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Left 4 Dead 2: Difference between revisions
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'''''Left 4 Dead 2''''' is a 2009 multiplayer survival horror first-person shooter developed by Valve Software, and the sequel to the 2008 ''[[Left 4 Dead]]''. The game was released for Windows and Xbox 360 in November 2009, Mac OS X in October 2010, and Linux in July 2013. Set in the Southern United States during a zombie outbreak, players try to survive the outbreak by fighting their way through the horde, controlling one of the four survivors: Coach, Ellis, Nick, and Rochelle. | '''''Left 4 Dead 2''''' is a 2009 multiplayer survival horror first-person shooter developed by Valve Software, and the sequel to the 2008 ''[[Left 4 Dead]]''. The game was released for Windows and Xbox 360 in November 2009, Mac OS X in October 2010, and Linux in July 2013. Set in the Southern United States during a zombie outbreak, players try to survive the outbreak by fighting their way through the horde, controlling one of the four survivors: Coach, Ellis, Nick, and Rochelle. | ||
{{VG Title}} | |||
__TOC__<br clear=all> | |||
= Overview = | =Overview= | ||
''Left 4 Dead 2'' inherits much of the gameplay from its predecessor. In the regular campaign mode, up to four players must cooperate and fight their way through hordes of zombies to reach either a safe house at the end of a chapter or a rescue vehicle at the end of a campaign (which is made up of 2-5 chapters). The game was released with five campaigns: ''Dead Center'', ''Dark Carnival'', ''Swamp Fever'', ''Hard Rain'', and ''The Parish''. Additional campaigns are released in four DLCs: ''The Passing'', ''The Sacrifice'', and ''Cold Stream'' as well as the community revamp of ''The Last Stand'' (which, unlike the former three DLCs, was added much later in 2020, nine years after ''Cold Stream'' was added). Also added in these DLCs are ports of all campaigns from the original ''Left 4 Dead'', featuring the original survivors but with the new enemy types and weapons from ''L4D2''. | |||
Weapons in ''Left 4 Dead 2'' function similarly to the first game, but many new weapons are added. Players can carry one secondary weapon and one primary weapon. Secondary weapon options include a single pistol (P220), dual-wielding two pistols (P220 + Glock 26), a magnum pistol (Desert Eagle), or an assortment of new melee weapons. Primary weapons include shotguns, submachine guns, assault rifles, sniper rifles, as well as the M79 grenade launcher and the M60 machine gun. Secondary weapons have infinite reserve ammo, while primary weapons have limited reserve ammo and need to be resupplied with ammo piles; the M79 and the M60 are the exception as they cannot be resupplied, and are dropped when their ammo is used up. | |||
Weapons in ''Left 4 Dead 2'' function similarly to the first game, but many new weapons are added. Players can carry one secondary weapon and one primary weapon. Secondary weapon options include a | |||
Aside from a few places with fixed item spawns, spawns of weapons and other equipment are generally randomized under an "AI Director" system, which determines the spawns of enemies and items to provide a continuously engaging experience. Weapons are generally divided into two tiers, a lower tier 1 and a higher tier 2. Using the secondary fire key will make the player character perform a non-damaging shove with their weapon, which stumbles and pushes back enemies. | Aside from a few places with fixed item spawns, spawns of weapons and other equipment are generally randomized under an "AI Director" system, which determines the spawns of enemies and items to provide a continuously engaging experience. Weapons are generally divided into two tiers, a lower tier 1 and a higher tier 2. Using the secondary fire key will make the player character perform a non-damaging shove with their weapon, which stumbles and pushes back enemies. | ||
Most guns in L4D2 feature equipped flashlights; the lights from these flashlights move accordingly with the weapon's animations | Most guns in ''L4D2'' feature equipped flashlights; the lights from these flashlights move accordingly with the weapon's animations. | ||
''L4D2'' also features deployable crates of incendiary ammo and explosive ammo, which are uncommon spawns and occupy the position of the player's first aid kit. Once deployed, each player can use the deployed ammo crate once, giving their primary weapon an extra magazine of the special ammunition. ''L4D2'' also features laser sight pickups, which are immediately fitted to the player's primary weapon when picked up; in most cases, the lasers appear to come out of the primary weapon's attached flashlight. | |||
On a final note, weapons in ''L4D2'' are not formally named in gameplay; names of weapons noted on this page are primarily sourced from weapon names as marked in Whitaker's gun shop (a location visited in Dead Center chapter 2), as well as some inferred names based on Source entity names. | |||
=Pistols= | |||
==SIG-Sauer P220 SAO== | |||
A custom [[SIG-Sauer P220]] is now the default handgun for the Survivors, replacing the M1911 in the first game. It is modeled after a P220 SAO (sans the beavertail), with slightly altered details, no slide release or disassembly cutout on the slide, and with a slightly shorter than standard slide and barrel. The gun also features a custom reverse two-tone finish, custom sights, and an underbarrel LT-TLP08 tactical flashlight. The P220 has an incorrect ammo capacity of 15 rounds, while the real pistol takes 8 or 9 (depending on the caliber) round single-stack magazines. Reload animations for the in-game weapon however show double-stack magazines being loaded. | |||
[[Image:SigP220RSilver.jpg|thumb|none|350px|SIG-Sauer P220R pistol with Satin Nickel Finish - .45 ACP]] | [[Image:SigP220RSilver.jpg|thumb|none|350px|SIG-Sauer P220R pistol with Satin Nickel Finish - .45 ACP]] | ||
[[Image:L4d2 220sao v model.jpg|350px|thumb|none|The pistol's in-game viewmodel. Note the frame-mounted thumb safety, only found on the P220 SAO.]] | [[Image:L4d2 220sao v model.jpg|350px|thumb|none|The pistol's in-game viewmodel. Note the frame-mounted thumb safety, only found on the P220 SAO.]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 00.16 -2010.12.26 17.30.55-.jpg|thumb|none|600px|Nick opens a cash register with his P220 in the cinematic trailer, played at game startup.]] | [[Image:L4d2 cinematic intro.mp4 snapshot 00.16 -2010.12.26 17.30.55-.jpg|thumb|none|600px|Nick opens a cash register with his P220 in the cinematic trailer, played at game startup.]] | ||
[[File:L4D2 P220 (1).jpg|thumb|none|600px|Nick draws a P220.]] | [[File:L4D2 P220 (1).jpg|thumb|none|600px|Nick draws a P220. Note the magazine feed lips and cartridge which are visible through the open slide as he racks the slide as part of the draw animation.]] | ||
[[File:L4D2 P220 (2).jpg|thumb|none|600px|The P220 in idle.]] | [[File:L4D2 P220 (2).jpg|thumb|none|600px|The P220 in idle. Note the HUD icon, which is recycled from ''Left 4 Dead'' and shows the [[Springfield Armory M1911-A1]] from that game; this was replaced with a proper P220 icon as a part of the The Last Stand Community Update.]] | ||
[[File:L4D2 P220 (3).jpg|thumb|none|600px|The P220 mid-recoil, showing an ejected casing and the muzzle flash.]] | [[File:L4D2 P220 (3).jpg|thumb|none|600px|The P220 mid-recoil, showing an ejected casing and the muzzle flash.]] | ||
[[File:L4D2 P220 (4).jpg|thumb|none|600px|Reloading the P220 mid-magazine. Note that it is marked "Triaton P220" on the slide.]] | [[File:L4D2 P220 (4).jpg|thumb|none|600px|Reloading the P220 mid-magazine. Note that it is marked "Triaton P220" on the slide.]] | ||
[[File:L4D2 P220 (5).jpg|thumb|none|600px|Empty reloading a P220; interestingly, the game's pistols have different reload animations for empty vs non-empty, but only pistols have this trait.]] | [[File:L4D2 P220 (5).jpg|thumb|none|600px|Empty reloading a P220; interestingly, the game's pistols have different reload animations for empty vs non-empty, but only pistols have this trait.]] | ||
[[File:L4D2 P220 (6).jpg|thumb|none|600px|Releasing the slide.]] | [[File:L4D2 P220 (6).jpg|thumb|none|600px|Releasing the slide; note that the round in the magazine is an empty casing.]] | ||
[[File:L4D2 P220 (7).jpg|thumb|none|600px|The melee animation is a quick pistol whip.]] | [[File:L4D2 P220 (7).jpg|thumb|none|600px|The melee animation is a quick pistol whip.]] | ||
== Glock 26 == | ==Glock 26== | ||
A [[Glock 26]] pistol is used as the second handgun for dual wielding. It has the Glock 26's short grip and slide shape, but its slide and frame are stretched to the length of a standard sized Glock like the [[Glock 17]]. The Glock is also the world model used for pistol spawns, even though the first pistol the player character will pick up is a P220; the P220 worldmodel appears when the player switches their sidearm and drops their pistols. | A [[Glock 26]] pistol is used as the second handgun for dual wielding. It has the Glock 26's short grip and slide shape, but its slide and frame are stretched to the length of a standard sized Glock like the [[Glock 17]]. The Glock is also the world model used for pistol spawns, even though the first pistol the player character will pick up is a P220; the P220 worldmodel appears when the player switches their sidearm and drops their pistols. | ||
