Left 4 Dead 2

Left 4 Dead 2

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Whitaker's Gun Shop
Da Res
Your One Stop Army Headquarters!
   
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About Us


Firearm Inventory
  • Tier 0 Pistols, Magnums
  • Tier 1 Sub-Machine Guns, Shotguns
  • Tier 2 Shotguns, Rifles, Sniper Rifles
  • Tier 3 Grenade Launchers, Machine Guns *Coming Soon!
Firearm Accessory
Melee Inventory
  • Bludgeoning
  • Shredding
  • Slashing
Training Classes
  • Back 2 Basic
  • Personal Defense
  • Close Quarters Combat
  • Team Strategy
  • Explosive Ordnance *Coming Soon!
  • First Aid *Coming Soon!

We buy, sell and trade used guns.
This store operates on 100% zero tolerance.
We reserve the right to refuse service to anyone.

Business hours: Open Close Monday-Friday 9:00am 6:30pm Saturday 9:00am 5:30pm Sunday 12:30pm 5:30pm

Central Standard Time
Open 7 days a week
Open 364 days a year

Phone:: 270-229-0140
Fax:: 270-229-9139

Firearm Inventory
Tier 0

P220 Pistol/Glock 17


2 FOR 1 SPECIAL
ANY TWO 9mm PISTOLS ONLY $999.99


Price: $999.99
Capacity: 15 (30 if dual-wield)/-
Range: 2500 Hammer Units
Damage Drop Ratio: 0.75
Penetration Power: 30
Rate of Fire: 300/minute (600)
Seconds to Reload: 1.75 (2.45)
Damage per Shot: 36
Damage per Second: 175 (350)
Damage per Magazine: 540 (1080)
Total Damage: Infinite

IMI Desert Cobra (Desert Eagle Magnum)


LARGE BORE PISTOL
RARE! ONLY 2000 MADE!


Price: $1999.99
Capacity: 8/-
Range: 3500 Hammer Units
Damage Drop Ratio: 0.75
Penetration Power: 50
Rate of Fire: 198/minute
Seconds to Reload: 1.75
Damage per Shot: 80
Damage per Second: 267
Damage per Magazine: 640
Total Damage: Infinite

Tier 1

IMI Uzi (Sub-Machine Gun)


Price: $399.99
Capacity: 50/650
Range: 2500 Hammer Units
Damage Drop Ratio: 0.84
Penetration Power: 30
Rate of Fire: 960/minute (16/second)
Seconds to Reload: 2.35
Damage per Shot: 20
Damage per Second: 320
Damage per Magazine: 1000
Total Damage: 14000

Ingram Mac-10 (Silenced Sub-Machine Gun)


Price: $399.99
Capacity: 50/650
Range: 2200 Hammer Units
Damage Drop Ratio: 0.84
Penetration Power: 30
Rate of Fire: 960/minute (16/second)
Seconds to Reload: 2.35
Damage per Shot: 25
Damage per Second: 400
Damage per Magazine: 1250
Total Damage: 17500

Remington 870 Police (Pump Shotgun)

*Laser sight has almost no effect

Price: $399.99
Capacity: 8/56
Range: 3000 Hammer Units
Damage Drop Ratio: 0.7
Penetration Power: 30
Rate of Fire: 69/minute
Seconds to Reload: 0.473 (single shell), 3.784 (complete reload)
Damage per Shot: 250 (10pellets*25 damage each)
Damage per Second: 287.5
Damage per Magazine: 2000
Total Damage: 16000

Remington 870 Marine (Chrome Shotgun)

*Laser sight has almost no effect

Price: $399.99
Capacity: 8/56
Range: 3000 Hammer Units
Damage Drop Ratio: 0.7
Penetration Power: 30
Rate of Fire: 69/minute
Seconds to Reload: 0.473 (single shell), 3.784 (complete reload)
Damage per Shot: 248 (8pellets*31 damage each)
Damage per Second: 285.2
Damage per Magazine: 1984
Total Damage: 15872

Tier 2

Franchi Spas-12 (Combat Shotgun)

*Laser sight has almost no effect

ONE TIGHT SPREAD
BANNED IN 25 STATES!


