Left 4 Dead 2

Left 4 Dead 2

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How to Counter the Infected in Realism - Impossible {Part 2}
By Вепрь



Features of the mechanics of Infected behavior, new ways of confrontation, game subtleties!
   
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{Introduction}


Before studying this manual, I recommend reading the first part.

Since, in order to realize most of the skills described, you need to know the initial technique.

https://cs2bus.com/sharedfiles/filedetails/?id=3419831315


{Jockey}


Jockey's repulsion in the air:


  • When performing a simple dodge, you can also add a pushback.

    Using the butt while the Jockey is above you will stun him and buy you a little more time than just dodging.

    This method is safer than simply pushing the Jockey off the ground. You are guaranteed to dodge his attack + if you use the stock correctly you gain more time.

It is worth mentioning an important point: It was not my idea to use a pushback instead of a hand-to-hand strike when the Jockey is in the air. It was my close friend Euf0r1a who came up with it. So thank you for taking the initiative!





Reflection of Jockey's attack on an uneven surface:


  • When the Jockey is above you.

His jumps will be short and not high. The main thing is not to run stupidly towards him. Control the distance and make progressive movements back and forth to successfully repel the attack.

The main thing in this case is to have time to use the butt. Otherwise, the Jockey will strike when he lands next to you.



  • When the Jockey is BELOW you.

His jumps will be very high. There are three ways to successfully beat the Jockey in this situation.


1) Simply run to meet the Jockey without doing any additional actions.

The point is that because of the height difference, the Jockey makes a high attack, and you just run past him at that moment. After that, you successfully fend off his short attack when he is higher than you.


2) Adjust to his high jump and use a push off.

The main thing is to control the distance and not to run under him too much, so that he doesn't land before the pushback works.


3) Run back to a flat surface, where you won't have any problems to deal with him.




{Hunter}


Killing Hunter with Hand-to-Hand Weapon, in flight, without repulsion: (Overhead)

This skill will help to deal with the Hunter in narrow areas of the map, where there is no possibility to make the Infected jump to the side.



Technique:


  • Our task is to initially run in a straight line to meet the Hunter and watch his behavior.
  • Once we see that the Infected is crouching, we wait for the optimal time depending on the distance and continue running to meet him.
  • After waiting for the optimal time, we make a jump to meet the Hunter.

    It is important to catch the timing, so that the Hunter will attack when we reach the maximum height of the jump. This way, we will force the Hunter to make a high jump and fly over our head.
  • After the Hunter makes an attack and flies above us, we have to adjust to his jump.

    It is necessary to make a strike with the Hand Weapon in time. Otherwise, the Hunter will fly past us and attack from behind.
  • When the Hunter flies overhead, I recommend that you follow his flight by turning the camera and strike together. Thereby increasing the angle of attack of the Hand-to-Hand weapon and increasing the chances of success.

  • If you miss, you must immediately increase the distance. Otherwise, the Hunter will either jump on you from behind or instantly strike you with his claws.




{Tank}


How to break the Tank Stone with any item:


Of course, you can simply dodge the Stone and thus avoid getting knocked out. But, having the knowledge of a little finesse in reserve never hurts. And perhaps it will come in handy someday.


Objects that can break the stone:

  • Canister, White canister, Green canister, Coke, Box of fireworks, Dwarf.
  • Pipe Bomb, Molotov, Bile Jar.


The following important points should be noted:


All items, except grenades, when you press the LKM, are thrown relatively quickly. And in order to break a rock, they need to be thrown about halfway or a little closer.

But, in the case of grenades, it takes much longer to throw them. In addition, at close range, you may not have time to throw the grenade out of your hands at all.

Therefore, to successfully hit a rock with a grenade, I recommend to clamp the LKM beforehand. That the grenade would fly out strictly at the moment when it will be necessary.



A very important point is the expediency of using a grenade against a stone:


The fact is that when a grenade collides with a rock, it forces the grenade to change trajectory. Plus, In the case of the Vomit Jar, it will also summon a horde of Infected.

Therefore, I recommend refraining from using the Vomit Jar or Molotov against the Stone. Because you can really screw up your entire team with this action. Except in situations where you have a Final Chapter and this roll can be decisive.

In the case of using Pipa against Stone, then I think there is nothing wrong with it. It won't lead to bad consequences and it might actually save you.





