Left 4 Dead 2

Left 4 Dead 2

[FFHRRM - SCARY INFECTED Version]
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Update: 14 Jul, 2014 @ 6:26am

What was going to be a small update, kinda spiraled out of control...
Lots of new things and lots of balance changes:

Bugfixes:
Players can now actually move when spawning as an infected...

Grenade Launcher:
Explosion damage radius increased slightly
Damage against normal infected (and most importantly, Witches) increased to 3500. Tank damage remains the same.
While this weapon always fires at perfect accuracy, the crosshairs have been moved to sides to make judging your shots more difficult.
Total ammo reduced to 7

M60:
Fire-Rate reduced to 500RPM from 650RPM (depending on model, both can be true to reality)
Damage increased to 80 from 70 (666.666666 DPS. The same as the Grenade Launcher vs a Tank.)
Should make each shot provide more bang for it's buck, promoting usability.

Chainsaw:
Now has 150 Fuel (x5 that of Vanilla's 30)

Pistols & Magnum:
Fire rate for the single pistol capped at 6.666666 shots a second, 5 Shots a second for the Magnum Pistol and 10 shots a second for the Dual Pistols.
Magnum Damage reduced to 80 from 125 (400 DPS from 666.66666.) Will still insta-gib commons at all difficulties though. Just won't make quite as much a mess of tanks as it did before...
Magnum accuracy adjusted somewhat to favour a still crouch.
Pistol Damage reduced from 65 to 45 (450 DPS)
Pistol base accuracy reduced but spread per shot reduced.
Pistol Penetration improved somewhat.
Pistol clip size increased to 20 (40 while dual wielding (obviously))

Unsilenced SMG:
Accuracy improved and Recoil significantly reduced.
Reload speed increased to 1.75 seconds from 2
DPS raised to 380 from 350

Silenced SMG:
Accuracy reduced significantly while still being reasonably accurate during burst-fire
DPS reduced to 500 from 600
Recoil increased slightly.
Changes should hopefully mean it won't be a better version of the SIG SG552...

Millitary Sniper:
Dps increased from 350 to 380

FN-SCAR:
I have finally figured out exactly how the Burst-Fire system for this weapon works!
The fire Rate can now finally be reduced to match reality without affecting it's DPS (God that was a pain to figure out...)
Accuracy improved and Recoil reduced very slightly
DPS raised to 425 from 400

M16:
DPS raised to 475 from 450

AK-47:
DPS raised to 500 from 475

MP5:
DPS raised to 430 from 400
Reload speed reduced to 3 seconds from 2

Chrome Shotgun:
Damage raised to 360 (theoretically) per shot
Spread increased somewhat to the same as the Tactical Auto-Shotgun
Penetration improved very slightly

Pump Shotgun:
Penetration improved to the same as the Combat Shotgun

Tactical Auto-Shotgun:
Pellets increased to 12 from 6. Same theoretical damage per shot.
Penetration improved to sit between the new Combat Shotgun and Chrome Shotgun

Combat Shotgun:
Penetration improved slightly

Bilebomb:
Zombies now deal 75 damage (from 10) to other infected affected by the bilebomb and is painted as a target for the CI's for 60 seconds. Should now deal a significant amount of damage to a Tank and be a death sentence for any other infected apart from the witch.

Shotgun Close Range Damage Bonus:
The close range bonus damage returns, in a much more balanced form -
2x damage at 30 units (Half a metre)
Not enough to Cr0wn a witch, but enough to kill her before a counter-attack. Assuming you are using an Auto-shotgun, forget about doing this with the chrome or pump... or if you are using the SCARY INFECTED version of FFHRRM.
And more importantly, not enough damage or range to be practical against a Tank.

Survivors:
Survivors now lose 5 health a second (from 3) while incapped (60 seconds to live from 100)
Survivors can now Crawl very very slowly while incapped.
Survivors now have half the normal amount of Incapped health when hanging from a ledge but still lose health just as fast (will fall in 30 seconds)
Changed the behaviour of Incapped attacks: Weapons now have their normal accuracy, but the 'dizzy' effect is much more intense and reload times have been increased while fire rate is capped at 2 shots a second.
All survivors die (or fall) immediately when put into a hopeless situation (i.e all of them incapped/hanging from ledges)

Common Infected:
Complete rework of damage system - the CI have returned to their normal damage rules (full damage from front, half damage from back) however...
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.
To compensate -
Detection ranges for hearing survivor's footsteps lowered.
Health reduced somewhat to 40(easy) > 65(normal) > 80(Advanced) > 100(expert) > 200(realism)
Speed reduced to 160 from 180

Special Infected:
Boomer bile duration extended to 30 seconds (was already 20 seconds before. I was only changing the blind duration...)
Boomer Bile now (theoretically) attracts every zombie in current existance.
Boomers now always explode on the third shove (was 4th or 5th shove)

Witch:
Complete redesign of Witch behaviour. Running and being chased by the witch is now a normal thing...
Anger Rate dropped to 0.3 from 0.4 (still 50% faster than vanilla)
The witch now notices and gets angry at you from very far away (1000 units, around 18-20 metres away)
However, witch movement speed has been dropped to below even vanilla's 300 UPS (280 UPS normal, 250 while on fire) but still a fair bit faster than the survivors.
The Witch no longer notices you while not looking at you untill you reach touching distance
And the witch now has 3000 base HP making normal 'Cr0wning' tactics impossible for everything other than the Grenade Launcher.
Witch death time to burning has been extended to death in 30 seconds from 10. 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.)
Generally, Witches are very irititable creatures that will move very quickly move to kill you. However running from them is possible and infact reccomended with this version. Run round objects and such to keep ahead of her!

Tank:
Attack speed raised to 1 attacks per second (from 1 attacks per 1.5 seconds)
Rock Throw cooldown returned to 5 seconds in Versus and Scavenge. If you (somehow) have a bot tank on either of those modes they will use the normal Tank AI for when to throw rocks.

Update: 8 Jul, 2014 @ 6:00am

Initial Release~

Update: 3 Jul, 2014 @ 5:57pm

Beta Update

Update: 3 Jul, 2014 @ 5:51am

Beta Release

Update: 2 Jul, 2014 @ 7:54pm

Alpha Update

Update: 2 Jul, 2014 @ 6:32pm

Alpha Release