[[Image:Glock 26.jpg|thumb|none|350px|Glock 26 - 9x19mm Parabellum. Note the rounded shape of the slide end, something not found on full-sized Glock models until well after the game released.]] | [[Image:Glock 26.jpg|thumb|none|350px|Glock 26 - 9x19mm Parabellum. Note the rounded shape of the slide end, something not found on full-sized Glock models until well after the game released.]] | ||
[[Image:Left4dead2_pistolb.jpg|350px|thumb|none|The Glock pistol's view model. Note the extended magazine, which likely explains the 15-round capacity of the weapon.]] | [[Image:Left4dead2_pistolb.jpg|350px|thumb|none|The Glock pistol's view model. Note the extended magazine, which is modeled as a metal magazine as opposed to traditional Glock OEM magazines which are metal sleeved completely in a polymer body, which likely explains the 15-round capacity of the weapon.]] | ||
[[Image:L4D2glock.JPG|350px|thumb|none|The Glock pistol's world model. Note the contradicting shape of the pistol's grip and its lack of a visible magazine.]] | [[Image:L4D2glock.JPG|350px|thumb|none|The Glock pistol's world model. Note the contradicting shape of the pistol's grip and its lack of a visible magazine.]] | ||
[[File:L4D2 Dual Pistol (1).jpg|thumb|none|600px|Nick draws a Glock and a P220. Note that the Glock's slide is being racked.]] | [[File:L4D2 Dual Pistol (1).jpg|thumb|none|600px|Nick draws a Glock and a P220. Note that the Glock's slide is being racked.]] | ||
[[File:L4D2 Dual Pistol (2).jpg|thumb|none|600px|Idle with the akimbo pistols.]] | [[File:L4D2 Dual Pistol (2).jpg|thumb|none|600px|Idle with the akimbo pistols. As with the P220, the HUD icon previously incorrectly showed the ''Left 4 Dead'' M1911 icons, and it was fixed in The Last Stand update.]] | ||
[[File:L4D2 Dual Pistol (3).jpg|thumb|none|600px|The Glock mid-recoil. The pistols are fired alternatingly, going from the P220 to the Glock and back.]] | [[File:L4D2 Dual Pistol (3).jpg|thumb|none|600px|The Glock mid-recoil. The pistols are fired alternatingly, going from the P220 to the Glock and back.]] | ||
[[File:L4D2 Dual Pistol (4).jpg|thumb|none|600px|Non-empty reload; Nick drops both pistols' magazines...]] | [[File:L4D2 Dual Pistol (4).jpg|thumb|none|600px|Non-empty reload; Nick drops both pistols' magazines...]] | ||
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[[File:L4D2 Dual Pistol (9).jpg|thumb|none|600px|...the Glock is reloaded...]] | [[File:L4D2 Dual Pistol (9).jpg|thumb|none|600px|...the Glock is reloaded...]] | ||
[[File:L4D2 Dual Pistol (10).jpg|thumb|none|600px|...the P220 is reloaded...]] | [[File:L4D2 Dual Pistol (10).jpg|thumb|none|600px|...the P220 is reloaded...]] | ||
[[File:L4D2 Dual Pistol (11).jpg|thumb|none|600px|...and both pistols' slides are released; only the SIG is lucky enough to actually have its slide release pressed, though.]] | [[File:L4D2 Dual Pistol (11).jpg|thumb|none|600px|...and both pistols' slides are released; only the SIG is lucky enough to actually have its slide release (which doesn't exist on the model) pressed, though.]] | ||
==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
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Interestingly, its flashlight is attached via a rifle scope ring mount and an aftermarket underbarrel rail. | Interestingly, its flashlight is attached via a rifle scope ring mount and an aftermarket underbarrel rail. | ||
[[File:DesertEagle50AE.jpg|thumb|350px|none|Magnum Research Desert Eagle Mark XIX - .50 AE]] | |||
[[File:DesertEagle50AE.jpg|thumb| | [[Image:L4D2de.JPG|thumb|350px|none|The Desert Eagle model. Note the lack of a bore on the muzzle end.]] | ||
[[Image:L4D2de.JPG|thumb| | |||
[[File:L4D2 Desert Eagle (1).jpg|thumb|none|600px|Drawing the Desert Eagle with a rack of the slide.]] | [[File:L4D2 Desert Eagle (1).jpg|thumb|none|600px|Drawing the Desert Eagle with a rack of the slide.]] | ||
[[File:L4D2 Desert Eagle (2).jpg|thumb|none|600px|Nick holds the Desert Eagle in front of Whitaker's gun shop.]] | [[File:L4D2 Desert Eagle (2).jpg|thumb|none|600px|Nick holds the Desert Eagle in front of Whitaker's gun shop.]] | ||
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[[File:L4D2 Desert Eagle (4).jpg|thumb|none|600px|Mid-magazine reload of the Desert Eagle.]] | [[File:L4D2 Desert Eagle (4).jpg|thumb|none|600px|Mid-magazine reload of the Desert Eagle.]] | ||
[[File:L4D2 Desert Eagle (5).jpg|thumb|none|600px|Empty reload. Note the markings, which say "1337 WEAPON INDUSTRIES (yOgi) PWN" and "MADE IN SHYVILLE".]] | [[File:L4D2 Desert Eagle (5).jpg|thumb|none|600px|Empty reload. Note the markings, which say "1337 WEAPON INDUSTRIES (yOgi) PWN" and "MADE IN SHYVILLE".]] | ||
[[File:L4D2 Desert Eagle (6).jpg|thumb|none|600px|Releasing the slide.]] | [[File:L4D2 Desert Eagle (6).jpg|thumb|none|600px|Releasing the slide; as with the P220, the round visible is a spent case.]] | ||
== Remington 870 Police Magnum Riot == | =Shotguns= | ||
The "Pump Shotgun" returns from [[Left 4 Dead|the first game]] with a new but similar model. It now resembles the [[ | ==Remington 870 Police Magnum Riot== | ||
[[Image:Remington870PoliceStd.jpg| | The "Pump Shotgun" returns from [[Left 4 Dead|the first game]] with a new but similar model. It now resembles the [[Remington 870 Police Magnum]] Riot Shotgun, but it still has an [[Ithaca 37]]-like magazine tube. Although it holds 8 rounds in-game, its magazine tube physically appears to be too short to hold this number of rounds. This time the shotgun has modeled action bars. | ||
[[Image:L4D2 Pump-Shotgun.jpg| | [[Image:Remington870PoliceStd.jpg|450px|thumb|none|Remington 870 Police Magnum Riot Shotgun - 12 gauge]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 01.32 -2010.12.26 16.24.21-.jpg|thumb|none|600px|''"Weren't they supposed to be saving our asses?"'' Coach holds a "Pump Shotgun" in the cinematic trailer.]] | [[Image:L4D2 Pump-Shotgun.jpg|450px|thumb|none|The Pump Shotgun model.]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 01.32 -2010.12.26 16.24.21-.jpg|thumb|none|600px|''"Weren't they supposed to be saving our asses?"''<br>Coach holds a "Pump Shotgun" in the cinematic trailer.]] | |||
[[File:L4D2 Pump Shotgun 1.jpg|thumb|none|600px|Drawing the shotgun with a pump of its handle. Note that the front of the magazine tube is disconnected from the rest of the magazine tube, likely a modeling error.]] | [[File:L4D2 Pump Shotgun 1.jpg|thumb|none|600px|Drawing the shotgun with a pump of its handle. Note that the front of the magazine tube is disconnected from the rest of the magazine tube, likely a modeling error.]] | ||
[[File:L4D2 Pump Shotgun Two.jpg|thumb|none|600px|Coach holds the Remington 870 Police Magnum Riot.]] | [[File:L4D2 Pump Shotgun Two.jpg|thumb|none|600px|Coach holds the Remington 870 Police Magnum Riot.]] | ||
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[[File:L4D2 Pump Shotgun 4.jpg|thumb|none|600px|Reloading. Note the "Police Tactical 12" marking, completely different from the "Renegade Rangemaster" markings of the first game.]] | [[File:L4D2 Pump Shotgun 4.jpg|thumb|none|600px|Reloading. Note the "Police Tactical 12" marking, completely different from the "Renegade Rangemaster" markings of the first game.]] | ||
[[File:L4D2 Pump Shotgun 5.jpg|thumb|none|600px|The melee push animation of the shotgun.]] | [[File:L4D2 Pump Shotgun 5.jpg|thumb|none|600px|The melee push animation of the shotgun.]] | ||
[[File:L4D2 Pump Shotgun 6.jpg|thumb|none|600px|The ''Last Stand'' update added a Pump Shotgun with the textures of the Chrome Shotgun below. This unique variant can be obtained from Whitaker's Gun Shop.]] | |||
== Remington 870 Marine Magnum== | ==Remington 870 Marine Magnum== | ||
The "Chrome Shotgun" is a new pump-action shotgun in ''Left 4 Dead 2'', modeled after a [[ | The "Chrome Shotgun" is a new pump-action shotgun in ''Left 4 Dead 2'', modeled after a [[Remington 870 Marine Magnum]] with a Mariner NP3 finish. It has a ventilated rib and ghost ring sights. It has a tighter spread than the "Pump Shotgun", but deals slightly less damage. It is often the first shotgun a player will find in the game's campaigns. This shotgun shares its firing sounds with the Scout's [[Team_Fortress_2#Sawed-off_Double_Barreled_Shotgun|sawed-off double barreled shotgun]] from ''[[Team Fortress 2]]''. | ||
[[Image:Remington870MarineMagnum.jpg|450px|thumb|none|Remington 870 Marine Magnum - 12 gauge]] | |||
[[Image:Remington870MarineMagnum.jpg| | [[Image:L4D2csg.JPG|450px|thumb|none|The in-game model of the "Chrome Shotgun". Note the vented rib with a tactical sight sitting on the top, not a feature of the real weapon.]] | ||
[[Image:L4D2csg.JPG| | [[Image:L4d2 cinematic intro.mp4 snapshot 01.04 -2010.12.26 16.23.19-.jpg|thumb|600px|none|Coach fires his Remington 870 Marine Magnum. During this scene, his shotgun ejects a shell before he works the pump.]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 01.04 -2010.12.26 16.23.19-.jpg|thumb|600px|none|Coach fires his Remington 870 Marine Magnum.]] | |||
[[File:L4D2 Chrome Shotgun 1.jpg|600px|thumb|none|Drawing the shotgun. The two pump-action shotguns have identical animations.]] | [[File:L4D2 Chrome Shotgun 1.jpg|600px|thumb|none|Drawing the shotgun. The two pump-action shotguns have identical animations.]] | ||
[[File:L4D2 Chrome Shotgun 2.jpg|600px|thumb|none|Nick holds the "Chrome Shotgun".]] | [[File:L4D2 Chrome Shotgun 2.jpg|600px|thumb|none|Nick holds the "Chrome Shotgun".]] | ||
[[File:L4D2 Chrome Shotgun 3.jpg|600px|thumb|none|The shotgun's pumping animation. The ejected shell appears to be lacking headstamp markings and a primer.]] | [[File:L4D2 Chrome Shotgun 3.jpg|600px|thumb|none|The shotgun's pumping animation. The ejected shell appears to be lacking headstamp markings and a primer.]] | ||