How to beat Tank if you have slow running speed:


This topic is actually a very broad topic to discuss. There are many ways to massacre a Tank when all players have low health.
I have written about some of the ways in my other guides. Including the first installment on Confronting the Infected.

Within this guide, I want to talk about the most important point that you should always keep in mind:

Analyze the terrain and use all terrain, objects and other map features to your advantage. (Except for those places where the Tank can not get you in principle)

As an example, I decided to give the situation that happened in 2022, when I was still playing on the official servers.

Passed with randoms Campaign “Parish” (Perhaps that reading this, those guys who were there, will remember this case). On the third chapter, going through a large parking lot, I was unfortunately left alone, and even with a small level of health. And as the law of meanness, Tank shows up.

On the video you can see how I was able to defeat Tank. True, as soon as he died, then approaching the stairs, I was jumped on by Jockey and everything ended with a restart. But that's a whole other story...





This video is an example of how to use the terrain on the map to your advantage. There are actually not a few places like this.

Often, even around a small piece of fencing, you can drive the Tank at a small running speed, jumping over and back in time. The main thing is to analyze the terrain and make a decision in time.

Well, and of course training. Running this or that Campaign and a chapter without infected, you can in a quiet environment to analyze the map and practice tactics.


{Witch}


For the most detailed information on How to single-handedly kill a Witch in Realism - Impossible mode, check out my other guide:

https://cs2bus.com/sharedfiles/filedetails/?id=3361264005



In the first part on Countering the Infected, we learned the Evasion skill from the already frightened Witch.

But, the necessity of its application makes sense only when we accidentally frightened the Witch at a great distance. In order to successfully apply Blow Evasion and stay alive, we need to master the Blow Evasion Skill as well:

Witch's First Strike Evasion Skill when facing the opposite direction of travel:

The technique itself is to successfully dodge the Witch's strike when she runs at you from afar.



Technique:


  • Initially run in a straight line towards the Witch. At the same time control the distance to her.
  • When the distance becomes less than the average distance, you start running diagonally by pressing W+A or W+D together.

    Depending on which way you plan to dodge. It is important to keep the camera on the Witch.
  • As soon as you start moving diagonally, you can see that the Witch is also trying to run ahead of your trajectory, while shortening the distance.
  • When you minimize the distance between you and the Witch, you simultaneously turn the camera towards the Witch's continued movement + jump to the side.


    You can follow her animation. You should start making the jump and turn a fraction to a fraction of a second before the Witch starts to swing.


    Unfortunately, it's very hard to explain in words what I do with my hands. I hope that thanks to the video, it will be clear to you.





After successfully dodging the Witch's first strike, you can then proceed to apply the Blow Evasion Skill. This way, by combining the two, you can stay alive even if you accidentally startle the Witch and the terrain nearby doesn't allow you to keep her at a safe distance.




{Smoker}


The Smoker has one peculiarity, knowing which you will no longer fall into the arms of his Tongue.

  • The thing is that from the beginning of the tongue shot and throughout its flight, Smoker cannot be stunned by a Shrapnel round.

    Accordingly, shooting the Smoker while it has fired its Tongue at you, but not yet grabbed you, will get you nowhere. You will end up being the victim of a grab.

Stun will only work if the Shrapnel Bullet hits the Smoker after Tongue has reached the target. Or you have to manage to shoot before the Smoker fires his tongue.

This is something to be aware of and keep in mind. Especially when you are holding a semi-automatic or bolt action rifle with a scope.

The shot should be fired at the moment when the grip has just occurred. If you miss the shot, there is a big chance that you won't hit, because after the grip the spread increases a lot. (I talked about the increase in scatter in the first part).

This skill can be equated to the tongue cutting skill.
Only the timings are slightly different.





How to dodge the Smoker's Tongue:


You can use a large number of objects on the map to do this.

For example: Pillars, Walls, Cars, Containers, Trees, and more.

Any object is your helper. All you have to do is wait for the Smoker to fire his Tongue and quickly hide behind the object by crouching or running in. After an unsuccessful attack, the Smoker will start reloading and you have time to deal with him.


{Charger}


How to dodge Thunderbolt's strike before making a dash:


Let's look at the following situation: We are repelling the attack of the infected, sitting at the doorway. And then we hear that Thunderbolt is coming towards us.
  • If we sit in the center of the doorway, it is obvious that the Special will immediately make a dash, thus damaging us and our team.

