Left 4 Dead 2

Left 4 Dead 2

Rebalanced Guns
61 kommentarer
RoastinGhost  [ophavsmand] 31. okt. 2024 kl. 19:50 
✞INMORTALES✞ Beck, thank you for featuring the mod in your video!
Cool gameplay and mod setup.
BECKBRU 9. okt. 2024 kl. 12:54 
RoastinGhost  [ophavsmand] 15. mar. 2023 kl. 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. mar. 2023 kl. 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. juli 2022 kl. 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 kl. 3:20 
I had to restart the game and I opened the map on the console
RoastinGhost  [ophavsmand] 23. aug. 2021 kl. 8:16 
Hi, Ben- were you the host of the server?
BenL4D2 17. aug. 2021 kl. 8:29 
it*
BenL4D2 17. aug. 2021 kl. 8:29 
it don't work I have ti enabled
RoastinGhost  [ophavsmand] 24. sep. 2020 kl. 16:49 
Glad to hear it works, hope you enjoy! I guess this could use an update as of today.
ElPlayerN1000 22. sep. 2020 kl. 11:15 
my mistake had it disabled, thanks
RoastinGhost  [ophavsmand] 22. sep. 2020 kl. 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 kl. 9:18 
why dont work? :c
Hank Hill 28. mar. 2016 kl. 7:26 
where do i find the stats for the guns in my l4d2 folder? i want to change them
Heavy Mithril Bakadere 30. juni 2015 kl. 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  [ophavsmand] 25. apr. 2015 kl. 17:19 
good idea; I'll answer there.
Heavy Mithril Bakadere 25. apr. 2015 kl. 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  [ophavsmand] 25. apr. 2015 kl. 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 kl. 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  [ophavsmand] 25. apr. 2015 kl. 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 kl. 16:39 
Oh I forgot anything on the turrets or they fine? Sry more work idk
Heavy Mithril Bakadere 9. apr. 2015 kl. 17:52 
http://gtm.steamproxy.vip/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  [ophavsmand] 9. apr. 2015 kl. 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 kl. 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 kl. 12:16 
no problem
RoastinGhost  [ophavsmand] 7. feb. 2015 kl. 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 kl. 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 kl. 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 kl. 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  [ophavsmand] 7. feb. 2015 kl. 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 kl. 9:32 
oh god i did'nt notice the updates... nvm sorry
RoastinGhost  [ophavsmand] 7. feb. 2015 kl. 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 kl. 18:14 
like you have any ideas for this mod so far since it been so long or is it like final.
RoastinGhost  [ophavsmand] 5. feb. 2015 kl. 18:04 
sorry I didn't respond, thought I had! Update? how so?
Heavy Mithril Bakadere 30. okt. 2014 kl. 13:13 
You should update this mod sometime
El Fontanero 26. okt. 2014 kl. 12:51 
thank's a lot ♥
Heavy Mithril Bakadere 25. okt. 2014 kl. 12:43 
ok
RoastinGhost  [ophavsmand] 25. okt. 2014 kl. 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 kl. 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  [ophavsmand] 25. okt. 2014 kl. 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 kl. 10:38 
how to use it? how to change ammo values?
Heavy Mithril Bakadere 18. juni 2014 kl. 9:02 
Wait how is the hunting rifle script confusing? It's like any other weapon script. Mind explaining?
Heavy Mithril Bakadere 15. juni 2014 kl. 8:49 
You could try gamemaps or gamebanana for that. Or maybe simpler, mediafile.
RoastinGhost  [ophavsmand] 15. juni 2014 kl. 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. juni 2014 kl. 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. juni 2014 kl. 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. juni 2014 kl. 13:37 
It's fine. If you need anymore help, just ask me if you want.:tradingcard:
RoastinGhost  [ophavsmand] 14. juni 2014 kl. 8:53 
Sorry, I was on vacation- thanks for the info! I'll look into using that :)
Heavy Mithril Bakadere 3. juni 2014 kl. 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. maj 2014 kl. 16:30 
thx for replying btw