerations will be emphasized.
Long-Range (Accuracy)
When used with shotguns, the pistol provides long-range firepower. Shotgun ammunition is sustainable, so the pistol is not needed for any kind of close-range action. When automatics run out of ammunition, the pistol may also consummate annex its primary counterpart’s role as an accurate long-range weapon.
The steps one should take to increase accuracy with pistols are similar to other weapons.
- Crouch and stay still whenever possible. This results in the tightest crosshair.
- Utilize crouch-moving and bobbing when you must move.
- Fire relatively slowly, especially for very long shots.
- Try to aim for the head whenever possible.
- Carrots.
Short-Range (Rate of Fire)
When paired with the hunting rifle, the pistols take the role of a submachine gun, effective at close range. This usage stresses a high rate of fire and deemphasizes accuracy, for the most part.
Each pistol can be fired at up to 300 RPM (5 rounds per second). Each depression of the FIRE button discharges one round. Holding down the trigger does not discharge any additional rounds. This means that the button must be pushed 10 times per second to achieve a peak rate of fire with two pistols held akimbo. Some players will be able to fire at 600 RPM with one finger, but for most, this will be challenging.
Increasing your firing rate can be difficult. You cannot chain attack commands in keybinds or alternate multiple buttons rapidly to fire—both of these will result in game malfunctions. There are some custom scripts that may assist in raising your rate of fire, but use these at your own risk, since some custom modifications can result in a VAC ban.
There are a few 100% legitimate ways to increase your click rate:
- Practice clicking faster. Make a concerted effort to click as rapidly as possible.
- If you have trouble with your index finger, try bracing your index finger against your middle finger and clicking with your middle finger. Paintball players often use the middle finger to fire markers more quickly.
- Try applying torque from the wrist and knuckle instead of from just the knuckle.
- If your mouse button is wide enough, you may be able to alternate using your index and middle fingers to click very rapidly.
- If the mouse button is not wide enough, you may consider binding “+attack” to a wide keyboard button like the spacebar. This will allow you to click it with multiple fingers.
When moving quickly, try to aim for the upper chest or neck. This reduces wasted bullets while allowing for periodic headshots.
Ammunition Conservation (Rate of Fire + Accuracy)
Pistols can be used with the assault rifle and submachine gun to extend the lifetime of their easily depleted munitions. Usually, this means that accuracy will come second to rate of fire, especially when the sidearm is paired with the AR. However, both are important. Try a mix of the antecedent suggestions. Using rapid triggering with a combination of crouch-moving and headshots is particularly effective.
Realism Notes ▼
| Firing Mode | Fully Automatic |
| Capacity | Infinite |
| Base Damage | 65 HP |
| Rate of Fire | 2400 RPM |
| Reload Time | Wind-up: 1.0s Burnout: after 20.0s Cool-down: 2.7s max |
| |
Burst: 2600 HP/s Sustained: 2185 HP/s |
| Friendly Fire | 0/1/11/65 & 1 |
| Penetration | Infected: 2 Walls: 1.7 feet |
| Ammunition | 7.62×51mm NATO |
The multi-barreled Gatling-type Machine Gun is an extremely powerful fixed weapon that can be found at various defensive strongholds like hospital rooftops or subway generator rooms. It has an astronomical rate of fire compared to most rifle-caliber weapons and has an infinite ammunition supply, though it can overheat if continuously fired. Its main weaknesses are its limited 170-degree firing arc and its electrically driven rotary barrel assembly, which must “spin up” for a second before firing.
The Gatling-type gun cannot be removed from its mount. While using the gun, you may not perform other actions like bashing. While it can usually kill Common Infected and Boomers in a single shot, it can be surprisingly ineffective against other Infected.
Advantages
- Astronomical rate of fire.
- Unlimited ammunition supply.
- Very powerful, especially against Common Infected.
- Strong against Tanks and Tank-thrown rocks.
Disadvantages
- Limited availability; non-portable.
- Smoke from the gun can limit visibility.
- Limited firing radius.
- Low overall accuracy.
- Unable to perform other actions while using the gun.
The Minigun is a big, badass gun, plain and simple. No other gun can kill as many Infected with as much ease. While the Minigun is a simple weapon, there are still a few things every gunner must keep in mind. Remember the Minigun’s weaknesses, namely its ease of overheating, its limited firing radius, and your inability to bash or throw explosives.
Protect your flanks and watch for Smokers. You are extremely vulnerable from the sides and back while using the Minigun, so a teammate will have to protect you. An assault rifle is generally best for this mission, since it has a lower risk of friendly fire and is very effective against Smokers. Due to the Minigun’s low accuracy, it will be difficult to kill most Smokers. You should immediately tell teammates about any Smokers that appear. If you are dragged off the Minigun, you must spin up the gun again before it can be fired.