Price: $1999.99
Capacity: 10/90
Range: 3000 Hammer Units
Damage Drop Ratio: 0.7
Penetration Power: 30
Rate of Fire: 200/minute
Seconds to Reload: 0.396 (single shell), 3.96 (complete reload)
Damage per Shot: 252 (9pellets*28 damage each)
Damage per Second: 836
Damage per Magazine: 2520
Total Damage: 25200

Benelli M4 Super 90 (Tactical Shotgun)

*Laser sight has almost no effect

FULLY AUTOMATIC
12-GAUGE


Price: $1999.99
Capacity: 10/90
Range: 3000 Hammer Units
Damage Drop Ratio: 0.7
Penetration Power: 30
Rate of Fire: 200/minute
Seconds to Reload: 0.396 (single shell), 3.96 (complete reload)
Damage per Shot: 253 (11pellets*23 damage each)
Damage per Second: 840
Damage per Magazine: 2530
Total Damage: 25300

FN SCAR-L (Combat Rifle)


3-ROUND BURSTS
FOR ACCURACY


Price: $1999.99
Capacity: 60/360
Range: 3000 Hammer Units
Damage Drop Ratio: 0.97
Penetration Power: 50
Rate of Fire: 502.3/minute
Seconds to Reload: 3.35
Damage per Shot: 44
Damage per Second: 368.4
Damage per Magazine: 2640
Total Damage: 18480

M16A2 (Assault Rifle)


THE CLASSIC M-16
COMBAT TESTED!


Price: $1999.99
Capacity: 50/360
Range: 3000 Hammer Units
Damage Drop Ratio: 0.97
Penetration Power: 50
Rate of Fire: 684/minute
Seconds to Reload: 2.35
Damage per Shot: 33
Damage per Second: 376.2
Damage per Magazine: 1650
Total Damage: 13530

Kalashnikov AKM (AK-47 Rifle)


SLOW BUT POWERFUL

Price: $1999.99
Capacity: 40/360
Range: 3000 Hammer Units
Damage Drop Ratio: 0.97
Penetration Power: 50
Rate of Fire: 461.5/minute
Seconds to Reload: 2.5
Damage per Shot: 58
Damage per Second: 446
Damage per Magazine: 2320
Total Damage: 23200

Ruger Mini-14 (Hunting Rifle)


Price: $399.99
Capacity: 15/150
Range: 8192 Hammer Units
Damage Drop Ratio: -
Penetration Power: 50
Rate of Fire: 240/minute
Seconds to Reload: 3.25
Damage per Shot: 90
Damage per Second: 360
Damage per Magazine: 1350
Total Damage: 14850

Heckler & Koch MSG90A1 (Military Sniper Rifle)


MILITARY-GRADE AMALGAMATE
GUNS ARE LIKE LEGO, KIDS


Price: $1999.99
Capacity: 30/180
Range: 8192 Hammer Units
Damage Drop Ratio: -
Penetration Power: 50
Rate of Fire: 240/minute
Seconds to Reload: 3.5
Damage per Shot: 90
Damage per Second: 360
Damage per Magazine: 2700
Total Damage: 18900

Tier 3

M79 Grenade Launcher


Price: Coming Soon!
Capacity: 1/30
Range: 3000 Hammer Units
Damage Drop Ratio: 0.97
Penetration Power: -
Rate of Fire: 16/minute
Seconds to Reload: 3
Damage per Shot: 400
Damage per Second: -
Damage per Magazine: 400
Total Damage: 12400

M60 Machine Gun


Price: Coming Soon!
Capacity: 150/0
Range: 3000 Hammer Units
Damage Drop Ratio: 0.97
Penetration Power: 50
Rate of Fire: 545.5/minute
Seconds to Reload: -
Damage per Shot: 50
Damage per Second: 454.5
Damage per Magazine: 7500
Total Damage: 7500

*Disclaimer: The weapon spread pictures were taken from different distances to the target, this is to account for the different proper handling of respective firearms.
Firearm Accessory
Laser Sights


NEVER MISS AGAIN!
IMPROVE YOUR AIM!


Price: $699.99

Ammunition

Caliber
  • 9×19mm Parabellum
  • .44 Remington Magnum
  • .45ACP
  • 5.56x45mm NATO
  • 7.62x39mm
  • 7.62x51mm NATO
  • 40x46mm Grenade
  • Shotshell 12-Gauge
Shotshell
  • Buckshot
  • Lead Load
  • Non-tox L
  • Standard
  • Slug Load
  • Steel Load
Explosive Ammunition


LET'S BLOW SOME ♥♥♥♥ UP!

