Left 4 Dead 2

Left 4 Dead 2

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Twig's Weapon Rebalance Pack
   
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Game Content: Weapons, Scripts
File Size
Posted
Updated
54.784 KB
17 Nov, 2023 @ 3:55pm
10 Dec, 2023 @ 3:13pm
7 Change Notes ( view )

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Twig's Weapon Rebalance Pack

In 1 collection by BlindTwig
Twig's Misc. Mods
12 items
Description
A fun little project I've been working on!

Hello hello, here's a mod that was spawned from a discussion that took place in the Left4Facts Discord. We talked about ideas for making some of the weapons feel a bit more unique, some small, some large changes, and it gave me the idea to make my own rebalance pack in this style.

If things feel relatively unchanged, that was my goal for a lot of the weapons! I wanted to make them just slightly different, so that using them didn't feel like a brand new gun, but there are still more differences between them than in vanilla.

This isn't something I expect to be like, officially added or anything, I think these still go too far off from the originals to be added like they are now. It's just a fun little thing I made to make the game feel different.

Oh, and if you're wondering about the images on this page, I just felt like putting some silly and cursed screenshots I took on here. They're not related to the mod.

List of changes:

Overall:
- Removed laser sights.

A few weapons, the AK-47 especially, were too powerful with laser sights in play. I'm experimenting with laser sights being removed entirely to see if they're truly the core issue.

If you want to remove laser sights without my rebalances, use this mod.

Melee:

I have made no changes to melee weapons myself, however I have listed a mod as required that I feel makes the melee weapons much more balanced. It's not technically required for this pack to function, but it's highly recommended that it is used, as it's what I use in my game as well.

Magnum:
- Damage reduced to 65. (Was 80)
- Mag size reduced to 7. (Was 8)

An overall nerf, as the Deagle easily dominates over the pistols.
Commons are still insta-killed. Nothing I can do about this, it's hard-coded. Damage value only applies to SI.

M60:
- Reserve ammo increased to 150.
This allows for one reload of the M60, a feature I personally enjoy.
It's up to the host's discretion whether or not to allow refilling the reserve ammo of the M60.

The easiest mod to allow that feature is Left 4 Bots 2, as it has an option for humans to be able to in its settings.txt file.

AK-47:
- Mag size reduced to 30. (Was 40)
- Damage lowered to 52. (Was 58)
- Max spread increased to 40. (Was 35)

These changes were made to make the AK-47 less oppressive and give the other rifles a fair shot, as the AK-47 easily dominates over all of them by default.

M16:
- Mag size reduced to 45. (Was 50)
- Damage increased to 39. (Was 33)

These changes were made to make the SG552 more unique, as statistically it is identical to the M16 in literally every way.
It made more sense to me to increase the M16's damage and decrease mag size slightly, as it is a bigger gun. (I'm no gun expert, obviously)
Because of this, all the Rifles now have at minimum unique damage and mag size values, making your choice matter more.

Uzi:
- Damage increased to 22. (Was 20)

This was done in order to let the Uzi keep up with the other changes.
The mag size was also untouched to help in this effort.

Silenced MAC-10:
- Damage decreased to 24. (Was 25)
- Mag size reduced to 40. (Was 50)

This is a VERY tiny change, but was made to make the SMG damage and mag size values consistent.

MP5:
- Damage increased to 28. (Was 26)
- Mag size reduced to 35. (Was 50)

This should make the MP5 more viable, but not oppressively so, due to a much lower mag size.

Military Sniper:
- Mag size reduced to 20. (Was 30)
- Max movement spread increasd to 6. (Was 5)

The MS now has a much larger movement spread than the HR, making it require less movement to be effective, but not too much so.
The AWP is the "proper" sniper of the game now instead of the MS.

AWP:
- Damage increased to 300. (Was 115)
- Max movement spread increased to 10. (Was 3)
- Mag size reduced to 10. (Was 20)
- Ammo type changed to MINIGUN. (Was SNIPERRIFLE)
- Reserve ammo reduced to 90. (Was 180)
- Tier changed to 3. (Was 2)

The AWP has been completely reworked to become a Tier 3 weapon.
The ammo type was changed to MINIGUN in order to change the reserve ammo without effecting other weapons.
This requires a bit of VScript to accomplish, as changing the CVAR for the minigun ammo was required. I haven't tested if this works outside of Campaign, so if it doesn't, please tell me so I can look into making it work in other modes!
In my testing I could no longer stun Witches with headshots, but I might just be bad at the video game, so I'll continue testing this.
I'm pretty sure it also means that Tanks will target AWP users more than others, however I'm unsure if it was just coincidence in my games when it happened or not.
Due to the massive damage increase and ammo type change, overall ammo has been reduced SIGNIFICANTLY.
Experimenting with ways to prevent ammo refills if needed.
Movement spread was increased to encourage users to use it like a proper sniper rifle.