Keep the barrels spinning. The Minigun requires 1 second to spin up from a cold start. This can be a surprisingly long time when Infected are attacking. Whenever you expect an assault, tap the trigger to keep the Minigun’s barrel spinning. It’s okay if a few rounds plop out—you don’t need to worry about ammunition.
Fire in long bursts. A burst of five–ten seconds is ideal. The Minigun will overheat after 20 seconds of continuous fire, but thermal energy starts dissipating as soon as the gun stops firing. This means that you will be able to fire for much longer than 20 seconds if you just let the gun cool for half a second periodically. You should never let the gun overheat completely.
Aim for large groups of Infected. Common Infected stragglers are a waste of your time. It is worthwhile, however, to go after Special Infected who appear. Also, never spend too long aiming in one direction. If you do, you will likely allow Infected from another side to get past the gun’s firing arc.
Be mindful of common ingress points. You should have a good idea of where Infected will appear. Sometimes, these ingress points will be difficult to target. For instance, in Death Toll 4, the Minigun has a limited view of the area to the right of the generator on top of the rubble. Whenever you aren’t firing, keep the gun aimed at low-visibility points like this. This will reduce the amount of time it takes for you to react and thus allow you to catch more of the Infected that enter through that point.
Be smart against Tanks. The Minigun is devastating against Tanks and makes short work of their rocks. However, you should be careful when a Tank is approaching, since anyone on the turret becomes a high-priority target. It is especially dangerous when the Tank has not been sighted, since he could surprise you from behind. Be ready at all times to jump off the gun. If the Tank follows you, you should try to draw him into the Minigun’s line of fire.
When using the Minigun after the Tank has engaged, be careful. The other Survivors may be too focused on the Tank to notice if you get attacked. Be sure that you announce that you are getting on the Minigun.






Carrots don’t actually improve your eyesight. This myth was manufactured by the British Royal Air Force in World War II. The RAF had developed a new kind of radar, called Aerial Interception Radar, that could help locate German bombers before they reached Britain. The RAF didn’t want the Germans to figure out their new secret, so they spread the rumor that they had begun feeding their pilots a diet rich in carrots to improve their eyesight due to beta-carotene. While beta-carotene can be used in treatments for various eye conditions, the concentrations necessary for these therapies is many times higher than what could be accomplished through diet alone. (Source: 

Wow, this page is awesome. This whole site is awesome come to think of it. I can’t wait to see your campaign walkthroughs and survival strategies.
this place is awsome!!
Agreed Xavier, this site is awesome.
Fantastic weapons summary this breeds better battle for me !!
Hey! The Auto-Shotgun has a damage more than 900… if not how can kill a witch in 1 shot??
@AvEngErZx
I meant to finish the Witch section, which explains why this is. Basically, weapons have modifiers based on how you fire them. For a Witch, if you shoot her point-blank with a shotgun, it does 5x damage. Since one shell can do over 250 damage, that’s plenty enough to kill a Witch, assuming you’re point-blank.
However, there are also modifiers for difficulty and location. Ever notice that you can cr0wn a Witch in one shot to the body in Normal, but not in Expert? It’s because in Expert, only her head gives you 100% of the weapon’s base damage, making it impossible to cr0wn her with anything but a perfect shot to the head.
@Xavier hey zavier what are u doing on this website?
my reviews on guns
silenced smg
-good rate of fire and big capacity
-on realism 1-3 headshots kill otherwise it takes a lot of fire
-silenced and looks cool
-suprisingly more damage then the normal smg
uzi
-same as silenced but has less damage by a bit
pump shotgun
-big spread but cuts through zombies easily
-my prefered gun because common are harder to kill in realism
-more damage then chrome
chrome shotgun
-chrome has tighter spread but works better on special infected then common
-less damage but tighter spread
deagle
-one of the best guns in the game
-in demo adv+ difficulty it would not kill with one hit
-in full game it kills in one hit pretty much no matter what to a common
-low capacity and good spread when your incapped
m16
-my prefered weapon
-short reload good rate of fire
-fully automatic
-you run out quickly
ak-47
-high damage
-terrible accuracy and slow rate of fire
-with laser sight its a really good gun
scar
-good accuracy
-dont care for burst because it slows down your rate a fire a lot
spas 12
-doesnt feel powerful
-better spread then the m1014
-at least they took away the terrible unholster animation
m1014 autoshotgun
-less spread but feels powerful
-always reloading
hunting rifle
-horrbile compared to military one
-capacity at 15 instead of 30
-worse then the militart
military sniper
-good rate of fire very powerful 30 cap
pistols
-suck in realism and should be used instead of melee weapons in first lvl of dead center
-not used much and i always replace with melee weapons