Equip your existing primary weapon with these explosive rounds to blast any target upon contact.
This ammunition can double your shotgun magazine.

Incendiary Ammunition


LET'S BURN SOME ♥♥♥♥ UP!

Equip your existing primary weapon with these incendiary rounds to ignite any target upon contact.
This ammunition can double your shotgun magazine and will not set off car alarms.

Brand
  • Browning
  • CGI
  • Federal
  • Fiocchi
  • Hevishot
  • Hornady
  • Kent Cartridges
  • Magpul
  • Norma
  • Nosler
  • PMC
  • Primos
  • Remington
  • Ruger
  • Ultramax
  • Winchester

Optics
Other Acessories
Melee Inventory
http://steamcommunity.com/sharedfiles/filedetails/?id=412007318

Bludgeoning

Baseball Bat


Range: Medium
Rate of Fire: 0.850 seconds

Cricket Bat (Paddle)


Range: Medium
Rate of Fire: 0.850 seconds

Electric Guitar


Range: Medium-Long
Rate of Fire: 0.900 seconds

Frying Pan (Skillet)


Range: Short
Rate of Fire: 0.900 seconds

Golf Club (Driver)


Range: Medium
Rate of Fire: 0.750 seconds

Tonfa (Nightstick)


Range: Short
Rate of Fire: 0.650 seconds

Shredding

Chainsaw


Range: Low-Medium
Rate of Fire: 0.1 seconds
Damage Resistance: 50%
Damage per Hit: 100
Damage per Second: 1000
Seconds of Usage: 60
Total Damage: 60000

Crowbar


Range: Medium
Rate of Fire: 0.900 seconds

Slashing

Fire Axe


Range: Medium-Long
Rate of Fire: 0.900 seconds

Katana


Range: Long
Rate of Fire: 0.750 seconds

Machete


Range: Medium
Rate of Fire: 0.675 seconds
Range


Instructors
Training Classes
  • Back 2 Basic
  • Personal Defense
  • Close Quarters Combat
  • Team Strategy
  • Explosive Ordnance *Coming Soon!
  • First Aid *Coming Soon!

Configuration Files - CFG

Config, or .cfg files are text documents that include certain settings or commands. They can be used to store a lot of commands so you don't need to remember them all. The file extensions is .cfg and can be opened with notepad or word. They are located in your game directory found here:

\Steam\SteamApps\common\Left 4 Dead 2\left4dead2\cfg

You can set yourself some notes in these files by using slash ( / ). These lines will be excluded and skipped by the game so you don't get unnecessary errors within the console. These files can be processed by typing into the console:

exec "your config name"

Whitaker's Gun Shop L4D1 Configuration(WGS CFG)[pastebin.com]
Whitaker's Gun Shop L4D2 Configuration(WGS CFG)[pastebin.com]
  • Custom Binds
  • Custom Crosshair, Netgraph
  • Custom Settings, FOV
  • Thirdperson Advanced Support
  • Null Cancelling Movement
  • Selective Firemode
Rock Hill Gun Range L4D2 Configuration(RHGR CFG)[pastebin.com]
  • Private Practice Map
  • Binds for SI Spawn
  • Useful commands > director_stop > god 1/0 > disconnect

Note: Reviews on the Instructor's profile
Back 2 Basic Training

  • Basic Training
  • Movement Training
  • Field Discipline Training
  • Situational Awareness Training
Basic Training

Optimising Configurations
https://steamcommunity.com/sharedfiles/filedetails/?id=159267328
WGS CFG[pastebin.com]

Location = C:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\cfg\

Create and edit 'autoexec.cfg' file with notepad or notepad++.
Anything after '//' is a comment not recognised by the compiler and is there to improve readability and/or provide further information on code.

Set Launch Options

Location = Steam Library > Left 4 Dead 2 > Properties > Launch Options

Command Line Options
http://steamcommunity.com/sharedfiles/filedetails/?id=609108162
-novid = When loading a game with this parameter, the intro Valve video will not play.
-lv = Enables the low-violence or censored version of the game.



