Left 4 Dead 2

Left 4 Dead 2

Rebalanced Guns
61 opmerkingen
RoastinGhost  [auteur] 31 okt 2024 om 19:50 
✞INMORTALES✞ Beck, thank you for featuring the mod in your video!
Cool gameplay and mod setup.
BECKBRU 9 okt 2024 om 12:54 
RoastinGhost  [auteur] 15 mrt 2023 om 18:16 
Thanks, Nick! I had been OK with that because of the slow RoF, but on more testing it's too consistent and easy to pull off. I'll look at another solution, but I'm not too excited about increasing total damage so much by switching to the next closest, AMMO_TYPE_HUNTINGRIFLE.
Nick 11 mrt 2023 om 19:11 
From what I see, I guess the AWP used AMMO_TYPE_AUTOSHOTGUN? That means... it can do what shotguns do to the crying one.
Heaven 31 jul 2022 om 9:49 
Doesn't seem to work on realism, even after playing single player, or hosting a local server. Is it intended? If so, is it possible to make it work in realism?
BenL4D2 24 aug 2021 om 3:20 
I had to restart the game and I opened the map on the console
RoastinGhost  [auteur] 23 aug 2021 om 8:16 
Hi, Ben- were you the host of the server?
BenL4D2 17 aug 2021 om 8:29 
it*
BenL4D2 17 aug 2021 om 8:29 
it don't work I have ti enabled
RoastinGhost  [auteur] 24 sep 2020 om 16:49 
Glad to hear it works, hope you enjoy! I guess this could use an update as of today.
ElPlayerN1000 22 sep 2020 om 11:15 
my mistake had it disabled, thanks
RoastinGhost  [auteur] 22 sep 2020 om 8:26 
El player- I would make sure that it's in your addons list, enabled, and that the host of the game is using this mod. Does one of those seem to be the issue?
ElPlayerN1000 21 sep 2020 om 9:18 
why dont work? :c
Hank Hill 28 mrt 2016 om 7:26 
where do i find the stats for the guns in my l4d2 folder? i want to change them
Heavy Mithril Bakadere 30 jun 2015 om 16:28 
Oh bro, I forgot. Just one thing left. Is there a way you can still get that l4d1 version on some website like Mediafire or something?
RoastinGhost  [auteur] 25 apr 2015 om 17:19 
good idea; I'll answer there.
Heavy Mithril Bakadere 25 apr 2015 om 16:55 
No problem. Just a curious thought, why would be the scout be a secondary? I don't know how to put my finger on it but seems awkward with it. Anyway testing it in a bit and I give feedback in a day maybe. You should make a discussion forum so we don't have to crowd the comment page just a fyi.
RoastinGhost  [auteur] 25 apr 2015 om 15:49 
Thanks for the offer! I'll take you up for some testing! Here's the current .vpk, only including the CSS weapons. The scout is supposed to be a secondary weapon, and the rest of the changes are as discussed. Any feedback would be great, but there's no rush at all. https://dl.dropboxusercontent.com/u/51366114/rebalanced%20guns%20css.vpk
Heavy Mithril Bakadere 25 apr 2015 om 13:19 
Sounds great, but i'm curious how it's going feel like using it though. I see what you mean though. Also you might not find the 50cal damage cvar and if so, I can paste the cvar here if you feel like changing them. I can be a tester for your mod if you want btw. Anyway good luck on the progress.
RoastinGhost  [auteur] 25 apr 2015 om 13:00 
Thanks for the link! Arby26's MP5 is beautiful- I'd recommend that as a replacement.
Well, I played a bit with the css weapons, and I might be able to do something with them. I'm thinking the scout should be a tier 1 weapon, so I may see if I can modify the counterstrike weapon unlocker so it spawns over pump shotguns instead of sniper rifles. The sig552 should get a damage boost like the (identical?) M16, and a slower reload to balance the benefit of the scope. The awp needs to do even more damage to have decent dps. More recoil like the other snipers would look nice, but it would reset by the time the bolting is done anyway.Maybe the MP5 could have assault rifle reserve ammo, higher damage, and lower mag size. Like the AK of SMGs, kinda. How do those sound?
Turrets seem ok to me, but I'm curious about their numbers now.
Heavy Mithril Bakadere 10 apr 2015 om 16:39 
Oh I forgot anything on the turrets or they fine? Sry more work idk
Heavy Mithril Bakadere 9 apr 2015 om 17:52 
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=390938342 This is perfect for playing maps with css weapons and normal l4d2 weapons in it. Also sadly the mp5's reload bug is the animation so it can only be fix with a model mod. :(
RoastinGhost  [auteur] 9 apr 2015 om 16:11 
Hmm. I'd want to fix the MP5's reload, if that's a scripting error. Higher damage for the bolt-action rifles. However, I've never actually played with the css weapons, so I don't quite feel qualified to rebalance them yet. I'll try it out soon, though! Also, I've prepared another update to un-nerf the military sniper a bit. That should be out in the next day or so.
Heavy Mithril Bakadere 6 apr 2015 om 19:01 
Oh actually could you rebalance css weapons if that's fine? That may be final of all the big updates i didn't miss
Heavy Mithril Bakadere 7 feb 2015 om 12:16 
no problem
RoastinGhost  [auteur] 7 feb 2015 om 11:47 
I did actually notice a small mistake on the chart- thanks for having me take a look at that!
Heavy Mithril Bakadere 7 feb 2015 om 11:13 
oh wait sec. I just notice the updates were before my comment. dat 2015 feel. But ya it's final anyway
Heavy Mithril Bakadere 7 feb 2015 om 10:28 
oh you should atleast update the photo to the final updates. just a fyi. I can try to do it but ya
Heavy Mithril Bakadere 7 feb 2015 om 9:58 
lol ya. Well ya I can see it's a final now, i try this out in a bit. Nice job completing this.
RoastinGhost  [auteur] 7 feb 2015 om 9:41 
haha it's cool- they were all a long while ago and I can see why you were wondering!
Heavy Mithril Bakadere 7 feb 2015 om 9:32 
oh god i did'nt notice the updates... nvm sorry
RoastinGhost  [auteur] 7 feb 2015 om 9:15 
I'd consider it final at this point. I'm pretty picky (this has been updated 18 times) and nothing is bothering me about it now. I'm still open to suggestions and new mod ideas, though.
Heavy Mithril Bakadere 5 feb 2015 om 18:14 
like you have any ideas for this mod so far since it been so long or is it like final.
RoastinGhost  [auteur] 5 feb 2015 om 18:04 
sorry I didn't respond, thought I had! Update? how so?
Heavy Mithril Bakadere 30 okt 2014 om 13:13 
You should update this mod sometime
El Fontanero 26 okt 2014 om 12:51 
thank's a lot ♥
Heavy Mithril Bakadere 25 okt 2014 om 12:43 
ok
RoastinGhost  [auteur] 25 okt 2014 om 12:40 
I tried a few things, but they didn't work. I might give it another shot. I think the other script is in The Sacrifice's DLC folder
Heavy Mithril Bakadere 25 okt 2014 om 12:29 
Oh hi.
I guess so but maybe there is some way to make it not like that. I only found like one script for the hunting rifle anyway. I guess that makes sense.
RoastinGhost  [auteur] 25 okt 2014 om 12:28 
Mrz.FranG00bYGAIBEN1337H4x0r$MLG- There are multiple scripts for the hunting rifle in L4D1, I'm assuming because of the update that made it perform like the L4D2 hunting rifle (high moving accuracy). But the game seems to read both values, so when you start or stop moving, the crosshair starts to get big then shrinks to the intended size.

