Claw damage: 6
--The hunter has the most technical skill out of any SI, detailed explanations of which can be found in the “hunter techs” section of this guide.
--The hunter's claw does 6 damage and has a short range AoE property, which can be devastating to teams that stack during crescendos, gather up during a horde, or are pinned, see below.
--You can claw people that are smoked/charged, just be careful. If you get too close to the smoker, you will knock him off the survivor, and you will be doing damage to the charger.*DO NOT* try this with the jockey, as he has a bug where he can be instant killed by any melee.
--Damage pounces on people who are smoked, charged, or jockeyed do not do damage. Don't listen to that "ding", or the text on the screen that says you did 25 damage, they both lie.
--While using the claw (right click) you cannot use "a" and "d" to strafe, but you can still use your mouse look with "w" and "s" to curve while clawing.
--Just like any SI, you can pre-fire the right click while running up to your target, reducing the chance of the attack being negated by a bash.
--The hunter's pounce has too many properties to list here, (again, see this thread
) but one property to keep in mind is hitbox properties. When the hunter pounces, his hit-box is projected in front of him dependent on velocity. This means where you aim is not necessarily where your hit box is going to be when you want it to be there. Lead your targets.
--Hunters have a shriek threshold range. This means, within a certain distance, when you tap or hold crouch with survivors in sight, your hunter will make a loud noise alerting them to where you are. Keep this in mind when you're trying to be stealthy, or when trying to be a distraction for your team.
--When standing, hunters are the only SI that are completely silent. There are many uses for this, mostly for setting up unexpected pounces/scratches.
--Hunters on fire created by the survivors do increased DPS once they have a survivor pinned. They do not get a DPS boost from environment based fire
--Hunters stagger people when they land a pounce in a small radius like a shock wave going out from the pounced survivor's position. Survivors that are too close get stunned for 1-2 seconds and are pushed 7-10 feet away. **survivors can jump when a hunter lands on a fellow survivor to avoid getting stunned and pushed
I'd like to initially talk about common habits I see in normal level public play that can easily be avoided and will help your team out amazingly if you are conscious of them. Hunters *hunt in packs*
. I cannot stress enough, that unless you have a perfect, near unavoidable 25 damage pounce lined up and your teammates are all dead, DO NOT ATTACK ALONE. This goes for all SI, but I see this out of hunters the most. Talk to your team, and see what order you want to attack in, and sync up with their spawn timers before going in.
Now that the basic concept of team-play has been reiterated, the importance of SI class co-operation will be emphasized. What order you attack in, and where you come from is most of what a hunter should be thinking about in ghost mode. This will determine what you'll be doing while alive. If the hunter goes in first, you're the bait. Make noise, jump all over the place on the way in, but once you are in make sure to land on someone. If you get the other SI on your team to do this as well, the boomer should be able to waddle right up and get an easy barf-bag. If you go in last, you're the damage dealer of the group. Use boomer hordes to get easy damage pounces on stationary or distracted targets. If the smoker pulls someone in the confusion, cover the pull, go for the first guy running at that smoker. Same with a charge or jockey, protect the other pinners
Now on to hunter stun, one of the best properties of the hunter's primary attack. Even if a team of survivors is stacking in a tight corner, if your team can manage to land just one hunter that's enough of a window for the rest of your team to attack. It's rare, but you can even use the stun to slide people off of ledges to incapacitate them. If you have two or more hunters, you can chain pounces off of each-other's stun making the window for attack even bigger for your remaining team-mates, though this is really rare in L4D2. With chargers in mind, hunters make the absolute best pinners to set-up for death charges. If you pin someone on a death charge, you're almost assured to get it barring glitches and a lucky melee hit.
Another more advanced team tactic, is using boomer hordes as a means to create separation. The difficult part of this concept isn't execution, but the ability to see the opportunity when it comes up. The situation you'll be looking for, is when your boomer team-mate booms part of the survivor team. At this point, you and your hunter team-mate pounce the survivors that are green. If the attack goes as intended, the horde will ignore the green survivors and pack around the boomed ones, cutting them off from their teammates. This can cause some serious damage, especially when the smoker/jockey/charger jumps in to cover the hunters pounces. The situation can be delicate, but when you pull it off it can be very difficult for the survivors to recover from. Always attempt to use a hunter for this, since he has a combination of high DPS and a relatively easy to land attack that pins a survivor on the spot.
As a preamble/disclaimer, I turn you over to -Onions-:
Originally Posted by -Onions-
Please for the love of L4D, do NOT practice these techs in VS. Unless you are 100% comfortable with them, stick to utilizing the situation.
Use the practice server setting at the bottom of the guide to practice these, because no one wants a hunter on their team pouncing around like a hopping chicken with its head cut off.