Movement Training

Movement Speed

Movement
Condition
Hammer Units Per Second
Adrenaline
Adrenaline
260 (15s)
Run
HP >= 40
220
Limp Run
HP <= 39
150
Limp Walk
THP == 1
85
Walk
Walk
85
Crouch
Crouch
75

Movement Technique
  • Null-Cancelling Movement[www.l4dnation.com]
    Cancelling Newton's Third Law of Motion; Law of Inertia.
    Prevents you from stopping when attempting to move in two opposing directions. The most recent direction in a given axis takes precedence. This is useful for juking and for smoothing movement in general.

  • Safe Drop - Jump (Hold) > Drop safely from higher ground to lower ground.
  • Safe Drop Revive - Jump (Hold) > Drop > Use (Hold) to revive a teammate safely from higher ground to lower ground.

  • Quick Climb - Climbing faster using two directional input instead of one.
  • Anti-Stumble Jump - Jump to prevent stumble.

  • Lure - Gain Infected aggravation and lure/pull Infected towards you.
  • Bait - Lure Infected to attack/spawn early or into a trap, usually an exploit of Infected pathway.
  • Kite - Lure Infected around an area usually with a structure or building in the path.
  • Juke - Bait an attack and dodging it, usually performed by changing direction at the last second.

  • Strafe Jump - Strafe in a direction > Jump while strafing in a different direction to gain air velocity.
  • Bunnyhop - A technique to move faster by jumping repeatedly to preserve momentum and gaining speed by making use of air acceleration.
https://steamcommunity.com/sharedfiles/filedetails/?id=285982952
CODE: 2705



Field Discipline Training
  • Light Discipline
    The practice of concealing one's light signature so as to mitigate all possible detection by enemy. Light alerts/disturbs/attracts Infected.
    Light sources: Flashlight, Muzzle flash, Smoke.
    Solution: Use flashlight only when essential (areas of low visibility, searching), use flash hider to hide your muzzle signature.

    Proper Usage of Flashlight[www.artofmanliness.com]
    Cone of light is interrupted when melee shove, switching weapons, reloading.
    Cone of light is larger when melee weapons are equipped.

  • Noise Discipline
    The practice of minimizing one's noise signature to a degree that it does not compromise mission essential actions. Noise alerts/disturbs/attracts Infected. Noise will hinder ability to detect enemy's presence and position.
    Noise sources: Frying Pan, Electric Guitar, Microphone, Loose Equipment.
    Solution: Avoid carrying items that create noise, use visual techniques (binds) to communicate, rifle sling/tape to tighten loose equipment from rattling.

    WGS Binds[pastebin.com]
    Navigate to the BINDS section in your config file of L4D2. It is used to bind specific commands to your desired key. This allows you to give visual commands to your teammates without creating any noise.

    Usage of Binds
    Short - Transfer of information should be effective & efficient.
    Strong - Transfer of information should be vital & essential.



Situational Awareness Training

Map Awareness
  • Map Layout
    Always know which direction is forward and which is backward and where to go to progress through the map. Memorize all the maps, every nook and cranny, inside and out.

  • Crescendo Events
    Sensitive areas where certain actions that cause a massive onslaught of Infected, often called a Horde, to find and attack the Survivors. Each map has specific crescendo event spots. You need to know where they are and always be prepared when you approach them.

  • Chokepoint
    Dangerous areas often narrow where the SI have an advantage over Survivors and are likely to attack at. Areas that contains the following: corridors, fires, ladders, large bodies of water, ledges, open windows, heavy objects such as cars, forklifts and trash containers.

  • One Way/No Return
    Points where Survivors will not be able to return to the previous area. E.g. places where Survivors will jump down and there is no ladder up (No Mercy rooftop finale).

  • Infected Pathway & Spawn Pattern
    The Infected has an AI pathway programmed, so their movement path to the survivors aren't random and can be memorized to your advantage. The areas where Infected spawn have a pattern that can be predicted and memorized. E.g. Smokers tend to spawn often in high places or behind cover. Tank and Witch share very predictable generic spawn areas.

  • Shortcuts & Skips
    http://youtu.be/jQ03v5UoYko
    Know the several skips and shortcuts to get around the maps faster.

    Position Awareness

  • Surviors
    http://steamcommunity.com/sharedfiles/filedetails/?id=308941246
    Status: Aware of teammates' health, weapons, throwables and healing items.
    Position: Aware of teammates' position on the map and relative to ownself.