corpsezombie- All you need to do is subscribe and make sure it's on in-game. The size of the magazines are controlled by the individual weapon files you can find in this mod. Changing the reserve ammo requires you to make a mutation.
El Fontanero 25 okt 2014 om 10:38 
how to use it? how to change ammo values?
Heavy Mithril Bakadere 18 jun 2014 om 9:02 
Wait how is the hunting rifle script confusing? It's like any other weapon script. Mind explaining?
Heavy Mithril Bakadere 15 jun 2014 om 8:49 
You could try gamemaps or gamebanana for that. Or maybe simpler, mediafile.
RoastinGhost  [auteur] 15 jun 2014 om 2:48 
I wanted to avoid making a muation, simply so the changes are easier to access, especially in offline single-player. But yes, if I were to make up new reserve ammo values, I'd do that.

And I actually already started work on a L4D1 version, but I can't really post it on the workshop. Also, the hunting rifle script is confusing. It's in several locations and it seems to read the values from all of them. Hence the wierd bug where the rifle becomes really inaccurate just as you start or stop moving.
It's amazing how much more powerful the shotguns were in 1. It's kind of making me question if I've buffed them enough in this mod.
Heavy Mithril Bakadere 14 jun 2014 om 17:15 
You should make one for L4D too. Most of the weapons are the same except for smg's reserve which is 480, the wood shotgun has a smaller spread, two more pellets, the auto shotgun smaller spread, more damage per pellet, and less pellets per shot and the shotguns have both 128 instead of 90 and 56. Oh the hunting rifle's moving acc on l4d only used to be 10 but since the sacrifice update, it's now l4d2 which is 3. That all I have.
Heavy Mithril Bakadere 14 jun 2014 om 17:02 
Oh I forgot, instead of making the sniper rifle using the hunting rifle ammo *Even though they are the same.* You can just type in on a gamemodes.txt, ammo_sniperrifle_max 150. You don't have to but just a suggestion.
Heavy Mithril Bakadere 14 jun 2014 om 13:37 
It's fine. If you need anymore help, just ask me if you want.:tradingcard:
RoastinGhost  [auteur] 14 jun 2014 om 8:53 
Sorry, I was on vacation- thanks for the info! I'll look into using that :)
Heavy Mithril Bakadere 3 jun 2014 om 17:36 
Hey the run speed can be changed, it's just in different commands. z_forwardspeed that is for forward, z_backspeed is back and z_sidespeed is left and right
El Deko 13 mei 2014 om 16:30 
thx for replying btw