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Left 4 Dead 2

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Left 4 Dead 2 for current discussions. Content is subject to change.

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Left 4 Dead 2 (2009)

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 Southern United States during a zombie outbreak, players try to survive the oubreak 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 3-5 chapters). The game is released with five campaigns: Dead Center, Dark Carnival, Swamp Fever, Hard Rain, and The Parish. Additional campaigns are released in three DLCs: The Passing, The Sacrifice, and Cold Stream. 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 singe 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 inifinite 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.

Spawns of weapons and other equipment and items are generally randomized aside from a few places with fixed item spawns. 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.

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, givint their primary weapon an extra magazine of the special ammunition. L4D2 also features laser sight pickups, which are immediately fitted to the player's weapons when picked up.

Pistols

SIG-Sauer P220 SAO

A custom SIG-Sauer P220 is now the default handgun for the Survivors. It says "Triaton P220" on the slide, and is actually modeled after a P220 SAO (sans the beavertail) 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.

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SIG-Sauer P220R pistol with Satin Nickel Finish - .45 ACP
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SIG-Sauer P226 with custom reverse two-tone finish - 9x19mm
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The pistol's in-game model. Note the frame-mounted thumb safety, only found on the P220 SAO.
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Nick opens a cash register with his "Triaton P220" in the cinematic trailer, played at game startup.
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Ellis holding a custom SIG-Sauer P220.
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Rochelle dual-wielding a custom SIG-Sauer P220 and a custom Glock 26.

Glock 26

A Glock 26 pistol is used as the second handgun for dual wielding. It has a short grip of the Glock 26 and slide shape but its slide and frame are stretched to the length of a standard sized Glock like the Glock 17.

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Glock 26 - 9x19mm. Note the rounded shape of the slide end, something not found on full-sized Glock models until well after the game released.
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The in-game Glock pistol world model.
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The in-game Glock pistol view model. Note the extended magazine.
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Rochelle with a custom SIG-Sauer P226 and Glock akimbo, being reloaded.

Desert Eagle

The Desert Eagle has more recoil and a slower rate of fire than the standard sidearms, 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, which is in line with its appearance as the Mark VII (missing the in-built scope rails of the later Mark XIX), though the sign in Whitaker's gun shop claims it is 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.

In Whitaker's gun shop visited in Dead Center chapter 2, a sign in the gun shop names the pistol as "Desert Cobra," and claims that only 2000 were ever made.

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IMI Desert Eagle Mark VII - .44 Magnum
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The Desert Eagle model. Note the lack of a bore on the muzzle end.
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Ellis reloads his Desert Eagle. Note the cocking serrations visible inside the wafer-thin rear part of the slide.

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 a Ithaca 37-like magazine tube.

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Remington 870 Police Magnum Riot Shotgun - 12 Gauge
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The Pump Shotgun model.
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"Weren't they supposed to be saving our asses?" Coach holds a "Pump Shotgun" in the cinematic trailer.
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Ellis with a Remington 870 Police Magnum Riot.

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" (tightest among all three shotguns), but deals slightly less damage.

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Remington 870 Marine Magnum - 12 Gauge
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The chrome shotgun that is used in the game. Note the vented rib with a tactical sight sitting on the top, not a feature of the real weapon.
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Coach fires his Remington 870 Marine Magnum
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Ellis as seen in-game using the "Chrome Shotgun".

Benelli M4 Super 90

The Benelli M4 shotgun returns from the first game, again as a Second Tier shotgun. It has a 10-round capacity in-game despite being modeled with a civilian 4-shot tube, a capacity that in real life requires an aftermarket magazine tube extension, which would've extended the magazine tube beyond the shotgun's barrel. The flashlight clipped to the barrel right in front of the handguard.

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Benelli M4 Super 90 with 4-shot tube - 12 Gauge
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The Benelli M4 Super 90 model.
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Coach using a Benelli M4 Super 90.

Franchi SPAS-12

The Franchi SPAS-12 is the second auto-shotgun available to the players, It carries 10 rounds while the real one has a max capacity of 8+1 and unlike other Valve games, it's fired in its semi auto mode. It has the tightest shot spread and does more damage per shot than its counterpart, but to compensate, it shoots less shots per shell.

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Franchi SPAS-12 with the stock folded and the butt-hook removed - 12 Gauge
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The SPAS-12 shotgun model.
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"Kill all sons of bitches!" Ellis pumps a round into his newfound SPAS-12.
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Ellis using the SPAS-12 against several zombies. The SPAS-12 seems happy that Ellis isn't confusing its magazine tube as another barrel, unlike Half-Life 2, also made by Valve.