  • Infected
    http://steamcommunity.com/sharedfiles/filedetails/?id=197668999
    Status: Aware of SI being alive or dead, how long before SI spawns and attack.
    Position: Aware of which SI is in the area and where are they positioned at.

    https://steamcommunity.com/sharedfiles/filedetails/?id=147309463
Personal Defense Training

  • Aiming Convention Training
  • Firearm Control Training
  • Firearm Concept Training
  • Reaction with firearm
Aiming Convention Training

Essential Configuration
  • Mouse Acceleration Input: Disabled
  • Mouse Filter: Disabled
  • Mouse Raw Input: Disabled
  • Vertical Sync: Disabled
Crosshair Settings
  • Color
  • Thickness
  • Dynamic
Mouse Aiming

Arm: Aiming with entire arm movement, the elbow and shoulder joint works in tandem to achieve all round movement. Effective for close range aiming and fast pace movements.
Characteristics: Large mousepad, low sensitivity, high precision.

Wrist: Aiming with just the hand, wrist resting on the mousepad. Aiming up and down is done by pulling/pushing the mouse with your fingers. Effective for far range aiming and fine tuning.
Characteristics: Small mousepad, high sensitivity. harsh precision, high control of all angles.

Combination: Aiming with both the arm movement and wrist movement. Switching and/or utilizing both styles for all aiming situations. Both styles can complement each other to bring out the strengths while removing the weaknesses of each style on its own.

Mouse Grip



Contact Drill

The ability to engage and neutralize each and every type of threat coming from any direction.
  • Front - The fundamental drill.

  • Left/Right - The intermediate drill.
    Master turning 90 degrees to the left/right and neutralize the targets.

  • Back - The advanced drill.
    Master turning 180 degrees to the back and neutralize the targets.



Firearm Control Training
  • Breath Control[www.militarytraining.net] (Natural Respiratory Pause)
    Breathing causes movement of the chest and a corresponding movement in the rifle and its sights. To minimize this movement and the effect it has on your aim, learn to control your breathing and extend your natural respiratory pause for a few seconds during the final aiming and firing process. When firing rapid fire shots, it may be necessary to take small short breaths to produce a respiratory pause between each shot. The respiratory : pauses help to maintain natural point of aim, however, holding your breath too long may lessen your ability to maintain focus on the sights.

  • Muzzle Control[www.personaldefensetraining.net] (Pre-Aiming)
    Always carry your gun so that you can control the direction of the muzzle. Keep your muzzle at eye level and don't look at the ground as you move. Pre-aim at areas or positions where Infected may be coming from.

  • Trigger Control[www.militarytraining.net] (Pre-Firing)
    Control the trigger while firing to prevent any disturbance to sight alignment. Full trigger control includes pre-firing hidden corners or areas where Infected is suspected to be coming from.

  • Recoil Control[csgoskills.com] (Corrective Aim)
    The idea to compensate for recoil and inaccuracy applies here as well. Learn the spray pattern/weapon spread of each and every weapon. The main method to control the recoil is burst fire.
Types of Aim
  • Track
  • Flickshot



Firearm Concept Training
  • Ammunition Management - Conservation of ammunition is a fundamental skill, every shot is an aimed shot.

  • Quickloading - You can fire off a large volume of ammo from one weapon and then simply pick up a fresh weapon to get a full ammo resupply indefinitely. This avoids having to waste time reloading the original weapon or visiting an ammo pile to restock.

  • Combat Reload - Importance of knowing when to reload in combat. Always reload before an organized SI hit, tank, horde or when the tank is out of sight. The shotguns(L4D1) or any pistol(L4D2) will reload slower if the gun or magazine is empty entirely. You can melee shove while reloading, adds a layer of protection against the Infected while being vulnerable.

  • Speedloading - Speed reloading technique where If you idle while reloading, you will come back with a full magazine.

  • Switch Shot - Shooting the pump shotgun(L4D1) faster using the switch technique.

  • Quick Shot - Shooting the tier 1 shotguns faster using the shove technique.

  • Selective Fire - Manually switch between semi-automatic, burst mode, and/or fully automatic firing mode. Burst mode (tap fire) is usually the most preferred firing mode for most weapons.