[[File:L4D2 Chrome Shotgun 4.jpg|600px|thumb|none|Reloading the shotgun. Note that it is also marked with "Police Tactical 12". The two pump-action shotguns' reloads also consist exclusively of loading shells into the magazine, without any chambering animation, even if the weapon was emptied.]] | [[File:L4D2 Chrome Shotgun 4.jpg|600px|thumb|none|Reloading the shotgun. Note that it is also marked with "Police Tactical 12". The two pump-action shotguns' reloads also consist exclusively of loading shells into the magazine, without any chambering animation, even if the weapon was emptied.]] | ||
[[File:L4D2 Rem870MagnumAlt.jpg| | [[File:L4D2 Rem870MagnumAlt.jpg|601px|thumb|none|Alongside the Chrome-textured Pump Shotgun, Whitaker's Gun Shop also has a Pump-textured Chrome Shotgun.]] | ||
== Benelli M4 Super 90 == | ==Benelli M4 Super 90== | ||
The [[Benelli M4]] shotgun returns from the first game, again as a Second Tier shotgun. Despite being modeled with a civilian | The [[Benelli M4]] shotgun returns from the first game, again as a Second Tier shotgun. Despite being modeled with a civilian 5-shot magazine tube, it has a 10-round capacity in-game; this capacity in reality would require an aftermarket magazine tube extension, which would've extended the magazine tube beyond the shotgun's barrel. A flashlight is clipped on the weapon's magazine tube, right in front of the handguard. Rather erroneously, the M4 can be fired in full-auto when the firing key is held down, albeit at a very slow rate that simply rapidly tapping the fire key will yield a significantly faster fire rate. | ||
[[Image:Benelli_m4_2.jpg|450px|thumb|none|Benelli M4 Super 90 with 5-shot tube - 12 gauge]] | |||
[[Image:Benelli_m4_2.jpg| | [[Image:L4Dauto.JPG|450px|thumb|none|The in-game Benelli M4 Super 90 model.]] | ||
[[Image:L4Dauto.JPG| | [[File:L4D2 Benelli M4.jpg|600px|thumb|none|Drawing the shotgun; Coach extends the shotgun's collapsible stock. Although not visible in this screenshot, the character animations for drawing the M4 have the player characters simply yank backwards on the stock to full extension. On the real M4 stock, you would need to push in the adjustment button on the side and hold it in while turning the stock clockwise about 45 degrees, pulling the stock to its desired mid length or full extension, and rotating it back to straight. This is due to the M4's relatively unique collapsing stock system which doesn't rely on AR-15 style adjustment levers and position holes.]] | ||
[[File:L4D2 Benelli M4.jpg|600px|thumb|none|Drawing the shotgun; Coach extends the shotgun's collapsible stock.]] | |||
[[File:L4D2 Benelli M4 2.jpg|600px|thumb|none|Coach holds the Benelli M4.]] | [[File:L4D2 Benelli M4 2.jpg|600px|thumb|none|Coach holds the Benelli M4.]] | ||
[[File:L4D2 Benelli M4 3.jpg|600px|thumb|none|Mid-recoil.]] | [[File:L4D2 Benelli M4 3.jpg|600px|thumb|none|Mid-recoil.]] | ||
[[File:L4D2 Benelli M4 4.jpg|600px|thumb|none|Reloading.<!--Some text seems to be marked on the barrel on this side, though I can't identify them.-->]] | [[File:L4D2 Benelli M4 4.jpg|600px|thumb|none|Reloading.<!--Some text seems to be marked on the barrel on this side, though I can't identify them.-->]] | ||
[[File:L4D2 Benelli M4 5.jpg|600px|thumb|none|Regardless if the shotgun was empty or not, the end of the reload always shows the users operating the shotgun's bolt.]] | [[File:L4D2 Benelli M4 5.jpg|600px|thumb|none|Regardless if the shotgun was empty or not, the end of the reload always shows the users operating the shotgun's bolt, unlike in the first game which featured partial reload animations for the Benelli. Merely doing this with an M4 would actually not feed a new shell into the chamber, as the Benelli features a shell release lever that must be pressed upwards in front of the trigger in order for a shell to feed from the magazine onto the lifter.]] | ||
== Franchi SPAS-12 == | ==Franchi SPAS-12== | ||
The [[Franchi SPAS-12]] in its semi-auto mode is a new semi-automatic shotgun added in ''Left 4 Dead 2''. It has | The [[Franchi SPAS-12]] in its semi-auto mode is a new semi-automatic shotgun added in ''Left 4 Dead 2''. It has an incorrect capacity of 10 rounds, while the real SPAS-12 can hold 8+1 rounds at most. Compared to the Benelli M4, the SPAS-12 has a tighter shot spread and does more damage per shot, but to compensate, it fires less shots per shell. Like with the Benelli M4, the SPAS-12 can incorrectly fire in full-auto when the player holds down the firing key, but this ability is negligible because the long interval between shots is overshadowed by its much faster fire rate when rapidly pressing the fire key. | ||
[[Image:Franchi-SPAS12.jpg|450px|thumb|none|Franchi SPAS-12 with stock folded - 12 gauge]] | |||
[[Image:Franchi-SPAS12.jpg|450px|thumb|none|Franchi SPAS-12 with | |||
[[Image:L4D2spas.JPG|450px|thumb|none|The SPAS-12 shotgun model.]] | [[Image:L4D2spas.JPG|450px|thumb|none|The SPAS-12 shotgun model.]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 00.34 -2010.12.26 16.17.20-.jpg|thumb|none|600px|''"Kill all sons of bitches!"'' Ellis pumps a round into his newfound SPAS-12.]] | [[Image:L4d2 cinematic intro.mp4 snapshot 00.34 -2010.12.26 16.17.20-.jpg|thumb|none|600px|''"Kill all sons of bitches!"''<br>Ellis pumps a round into his newfound SPAS-12.]] | ||
[[File:L4D2 SPAS-12 1.jpg|600px|thumb|none|The drawing animation of the SPAS-12; Coach gives the charging handle a forceful rack.]] | [[File:L4D2 SPAS-12 1.jpg|600px|thumb|none|The drawing animation of the SPAS-12; Coach gives the charging handle a forceful rack.]] | ||
[[File:L4D2 SPAS-12 2.jpg|600px|thumb|none|Coach holds the SPAS-12.]] | [[File:L4D2 SPAS-12 2.jpg|600px|thumb|none|Coach holds the SPAS-12.]] | ||
[[File:L4D2 SPAS-12 3.jpg|600px|thumb|none|Unlike Gordon Freeman, Coach loads the shells into the correct place when reloading.]] | [[File:L4D2 SPAS-12 3.jpg|600px|thumb|none|Unlike Gordon Freeman, Coach loads the shells into the correct place when reloading. However, both users still fail to hold down the SPAS-12's carrier latch, which is required for shells to enter the gun.]] | ||
[[File:L4D2 SPAS-12 4.jpg|600px|thumb|none|Like the Benelli M4, the end of a reload always shows the users operating the bolt of the shotgun.]] | [[File:L4D2 SPAS-12 4.jpg|600px|thumb|none|Like the Benelli M4, the end of a reload always shows the users operating the bolt of the shotgun.]] | ||
[[File:L4D2 SPAS12 Close.jpg|600px|thumb|none| | [[File:L4D2 SPAS12 Close.jpg|600px|thumb|none|The ''Last Stand'' update added some text to the weapon's receiver, which denotes it as a "PEACH-12"; the circled text reads "made in USA" and "TACTICAL".]] | ||
[[ | =SMGs= | ||
[[ | ==Ingram MAC-10== | ||
[[ | The [[MAC-10]] is a new submachine gun added in ''Left 4 Dead 2''. It is fitted with the famous Mitchell Werbell suppressor, a strap on the barrel to serve as a makeshift foregrip (like in the ''[[Counter-Strike]]'' series), and a flashlight attached to the suppressor with zip ties. Based on the fact that it does more damage and produces more recoil than the Uzi, this MAC-10 is likely chambered in .45 ACP. It also holds an incorrect 50 rounds despite being modelled with a 30-round magazine. | ||
[[File:Ingram-mac10 new.jpg|450px|thumb|none|Ingram MAC-10 with a Mitchell Werbell suppressor - .45 ACP]] | |||
[[File:L4D2mac.JPG|450px|thumb|none|The MAC-10 model. Note the strange presence of a heatshield covering the suppressor's rear section.]] | |||
[[File:L4d2 cinematic intro.mp4 snapshot 02.42 -2010.12.26 17.34.02-.jpg|thumb|none|600px|Nick unloads a MAC-10 on a Tank in the cinematic trailer. Note that the muzzle flash is still present despite the suppressor. This also happens in-game in third person.]] | |||
[[File:L4D2 MAC-10 1.jpg|600px|thumb|none|Rochelle draws her MAC-10. Note that the strap is completely static and does not react to gravity in animations like these. This was fixed however in the 2020 ''Last Stand'' update in which "jigglebone" physics were implemented to the MAC-10's strap.]] | [[File:L4D2 MAC-10 1.jpg|600px|thumb|none|Rochelle draws her MAC-10. Note that the strap is completely static and does not react to gravity in animations like these. This was fixed however in the 2020 ''Last Stand'' update in which "jigglebone" physics were implemented to the MAC-10's strap.]] | ||
[[File:L4D2 MAC-10 2.jpg|600px|thumb|none|Rochelle idles with the MAC-10. Despite the fact that the front strap is supposed to be used as a makeshift foregrip | [[File:L4D2 MAC-10 2.jpg|600px|thumb|none|Rochelle idles with the MAC-10. Despite the fact that the front strap is supposed to be used as a makeshift foregrip , no characters actually use it in-game, preferring instead to put their offhand just in front of the trigger on the underside of the weapon, as they do with the Uzi. Also note that the bolt is forward, as it was incorrectly depicted as firing from a closed-bolt until the ''Last Stand'' update.]] | ||
[[File:L4D2 MAC-10 3.jpg|600px|thumb|none|Firing the MAC-10. Note that even though the muzzle flash is absent, the surrounding areas around the player are still lit up.]] | [[File:L4D2 MAC-10 3.jpg|600px|thumb|none|Firing the MAC-10. Note that even though the muzzle flash is absent, the surrounding areas around the player are still lit up.]] | ||
[[File:L4D2 MAC-10 4.jpg|600px|thumb|none|Rochelle reloads her MAC-10. Note that the magazine actually has rounds in it.]] | [[File:L4D2 MAC-10 4.jpg|600px|thumb|none|Rochelle reloads her MAC-10. Note that the magazine actually has rounds in it.]] | ||