Scout:
- Damage increased to 145. (Was 105)
- Mag size reduced to 10. (Was 15)
- Max movement spread increased to 4. (Was 3)

This makes the Scout the more mobile of the two bolt actions, matching the HR.
Now it's a duo of snipers, two mobile ones for run n' gun, and two for actual sniping!

Chrome Shotgun:
- Pellet scatter pitch reduced to 2. (Was 3)
- Pellet scatter yaw reduced to 4.5. (Was 5)
- Mag size reduced to 6. (Was 8)
These changes are designed to make the Chrome and Pump shotguns more unique.
It already had a tighter spread, but was hardly noticeable. This enforces its role more of the longer ranged pump.
To counterbalance this, the mag size was slightly reduced, so that each shot means more.

SPAS-12:
- Mag size reduced to 8. (Was 10)
- Pellet scatter pitch reduced to 2.5. (Was 3.5)
- Pellet scatter yaw reduced to 6. (Was 8)

Autoshotgun:
- Damage (per pellet) increased to 25. (Was 23)
This reverts an odd balance change between L4D1 and L4D2, where the max damage was decreased from 300 to about 250.
I know those max damage numbers make no sense with 23 being the per pellet damage, but it's L4D damage calculation, headshots deal like 3x damage, ♥♥♥♥'s goofy all over.

These changes are designed to make the SPAS-12 align with the Chrome shotgun, both are tighter spreads meant for somewhat longer ranges.
The Chrome still has a tighter spread overall, making it the best option for longer range shotgunning.
The mag size change is one I'm unsure of. Needs testing and feedback.

I only tested these on Campaign in Normal difficulty. I haven't tested them in other modes yet, or on other difficulties, your mileage may vary!

Constructive feedback is greatly appreciated! Make sure to read the change notes after an update, I list what was changed, why it was changed, and how I feel about the change.
Popular Discussions View All (1)
3
1 Feb @ 5:07pm
PINNED: Balance Suggestions
BlindTwig
18 Comments
nelson01023 18 May @ 12:42am 
did you ever figure out how to prevent refills on the awp? i've been trying to figure this out myself
Glutentag 23 Oct, 2024 @ 9:41am 
thank you mate
BlindTwig  [author] 23 Oct, 2024 @ 9:24am 
go right ahead, i don't mind
Glutentag 23 Oct, 2024 @ 9:21am 
Could I upload the laser sight removal as a separate file?
PeopleLikeStuff 20 Dec, 2023 @ 5:35pm 
Mood lol
BlindTwig  [author] 20 Dec, 2023 @ 4:58pm 
i may or may not be bad at math and was too lazy to double check my calculation on that
PeopleLikeStuff 20 Dec, 2023 @ 2:48pm 
"I know those max damage numbers make no sense with 23 being the per pellet damage"
It makes perfect sense though? 23 per pellet and firing 11 pellets, 23×11=253
In L4D1 it was 25 with 12 pellets, 25x12=300
BlindTwig  [author] 25 Nov, 2023 @ 1:12am 
well, if you disagree so much with the deagle change, you can just not use this pack, or modify it yourself to remove the deagle script. i made this pack mainly for personal use, only put it on the workshop in case others wanted something like this easily, and to see what others think, regardless of whether or not i agree, i still appreciate hearing your thoughts.

in my experience my deagle changes have been fine, i adjusted them once and it now feels strong while giving the pistols a fighting chance over it, and that's what my goal was for that change specifically.
Death&AllHisFriends 25 Nov, 2023 @ 12:18am 
Thats missing the point, the snipers do 90 to the deagles 80, deagle cant kill a non charging charger like most any other weapon if youre not aiming at the head when it is charging and the deagle has military sniper spread plus the extra reload time on emptying a full clip. The snipers as is struggle with killing a charger in good time when youre running away from it ttrying to melee you especially the MS
BlindTwig  [author] 24 Nov, 2023 @ 11:52pm 
it's a secondary that deals the same amount of damage as the autosnipers do, i felt like that was too much, so i toned it down. headshots are still devastating with it because l4d's headshot multiplier is stupidly huge, somewhere around 3x damage i think, so if you have decent aim it's still a fine option

and if you're seriously trying to take down chargers with just a deagle, good luck with that considering they get 66% damage resistance when charging, so even without my nerf it's not gonna do all that well against it