  • Bodyshot/Headhunt - Aiming at the body ensures high accuracy. Aiming for headshots ensures high damage. Every firearm are suited to either bodyshots or headhunting. It is Important to know which and when to aim for body or head.

  • Wallbang - Bullet Penetration is a gameplay mechanic that allows every weapon to be able to penetrate surfaces and damage Infected behind them as well as Infected positioned behind one another. The act of shooting through penetrable surfaces is commonly known as wallbanging.

  • Positioning - All shotguns have infinite character penetration up to 300 Hammer units while military/hunting rifles have infinite character penetration up to 8192 Hammer Units. Utilize positioning to optimize bullet penetration and neutralize as many targets effectively. By aligning as many targets in your line of fire, you can kill that many with a single shot.

Reaction with firearm

Boomer
Shove(Melee/M2) back the boomer before shooting if near, shoot if far.

Spitter
Shove(Melee/M2) back the spitter before shooting if near. shoot if far and stay away from spit.

Smoker
Tongue Dodge

Jockey
Spin Counter
Skeet

Tank
Tank Dance
Rock Skeet

Witch
Cr0wn
http://steamcommunity.com/sharedfiles/filedetails/?id=225108851
Witch Hunter
http://steamcommunity.com/sharedfiles/filedetails/?id=218411186
Hunter
Skeet: Shotgun or Sniper
Melt
http://youtu.be/FhKdSOH983Y
Charger
Avoid
https://steamcommunity.com/sharedfiles/filedetails/?id=806347847
SG Critical
http://youtu.be/8LOLbBDHdcw
Close Quarters Combat Training

  • Understanding Firearm Damage Modifiers
  • Understanding Melee Damage Base & Multiplier
  • Reaction with Melee
Firearm Damage Modifiers
  • Hit Location
  • Game's Difficulty
  • Damage Drop-Off Over Distance
Common & Uncommon Infected

Instantly die from:
  • Any damage to the head;
  • Any damage from scoped rifles (except on Realism), Magnum pistols and M60s;
  • Being hit directly or by splash damage of Explosive Ammo and the Grenade Launcher.
Within 100 Hammer Units (1.91m or 6.27 ft), shotguns deal 5 times their normal damage to any Common Infected, and received body damage is modified by the game's difficulty:
  • Easy: 200% — Realism: 50%
  • Normal: 100% — Realism: 37%
  • Hard: 75% — Realism: 25%
  • Expert: 50% — Realism: 25%
Original Special Infected (Hunter, Smoker, Boomer):
  • Head: 400% from bullets, 125% from shotgun pellets
  • Torso: 125%
  • Arms: 100%
  • Legs: 75%
New Special Infected (Charger, Jockey, Spitter):
  • Head: 400% from bullets, 125% from shotgun pellets
  • Right arm: 125%
  • Rest of the body: 100%
The Witch

She receives 5 times damage from shotguns at point blank range (except on Realism), and received body damage is modified by the game's difficulty:
  • Easy:
    • Head: 100%
    • Body: 200% — Realism: 50%
  • Normal:
    • Head: 100%
    • Body: 100% — Realism: 37%
  • Hard:
    • Head: 100%
    • Body: 75% — Realism: 25%
  • Expert:
    • Head: 100%
    • Body: 50% — Realism: 25%
The Tank

He receives same damage everywhere, takes only 85% damage from automatic shotguns in L4D2 and 300% damage from the Grenade Launcher.

Damage Drop-Off

Different weapons have different damage drop-off over distance characteristics, most obviously linked to the caliber of the weapon. Of note: (excluding shotguns) pistols have the highest damage drop-off (up to 25%), scoped rifles and the Grenade Launcher's projectile have no damage drop-off. Splash damage suffers damage drop-off relative to the center of the explosion.

Melee Damage Base Percentage
  • Common & Uncommon Infected: 100%
  • Boomer, Hunter, Smoker: 100%
  • Jockey, Spitter: 100%
  • Charger: 65%
  • Witch: 25%
  • Tank: 5%
Melee Damage Multiplier

Charger
  • 400% (Head)
  • 125% (Right Arm)
  • 100% (Body)
  • 33% (AI Charging)
Boomer, Hunter, Smoker
  • 75% (Legs)

Reaction with Melee

Melee Shove/Bash (M2)

A simple attack which pushes the target back at arms length distance and stuns them for a small amount of time (1-3 seconds, depending on Infected type and resulting animation).
Extremely useful in defense against large hordes of Common Infected and rescuing other Survivors caught by Hunters, Smokers, or Jockeys (but not Chargers, which are not affected by such attacks).