[[File:L4D2 MAC-10 5.jpg|600px|thumb|none|Finishing the reload with a rack of the bolt.]] | [[File:L4D2 MAC-10 5.jpg|600px|thumb|none|Finishing the reload with a rack of the bolt.]] | ||
== IMI Uzi == | ==IMI Uzi== | ||
The [[Uzi]] returns from the first game, featuring the exact same model and attributes of being a tier 1 weapon, having a 50 round capacity despite having a 32-round magazine model, and having a flashlight taped on its handguard. | The [[Uzi]] returns from the first game, featuring the exact same model and attributes of being a tier 1 weapon, having a 50 round capacity despite having a 32-round magazine model, and having a flashlight taped on its handguard. | ||
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm]] | [[Image:Uzi.jpg|thumb|none|450px|IMI Uzi - 9x19mm]] | ||
[[Image:L4DUzi.JPG|thumb|none|450px|The Uzi model.]] | [[Image:L4DUzi.JPG|thumb|none|450px|The Uzi model.]] | ||
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[[File:L4D2 Uzi 2.jpg|thumb|none|600px|Holding the Uzi.]] | [[File:L4D2 Uzi 2.jpg|thumb|none|600px|Holding the Uzi.]] | ||
[[File:L4D2 Uzi 3.jpg|thumb|none|600px|Rochelle unloads her Uzi on the park. Note the reciprocation of the charging handle; this was fixed in the Last Stand update.]] | [[File:L4D2 Uzi 3.jpg|thumb|none|600px|Rochelle unloads her Uzi on the park. Note the reciprocation of the charging handle; this was fixed in the Last Stand update.]] | ||
[[File:L4D2 Uzi 4.jpg|thumb|none|600px|Rochelle reloads her Uzi.]] | [[File:L4D2 Uzi 4.jpg|thumb|none|600px|Rochelle reloads her Uzi. Note that the safety is on.]] | ||
[[File:L4D2 Uzi 5.jpg|thumb|none|600px|Racking the bolt at the end of a reload. The two SMGs have the exact same animations.]] | [[File:L4D2 Uzi 5.jpg|thumb|none|600px|Racking the bolt at the end of a reload. The two SMGs have the exact same animations.]] | ||
= Rifles = | =Rifles= | ||
==M16A2== | |||
== M16A2 == | The [[M16A2]] from the first game appears in ''Left 4 Dead 2''. Though it says "M16 A2" on the lower receiver, it fires in full auto and has safe-semi-auto fire selector markings like the M16A1 or M16A3. It has the highest rate of fire out of all the assault rifles, and it still has an unrealistic magazine capacity of 50 rounds despite being modeled with 30-round STANAG magazines. | ||
The [[M16A2]] from the first game appears in ''Left 4 Dead 2''. Though it says "M16 A2" on the lower receiver, it fires in full auto like the M16A1 or M16A3. It has the highest rate of fire out of all the assault rifles, and it still has an unrealistic magazine capacity of 50 rounds despite being modeled with 30-round STANAG magazines. | [[Image:M16A2.jpg|thumb|450px|none|M16A2 - 5.56x45mm NATO]] | ||
[[Image:L4DM16.JPG|thumb|none|450px|The M16A2 model.]] | |||
[[Image:M16A2.jpg|thumb| | |||
[[Image:L4DM16.JPG|thumb|none| | |||
[[Image:L4d2 cinematic intro.mp4 snapshot 01.02 -2010.12.26 16.19.42-.jpg|thumb|none|600px|Nick and Rochelle unload on the zombie horde. Rochelle has an M16.]] | [[Image:L4d2 cinematic intro.mp4 snapshot 01.02 -2010.12.26 16.19.42-.jpg|thumb|none|600px|Nick and Rochelle unload on the zombie horde. Rochelle has an M16.]] | ||
[[Image:Groupshot.jpg|thumb|none|600px|The group readies to kill some zombies. Rochelle carries an M16.]] | [[Image:Groupshot.jpg|thumb|none|600px|The group readies to kill some zombies. Rochelle carries an M16.]] | ||
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[[File:L4D2 M16A2 (2).jpg|thumb|none|600px|Holding the M16A2.]] | [[File:L4D2 M16A2 (2).jpg|thumb|none|600px|Holding the M16A2.]] | ||
[[File:L4D2 M16A2 (3).jpg|thumb|none|600px|Firing the M16A2.]] | [[File:L4D2 M16A2 (3).jpg|thumb|none|600px|Firing the M16A2.]] | ||
[[File:L4D2 M16A2 (4).jpg|thumb|none|600px|Reloading the weapon; for some reason, the magazine model has a casing-like model clipped inside of it.]] | [[File:L4D2 M16A2 (4).jpg|thumb|none|600px|Reloading the weapon; for some reason, the magazine model has a casing-like model clipped inside of it. Note also the flashlight clipping through the front sling swivel; this was fixed in The Last Stand update by moving the torch to the right side of the handguard.]] | ||
[[File:L4D2 M16A2 (5).jpg|thumb|none|600px|Whacking the bolt catch.]] | [[File:L4D2 M16A2 (5).jpg|thumb|none|600px|Whacking the bolt catch.]] | ||
== AKM == | ==AKM== | ||
The [[AKM]] is a new weapon in ''Left 4 Dead 2''. It features a 40-round capacity despite being modeled with standard 30-round AK magazines, and also has the lowest rate of fire of the assault rifles, but makes up for that with a higher damage. The in-game model has the wider front sight of an [[AK-47]]. Like the MAC-10, it has a flashlight secured via zip ties to the weapon's handguard. | The [[AKM]] is a new weapon in ''Left 4 Dead 2''. It features a 40-round capacity despite being modeled with standard 30-round AK magazines, and also has the lowest rate of fire of the assault rifles, but makes up for that with a higher damage. The in-game model has the wider front sight of an [[AK-47]]. Like the MAC-10, it has a flashlight secured via zip ties to the weapon's handguard. | ||
[[Image:AKMRifle.jpg|thumb|450px|none|AKM - 7.62x39mm]] | |||
[[Image:AKMRifle.jpg|thumb| | [[Image:L4D2akm.JPG|thumb|450px|none|The in-game AKM model. For some reason, the bulb of the flashlight uses a cartridge headstamp texture.]] | ||
[[Image:L4D2akm.JPG|thumb| | |||
[[File:L4D2 AKM (1).jpg|thumb|none|600px|The draw animation of the AKM shows the survivors pulling the AKM's charging handle with their index finger.]] | [[File:L4D2 AKM (1).jpg|thumb|none|600px|The draw animation of the AKM shows the survivors pulling the AKM's charging handle with their index finger.]] | ||
[[File:L4D2 AKM (2).jpg|thumb|none|600px|Holding the AKM.]] | [[File:L4D2 AKM (2).jpg|thumb|none|600px|Holding the AKM.]] | ||
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[[File:L4D2 AKM (5).jpg|thumb|none|600px|Chambering the weapon.]] | [[File:L4D2 AKM (5).jpg|thumb|none|600px|Chambering the weapon.]] | ||
== FN SCAR-L == | ==FN SCAR-L== | ||
The [[FN SCAR-L]] is a new assault rifle in L4D2. It holds an unrealistic 60 rounds of ammunition while being modeled with a 30 round STANAG magazine, and fires in a three-shot burst, a firing mode that real SCAR-Ls do not have. It has a very high accuracy stat and deals more damage than the M16. Its model seems to have been based on the FN SCAR 16S, a civilian version of the SCAR-L with a 16" barrel and an M16A2 flash-hider. | The [[FN SCAR-L]] is a new assault rifle in ''L4D2''. It holds an unrealistic 60 rounds of ammunition while being modeled with a 30 round STANAG magazine, and fires in a three-shot burst, a firing mode that real SCAR-Ls do not have. It has a very high accuracy stat and deals more damage than the M16 but has a slower reload speed. Its model seems to have been based on the FN SCAR 16S, a civilian version of the SCAR-L with a 16" barrel and an M16A2 flash-hider. In E3 2009 footage, the SCAR-L can be seen firing in full-auto and with a 50-round capacity, but likely due to being too functionally similar to the M16A2, it was changed. | ||
[[Image:FN_SCAR-L_(Standard).jpg|450px|thumb|none|Third-generation FN SCAR-L - 5.56x45mm NATO]] | |||
[[Image:FN_SCAR-L_(Standard).jpg| | [[File:SCAR 16S.jpg|thumb|none|450px|FNH USA SCAR 16S Black - 5.56x45mm NATO]] | ||
[[File:SCAR 16S.jpg|thumb|none| | |||
[[Image:L4D2fn.JPG|450px|thumb|none|The FN SCAR-L model. Note the missing side rail.]] | [[Image:L4D2fn.JPG|450px|thumb|none|The FN SCAR-L model. Note the missing side rail.]] | ||
[[Image:L4d2 cinematic intro.mp4 snapshot 02.36 -2010.12.26 16.30.53-.jpg|thumb|none|600px|Ellis readies his SCAR-L. Note 16" barrel.]] | [[Image:L4d2 cinematic intro.mp4 snapshot 02.36 -2010.12.26 16.30.53-.jpg|thumb|none|600px|Ellis readies his SCAR-L. Note the 16" barrel.]] | ||
[[File:L4D2 SCAR-L (1).jpg|thumb|none|600px|Drawing the SCAR-L.]] | [[File:L4D2 SCAR-L (1).jpg|thumb|none|600px|Drawing the SCAR-L.]] | ||
[[File:L4D2 SCAR-L (2).jpg|thumb|none|600px|Holding the weapon.]] | [[File:L4D2 SCAR-L (2).jpg|thumb|none|600px|Holding the weapon.]] | ||
[[File:L4D2 SCAR-L (3).jpg|thumb|none|600px|Firing the weapon.]] | [[File:L4D2 SCAR-L (3).jpg|thumb|none|600px|Firing the weapon.]] | ||
[[File:L4D2 SCAR-L (4).jpg|thumb|none|600px|The reload animation starts with the user manually pulling back the bolt; this is unnecessary in reality, as the SCAR's bolt automatically locks back upon becoming empty.]] | [[File:L4D2 SCAR-L (4).jpg|thumb|none|600px|The reload animation starts with the user manually pulling back the bolt; this is unnecessary in reality, as the SCAR's bolt automatically locks back upon becoming empty. The SCAR's reload animation in E3 gameplay previews only involved a quick mag switch and no chambering of the bolt.]] | ||
[[File:L4D2 SCAR-L (5).jpg|thumb|none|600px|Replacing the magazine. Note the markings on the side of the weapon, which claims that the weapon is a "MK 17 Mod 3". "MK 17" is the US military designation of the 7.62mm [[SCAR-H]] (though its full designation is "MK 17 Mod 0", with "Mod 3" implying a future variant of the weapon). The magazine also looks disproportionately large compared to the in-game M16, for some reason.]] | [[File:L4D2 SCAR-L (5).jpg|thumb|none|600px|Replacing the magazine. Note the markings on the side of the weapon, which claims that the weapon is a "MK 17 Mod 3". "MK 17" is the US military designation of the 7.62mm [[SCAR-H]] (though its full designation is "MK 17 Mod 0", with "Mod 3" implying a future variant of the weapon). The magazine also looks disproportionately large compared to the in-game M16, for some reason, and the charging handle is pulled beyond its slot; this was corrected in an update.]] | ||