Fairly simple, the hunter's best friend. Causing up to 25 damage maximum (yes, even while on fire) depending *solely* on the distance from point a (jumping off point) to b (victim). It can be hard to quantify how much distance will net you a 25, so get out there and find your favorite spots. I find new 25's every day, and soon me and a friend will try to release a tutorial to show hunters just where they all are. *Fire now does nothing for the hunter, and I for one, don't care. I also want to add that you do not need to hit crouch again to wall jump at any time. If you know you're going to hit the floor though, you'll want to tap or hold crouch just before you hit the floor to immediately jump again.
In addition to everything above, if you pounce someone close to his teammates, said teammates will be stunned and shoved away seven or eight feet. They are always pushed away in relation to where the teammate is that got pounced, and while slightly useful in most scenarios, there are some maps that give this mechanic potential. If you mange to stun someone off a ledge, it will incapacitate them in the hanging state, functioning exactly like as if a smoker pulled them off.
It's been elusive to nail down, but the "push" mechanic of pounces is indeed a consistent and intended mechanic. For anyone who doesn't know, you can "push" people off surfaces for extra damage in pounces, while it has a minimum drop distance of about 35 feet to do damage, it scales up VERY quickly, getting up to 75+ damage at 45+ feet for a fall. To do this, pounce someone on a ladder (no mercy map 3, final ladder is a great place), you may not see it, but when you pin them to the ground below the game will make a "ding" noise confirming the push damage, if you're in the air long enough or don't do initial pounce damage, you will see "player pushed other player for xx damage". This is extremely deadly, but insanely situational, and nearly impossible since the removal of bunny pouncing in L4D2.
First person: http://www.youtube.com/watch?v=ordZo3OTkz8
Third person: http://www.youtube.com/watch?v=EIMimafzg2c
Something I'm sure everyone has accidentally done, you can actually slide your jump if you know what you're looking for. If you hit *any* edge of a surface at the end of a pounce, you will slide off the edge with the velocity and angle you hit it at. The angle and speed of approach is irrelevant for the success of this mechanic, the sweet spot for sliding is *very* hard to hit, so if you're going to try it, prepare for a lot of practice, or a little luck. The most important part of this mechanic is that it DOES NOT re-set your jump distance like wall jumping does, thus, elongating your jump for more damage and range. The places you can do this tech and hit someone are very few, but if mastered, can really take people by surprise and do a lot of damage.
Pounce sliding is cause by landing on the ankles/feet part of the hunters model on the edge you want to slide off. This is why curving is so important, because curving positions your model so that you can hit the edge with nothing but your models ankles/feet.
A hunter's best *best* friend. The true virtue of the wall jump itself, is it's ability to get a hunter out of bad situations quickly. If you miss a jump, bounce off the floor, get out of there, and re-set. The wall jump can also be used as a wonderful distraction, if you can wall jump quickly and accurately, you can distract a group of survivors long enough for a boomer or smoker to make his move. The actual mechanics of the wall jump are generally known, but haven't been specifically discussed much. Left click to jump off wall when you hit it, right? Well, there's much more to it. First off, wall jumping has minimum angle requierments. These numbers aren't quite concrete, but they are very close to accurate for in game purposes. You must be looking roughly ten degrees away from the wall, and at least 10 degrees up or down, to initiate a wall jump. This creates a conical "jump zone" while you are touching or gliding on a surface you can leap off of.
I'll also briefly explain the "silent wall jump", if you pounce once as a hunter during that specific life as a hunter without wall jumping with that pounce, you can do the "silent pounce". After you've done a normal pounce, you can then jump against a wall (Like a wall jump, but you're just normally jumping) and left click. You will hop off the wall instantly. This is useful if the survivors are either bad, or bogged down and can't kill a hunter whose been bashed off for a quick getaway. This isn't so useful as an attack opener, it may work here and there, but it's not as useful as the other techs are for openers.
Also, you do *not* have to hold crouch the entire time, and it's actually better if you don't. I'll explain why next...
First person: http://www.youtube.com/watch?v=-q4OJec4_4g
Third person: http://www.youtube.com/watch?v=fUeOnAxpB8g
Many people know you can slow or even stop your jump mid-air by using the "s" key, but for those of use who have "surfed" in CS or TF2, we know that "a" and "d" are even more useful. Using your mouse look, and "a" and "d" you can curve your jump to an extent. Obviously this has great utility for correcting your aim mid air, but it also has some more technical uses involving wall jumping. First, I'll explain how to curve specifically. To curve left, gradually look to the left and hold "a" mid air, it's the opposite for right. If you are holding crouch, stop it! You're losing a lot of air control if you do, so stand up mid air to better your curving. Now for wall jumping, knowing the minimum wall jump degree "cone" helps here, as you can curve yourself into a wall you would have otherwise missed, and jump off of it. Curving also helps you attack from places survivors can't see. Now, curving leads to an even more advanced tech...
