Left 4 Dead 2

Left 4 Dead 2

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[FFHRRM - SCARY INFECTED Version]
   
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Game Content: Scripts
File Size
Posted
Updated
286.127 KB
2 Jul, 2014 @ 6:32pm
2 Jan, 2015 @ 7:23am
16 Change Notes ( view )

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[FFHRRM - SCARY INFECTED Version]

Description
Fire's Flaming Hot Rebalance And Realism Mod - SCARY INFECTED Version

All the same changes included in the original [FFHRRM], but also changes the infected to be much scarier~

DO NOTE:
Magnum Changes make the reload look weird unless you change it to a Revolver. I reccomend this one
ALSO:
This mod includes LoadedAK47's Selective Fire mod, Letting you toggle semi-auto and full-auto with the Q key. Make sure nothing else is bound to this key.

See this discussion for a potential fix for (rare) problems caused by uninstalling FFHRRM.

Scariness achieved by the changes listed below:

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Common Infected:
General Changes:
Slower and a bit tougher than in vanilla, but very very dangerous if they manage to surround you on higher difficulties.


Specific Changes:
Complete rework of damage system -
The gap between attacks damaging a survivor has been changed to 1 Second(easy) > 1/2 a Second(normal) > No Gap(Advanced & Expert)
Damage dealt to Incapacitated Survivors has been adjusted to fit these settings.
This means being surrounded at Advanced and Expert difficulties will mean almost instant death.
In addition -
Detection ranges for hearing survivor's footsteps lowered while the range for hearing gunfire has been extended.
Non-Headshot Health adjusted to 40(easy) > 65(normal) > 80(Advanced) > 100(expert) > 200(realism)
Speed reduced to 180 from 250


Witches:
General Changes:
Witches are irritable creatures that will move very quickly to kill you once aware of your presence. However running from them is possible and in-fact recommended with this version. Run round objects and such to keep ahead of her!


Specific Changes
Complete redesign of Witch behavior. Running and being chased by the witch is now a normal thing...
Anger Rate raised to 0.2125 from 0.2.
The witch now notices and gets angry at survivors in her line of sight from very far away (1000 units, around 18-20 meters away)
However, witch movement speed has been dropped to below vanilla's 300 UPS (220 UPS normal, 210 while on fire) Meaning that while she is still faster than the survivors, the same speed while on fire and due to how her pathing works she struggles to navigate objects. Use the environment to stay ahead!
The Witch no longer notices you while not looking at you until you reach touching distance,
And now has 3000 base HP making normal 'Cr0wning' tactics impossible for everything other than the Grenade Launcher (which will one-shot anything other than the Tank, which it just does stupid-damage to.)
Witch lifespan while burning has been extended to death in 30 seconds from 15. Fire helps a lot but guns are very much needed here.
Wandering Witches have also had their aggro time reduced to 4 seconds from 10 and their aggro radius increased somewhat while sharing all the other main Witch changes (speed, health, etc. Bear in mind that wandering witches will ALWAYS notice you when you approach from behind. I cannot change this.)


Tanks:
General Changes:
Much more threatening and requires more strategy (and a Molotov/fire ammo) to deal with efficiently due to being tougher, faster and, in the case of bots, more likely to simply chase you than pointlessly throw rocks.


Specific Changes:
Much Tougher (from 4000 base HP to 6000 (5000 in versus),)
And just a little bit faster than the survivors (from 210 to 220)
While bot tanks are much more likely to simply chase the survivors than throw rocks at them (Rock throw interval from 5 seconds to 30 seconds (will not affect Bot Tanks on Versus and Scavenge.)
Tanks also attack more often at 1 attack a second (from 1.5 attacks a second)
Vulnerability to fire more marked by difficulty (Seconds until death from 75(Easy&Normal) > 80(Advanced) > 85(Expert) to 75(Easy&Normal) > 90(Advanced) > 120(Expert).)


Other Special Infected:
General Changes:
The Special Infected are much faster than before, apart from Hunters which are just even more lethal if not dealt with immediately.


Specific Changes:
Chargers now charge much faster (Charge Max Speed from 500 to 600.)
Hunter's pounce bonus damage cap removed and pin damage increased (7 base damage from 5 per tick.)
Boomer bile now lasts longer (10 seconds with 20 second fadeout from 5 seconds with 5 second fadeout)
And all other SI have all been made to move faster than the survivors at 250,
except for the hunter who pounces faster anyway
and Boomers who move only slightly faster at 220.

Shotguns and Other Items:
General Changes
The changes made in the original FFHRRM mod to shotguns have been maintained. That is to say Shotgun do less bonus damage for being close to enemies and that bonus is gained by being even closer than in vanilla. Shotguns also do the same damage to tanks as other weapons until you get the close-range bonus.
Pipebomb and Bilebomb durations have been extended even further to maintain their effectiveness due to the slower common infected.


Specific Changes:
2x damage at 30 units (Half a meter) while using a shotgun.
Now very risky to employ vs a Tank, and makes attempting to cr0wn a witch with the new rules pretty much suicide.
Shotgun normal DPS versus the tank reduced to only somewhat higher DPS than the Assault Rifles (50% damage penalty from 15%) until you get close enough for the 2x bonus
Bilebomb effect now lasts a bit longer
Pipebomb fuse time increased to 10 seconds

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Also, check out my other mods:
CS Weapon Skin Pack For [FFHRRM]
Fire's Music Pack
Victorious Metal Credit's Music Replacer
Creepy Witch Music Replacer
Hope at the End of The Tunnel - Escape Music Replacer
Unholy Tank Music Replacer
Unholy Tank Music Replacer - Concert Version

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DO NOTE:
As this is a Script mod, it will only work out of the box in Single Player.

Multiplayer with this mod is only possible if you host a Local Server with this mod enabled, or when this mod is installed on a Dedicated Server, AND if all players on that server also have this mod installed and activated.

In other words, It will NOT work on a Official Dedicated Server.

If you need the original VPK to install on a private server, it can be downloaded here[www.gamemaps.com]

Also, make sure to check the original FFHRRM for important details about all the other changes included in this mod.
60 Comments
SithLordRevan994 11 Nov, 2023 @ 2:18pm 
Don't get it, it crashes your game
c 18 Jan, 2021 @ 8:58pm 
lolz
[JW.org] Miguel 24 Mar, 2019 @ 7:02am 
Oh shit niqqa for real?!
〘FIRE〙ファイアさん  [author] 24 Mar, 2019 @ 3:06am 
Cool story bro
I did actually do the image in paint lol
[JW.org] Miguel 24 Mar, 2019 @ 2:38am 
I don't care how much you type, if there isn't more images or videos at all, i ain't downloading it, cuz that fucking art i could do it in Paint ffs!
Z.W.E.I. 15 Mar, 2019 @ 6:21pm 
I only try to kill a witch if I there's nothing else I can do to progress. Other than that, I prefer leaving the witch alone. Not just because she's dangerous. But also because she's beautiful, and I love her.
Fenrir 3 Feb, 2019 @ 12:21pm 
The adapted Advanced AI (Simple) is nowhere as near as good in this addon. Bots went from being helpful clutch masters to simple meatshields that act like they're missing half of their frontal lobe and all of their courage.

In short; where be my damn chad bots bro i cant get my weewee sucked if they can't get to the saferoom
҂﹐ ᥴ𝚊𝚒ᥒ ꒷꒦ 2 Oct, 2018 @ 12:12pm 
That thumbnail..
"Omae Ah Mou Shinderu"
Junebug482 12 Mar, 2018 @ 9:49am 
i would not mess with common infected and keep everything else