SMGs

Ingram MAC-10

The MAC-10 ingame is fitted with the legendary Mitchell Werbell suppressor, along with a flashlight attached to it with zip ties, and is chambered in .45 ACP, evidenced by the fact that it does more damage and has more recoil than the Uzi. The MAC-10 has an incorrect 50-round magazine (instead of the real 30) with a extra 650 rounds in reserve.

As in Counter-Strike: Source, the MAC-10 in this game has a strap attached to the barrel to serve as a makeshift foregrip, but for some reason no characters actually use it ingame, preferring instead to put their offhand just in front of the trigger on the underside of the weapon (as they do with the ingame Uzi). A graphical error with this weapon still makes it emit light from the muzzle blast (thought not the actual muzzle flash) when fired in First Person perspective, and the muzzle flash is still unrealistically unsuppressed when looking at characters firing the weapon from the third person perspective.

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Ingram MAC-10 with a Mitchell Werbell suppressor - .45 ACP
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The MAC-10 model.
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Nick unloads a MAC-10 on a Tank Infected. As mentioned earlier, the muzzle flash for some reason is unaffected by the sound suppressor when looking at characters aside from your own.
File:L4D2-Nick with MAC-10.jpg
Nick reloading a suppressed MAC-10. Note that unlike most games the magazine actually has bullets in it. Also note the anti-gravity strap mounted on the MAC-10.

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.

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IMI Uzi - 9x19mm
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The Uzi model.
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Rochelle and Nick open up on the zombie horde. Nick has an Uzi.
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Rochelle reloads her Uzi after a zombie horde attack.

Rifles

Ruger Mini-14

The Ruger Mini-14 hunting rifle returns from the previous game.

Hip accuracy has been significantly increased compared to the L4D1 version, in fact it is the most accurate weapon on the move in L4D2. With a laser sight it is even more accurate on the move than any SMG. It is also slightly more accurate than the Sniper Rifle. It has a capacity of 15 rounds even though it is modeled with a 10 round magazine.

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Ruger Mini-14 Standard Model Semiautomatic Rifle (Pre-2005) with 30 round magazine attached - 5.56x45mm
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The Mini-14 model.
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Ellis firing the Ruger Mini-14 from the hip, without using the scope.

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 like the M16A1 or M16A3. It appears to have the highest rate of fire out of all the assault rifles, and it still has a unrealistic magazine capacity of 50 rounds despite being modeled with 30-round STANAG magazines.

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Colt M16A2 select-fire rifle (Safe, Semi, 3-round burst) - 5.56x45mm
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The M16A2 model.
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Nick and Rochelle unload on the zombie horde. Rochelle has an M16.
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The group readies to kill some zombies. Rochelle carries an M16.
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Ellis holds a M16A2 in Whitaker's gunstore.

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.

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AKM - 7.62x39mm
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The in-game AKM model.
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Nick holding a AKM.

FN SCAR-L

The FN SCAR-L is called the "Desert Rifle" or "Combat Rifle" in-game and holds an unrealistic 60 rounds of ammunition despite the fact that it's modeled with a 30 round STANAG magazine (same as the M16's, though it appears much larger, due to generally screwed up proportions of the gun's model), and fires in a three-shot burst (which real SCAR-Ls do not have). Although if you keep the trigger depressed, it will fire successive three-shot bursts without the need to pull the trigger again. It also has very high accuracy and does more damage than the M16. In addition, the SCAR-L in the game seems to be modeled after the FN SCAR 16S, a civilian version of the SCAR-L with a 16" barrel and a M16A2 flash-hider, but oddly, it has "Mk.17" markings on the side of the weapon (denoting the SCAR-H).

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Third-generation FN SCAR-L - 5.56x45mm
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Third-generation FN SCAR-H - 7.62x51mm. Note the wider magazine well.
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The FN SCAR-L model. Note the missing side rail, an elongated pistol grip, and the wider mag well, which houses an oversized 5.56 STANAG magazine.
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Ellis readies his SCAR-L. Note 16" barrel.
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Ellis with a SCAR-L in-game. Note markings on the side of the weapon, claiming to be both a "Mk. 17 Mod 3" and a 5.56mm rifle. The inventory menu on the right further shows the weapons is currently loaded with 60 rounds of something, just to make things more impossible.