, A.K.A, Kai Jumping
This tech comes in two versions, diagonal, and vertical. I'll explain diagonal first, since it's the easier of the two. To attempt this, it would bee a good idea to have wall jumping, and curve jumping mastered first.
First person: http://www.youtube.com/watch?v=tYzKDZOo6BY
Third person: http://www.youtube.com/watch?v=bQ0QRajPiPs
To do this, first you must find a relevant place to practice it. Dead Center two behind where you drop off onto the RV is a nice place to practice. Once there, remind yourself of the jump degree cone, because it's going to be really important. Jump and curve into the wall you want to do this on at a 45 degree angle upward (diagonal is focusing on both horizontal and vertical distance). When you curve into the wall to jump, look 10 degrees away, and jump again, holding your strafe button to curve the entire time, curve *back* into the wall, and do it again. Doing this, you can jump up a single wall diagonally. You can, of course, adjust your angle for what is appropriate, but much under 30 and you start to lost altitude. This is best suited for long flat walls close to areas the survivors pass by, and can easily get 25's in places you can't usually jump from. For vertical distance without much space to work with, try vertical...
First person: http://www.youtube.com/watch?v=YdNQ6p7PQl4
Much more difficult than diagonal vertical requiers that you have the following mastered: Wall jumping, curve jumping, diagonal jumping, jump cone.
To perform this, begin your jump just as you would for a diagonal, only instead of around a 45 degree angle up, you will need to use something much closer to 75/80. Do your first jump, but instead of holding your strafe key, and looking away from the wall again, turn all the way around towards the wall, going from your beginning strafe key, to "w", to the opposite strafe key.
The goal of this is to keep yourself sliding on the wall the entire time you're turning around, once turned around, proceed just you would with a diagonal jump with an angle of 75-80 still. If you can repeat this, congratulations, you've learned the hardest hunter tech I know of. This is useful for 25's in mostly unknown and unexpected places, much faster setups for jumps, awkward escape angles, and very high angled attacks.
* method of vertical oriented hunter jumping.
First person: http://www.youtube.com/watch?v=n9KGsJnukc0
Third person: http://www.youtube.com/watch?v=hm04093TM3I
You can climb straight up any mostly flat surface, no matter how thin it is. To do this, simply put your back to the surface you want to climb, hold "s", jump straight up, and wall jump by looking 10 degrees down. While holding "s" you will continually go back to the wall. While this tech gains no horizontal distance, and gains it's vertical the same speed as the strafing method, it is much easier, and just as applicable in many scenarios.
As a forward, this was removed in L4D2, but I am leaving this section in in case anyone wants to try it in L4D1.
This combines the oldschool "bunny hop" that most veteran steam gamers know and love, and applies it to the hunter game. As posted and discussed before, you can bunny hop from a pounce with the correct timing of the space bar. Using the momentum of a low angle pounce, you can launch yourself at a low angle, long range jump. The problem is, is that most of the time, it is just a *jump* and not a pounce (this will be discussed later). The best method of using this tech/mechanic is to do a single low angle pounce, hold the direction key you want to use to move (A, W, or D), hit space with the right timing, and land on your target. The most difficult part is the bunny hop timing, so don't get frustrated if you don't get it.
There is a range of angles that this tech will work 100% with, which is -1 to -10 degrees. Just for fun, I tested if you can walljump to a bunny pounce, and that is also confirmed. There are some scripts around that claim to make bunny pouncing easier, but so far I've found that nothing beats just getting the timing and angle down.
--How to Make a Practice Server--
To practice anything in this guide on your own, use the following:
At the main menu with console enabled, drop console and type "Map " with the space after map, use the arrow keys to cycle through the maps until you find the one you want. Type “versus” after the map name with a space before “versus”, hit enter and you'll start your own server, when the game starts, drop console again and type these commands:
Along with those command, you'll want to know these commands:
z_spawn <class> (class is hunter, boomer, tank, smoker, and witch)
jointeam 2 (join survivors)
jointeam 3 (for infected)
warp_far_survivor_here (puts a survivor where you're pointing, thanks jon_the_d)
This is what I know, tried, and tested in all ranges of the game I have played in over the past year and a half, combined with the efforts and knowledge of everyone credited in the guide. I re-made this guide in the hopes that, with the spread of information, the players as a community can grow and enjoy the game as much as possible, whatever level they play at. Will this guide be seen by the entire, twelve-thousand large, player-base? No, will hundreds of people on these forums see it? Probably. Will at least one person learn something new, and enjoy the game more because of this guide? I think so, and to me, that's enough a reason for this guide to exist.
I'll be formatting/editing this guide in the next few days to make it more readable and convenient. If you have any formatting suggestions, corrections, questions, comments, requests, corrections, additions, ideas, or especially corrections, please let me know in a reply or PM.