Left 4 Dead 2

Left 4 Dead 2

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Custom Weapon Lab [Weapon Balancing]
By Zaden
A guide for those who want to create weapons with Custom Weapon Base, but respecting the balance of the game.
   
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Comparing Weapon Stats with existing weapons.
For a more detailed explanation per weapon, I recommend this guide: The Weapon Guide for L4D2 By Shao

To simplify and to point out the most important elements:
Weapon Class
Damage
Ammo in Magazine
Ammo in Reserve
Notes / Comments
SMGs
20 - 26 per bullet.
50
650
Mainly gets balanced by fire-rate/cycle-time.
Pump Shotguns
248 - 250 if all pellets hit.
8
72
Magazine capacity can vary, since it will make you reload 1 shell at a time.
Assault Rifles
33 - 58 per bullet.
40 - 60
360
Balanced by making the fire-rate/cycle-time slower, accuracy worse and/or magazine capacity less, the more damage each bullets deals, and vice-versa.
Semi-Auto Shotguns
252 - 253 if all pellets hit.
10
90
Accuracy, amount of pellets and reload-time tends to be the main factor to differentiate.
Marksman Rifles / Semi-Auto Sniper Rifles
90 per bullet.
15 - 30
150 or 180
The M14 Hunting Rifle tends to spawn more frequently, acting as the "lower tier" version of the G3 Military Sniper.
Bolt-Action Sniper Rifles
105 - 115 per bullet.
15 - 20
180
These Sniper rifles suck ass, sadly. I recommend these mods for it and to base on: HexToMax's Powerful AWP and [V-Script] Counter Strike Scout
Specials
Copies stats from other weapons. 400-1000 if uses explosions.
Varies; 150 if LMG
Varies; Tends to be balanced by being unable to be reloaded.
Lots of freedom here! :D

The one thing I would say that has to ALWAYS be respected; It's the ammo in reserve per class.

I'll update this guide soon, to expand more in detail.
Bullet Penetration
Each gun type has a set amount of Penetration Power. It might not sound as an important factor at first, but think of the times where you shot through a door or even wall to kill-off a Special Infected.
Here is a graph (made by Pinsplash) that shows how much Penetration Power can go through each material.
If you want a more in-depth explanation, here is the video source of the image: Bullet Penetration in Left 4 Dead 2 by Pinsplash
Infected Health
Special Infected are obviously and undeniably the main icons that turn the tide in every playhtough. They wouldn't be a threat if they die too quickly, right?

So here are the HP of each infected to have an idea of how a weapon will do against them:
Infected
Health Amount
Realism Mode Health Multiplier
Common Infected
50
All damage sources will be received at ×0.375 on Normal, ×0.25 on Advanced and Expert. (On body only)
Uncommon Infected
150, Fallen Survivor has 1000, Jimmy Gibbs Jr has 3000. Surprisingly, Riot Infected have the same health as Common Infected.
Same as Common Infected.
Boomer
50
No Change.
Hunter
250
No Change.
Smoker
250
No Change.
Jockey
325
No Change.
Charger
600
No Change.
Spitter
100
No Change.
Tank
4000 in Normal Campaigns, 6000 in Versus, 8000 in Advanced and Expert.
Will always have 8000 health no matter the difficulty.
Witch
1000
The Witch receives ×1 damage to the body in Normal, x0.75 in Advanced, x0.5 in Expert.
Model design into account
I would say it's best to separate the model from the script, so people could just make models for it without having to make multiple versions of the mod.
Also, the attachments a gun has is important for both gameplay and immersion. For example:
  • Magazine: Even tho having a 40+ bullets in an average M16's magazine doesn't make sense, Valve made it intentional for gameplay reasons (infected hordes). However, weapon classes tend to have a set amount of ammunition, and it makes less sense that a weapon has less ammo then what it should have.
  • Flashlight: All guns must have them. Aside of following the design rule as the other guns (melees have a static flashlight), reloading actions and the laser sights are affected with the flashlight placement.
  • Scope: This will always signal that the weapon has a Zoom function. There are exceptions; Maybe it's a weapon from a game that features a scoped version of a gun?
  • Accessories: Keep in mind that in-game lore, the survivors would find common well-known weapons left by either civilians or authorities. Would be kind of odd and funny that there are multiple guns with grenade launchers, bayonets and like 3 different scopes, straight out of modern Call of Duty... And that are unusable, by the way.
  • FOV: Would look weird if a gun looks further, closer or even more to the side than the rest of the weapons.
  • Camera Shake: There are games that feature camera shake during reload animations, but L4D isn't one of them; so aside from having a gun with that feature making it look out of place, there's the possibility of motion sickness from players.

3 Comments
Megatron 3 Aug, 2024 @ 5:02pm 
a sigma moment
Megatron 3 Aug, 2024 @ 5:02pm 
sigma even
Megatron 3 Aug, 2024 @ 5:02pm 
based