[[File:L4D2 SCAR-L (6).jpg|thumb|none|600px|Pressing the bolt catch.]] | [[File:L4D2 SCAR-L (6).jpg|thumb|none|600px|Pressing the bolt catch.]] | ||
==Ruger Mini-14== | ==Ruger Mini-14== | ||
The [[Ruger Mini-14]] returns from the first game. Like in the first game, it is the most accurate weapon in the game, and has a capacity of 15 rounds despite being modeled with a 10 round magazine. | The [[Ruger Mini-14]] returns from the first game. Like in the first game, it is the most accurate weapon in the game, and has a capacity of 15 rounds despite being modeled with a 10 round magazine. | ||
[[File:Scoped Ruger Mini-14.jpg|thumb|450px|none|Ruger Mini-14 with Bushnell riflescope - 5.56x45mm NATO]] | |||
[[File:Scoped Ruger Mini-14.jpg|thumb| | [[Image:L4DMini14.JPG|thumb|none|450px|The Mini-14 model.]] | ||
[[Image:L4DMini14.JPG|thumb|none| | |||
[[File:L4D2 Mini-14 1.jpg|thumb|none|600px|Ellis holds the Ruger Mini-14.]] | [[File:L4D2 Mini-14 1.jpg|thumb|none|600px|Ellis holds the Ruger Mini-14.]] | ||
[[File:L4D2 Mini-14 2.jpg|thumb|none|600px|The scope reticle.]] | [[File:L4D2 Mini-14 2.jpg|thumb|none|600px|The scope reticle.]] | ||
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[[File:L4D2 Mini-14 5.jpg|thumb|none|600px|Slamming in a new magazine. There is no chambering animation.]] | [[File:L4D2 Mini-14 5.jpg|thumb|none|600px|Slamming in a new magazine. There is no chambering animation.]] | ||
== Heckler & Koch G3SG/1 == | ==Heckler & Koch G3SG/1== | ||
The [[Heckler & Koch G3SG/1]] is a new scoped semi-auto sniper rifle in L4D2. It is modeled after the H&K G3SG/1 (or a scoped HK91 given the | The [[Heckler & Koch G3SG/1]] is a new scoped semi-auto sniper rifle in L4D2, referred to as the "Sniper Rifle". It is modeled after the H&K G3SG/1 (or a scoped HK91 given the absence of a paddle magazine release), with some features from the H&K MSG90A1, namely the stock, trigger group, and barrel length. However, its selector switch lacks a full-auto mode. The Sniper Rifle also has an AK-74's muzzle brake. Its magazine holds 30 rounds even though it's modelled with a 20 round magazine. Early gameplay footage showed the G3SG/1 modelled with a 10-round magazine despite being coded with a still-incorrect 30-round capacity. | ||
[[Image:H&KSG1.jpg|450px|thumb|none|Heckler & Koch G3SG/1 - 7.62x51mm NATO.]] | |||
[[Image:H&KSG1.jpg| | [[Image:HKMSG90A1.jpg|450px|thumb|none|Heckler & Koch MSG90A1 - 7.62x51mm NATO. Note the forward assist.]] | ||
[[Image:HKMSG90A1.jpg| | [[Image:L4D2hk.JPG|450px|thumb|none|The left side of the G3SG/1 model. Note the AK-74 muzzle brake, possibly recycled from a scrapped AK-74M model.]] | ||
[[Image:L4D2hk.JPG| | [[Image:L4d2_hk91msg90.jpg|450px|thumb|none|The right side. Note the absence of a forward assist.]] | ||
[[Image:L4d2_hk91msg90.jpg| | |||
[[Image:L4d2 cinematic intro.mp4 snapshot 02.00 -2010.12.26 16.26.15-.jpg|thumb|none|600px|Ellis gets his Sniper Rifle knocked away.]] | [[Image:L4d2 cinematic intro.mp4 snapshot 02.00 -2010.12.26 16.26.15-.jpg|thumb|none|600px|Ellis gets his Sniper Rifle knocked away.]] | ||
[[File:L4D2 Military Sniper 1.jpg|thumb|none|600px|Ellis draws the rifle. The drawing animation gives a slightly better look at the body of the sniper rifle.]] | [[File:L4D2 Military Sniper 1.jpg|thumb|none|600px|Ellis draws the rifle. The drawing animation gives a slightly better look at the body of the sniper rifle.]] | ||
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[[File:L4D2 Military Sniper 3.jpg|thumb|none|600px|Ellis pulls back the bolt to begin the reload.]] | [[File:L4D2 Military Sniper 3.jpg|thumb|none|600px|Ellis pulls back the bolt to begin the reload.]] | ||
[[File:L4D2 Military Sniper 4.jpg|thumb|none|600px|Removing the old magazine.]] | [[File:L4D2 Military Sniper 4.jpg|thumb|none|600px|Removing the old magazine.]] | ||
[[File:L4D2 Military Sniper 5.jpg|thumb|none|600px|Inserting a new magazine. Note that the magazine is loaded with spent | [[File:L4D2 Military Sniper 5.jpg|thumb|none|600px|Inserting a new magazine. Note that the magazine is loaded with an oversized and spent casing.]] | ||
[[File:L4D2 Military Sniper 6.jpg|thumb|none|600px| | [[File:L4D2 Military Sniper 6.jpg|thumb|none|600px|Classically HK-slapping the bolt handle to close the bolt.]] | ||
== Browning M2 == | =Machine Guns= | ||
The [[Browning M2]] heavy machine gun appears as the standard mounted machine gun of ''Left 4 Dead 2''. | ==Browning M2== | ||
[[Image:BrowningM2.jpg|thumb|none| | The [[Browning M2]] heavy machine gun appears as the standard mounted machine gun of ''Left 4 Dead 2'', replacing the M134 Minigun's role in the sequel campaigns. While it fires slower, the M2 Browning deals high damage per-shot, being able to dismember regular zombie enemies with one round. Another M2, albeit unusable by the player (without cheats) appears in the DLC campaign ''"The Passing"'', where it is manned by an AI-controlled Louis. | ||
[[Image:L4D2 M2 .50 MG.jpg|thumb|none| | [[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB on vehicle mount - .50 BMG]] | ||
[[Image:L4D2 M2 .50 MG.jpg|thumb|none|450px|The Browning M2's model. Its feed area is shielded by some cover, likely to hide the model's lack of visible belt.]] | |||
[[Image:Rochelle50cal.jpg|thumb|none|600px|Rochelle fires a Browning M2.]] | [[Image:Rochelle50cal.jpg|thumb|none|600px|Rochelle fires a Browning M2.]] | ||
[[File:L4D2 M2 (1).jpg|thumb|none|600px|Rochelle observes the Browning M2 mounted on the balcony of the plantation visited at the end of ''Swamp Fever''.]] | [[File:L4D2 M2 (1).jpg|thumb|none|600px|Rochelle observes the Browning M2 mounted on the balcony of the plantation visited at the end of ''Swamp Fever''.]] | ||
[[File:L4D2 M2 (2).jpg|thumb|none|600px|Rochelle mans the M2 HMG.]] | [[File:L4D2 M2 (2).jpg|thumb|none|600px|Rochelle mans the M2 HMG.]] | ||
[[File:L4D2 M2 (3).jpg|thumb|none|600px|Rochelle opens fire. Note that casings can actually be seen ejecting as the gun fires.]] | [[File:L4D2 M2 (3).jpg|thumb|none|600px|Rochelle opens fire. Note that casings can actually be seen ejecting as the gun fires, which contrasts with the real M2's bottom-ejecting design.]] | ||
[[File:L4D2 M2 (4).jpg|thumb|none|600px|The M2 overheats; compared to the L4D1 Minigun, the M2 is both quicker to overheat and slower to cool down.]] | [[File:L4D2 M2 (4).jpg|thumb|none|600px|The M2 overheats; compared to the ''L4D1'' Minigun, the M2 is both quicker to overheat and slower to cool down.]] | ||
[[File:L4D2 M2 (5).jpg|thumb|none|600px|The red hot barrel can be seen even when the M2 isn't being manned.]] | [[File:L4D2 M2 (5).jpg|thumb|none|600px|The red hot barrel can be seen even when the M2 isn't being manned.]] | ||
== GE M134 Minigun == | ==GE M134 Minigun== | ||
The [[GE M134 Minigun]] from the first game appears in L4D2 ports of the first game's campaigns. The time needed to spool up the barrels and start firing seems to be slightly decreased. | The [[GE M134 Minigun]] from the first game appears in ''L4D2'''s ports of the first game's campaigns. The time needed to spool up the barrels and start firing seems to be slightly decreased. | ||
[[Image:GeneralElectricM134MinigunOriginalSpadeGripMount.jpg|thumb|none|450px|General Electric M134 with first pattern spade grip mount and crosshair sights. Note the lack of flash suppressor and three disked barrel cluster - 7.62x51mm NATO]] | |||
[[Image:GeneralElectricM134MinigunOriginalSpadeGripMount.jpg|thumb|none| | |||
[[Image:L4Dminigun.JPG|thumb|none|450px|The GE M134 Minigun model as seen from the first game.]] | [[Image:L4Dminigun.JPG|thumb|none|450px|The GE M134 Minigun model as seen from the first game.]] | ||
[[File:L4D2 Minigun (1).jpg|thumb|none|600px|Bill looks at the mounted Minigun at the rooftop of Mercy Hospital.]] | [[File:L4D2 Minigun (1).jpg|thumb|none|600px|Bill looks at the mounted Minigun at the rooftop of Mercy Hospital.]] | ||
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[[File:L4D2 Minigun (4).jpg|thumb|none|600px|The Minigun overheats.]] | [[File:L4D2 Minigun (4).jpg|thumb|none|600px|The Minigun overheats.]] | ||
== M60 machine gun == | ==M60 machine gun== | ||
The [[M60 machine gun]] was added to ''Left 4 Dead 2'' post-release. It is found in five campaigns: ''L4D2'''s ports of ''No Mercy'', ''Death Toll'', and ''The Sacrifice'' from ''L4D1'', as well as ''The Passing'' and ''Cold Stream''. The M60 carries 150 rounds of ammo and cannot be reloaded or resupplied; once the 150 rounds are used up, the gun is immediately dropped much like with the Grenade Launcher. If an incendiary or explosive ammo kit is used with the M60, its remaining rounds will be converted to that ammo type. | |||
The [[M60 machine gun]] was added to ''Left 4 Dead 2'' post-release. It is found in five campaigns: L4D2's ports of ''No Mercy'', ''Death Toll'', and ''The Sacrifice'' from L4D1, as well as ''The Passing'' and ''Cold Stream''. The M60 carries 150 rounds of ammo and cannot be reloaded or resupplied; once the 150 rounds are used up, the gun is immediately dropped much like with the Grenade Launcher. | |||
An Achievement called "Till it Goes Click" (a reference to ''[[The Big Lebowski]]'') requires the player to mow down 25 infected with the M60 without letting go of the trigger. | An Achievement called "Till it Goes Click" (a reference to ''[[The Big Lebowski]]'') requires the player to mow down 25 infected with the M60 without letting go of the trigger. | ||
[[Image:M60.jpg|thumb|none| | [[Image:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]] | ||