Heckler & Koch G3SG/1

The Heckler & Koch G3SG/1 serves as a long range weapon like the Ruger Mini-14 from the first game. It is modeled after the H&K G3SG/1 sniper rifle (or a scoped HK91 given the absense of a paddle magazine release), with some features from the H&K MSG90A1, namely the stock, trigger group, and barrel length, but it also has the AK-74 muzzle brake (perhaps even from an AK-103, which also has 7.62mm bore diameter). Its magazine holds 30 rounds (even though it's modeled with a 20 round magazine), which is double that of the previous hunting rifle.

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Heckler & Koch G3SG/1 - 7.62x51mm NATO.
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Heckler & Koch MSG90A1 - 7.62x51mm NATO. Note the forward assist.
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The HK G3SG/1 model. Note the AK-74 muzzle brake, possibly recycled from a scrapped AK-74M model.
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The HK G3SG/1 model. Note the absence of a forward assist.
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Ellis gets his Sniper Rifle knocked away.
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Ellis holds a G3SG/1, Rochelle has an M16A2.

Machine Guns

Browning M2

The Browning M2 heavy machine gun appears as the standard mounted machine gun of Left 4 Dead 2.

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A Browning M2HB on a vehicle mount - .50BMG
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The Browning M2 model.
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Rochelle fires a Browning M2.
File:L4D2 M2 .50 cal in-game.jpg
The Left 4 Dead 2 Browning M2.

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.

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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
The GE M134 Minigun model as seen from the first game.

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.

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.

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M60 - 7.62x51mm NATO
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The M60 model.
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Ellis uses the M60 machine gun against a horde of zombies attacking him.
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Ellis holds the M60.

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 are 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.

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M79 grenade launcher - 40mm
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The M79 grenade launcher model. Note that the trigger is missing in this image for some reason.
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Ellis fires a 40mm round at a Tank.
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The group readies to kill some zombies. Ellis has an M79.
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Nick holding a M79.

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 are 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. Players can also use these weapons via cheat in the console but they will deal no damage unless the map is restarted or they are carried through to the next map via safe room.

Heckler & Koch MP5N

The MP5N 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.

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H&K MP5N - 9x19mm
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Nick aims the console-acquired MP5N at Ellis' head.
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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

The Steyr Scout with an extended magazine adapter has lower rate of fire than other sniper rifles in game, but good accuracy. Erroneously holds 15 rounds instead of 10.

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Steyr Scout - 7.62x51mm NATO.
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Nick holds the console-acquired Scout. The bolt along with its handle is positioned too low this time, making the bolt itself invisible.
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Nick holds his Scout like a pistol reloads his Scout, while looking at the world model. Note the scope is mounted differently.

Accuracy International AWSM

The Accuracy International AWSM has the slowest rate of fire (excluding the Grenade Launcher) in the game but inflicts a high amount of damage per shot. Incorrectly holds 20 rounds instead of 5.

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Accuracy International AWSM with fixed stock - .338 Lapua Magnum
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Nick holds the console-acquired AWSM with an invisible laser sight.
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Nick hits Coach with the AWSM's solid stock, while simultaneously breaking the wooden pallet.
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Nick reloads his AWSM this time without magazine clipping through the mag well, while looking at the world model with solid stock and absent bipod.

SIG SG 552

The SIG SG 552 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.

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SIG SG 552 - 5.56x45mm.
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Nick holds the console-acquired SG 552, while Coach balances on a chair.
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Nick reloads his SG 552. Note fire selector is set to semi-auto.
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World model. Note the laser sight appearing out of thin air like the flashlight.

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.

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AK-74M - 5.45x39mm
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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.
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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.

CQB-R / Mk. 18 Mod 0

The CQB-R / 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 as Counter-Strike: Global Offensive Mk. 18, known as "M4A4" in that game.

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Mk. 18 Mod 0 with LMT rear sight, Crane stock, and RIS foregrip - 5.56x45mm
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A concept art piece. Note the similarities to Counter-Strike: Global Offensive "M4A4". Oh, and the closed scope covers.
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The poster of The Parish campaign. Note the stock's shape, compare with the "M4A4".

Springfield Armory M1911-A1

The HUD icons for the Springfield Armory M1911-A1 pistols in Left 4 Dead is still used as the HUD icons for the single-wielded and dual-wielded pistols in Left 4 Dead 2, though the actual weapons have been changed to the P220 and the Glock 26, and the M1911 itself is not found in-game.

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Springfield Armory M1911-A1 "Mil-Spec" Parkerized version with Springfield logo grips - .45 ACP

Beretta 92F/FS

The Beretta 92F/FS appears in the menu icon for the "Lone Gunman" Mutation game mode.

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Beretta 92F - 9x19mm
The menu icon for the Lone Gunman Mutation game mode.