Damage & Stun

Infected
Damage
Stun
Common/Uncommon
1-6 blows
Knock back/down
Special
4-5 blows
Stuns
Jockey
5-6 blows
Stuns
Jimmy Gibbs Jr.
Immune
Stuns
Witch
Immune
Susceptible when stumbled
Charger/Tank
Immune
Immune

Fatigue Management

Fatigue sets in after 5 melee attacks, a Survivor is obliged to wait 2-3 seconds until this attack can be used again. Repetitive use of a melee attack thus incurs a series of short time-out intervals to stimulate the body's need to regather its strength for the next strenuous exertion. Only use melee attacks when it is essential to better manage your fatigue.

Melee Swing (M1)
Quick & Wide Swings
http://youtu.be/2MQvgL2l6GU

Boomer
Shove(Melee/M2) back the boomer before shooting if near, shoot if far.

Spitter
Shove(Melee/M2) back the spitter before shooting if near. shoot if far and stay away from spit.

Hunter
Deadstop
Melee Skeet

Jockey
Deadstop
Melee Skeet

Smoker
Emergency Bash
Cut Smoker's Tongue
http://steamcommunity.com/sharedfiles/filedetails/?id=150461076
Charger
Level
http://steamcommunity.com/sharedfiles/filedetails/?id=121144623Melee Critical

Witch
Juke & Melee
http://youtu.be/9MHVHvjT1Gg
Tank
Melee Rock Skeet
Juke & Melee
http://youtu.be/crTEpgivtOw
Team Strategy Training

  • Team Movement Training
  • Clearing Tactics Training
  • Tactical Strategy Training
Team Movement Training

Movement Formations


Formation
Security
Flexibility
Fire Capability
Scenario
Line
Good to the front, little to the flank and rear
Limited maneuver capability
Allows maximum immediate fire to the front
When maximum fire output to the front is required
Vee
Good to the front and flank, little to the rear
Facilitates maneuver
Allows large volume of fire to the flank, limited volume to the front
Wide hallway or lane
Echelon
All round
Facilitates maneuver, good dispersion laterally and in depth
Allows immediate fire in all directions
Standard tactical formation
Diamond
All round
Facilitates maneuver, good dispersion all round
Allows immediate fire in all directions
Narrow hallway or lane
Wedge
All round
Facilitates maneuver, good dispersion laterally and in depth
Allows immediate fire in all directions
Standard tactical formation
File
Good to the flank, little to the front and rear
Most difficult formation from which to maneuver
Allows maximum immediate fire to the flank
When maximum fire output to the flank is required

Team Position
  • Pointman - Responsible for eliminating all threats from the front
  • Backup Man - Provides backup for the pointman
  • Omni-man - Counter Infected flanking maneuvers and cover the entire team
  • Rearguard - Responsible for eliminating all threats from the rear
Team Movement
  • Scavenge/Sweep & Clean - Survivors stay together, travel through the areas slowly while taking out every Infected they meet, aside from Witches that can be avoided. When moving past a room or space on the side of the path, Survivors send in one or two Survivors to search for supplies and kill the Infected inside while the others guard the entrance.

  • Tactical - Survivors stay together, travel through the areas and head toward their target quickly, ignoring Infected that aren't hindering movement. However, the team holes up in a defensive position during a SI coordinated attack, Horde, Crescendo Events, or finale waves. Side areas are always ignored unless supplies are needed.

  • Rush - Survivors stay together, travel through the areas and head toward their target quickly, ignoring Infected that aren't hindering movement. Side areas are always ignored unless supplies are needed.
Clearing Tactics Training



Pie-ing method is a corner clearing technique that is used when speed is required. This procedure is done by aiming the weapon beyond the corner into the direction of travel (without flagging) and side-stepping around the corner in a circular fashion with the muzzle as the pivot point. Keep a fair distance from the edge of any building or wall as you approach the corner.



Standard method for clearing rooms.

Reason
Method
Objective rooms are consistently small
Clear with two or three men
Shortage of personnel
Clear in teams of two
No immediate threat
One or two men search each room
No immediate threat, and speed is of the essence
One man visually searches each room



Hallway Clearing Techniques

The two basic formations for moving down hallways are shown.

