Left 4 Dead 2

Left 4 Dead 2

IMBA Weapons
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Update: 1 Jul, 2024 @ 8:51pm
by Z

Quick update:

Fixed AK47 shooting every 1.3 second. I messed with its attack speed during testing and wrote the wrong number back.

Update: 30 Jun, 2024 @ 1:13am
by Z

Quick update:

Minigun + Heavy machine gun:
- Added last patch's changes to file. I forgot to include them in final vpk.

Grenade launcher: CHEAT
- Kill radius increased from 180 to 300
- Stumble radius increased from 250 to 400
These effect can and will take effect if you're playing on local (even with sv_cheat 0), but is flagged as "cheat" by valve dev guide.
(check: go here (click) and ctrl + F for "grenadelauncher_radius_kill" )

Update: 29 Jun, 2024 @ 11:22pm
by Z

7.21f

Fixed arms not showing for L4D1 survivors

M16:
- Damage decreased from 58 to 55

SG552:
- Damage decreased from 58 to 55

SCAR:
- Damage increased from 60 to 65

Deagle:
- Range modifier increased from 0.75 to 1
Meaning damage no longer falls off at any distance.

Pump shotgun:
- Cycletime decreased from 0.25 to 0.15

Chrome shotgun:
- Cycletime decreased from 0.25 to 0.15

Decreased cycletime means gun will shoot faster. But the thing is these 2 shotguns have an animation between shots, so it's not that noticable, which is the point.

Minigun + Heavy machine gun:
- Damage to Common Infected increased from 15 to 40
- Damage to Tank increased from 40 to 80
- Damage to Witch increased from 16 to 40
- Damage to survivors decreased from 1 to 0

Update: 27 Jun, 2024 @ 8:41pm
by Z

Fixed starting items being a M60 and adrenaline. You should now spawn with normal items.

Update: 27 Jun, 2024 @ 3:57am
by Z

7.21e

SG552:
- Damage increased from 50 to 58 (matching M16)

Pistols:
- Damage increased from 24 to 36 (original)
- Now has 300 range penetration (similar to shotguns)
- Autofire is now optional again
Basically I reverted all pistols changes and added a huge buff for wave clear. The weakass pistols were not that fun.

Deagle:
- Autofire is now optional again

Pump shotgun:
- CycleTime decreased from 0.5 to 0.25

Chrome shotgun:
- CycleTime decreased from 0.5 to 0.25

Update: 25 Jun, 2024 @ 3:32am
by Z

7.21d:

Autofire is now native and no longer requires an additional mod. Big thanks to author of the original autofire script

Pistols:
- Damage decreased from 28 to 24
I don't want to abuse them pistols no more. RE Commons now die after 17 pistol body shots, so aim for their heads.

M16: Damage increased from 50 to 58
I like the M16, mainly cuz I have a M4A1-S skin, and want to actually use it when there's no AK47 around.

M60:
- Damage increased from 60 to 80
- Total reserved ammo decreased from 800 to 550
=> Why ?
+ Total damage unchanged at 60k [(200+550)*80=(200+800)*60], but users will have to be either more picky with what they shoot or to run out asap and replace it with a refillable gun.
+ I also found myself unable to let go of M60 during runs and sometimes be out of ammo during big tanks (25k HP), so this should balance it out

Update: 22 Jun, 2024 @ 10:04am
by Z

7.21c

Pistols:
+ Damage decreased from 40 to 28
They were too strong with the autofire script. I kept seeing myself reaching saferoom with 80%+ bullets on my primary

Deagle:
+ Damage increased from 80 to 150
+ Clip size decreased from 20 to 15
+ Now has infinite penetration (similar to snipers)
=> This means:
+ 1 headshot can now kill Charger (150 x 4 = 600)
+ Total damage per clip nearly unchanged (2200->2225), but each shot is more powerfull and reloads are now more frequent.
+ It is POSSIBLE to kite and kill Witch with just the Deagle on Realism Expert, if you can aim.
+ Wave clear is much easier in narrow path ways.

Uzi: Damage decreased from 36 to 34
MP5: Damage increased from 36 to 42
MAC-10: Damage increased from 25 to 42
Why ? I need a reason to not use the Uzi just because of the MP9 skin

Update: 17 Jun, 2024 @ 10:31pm
by Z

7.21b because I had to hotfix some of them.

Update: 17 Jun, 2024 @ 7:28am
by Z

This is sorta like 7.21a

Update: 15 Jun, 2024 @ 9:24pm
by Z