Left 4 Dead 2

Left 4 Dead 2

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OBO: Shotgun, Chrome Upgrade script
   
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Game Content: Weapons, Scripts
File Size
Posted
Updated
4.454 KB
13 Sep, 2017 @ 4:08am
9 Feb, 2022 @ 8:36am
26 Change Notes ( view )

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OBO: Shotgun, Chrome Upgrade script

In 2 collections by Lankycide
OBO: The Collection - All the Mods!
49 items
OBO: The Collection - Director's Cut
21 items
Description
OBO, pronounced "oboe" (yes, like the instrument), stands for "Overall Balance Overhaul."

This is a script that upgrades the Chrome Shotgun, aiming to make it more viable, even after Tier 2 weapons come along, without breaking game balance. As I mentioned in the description for my OBO Pumpshotgun, both Tier 1 shotguns were really quite weak in vanilla, and while I understand that it was that way deliberately, I saw an opportunity to expand the useable weapons in Left 4 Dead 2. See the above collections for my Pumpshotgun script, and more mods from me.

So now, the Chrome Shotgun will do more damage per shot than either of the semi-auto shotguns (and even my OBO Pumpshotgun), but will obviously still shoot much slower. Basically, it'll have double the damage but a quarter of the fire rate. This is also the most accurate shotgun, even more so than in the vanilla game. The fun part is that only two pellets are needed to kill commons, and the accuracy makes this a fantastic one-one eliminator, and decent Special-screener, but is less suited to horde-busting. Speaking of hordes, I upped piercing potential to compensate for this weapon's pitifully slow fire rate when compared to semi-auto shotguns, which means lined up groups of Commons are your playground.

Lastly, I increased the magazine size from 8 to 11. Don't freak out, I know it's not real-world accurate, but it's really close since real-world Remington 870s can have a capacity from 4+1 to 10+1, depending on model. This was also extensively playtested and it makes the weapon far more enjoyable to use, and good game balance is always more important than realism, and since this weapon's (and all shotguns) reload speed is hard-locked and unchangeable, this change is necessary to avoid tiresome neverending reloading.

Overall, this weapon will be a lot more enjoyable to use and will have its own upsides and downsides. See below for specifics on all changes I made, including smaller ones not mentioned in the above description.


Changelog (X means unchanged):

VerticalPunch - 4 to 5
SpreadPerShot - 1 to 8
MaxSpread - 5 to X
SpreadDecay - 5 to 15
MinDuckingSpread - 0 to X
MinStandingSpread - 0.8 to 0
MinInAirSpread - 2.5 to 0
MaxMovementSpread - 1.5 to 0.3
PelletScatterPitch - 3.0 to 2.3
PelletScatterYaw - 5 to 3.833
ReloadDuration - 0.473 to 0.396 (Changing this does nothing, not sure why)
DeployDuration - ? to 0.3 (added this line)
PenetrationNumLayers - 2 to 3
PenetrationPower - 30 to 67
PenetrationMaxDistance - 500 to X
CharacterPenetrationMaxDistance 300 to X (Shooting through targets doesn't count against penetration up to this range)
Damage - 31 to 67
Bullets - 8 to 7
CycleTime - 0.5 to X (Changing this does nothing, not sure why)
clip_size - 8 to 11
primary_ammo - AMMO_TYPE_SHOTGUN to AMMO_TYPE_AUTOSHOTGUN

Disclaimer about the preview screenshot(s):
I got them randomly off the internet. I claim nothing. If need be, I'll replace them with something generic from Wikipedia or something.
16 Comments
Lankycide  [author] 9 Mar @ 3:32am 
@KonuFurry:
Oh, yeah, then knock yourself out. :)
Kay 6 Mar @ 9:20pm 
@lankycide (SCP Book) is not for uploading it, is for personal use
Lankycide  [author] 30 Jan @ 11:15pm 
@KonuFurry:
So long as you give proper credit and make it clear that it's a variant of this mod, then yes.
Kay 30 Jan @ 8:47pm 
@lanckycide book
can i edit in the files of the mod for making the gun only having 8 shells?
godzilla995 11 Feb, 2022 @ 10:39am 
propane
Lankycide  [author] 25 May, 2019 @ 1:56am 
@Alex Stargazer:
Yeah, the new ammo type does inherit all features of that ammo type, unfortunately. I feel this is more fair, because of the unholy amount of damage this gun does per shot now.
Alex Stargazer 20 Jan, 2019 @ 9:35am 
I have a question: if you changed the ammo type to autoshotgun, does that mean the gun now does 15% less damage against the tank (relative to its new damage?)
Lankycide  [author] 21 Jul, 2018 @ 2:40pm 
@ShadowX & Falerin:
No idea when I'll get around to it though. I only mod L4D2 when I'm actively playing it (So I can actually test what I'm doing. xD), and I'm in one of my off stages. I'll get back to it eventually.

EDIT:
Screw what I just said, it's not good enough. I just knuckled down, did the work, and finished my Gritty Realism scripts for both pump-action shotguns. They've been added to the collection, and should balanced, fully-implemented weapons that feel like actual real-world shotguns. :)

ANOTHER EDIT:
I also added a new Pistol Rebalance Script, which I feel is my best Pistol script to date, and I rebalanced my other Pistol Scripts' damages and stuff to make room for it. If anyone's interested, click the OBOW mod collection above, and on every OBOW mod page.
Anduron_Lazul 21 Jul, 2018 @ 7:07am 
That sounds absolutely perfect.
Lankycide  [author] 21 Jul, 2018 @ 5:46am 
@ShadowX & Falerin:
I can see why you say so, and here's a little peek behind the modding curtain. So, in L4D1, I could modify the Pumpshotgun to have the same reload speed as the Autoshotgun (It's slower in both games), but editing reload speeds seems to have zero change no matter how drastic. And since the pump-action shotguns reload painfully slow, buffing the magazine sizes is the only way I can find to use them in a fun way during hordes.

But Gritty Realism versions of the shotguns would be fairly straightforward to do. I'm thinking something like a 7-round magazine for the Autoshotgun, an 8-round for the SPAS, 7-round for the Chrome, and 6-round for the Pump. I might make it 8-Chrome and 7-Pump too.