1. Diamond formation is used in narrow hallways. The number 1 man provides security to the front. The number 2 and number 3 men cover the left and right sides of the number 1 man. The number 4 man provides rear protection.

2. Vee formation is used in wide hallways. The number 1 and number 2 men move abreast, covering the opposite side of the hallway from the one they are walking on. The number 3 man covers the far end of the hallway. The number 4 man provides rear security.



"T" hallway intersections clearing positions



Hallway junction clearing positions



Three-man flow clearing technique



Tactical Strategy Training
  • Team Positioning - Respect the lines of fire, no friendly fire. Cover all blind spots, provide cover fire. Draw infected towards the point man for focus firing. Maximize opportunities to shoot while minimizing risk of taking damage.

  • CI Control - Importance of control/clearing the common Infected.

  • CI Attack Priority -> Pipe > Boomer's Vomit > Boomer's Bile

  • SI Priority -> Boomer > Hunter > Charger > Smoker > Jockey > Spitter

  • Effective Action Per Minute - Neutralize first the nearest possible threat and aim for the head, plan reload times, when to shoot, where to scout. Focus on what will happen next instead of what's happening.

  • Overcommit - Chasing down a distant threat, neglecting other threat in the immediate surroundings or running from a threat while neglecting the surroundings.

  • Tunnel Vision - Limited vision or situational awareness due to prolonged or overuse of a scope or over concentration on a specific area.

  • Spawn Blocking - Using your position and field of view to prevent Special Infected from spawning in nearby areas. SI generally can't spawn in direct line of sight.
Contact
Whitaker's Gun Shop

Interstate #16
Savannah, SR 404

Phone: 270-229-0140
Fax: 270-229-9139
Email: info@whitakerguns.com

Specialization

Speedrunning

Survival

Competitive Versus
FAQ
About the Store

What's the deal with this shop?
This is the online Whitaker's Gun Shop. Since the incident, we've started an online shop to continue the business.

What happened to Whitaker's Gun shop outlet?
The shop is abandoned and now overrun with infected. We've moved to the range to continue the business online. You can visit the abandoned shop here!

What's your privacy policy?
All data collected or requested is kept in the strictest confidence and is never shared, given, or sold to any individual, company, entity, or corporation. Our customer's privacy is of utmost concern and we guard and secure your information.


Shipping & Returns

How can i place an order?
Place your order in the comments section below and contact us by phone or email. We will get back to you shortly.

My order never arrived.
Check your order confirmation email for the tracking number. If that doesn't work, send us an email, tell us what you ordered and your order number, and we'll help you out.

My order arrived incomplete or damaged.
Send us an email. Tell us what you ordered and your order number, and we'll help you out.


Training Classes

How do i sign up?
Sign up in the comments section below and contact us by phone or email. We will get back to you shortly.

I have tried to call several times and the line is always busy. Is your phone working?
Our phone lines stay busy, but phone calls will be returned as time permits. Please limit your communication to email or leave a message here. Thank you!

57 commenti
Shmoomoo 4 feb 2023, ore 19:52 
this is the longest guide ive ever seen
Pluvillion 31 mag 2022, ore 6:32 
Now THIS is a guide. Holy shit.
dauzlee 17 ott 2021, ore 1:05 
i want the classic ak rifle
JockeyField 11 gen 2021, ore 12:06 
btw, would like to place an order for some shotgun ammo, been runnin dry ever since the path to the abandoned store has been filled with more and more zombies
JockeyField 11 gen 2021, ore 11:57 
ayo, keep selling that tactical autoshotty, i come by everyday to steel it from your shop
favorite gun
PartConnect 11 set 2020, ore 1:31 
This is the best guide on the internet.
Drunk Headcrab 9 set 2020, ore 22:16 
Candy store for adults.
Res  [autore] 31 ago 2020, ore 4:06 
Hey, just what you see pal.
Maplestrike 31 ago 2020, ore 3:19 
Phase plasma rifle in 40 wot range
Snowstorm 26 ago 2020, ore 8:26 
I'd like to report an issue with a R870 I ordered. It's golden with a triforce on the top and some person drawn on the side, and instead of a loud bang, it says "DINNER" when fired. Is this supposed to happen?