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Cool gameplay and mod setup.
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.
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.
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.
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.