[[image:L4D2 M60.jpg|thumb|none| | [[image:L4D2 M60.jpg|thumb|none|450px|The M60's in-game model.]] | ||
[[File:L4D2 M60 (1).jpg|thumb|none|600px|Ellis holds the M60. Note that for whatever reason, the cartridges on the belt are pitch black.]] | [[File:L4D2 M60 (1).jpg|thumb|none|600px|Ellis holds the M60. Note that for whatever reason, the cartridges on the belt are pitch black. This was eventually patched.]] | ||
[[File:L4D2 M60 (2).jpg|thumb|none|600px|Firing the M60.]] | [[File:L4D2 M60 (2).jpg|thumb|none|600px|Firing the M60.]] | ||
[[File:L4D2 M60 (3).jpg|thumb|none|600px|Looking downwards shows a bit more of the M60.]] | [[File:L4D2 M60 (3).jpg|thumb|none|600px|Looking downwards shows a bit more of the M60; the gun's viewmodel lacked a pistol grip and trigger until the ''Last Stand'' update.]] | ||
== M79 grenade launcher == | =Other= | ||
==M79 grenade launcher== | |||
The [[M79 grenade launcher]] acts appears as a special primary weapon with an uncommon spawn rate. It deals high explosive damage but is single shot, requiring a reload after every shot, and its explosions can easily damage other survivors. The M79 comes with 30 grenades plus one already in the weapon, and cannot be resupplied; once all ammo | The [[M79 grenade launcher]] acts appears as a special primary weapon with an uncommon spawn rate. It deals high explosive damage but is single shot, requiring a reload after every shot, and its explosions can easily damage other survivors. The M79 comes with 30 grenades plus one already in the weapon, and cannot be resupplied; once all the ammo is used up, the M79 is dropped and the survivor is left with just their secondary weapon. | ||
The M79 can kill a Tank in only 2-5 hits (on Normal difficulty). It can also use incendiary and fragmentation rounds if incendiary or fragmentation ammo boxes are used. For some bizarre reason, the M79 can also use a laser sight, even though it grants it with almost no benefit. | The M79 can kill a Tank in only 2-5 hits (on Normal difficulty). It can also use incendiary and fragmentation rounds if incendiary or fragmentation ammo boxes are used. For some bizarre reason, the M79 can also use a laser sight, even though it grants it with almost no benefit. | ||
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm grenade]] | |||
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - | |||
[[Image:L4D2 M79.jpg|thumb|none|450px|The M79 grenade launcher model. Note that the trigger is missing in this image for some reason.]] | [[Image:L4D2 M79.jpg|thumb|none|450px|The M79 grenade launcher model. Note that the trigger is missing in this image for some reason.]] | ||
[[Image:Black Dynamite2010-12-26-17h06m48s59.jpg|thumb|none|600px|Ellis fires a 40mm round at a Tank.]] | [[Image:Black Dynamite2010-12-26-17h06m48s59.jpg|thumb|none|600px|Ellis fires a 40mm round at a Tank.]] | ||
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[[File:L4D2 M79 (7).jpg|thumb|none|600px|none|Flicking the M79 shut.]] | [[File:L4D2 M79 (7).jpg|thumb|none|600px|none|Flicking the M79 shut.]] | ||
= German/International Version = | =German/International Version= | ||
Because of the strict censorship in Germany (and also in Australia and elsewhere in the world), Valve decided to add 4 ''[[Counter-Strike: Source]]'' weapons to those versions of the game as compensation. Players were able to use them in non-censored versions of the game if they play with someone with the German version or in custom campaigns set to spawn them, before they were officially added to all versions of the game with the Last Stand update in 2020. | Because of the strict censorship in Germany (and also in Australia and elsewhere in the world), Valve decided to add 4 ''[[Counter-Strike: Source]]'' weapons (excluding the combat knife) to those versions of the game as compensation. Players were able to use them in non-censored versions of the game if they play with someone with the German version or in custom campaigns set to spawn them, before they were officially added to all versions of the game with the ''Last Stand'' update in 2020. | ||
Aside from the addition of the shove animation (which are extremely generic), all of the animations for the international weapons are identical to their animations in ''Counter-Strike: Source''. | Aside from the addition of the shove animation (which are extremely generic), all of the animations for the international weapons are identical to their animations in ''Counter-Strike: Source''. | ||
== Heckler & Koch MP5N == | ==Heckler & Koch MP5N== | ||
The [[ | The [[MP5N]] is one of the four international firearms in ''L4D2''. It has a lower rate of fire than the normal SMGs in the game, but it has a slightly higher accuracy than Uzi while its damage per shot is almost the same as the MAC-10 while keeping the Uzi's damage-per-second stat. Like all SMGs in the game, it has a 50-round capacity, incorrect for this weapon instead of the real 30. | ||
[[Image:Hk-mp5n.jpg|thumb|none| | [[Image:Hk-mp5n.jpg|thumb|none|450px|Heckler & Koch MP5N - 9x19mm]] | ||
[[Image:left4dead2_smg_mp5_1.jpg|thumb|none|600px|Nick aims the console-acquired MP5N at Ellis' head.]] | [[Image:left4dead2_smg_mp5_1.jpg|thumb|none|600px|Nick aims the console-acquired MP5N at Ellis' head.]] | ||
[[Image:left4dead2_smg_mp5_2.jpg|thumb|none|600px|Nick reloads his MP5N, while looking at the world model. Note the laser sight appearing from ether, as the developers never bothered with the flashlight attachments and didn't model a flashlight-equipped handguard for ''Counter-Strike: Source'' like the one in ''[[ | [[Image:left4dead2_smg_mp5_2.jpg|thumb|none|600px|Nick reloads his MP5N, while looking at the world model. Note the laser sight appearing from ether, as the developers never bothered with the flashlight attachments and didn't model a flashlight-equipped handguard for ''Counter-Strike: Source'' like the one in ''[[Counter-Strike: Condition Zero]]''.]] | ||
== Steyr Scout == | ==Steyr Scout== | ||
The [[Steyr Scout]] with an extended magazine adapter is one of the four international | The [[Steyr Scout]] with a left-handed bolt and an extended magazine adapter is one of the four international firearms in ''L4D2''. It has a lower rate of fire than other sniper rifles in game, but good accuracy. It also erroneously holds 15 rounds instead of 10. | ||
[[Image:Scout.jpg|thumb|none| | [[Image:Scout.jpg|thumb|none|450px|Steyr Scout - 7.62x51mm NATO]] | ||
[[Image:left4dead2 sniper scout 1.jpg|thumb|none|600px|Nick holds the console-acquired Scout. The bolt along with its handle is positioned too low this time, making the bolt itself invisible.]] | [[Image:left4dead2 sniper scout 1.jpg|thumb|none|600px|Nick holds the console-acquired Scout. The bolt along with its handle is positioned too low this time, making the bolt itself invisible; this was fixed in the ''Last Stand'' update.]] | ||
[[Image:left4dead2_sniper_scout_3.jpg|thumb|none|600px|Nick <del>holds his Scout like a pistol</del> reloads his Scout, while looking at the world model. Note the scope is mounted differently between the viewmodel and the worldmodel; this was also the case in ''Counter-Strike: Source''.]] | [[Image:left4dead2_sniper_scout_3.jpg|thumb|none|600px|Nick <del>holds his Scout like a pistol</del> reloads his Scout, while looking at the world model. Note the scope is mounted differently between the viewmodel and the worldmodel; this was also the case in ''Counter-Strike: Source''.]] | ||
== Accuracy International | ==Accuracy International Arctic Warfare Magnum== | ||
The [[Accuracy International | The [[Accuracy International AWM]] is one of the four international firearms in ''L4D2''. It appears with a left-handed bolt and has the slowest rate of fire (excluding the Grenade Launcher) in the game but inflicts a high amount of damage per shot. In-game it holds an impossible 20 rounds instead of the real AWM's 5. | ||
[[Image:AWSM fixed.jpg|thumb|none|400px|Accuracy International | [[Image:AWSM fixed.jpg|thumb|none|400px|Accuracy International AWM - .338 Lapua Magnum]] | ||
[[Image:left4dead2_sniper_awp_1.jpg|thumb|none|600px|Nick holds the console-acquired | [[Image:left4dead2_sniper_awp_1.jpg|thumb|none|600px|Nick holds the console-acquired AWM with an invisible laser sight.]] | ||
[[Image:left4dead2_sniper_awp_2.jpg|thumb|none|600px|Nick hits Coach with the | [[Image:left4dead2_sniper_awp_2.jpg|thumb|none|600px|Nick hits Coach with the AWM's solid stock, while simultaneously breaking the wooden pallet.]] | ||
[[Image:left4dead2_sniper_awp_3.jpg|thumb|none|600px|Nick reloads his | [[Image:left4dead2_sniper_awp_3.jpg|thumb|none|600px|Nick reloads his AWM this time without magazine clipping through the mag well, while looking at the world model with solid stock and absent bipod. Note that most of the underside of the stock is not modelled, a holdover from ''CS:S''; this was later fixed in the ''Last Stand'' update.]] | ||
== SIG SG 552 == | ==SIG SG 552== | ||
The [[SIG SG 552]] is one of the four international | The [[SIG SG 552]] is one of the four international firearms in ''L4D2''. It has a 2x scope and two rates of fire, determined by whether the scope is in use. Without looking down the scope, it has the highest automatic rate of fire out of all assault rifles. Incorrectly holds 50 rounds instead of 20. | ||
[[Image:SIG_SG552.jpg|thumb|400px|none|SIG SG 552 - 5.56x45mm | [[Image:SIG_SG552.jpg|thumb|400px|none|SIG SG 552 - 5.56x45mm NATO]] | ||
[[Image:left4dead2_rifle_sg552_1.jpg|thumb|none|600px|Nick holds the console-acquired SG 552, while Coach balances on a chair.]] | [[Image:left4dead2_rifle_sg552_1.jpg|thumb|none|600px|Nick holds the console-acquired SG 552, while Coach balances on a chair.]] | ||