In order to prevent the Riddler from jumping, you need to:
  • Move to one side of the aisle.

    Charger will not make a Rush until your entire silhouette is in his field of view. Accordingly, the Charger will simply run towards you along with the rest of the infected.

To dodge the Thug's blow in this situation, you need to:
  • Jump on the spot. Follow the timing, in which you should reach the maximum height of the jump at the moment when the Buster approaches you.





How to dodge a Gromila hit on a step ladder:


The main points to know to prevent the Riddler from making a Jerk + successfully dodge the blow:

  • The Riddler will not make a Jerk while ascending or descending a staircase. (There are exceptions, but they are extremely rare)
  • While on any of the stairs, you will not be able to dodge a hit. (There are also Exceptions, but in most cases this is the case).
  • To successfully dodge a blow, you must stand slightly away from the edge of the stairs.
    You must not move more than one step away from the edge of the ladder, otherwise you give the Thug the opportunity to make a Dash.
  • If Gromila HIGH you on the steps, your jump to meet or away from him will cause him to make a Jerk.




{Spitter}


For the most part, the Spitter attacks from afar and tries to hide as quickly as possible for the duration of the cooldown. But, there are times when the Infected decides to attack in close combat.

So, in most cases, the damage from the Spitter's strike goes through before our Repulsion or Hand-to-Hand weapon hits.

To successfully deflect a Spitter's attack, you must first jump and then use a pushback or melee attack while jumping. In this case, you won't take damage from Spitter. But, if you delay with the pushback, she will immediately hit you.


[(video) Spitter pushing off on the jump]



Common mistakes players make when facing the Spitter are as follows:


  • When you see the Spitfire already flying in your direction, but the desire to get a frag and see your Nick on the left side of the line overpowers, and you stay put.


In the end, at best you still kill the Spitter, but you take a few damage. At worst, you don't kill the Spitter, and the damage is gone. (Don't try to kill as many infected as possible).

The thing is, when the Infected has already released the Spitter, she becomes non-threatening as she tries to run away. And you have time to react and get out of the slime's range without taking damage.

Staying in place and dostrelivaya it is not better. There is a sense to aim to prevent her Spit - Re-shoot the Spitter.

But, if she has already Spit, it makes no sense to kill her AT THIS SECOND, you only open a slot for the next Special Infected. It's better to react in time and avoid taking damage.



  • The next mistake is: sitting in the middle of the aisle.


Spitter, and basically all Special Infected, will not attack you until they see most of your silhouette. Correspondingly, Spitter will not perform a Spit until it sees you.

If you fend off the Infected in the room while moving a little to the side, Spitter will simply run to you along with the rest of the Infected. And you in turn, using jump and repel will not even get damage.



  • The following paragraph refers to what players do when they wait for the Spitter to appear.


If, for example, a Survivor picks up an incapacitated player, and you in turn hear that the Spitter is approaching, you should not sit next to the lying player and take aim at the Gobbler in the hope of shooting her.

Immediately run towards the Spitfire and provoke the Spitfire on yourself, or else, she will Spitfire on the out of formation player, interrupting his save. Oh, and doing damage as well. (Possibly lethal).

The court can also refer to any situation where it would be better to run out and provoke a Spit on yourself, so that the Spitter does not kick out of the room or not incapacitate the entire team.



  • Use of the door.


Often, players entering a room to repel an Infected attack will simply close the door. As a result, 2 seconds later the door is broken and the Infected continue to attack.

The door should be left open and intact to prevent the Fat Man from nibbling, the Spitter from spreading slime, the Smoker from grabbing the Smoker's tongue. And also in order to gain time, in case of necessity of rescue of the disabled, treatment, application of medicine and so on.

But, now not about that, since the section is about the Spitter, then my advice: Leave the door intact, that in the case of Spit, not to let the Slime fill the room.


{Hitman}


This Infected is not to be messed with at all. I still don't know how to resist him...


{Completion}


Thank you all for reading! I hope the information was useful for you.

I wish everyone successful trainings, as well as more team and fun games!



I am always happy to answer any questions in a private message.

I recommend you to read other Guides dedicated to Realism - Impossible:

https://cs2bus.com/sharedfiles/filedetails/?id=3218650812