Left 4 Dead 2

Left 4 Dead 2

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OBO: Rifle, M60 - M60E6 rebalance script
   
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Game Content: Weapons, Scripts
File Size
Posted
Updated
3.979 KB
15 Sep, 2017 @ 3:44am
7 Oct, 2017 @ 10:59am
11 Change Notes ( view )

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OBO: Rifle, M60 - M60E6 rebalance script

In 1 collection by Lankycide
OBO: The Collection - All the Mods!
49 items
Description
OBO: Pronounced "oboe" (yes, like the instrument), it stands for "Overseer's Balance Overhaul for Weapons".

This is a script that rebalances the M60 bonus weapon. If you were ever going to fire an M60 in a handheld configuration, the M60E6 would be the best choice. It's lighter, primarily, but also has a few other nifties. Check Wikipedia if you want to know more. Anyway, I gave it the same fire rate as an M60E6, but switched its ammo type to Assault Rifle rounds. Fun fact: an M60 fires the same ammo as an AWP. It will now no longer kill Commons in a single shot, and doesn't do that "large gib" effect like explosive ammo anymore. Why? I wanted a "full auto" mentality for this weapon, instead of a "non-scoped sniper rifle" mentality. Also, its magazine size has been adjusted to the real-world 100-round belt. I then tweaked its accuracy stats, particularly its movement, standing, and crouching spread. Basically, this weapon is accurate when crouching and not moving. When standing, it's accuracy worsens by a fairly large amount (see screenshots), and firing while moving is impractical, unless you're shooting at very nearby zombies chasing you. So you're essentially a moving turret platform. Oh, and you should be aware that the default M60 was never meant to be reloaded. It uses the default AK47's reload animations, but doesn't have textures on its other side. To fix this issue, find an applicable M60 replacer on the Workshop to use alongside my mod. A quality one shouldn't have the same problem.

Stat-wise, it may not have as high a damage per second as the Semi-auto Shotguns, but it actually has the highest TRUE damage per second, due to the fewer reloads. It may be the most powerful weapon available, but it has its drawbacks too. The emphasis on stationary firing is a good example. Combined with all the other minor changes listed below, this weapon now has its own benefits and drawbacks.

NOTE: When running out of ammo in a magazine, the game is hard-coded to make you throw away your M60 then delete it. Thus, if you let your ammo run out of ammo in one magazine, even if you have plenty of reserve ammo, the game will force-drop your weapon and delete it. To prevent this, you will need to reload before fully emptying a clip. There is nothing I can do to fix this, so be warned.

Here's the list of changes (X means unchanged):

VerticalPunch - 2 to 2.25
SpreadPerShot - 1.6 to 0.4
MaxSpread - 35 to 30
SpreadDecay - 7 to 8
MinDuckingSpread - 0.5 to 0.4
MinStandingSpread - 1 to 1.2
MinInAirSpread - 3 to 0
MaxMovementSpread - 6 to 4.5
ReloadDuration - ? to 3.75 (Vanilla value unknown, added this line)
DeployDuration - ? to 0.5 (Vanilla value unknown, added this line)
PenetrationNumLayers - 2 to X
PenetrationPower - 50 to X
PenetrationMaxDistance - 0 to X
Damage - 50 to 66
Range - 3000 to X
RangeModifier - 0.97 to X
Bullets - 1 to X
CycleTime - 0.11 to 0.109
clip_size - 150 to 100
primary_ammo - AMMO_TYPE_M60 to AMMO_TYPE_ASSAULTRIFLE

A note on the preview screenshot:
Disclaimer: I got it randomly off the internet. I am not its author, and I don't claim to own it. If need be, I'll replace it with something generic from Wikipedia or something.
8 Comments
Jboy9786 3 Aug, 2023 @ 4:22am 
I got an Idea on the problem of the weapon dropping when the mag hits 0, check the M60 and Grenade launcher server fix
Raiden 3 Apr, 2020 @ 11:27am 
Hey man, what M60 skin is that one? I tried to find it but no luck.
Lankycide  [author] 12 Jul, 2018 @ 2:14am 
@SΛRGΞ:
Why thank you! :D I poured my heart and soul into these, and while I think some tuning can still be done, it's vastly better than vanilla in my opinion. With my other scripts, it's nice to be able to use any weapon in the game instead of only the Tier 2s and up.
Bandit_02 9 Jul, 2018 @ 11:05am 
I've been reading the descriptions of the OBOW scripts, and so far I love what you're doing. Great work man.
Lankycide  [author] 26 Jun, 2018 @ 11:29pm 
If you can't resupply the M60, that means there's a good chance that the no-resupply function is attached to the gun itself. I just went through the entire script this mod uses and there doesn't seem to be anything involving the resupply stopper. Still, I won't actually be adding resupply functionality to this mod, since I intended the ammo to be a limited once-off like the original M60.
Anduron_Lazul 26 Jun, 2018 @ 3:57pm 
So, if the ammunition is now the same as the Assault Rifle,

why can't we resupply at ammo piles/cans?
Lankycide  [author] 14 Oct, 2017 @ 2:30am 
Yeah, that's because of my Gamemode. Total reserve ammunition data is stored in the gamemodes.txt file, not each weapon's .txt file. In my Gamemode, I set the total M60 reserve ammo from 0 to 500 to make the weapon more fun.
화밀 wMil 13 Oct, 2017 @ 11:01pm 
btw while I was playing addon server before, server gave me 2 magazine of M60 and could reload it without dropping.