[[Image:left4dead2_rifle_sg552_2.jpg|thumb|none|600px|Nick reloads his SG 552. Note fire selector is set to semi-auto.]] | [[Image:left4dead2_rifle_sg552_2.jpg|thumb|none|600px|Nick reloads his SG 552. Note fire selector is set to semi-auto.]] | ||
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=Unusable Weapons= | =Unusable Weapons= | ||
== AK-74M == | ==AK-74M== | ||
The [[AK-74M]] appears in several concept arts and in-game campaign posters. It is worth noting that developer commentary says that the in-game AK-47 is partially AK-74, indicating that AKM might have replaced AK-74M at some point in development. | The [[AK-74M]] appears in several concept arts and in-game campaign posters. It is worth noting that developer commentary says that the in-game AK-47 is partially AK-74, indicating that AKM might have replaced AK-74M at some point in development. | ||
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]] | [[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]] | ||
[[Image:Peterkonig-l4d2art-2.jpg|450px|thumb|none|A concept art piece. Most of them (including posters) show Coach and Nick with an AK-74M, and Rochelle and Ellis with a Mk. 18.]] | [[Image:Peterkonig-l4d2art-2.jpg|450px|thumb|none|A concept art piece. Most of them (including posters) show Coach and Nick with an AK-74M, and Rochelle and Ellis with a Mk. 18.]] | ||
[[Image:Loadingscreen darkcarnival.jpg|thumb|none|450px|The poster of the ''Dark Carnival'' campaign. Pay attention to Nick's AK stock: note the cutout for a scope mount on its left side, a feature of AK-74M or the AK-100 series.]] | [[Image:Loadingscreen darkcarnival.jpg|thumb|none|450px|The poster of the ''Dark Carnival'' campaign. Pay attention to Nick's AK stock: note the cutout for a scope mount on its left side, a feature of AK-74M or the AK-100 series.]] | ||
== Mk. 18 Mod 0 == | ==Mk. 18 Mod 0== | ||
The [[Mk. 18 Mod 0]] appears in several concept arts and in-game campaign posters. It also appeared in several concept arts/posters for the [[Left 4 Dead|previous game]], specifically in Francis' hands. This may or may not be the same model later used in ''[[Counter-Strike: Global Offensive]]'' as its "M4A4". | The [[Mk. 18 Mod 0]] appears in several concept arts and in-game campaign posters. It also appeared in several concept arts/posters for the [[Left 4 Dead|previous game]], specifically in Francis' hands. This may or may not be the same model later used in ''[[Counter-Strike: Global Offensive]]'' as its "M4A4". | ||
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm NATO]] | |||
[[File:Mk18.jpg|thumb|none|450px|Mk. 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm]] | |||
[[Image:Peterkonig-l4d2art-1.jpg|450px|thumb|none|A concept art piece. Note the similarities to ''Counter-Strike: Global Offensive'''s "M4A4". Oh, and the closed scope covers.]] | [[Image:Peterkonig-l4d2art-1.jpg|450px|thumb|none|A concept art piece. Note the similarities to ''Counter-Strike: Global Offensive'''s "M4A4". Oh, and the closed scope covers.]] | ||
[[Image:Loadingscreen theparish.jpg|thumb|none|450px|The poster of ''The Parish'' campaign. Note the stock's shape, compare with the "M4A4".]] | [[Image:Loadingscreen theparish.jpg|thumb|none|450px|The poster of ''The Parish'' campaign. Note the stock's shape, compare with the "M4A4".]] | ||
==High Standard Model K-1200== | ==High Standard Model K-1200== | ||
The "Pump Shotgun"'s HUD icon still shows its HUD icon from the first game, which resembled a [[High Standard Flite King Shotgun Series|High Standard Model K-1200 Riot Deluxe Model]], even though its actual model has been changed and now resembles a different shotgun. | The "Pump Shotgun"'s HUD icon still shows its HUD icon from the first game, which resembled a [[High Standard Flite King Shotgun Series|High Standard Model K-1200 Riot Deluxe Model]], even though its actual model has been changed and now resembles a different shotgun. | ||
[[Image:Hi-Standard-8113-Flite-King.jpg|thumb|none|500px|High Standard 8113 Flite King Shotgun - 12 gauge]] | [[Image:Hi-Standard-8113-Flite-King.jpg|thumb|none|500px|High Standard 8113 Flite King Shotgun - 12 gauge]] | ||
== Beretta 92F/FS == | ==Beretta 92F/FS== | ||
A [[Beretta 92F/FS]] appears in the menu icon for the "Lone Gunman" Mutation game mode. | |||
[[File:Beretta92F LeftSide.jpg|thumb|350px|none|Beretta 92F - 9x19mm]] | [[File:Beretta92F LeftSide.jpg|thumb|350px|none|Beretta 92F - 9x19mm]] | ||
[[File:L4d2lonegunman.jpg|thumb|none|450px|The menu icon for the Lone Gunman Mutation game mode.]] | [[File:L4d2lonegunman.jpg|thumb|none|450px|The menu icon for the Lone Gunman Mutation game mode.]] | ||
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[[File:L4D2 Gun Shop 7.jpg|thumb|none|600px|G3SG/1 rifles advertised with a "30-shot clip".]] | [[File:L4D2 Gun Shop 7.jpg|thumb|none|600px|G3SG/1 rifles advertised with a "30-shot clip".]] | ||
[[File:L4D2 Gun Shop 8.jpg|thumb|none|600px|]] | [[File:L4D2 Gun Shop 8.jpg|thumb|none|600px|]] | ||
[[File:L4D2 Gun Shop 9.jpg|thumb|none|600px|In Left 4 Dead's world, the SPAS-12 is apparently banned in 25 states. Interestingly, this in-game shop sells a SPAS-12 for the same price as the M16A2, Benelli M4, Desert Eagle and AKM.]] | [[File:L4D2 Gun Shop 9.jpg|thumb|none|600px|In ''Left 4 Dead'''s world, the SPAS-12 is apparently banned in 25 states. Interestingly, this in-game shop sells a SPAS-12 for the same price as the M16A2, Benelli M4, Desert Eagle and AKM.]] | ||
[[File:L4D2 Gun Shop 10.jpg|thumb|none|600px|According to the price poster, the Benelli M4 is chambered in 12 "guage" and is fully-automatic, although its real life counterpart and in-game version are both semi-automatic only.]] | [[File:L4D2 Gun Shop 10.jpg|thumb|none|600px|According to the price poster, the Benelli M4 is chambered in 12 "guage" and is fully-automatic, although its real life counterpart and in-game version are both semi-automatic only.]] | ||
[[File:L4D2 Gun Shop 11.jpg|thumb|none|600px|]] | [[File:L4D2 Gun Shop 11.jpg|thumb|none|600px|]] |
Latest revision as of 23:09, 1 November 2023
Left 4 Dead 2 is a 2009 multiplayer survival horror first-person shooter developed by Valve Software, and the sequel to the 2008 Left 4 Dead. The game was released for Windows and Xbox 360 in November 2009, Mac OS X in October 2010, and Linux in July 2013. Set in the Southern United States during a zombie outbreak, players try to survive the outbreak by fighting their way through the horde, controlling one of the four survivors: Coach, Ellis, Nick, and Rochelle.
The following weapons appear in the video game Left 4 Dead 2:
Overview
Left 4 Dead 2 inherits much of the gameplay from its predecessor. In the regular campaign mode, up to four players must cooperate and fight their way through hordes of zombies to reach either a safe house at the end of a chapter or a rescue vehicle at the end of a campaign (which is made up of 2-5 chapters). The game was released with five campaigns: Dead Center, Dark Carnival, Swamp Fever, Hard Rain, and The Parish. Additional campaigns are released in four DLCs: The Passing, The Sacrifice, and Cold Stream as well as the community revamp of The Last Stand (which, unlike the former three DLCs, was added much later in 2020, nine years after Cold Stream was added). Also added in these DLCs are ports of all campaigns from the original Left 4 Dead, featuring the original survivors but with the new enemy types and weapons from L4D2.
Weapons in Left 4 Dead 2 function similarly to the first game, but many new weapons are added. Players can carry one secondary weapon and one primary weapon. Secondary weapon options include a single pistol (P220), dual-wielding two pistols (P220 + Glock 26), a magnum pistol (Desert Eagle), or an assortment of new melee weapons. Primary weapons include shotguns, submachine guns, assault rifles, sniper rifles, as well as the M79 grenade launcher and the M60 machine gun. Secondary weapons have infinite reserve ammo, while primary weapons have limited reserve ammo and need to be resupplied with ammo piles; the M79 and the M60 are the exception as they cannot be resupplied, and are dropped when their ammo is used up.
Aside from a few places with fixed item spawns, spawns of weapons and other equipment are generally randomized under an "AI Director" system, which determines the spawns of enemies and items to provide a continuously engaging experience. Weapons are generally divided into two tiers, a lower tier 1 and a higher tier 2. Using the secondary fire key will make the player character perform a non-damaging shove with their weapon, which stumbles and pushes back enemies.
Most guns in L4D2 feature equipped flashlights; the lights from these flashlights move accordingly with the weapon's animations.
L4D2 also features deployable crates of incendiary ammo and explosive ammo, which are uncommon spawns and occupy the position of the player's first aid kit. Once deployed, each player can use the deployed ammo crate once, giving their primary weapon an extra magazine of the special ammunition. L4D2 also features laser sight pickups, which are immediately fitted to the player's primary weapon when picked up; in most cases, the lasers appear to come out of the primary weapon's attached flashlight.
On a final note, weapons in L4D2 are not formally named in gameplay; names of weapons noted on this page are primarily sourced from weapon names as marked in Whitaker's gun shop (a location visited in Dead Center chapter 2), as well as some inferred names based on Source entity names.
