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Left4Dead 2 DLC Coming 
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Felix Rex
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doesn't realism just get rid of the outlines and stuff? The damage levels are still controlled by the difficulty? I would imagine that on elite the damage from a nade is pretty horrific.

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Wed Dec 16, 2009 9:26 am
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No, you're right, it doesn't change the damage parameters of your FF or the zombies. They're still determined by the difficulty you play on. But a man can dream!!

We seriously gotta take you on a realism game some time, on advanced. It's pretty epic shit. Zombies are BITCHES to take out. Headshots still do the trick, as do some heavy ordnance weapons on close range, but damn...they just keep coming back. You'd love it.

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Wed Dec 16, 2009 9:35 am
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Felix Rex
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Oh, so zombies behave differently? That's awesome. I'll definitely want to try that at some point.

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Wed Dec 16, 2009 10:09 am
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I don't know if they really behave differently, they just have more realistic damage models and don't go down that easily from body shots/arm or leg shots. Sometimes they get up again 2 times before actually dying.

Of course, the deagle still pumps away 20% of their body mass on close range, so that's still efficient. :twisted:

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Thu Dec 17, 2009 3:51 am
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The realism mode renders the hunting rifle pretty much obsolete unless the ping is low. 3 shots to kill a zombie so 5 zombies with fully loaded rifle. Its better to use a smg with spray n pray that one of those bullets hits the head. The sniper rifle is a tad better with its higher ammo count. Its quite frustrating since i am used to knowing that hunting rifle can kill two zombies with one shot without realism mode.

In realism mode its good to have two/three katanas and two/one deagle(s).

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Thu Dec 17, 2009 4:55 am
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Yeah the high powered rifles are anything but high powered. They're weak as piss.

Deagle is the mother of all weapons. 1-shot-kill, goes through multiple Z's, quick reload, can use it when incapped.

Are the melee weapons any different from eachother. I've never used them that extensively.

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Thu Dec 17, 2009 8:12 am
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Yeah, they differ from each other in swinging speed and range (angle, rather). I think damage is pretty much equal.

Katana has a 180° swing range so basically, will hit anything in front of you when used. Other weapons, like the frying pan, don't have the same range.

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Thu Dec 17, 2009 8:29 am
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Damn, kinda makes me want to try the Katana, but I loves my deagles too much.

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Thu Dec 17, 2009 8:44 am
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Felix Rex
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The katana is a lot of fun, and quite deadly. But I prefer the deagle, since you can reach out and touch someone. Plus the fact you use it when incapped... it's quite deadly even when you're on your back, unlike the spare crap pistol.

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Thu Dec 17, 2009 9:07 am
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But I prefer the deagle, since you can reach out and touch someone.


Magnum should put that quote on their webpage, epic :D

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unlike the spare crap pistol.


Dual pistols are a lot better with realism mode. Those random headshots really help.

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Thu Dec 17, 2009 2:58 pm
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True. Shotguns have a similar effect. I almost always top the headshot percentage of our team(s) when we play, and God knows it's not because I'm such a crack shot with my shotties and grenade launcher. :lol:

I even topped accuracy % too last night, 49% I think. Which is just plain weird, as I tend to fire wildly.

P.S. have you guys noticed how (relatively) weak the magnum is vs special infected? Whereas a normal infected is insta-chunked from a well-placed magnum bullt, most special infected aren't quite that easy to kill with it. Spitter has very little health so she's doable, but Chargers, Jockeys and even Hunters take a lot of magnum bullets...

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Fri Dec 18, 2009 4:07 am
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I kind of noticed that, but then I think i may have noticed it with other guns too on SI's. Are you sure they may not have simply been given more HP?

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Fri Dec 18, 2009 6:09 am
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Felix Rex
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Chargers and jockeys, yes, but I think it's because the charger is so tough and the jockey is hard to hit. I've one shot hunters and smokers with headshots from the deagle. The spitter just falls over and dies regardless of where you hit her.

Chargers are tough bastards anyway, though... how many hits does it take from dual pistols to take that bastard down?

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Fri Dec 18, 2009 6:10 am
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Good to know: Special Infected health


Charger: 600
Jockey: 325
Hunter: 250
Boomer: 50
Smoker: 250
Spitter: 100
Witch: 500/1000/1000/1000 (depending on difficulty)
Tank: 3000/4000/6000/8000


Some more things to note

The Hunter has received a considerable buff over its iteration in Left 4 Dead:

Quote:
Its ripping attack upon Survivors it has pinned is significantly faster. The Hunter can incapacitate a Survivor from full health in about 10 seconds and kill an incapacitated Survivor in 15 if undisturbed on Versus mode.

The knock-back it causes upon Survivors in close proximity to those it has pounced is longer, although Survivors who are knocked back into walls or other obstacles recover faster.

The Hunter's roll, an old ability in Left 4 Dead which was removed, has been brought back. Essentially this means if the Hunter is not knocked into a wall or obstacle, or isn't hit again, it will perform a back roll and be ready to pounce again in about a second. The Hunter can perform this move in any and all game modes.


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The Boomer functions almost exactly the same to its iteration in Left 4 Dead, with a few small changes:

The range of its vomit attack is shorter.
The recharge of its vomit attack is slightly faster.
The Boomer moves slightly slower.



Smoker's tongue range is slightly shorter than in the original. And the tank got a lot smarter, attacking only survivors that aren't incapped if it can help it. Also, setting it on fire now does NOT come with a limited timer. It just does continuous damage that is added to the same "damage" pool as regular damage. So unlike in Ld4, it's worth shooting the tank while it's on fire in L4D2

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Fri Dec 18, 2009 6:31 am
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That's interesting cos I kinda felt the Jockey had a dickload of health. They're my #1 enemy or racial enemy in BG geek speak.

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Fri Dec 18, 2009 7:23 am
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