Pistols
SIG-Sauer P220 SAO
A custom SIG-Sauer P220 is now the default handgun for the Survivors, replacing the M1911 in the first game. It is modeled after a P220 SAO (sans the beavertail), with slightly altered details, no slide release or disassembly cutout on the slide, and with a slightly shorter than standard slide and barrel. The gun also features a custom reverse two-tone finish, custom sights, and an underbarrel LT-TLP08 tactical flashlight. The P220 has an incorrect ammo capacity of 15 rounds, while the real pistol takes 8 or 9 (depending on the caliber) round single-stack magazines. Reload animations for the in-game weapon however show double-stack magazines being loaded.
Glock 26
A Glock 26 pistol is used as the second handgun for dual wielding. It has the Glock 26's short grip and slide shape, but its slide and frame are stretched to the length of a standard sized Glock like the Glock 17. The Glock is also the world model used for pistol spawns, even though the first pistol the player character will pick up is a P220; the P220 worldmodel appears when the player switches their sidearm and drops their pistols.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is a new sidearm in Left 4 Dead 2. It has more recoil and a slower rate of fire than the other pistols, and cannot be dual-wielded, but it has much more stopping power and greater accuracy. The pistol holds 8 rounds like the .44 Magnum version, though it is modelled with an unfluted barrel along with the sign in Whitaker's gun shop claiming it to be the .50 AE version. This weapon usually kills common infected with a single shot.
Interestingly, its flashlight is attached via a rifle scope ring mount and an aftermarket underbarrel rail.
Shotguns
Remington 870 Police Magnum Riot
The "Pump Shotgun" returns from the first game with a new but similar model. It now resembles the Remington 870 Police Magnum Riot Shotgun, but it still has an Ithaca 37-like magazine tube. Although it holds 8 rounds in-game, its magazine tube physically appears to be too short to hold this number of rounds. This time the shotgun has modeled action bars.
Remington 870 Marine Magnum
The "Chrome Shotgun" is a new pump-action shotgun in Left 4 Dead 2, modeled after a Remington 870 Marine Magnum with a Mariner NP3 finish. It has a ventilated rib and ghost ring sights. It has a tighter spread than the "Pump Shotgun", but deals slightly less damage. It is often the first shotgun a player will find in the game's campaigns. This shotgun shares its firing sounds with the Scout's sawed-off double barreled shotgun from Team Fortress 2.
Benelli M4 Super 90
The Benelli M4 shotgun returns from the first game, again as a Second Tier shotgun. Despite being modeled with a civilian 5-shot magazine tube, it has a 10-round capacity in-game; this capacity in reality would require an aftermarket magazine tube extension, which would've extended the magazine tube beyond the shotgun's barrel. A flashlight is clipped on the weapon's magazine tube, right in front of the handguard. Rather erroneously, the M4 can be fired in full-auto when the firing key is held down, albeit at a very slow rate that simply rapidly tapping the fire key will yield a significantly faster fire rate.
Franchi SPAS-12
The Franchi SPAS-12 in its semi-auto mode is a new semi-automatic shotgun added in Left 4 Dead 2. It has an incorrect capacity of 10 rounds, while the real SPAS-12 can hold 8+1 rounds at most. Compared to the Benelli M4, the SPAS-12 has a tighter shot spread and does more damage per shot, but to compensate, it fires less shots per shell. Like with the Benelli M4, the SPAS-12 can incorrectly fire in full-auto when the player holds down the firing key, but this ability is negligible because the long interval between shots is overshadowed by its much faster fire rate when rapidly pressing the fire key.
SMGs
Ingram MAC-10
The MAC-10 is a new submachine gun added in Left 4 Dead 2. It is fitted with the famous Mitchell Werbell suppressor, a strap on the barrel to serve as a makeshift foregrip (like in the Counter-Strike series), and a flashlight attached to the suppressor with zip ties. Based on the fact that it does more damage and produces more recoil than the Uzi, this MAC-10 is likely chambered in .45 ACP. It also holds an incorrect 50 rounds despite being modelled with a 30-round magazine.
IMI Uzi
The Uzi returns from the first game, featuring the exact same model and attributes of being a tier 1 weapon, having a 50 round capacity despite having a 32-round magazine model, and having a flashlight taped on its handguard.
Rifles
M16A2
The M16A2 from the first game appears in Left 4 Dead 2. Though it says "M16 A2" on the lower receiver, it fires in full auto and has safe-semi-auto fire selector markings like the M16A1 or M16A3. It has the highest rate of fire out of all the assault rifles, and it still has an unrealistic magazine capacity of 50 rounds despite being modeled with 30-round STANAG magazines.
AKM
The AKM is a new weapon in Left 4 Dead 2. It features a 40-round capacity despite being modeled with standard 30-round AK magazines, and also has the lowest rate of fire of the assault rifles, but makes up for that with a higher damage. The in-game model has the wider front sight of an AK-47. Like the MAC-10, it has a flashlight secured via zip ties to the weapon's handguard.
FN SCAR-L
The FN SCAR-L is a new assault rifle in L4D2. It holds an unrealistic 60 rounds of ammunition while being modeled with a 30 round STANAG magazine, and fires in a three-shot burst, a firing mode that real SCAR-Ls do not have. It has a very high accuracy stat and deals more damage than the M16 but has a slower reload speed. Its model seems to have been based on the FN SCAR 16S, a civilian version of the SCAR-L with a 16" barrel and an M16A2 flash-hider. In E3 2009 footage, the SCAR-L can be seen firing in full-auto and with a 50-round capacity, but likely due to being too functionally similar to the M16A2, it was changed.
Ruger Mini-14
The Ruger Mini-14 returns from the first game. Like in the first game, it is the most accurate weapon in the game, and has a capacity of 15 rounds despite being modeled with a 10 round magazine.
Heckler & Koch G3SG/1
The Heckler & Koch G3SG/1 is a new scoped semi-auto sniper rifle in L4D2, referred to as the "Sniper Rifle". It is modeled after the H&K G3SG/1 (or a scoped HK91 given the absence of a paddle magazine release), with some features from the H&K MSG90A1, namely the stock, trigger group, and barrel length. However, its selector switch lacks a full-auto mode. The Sniper Rifle also has an AK-74's muzzle brake. Its magazine holds 30 rounds even though it's modelled with a 20 round magazine. Early gameplay footage showed the G3SG/1 modelled with a 10-round magazine despite being coded with a still-incorrect 30-round capacity.
Machine Guns
Browning M2
The Browning M2 heavy machine gun appears as the standard mounted machine gun of Left 4 Dead 2, replacing the M134 Minigun's role in the sequel campaigns. While it fires slower, the M2 Browning deals high damage per-shot, being able to dismember regular zombie enemies with one round. Another M2, albeit unusable by the player (without cheats) appears in the DLC campaign "The Passing", where it is manned by an AI-controlled Louis.
GE M134 Minigun
The GE M134 Minigun from the first game appears in L4D2's ports of the first game's campaigns. The time needed to spool up the barrels and start firing seems to be slightly decreased.
M60 machine gun
The M60 machine gun was added to Left 4 Dead 2 post-release. It is found in five campaigns: L4D2's ports of No Mercy, Death Toll, and The Sacrifice from L4D1, as well as The Passing and Cold Stream. The M60 carries 150 rounds of ammo and cannot be reloaded or resupplied; once the 150 rounds are used up, the gun is immediately dropped much like with the Grenade Launcher. If an incendiary or explosive ammo kit is used with the M60, its remaining rounds will be converted to that ammo type.
An Achievement called "Till it Goes Click" (a reference to The Big Lebowski) requires the player to mow down 25 infected with the M60 without letting go of the trigger.
Other
M79 grenade launcher
The M79 grenade launcher acts appears as a special primary weapon with an uncommon spawn rate. It deals high explosive damage but is single shot, requiring a reload after every shot, and its explosions can easily damage other survivors. The M79 comes with 30 grenades plus one already in the weapon, and cannot be resupplied; once all the ammo is used up, the M79 is dropped and the survivor is left with just their secondary weapon.
The M79 can kill a Tank in only 2-5 hits (on Normal difficulty). It can also use incendiary and fragmentation rounds if incendiary or fragmentation ammo boxes are used. For some bizarre reason, the M79 can also use a laser sight, even though it grants it with almost no benefit.
German/International Version
Because of the strict censorship in Germany (and also in Australia and elsewhere in the world), Valve decided to add 4 Counter-Strike: Source weapons (excluding the combat knife) to those versions of the game as compensation. Players were able to use them in non-censored versions of the game if they play with someone with the German version or in custom campaigns set to spawn them, before they were officially added to all versions of the game with the Last Stand update in 2020.
Aside from the addition of the shove animation (which are extremely generic), all of the animations for the international weapons are identical to their animations in Counter-Strike: Source.
Heckler & Koch MP5N
The MP5N is one of the four international firearms in L4D2. It has a lower rate of fire than the normal SMGs in the game, but it has a slightly higher accuracy than Uzi while its damage per shot is almost the same as the MAC-10 while keeping the Uzi's damage-per-second stat. Like all SMGs in the game, it has a 50-round capacity, incorrect for this weapon instead of the real 30.
Steyr Scout
The Steyr Scout with a left-handed bolt and an extended magazine adapter is one of the four international firearms in L4D2. It has a lower rate of fire than other sniper rifles in game, but good accuracy. It also erroneously holds 15 rounds instead of 10.
Accuracy International Arctic Warfare Magnum
The Accuracy International AWM is one of the four international firearms in L4D2. It appears with a left-handed bolt and has the slowest rate of fire (excluding the Grenade Launcher) in the game but inflicts a high amount of damage per shot. In-game it holds an impossible 20 rounds instead of the real AWM's 5.
SIG SG 552
The SIG SG 552 is one of the four international firearms in L4D2. It has a 2x scope and two rates of fire, determined by whether the scope is in use. Without looking down the scope, it has the highest automatic rate of fire out of all assault rifles. Incorrectly holds 50 rounds instead of 20.
Unusable Weapons
AK-74M
The AK-74M appears in several concept arts and in-game campaign posters. It is worth noting that developer commentary says that the in-game AK-47 is partially AK-74, indicating that AKM might have replaced AK-74M at some point in development.
Mk. 18 Mod 0
The Mk. 18 Mod 0 appears in several concept arts and in-game campaign posters. It also appeared in several concept arts/posters for the previous game, specifically in Francis' hands. This may or may not be the same model later used in Counter-Strike: Global Offensive as its "M4A4".
High Standard Model K-1200
The "Pump Shotgun"'s HUD icon still shows its HUD icon from the first game, which resembled a High Standard Model K-1200 Riot Deluxe Model, even though its actual model has been changed and now resembles a different shotgun.
Beretta 92F/FS
A Beretta 92F/FS appears in the menu icon for the "Lone Gunman" Mutation game mode.