Left 4 Dead 2

Left 4 Dead 2

Weapon modification
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Update: 7 Nov, 2023 @ 4:43am

Update: 29 Oct, 2023 @ 3:01pm

Update: 8 Oct, 2023 @ 6:43pm

Fix the issue of Sg552 with abnormal penetration

Update: 8 Oct, 2023 @ 7:13am

10.8 Update

Shotguns and submachine guns:
PumpShotgun: Number of bullets 30 → 34, distance correction 28% → 30%, magazine capacity 4 → 3
Uzi: Magazine capacity 27 → 32, slightly increased firing rate (about 9%), increased ammunition change time by 0.15 seconds (modified to 1.8 seconds)
Mac10: Magazine capacity 32 → 36, increased reload time by 0.1 seconds (modified to 1.95 seconds)
Mp5: (What about me?)



Rifle:

M16: Slightly increased firing rate (about 8%), reduced ammunition change time by 0.15s (modified to 1.9s)
Ak47: Single shot damage 80 → 84, increased maximum spread, squat shot spread, and standing spread, reduced reload time by 0.15 seconds (modified to 2.35 seconds)
Sg552: Slightly reduced recoil and diffusion, increased firing rate (same as previous M16), magazine capacity 40 → 30, obtained penetration, maximum penetration 0 → 3, reduced change time by 0.3 seconds (modified to 2.15 seconds)
Scar: Single shot damage 60 → 70, increased firing rate, maximum penetration 4 → 7, increased reload time by 0.25 seconds (modified to 2.35 seconds)
M60: Single shot damage 120 → 105, magazine capacity 80 → 120, increased firing rate, reduced reload time by 0.5 seconds (modified to 2.55 seconds)


Sniper Gun:
Hunting Rifle: Single shot damage 125 → 155
Sniper Military: Slight increase in firing rate (approximately 7%)
Special rifle (Sg552/Scar) with a ammunition reserve of 480 → 420

Tips: Due to the use of shotgun bullets, Sg552/Scar can also instantly kill ordinary zombies in non realistic mode, using this mechanism to save bullets.
Shotgun reserve capacity 120 → 150
M60 ammunition backup 480 → 360


Other adjustments:
Spitter HP 150 → 155
Jockey's health is 400 → 420
Hunter Health 320 → 335
Charger HP 900 → 1000
Tank movement speed 210 → 215


Normal mode teammate damage coefficient 5% → 4%
Difficult mode teammate damage coefficient 15% → 12%
Expert mode teammate damage coefficient 35% → 30%
The decay rate of deficiency blood slows down, decreasing by 0.34 to 0.22 per second (the bleeding interval is 3 seconds to 4.5 seconds, which is beneficial for painkillers)

Update: 15 Sep, 2023 @ 8:56am

Update: 14 Sep, 2023 @ 12:04pm

Updated on September 15:



Introduction:

Thank you very much for @Angel_My_Light's proposal for this update, it is really nice to have such an all-round player who can play all kinds of weapons.



First of all, the performance of the Mac10 as a basic weapon (opening brush) is indeed too strong, similar to the ancient version of the M16, my positioning should be a high-precision submachine gun, as a replacement for the rifle for the positioning of the master as a start, but now it seems to have been strong enough not to need a rifle (sad

The second is the troll, because the troll series can not adjust the speed of change, so less one of the most critical balance dimension, can only temporarily balance the gap and single spray by increasing the damage, if there is a better balance way also hope to put forward.

Another sniper gun, to tell the truth, the experience of a single shot in the delayed room of others (their own non-homeowner's local server) is indeed far less than other guns, but simply increasing the damage will lead to killing four sides (referring to teammates) in the local service, headache.

Finally, rifles, it's time to make a finer division among rifles!



Specific adjustments are as follows:

Mac10: Single shot damage 56→52, range modified 81%→72%, fire rate slightly reduced (~ 12%)
Xm1014: Single shot damage 32→34, range modifier 26%→35%
Spas: Number of pellets 7→8
Military Sniper rifle: Increased recoil, single shot damage 170→190, range modifier 135%→115%
Shotgun: Change time reduced by 0.25s, distance modified 142% to 132%, magazine capacity 12 to 15



Ammunition reserve adjustment:
All sniper rifles use the same ammunition, and no longer distinguish between successive and single-shot backup rounds.
Sg552 and Scar use shotgun ammunition, while M16 and Ak47 use rifle ammunition.
As a distinction, the rifles are divided into two subcategories, regular rifles and special rifles, similar to the previous division between serial and single-shot.



Special Rifles:

Powerful firepower and performance, with 420 spare rounds
Scar: Single shot damage 50→60, optimized reload speed and spread, maximum penetration 3→4
Sg552: Single shot damage 70→75, slightly increased rate of fire (7%), reduced maximum movement spread, reduced reload time by 0.6s


Conventional rifle:

Ready 360→600

Ak47: Change time reduced by 0.25s, magazine capacity 32→36
M16: Change time reduced by 0.15s, magazine capacity 40→50
The current theoretical second damage (DPS) of the rifle is
M60 (1041) > Scar (1000) > Sg552 (914) > Ak47 (784) > M16 (705)



Other adjustments
Adrenaline: restores blood volume 10→5, duration 60s→45s
M60: Ready 560→480

Update: 18 Aug, 2023 @ 6:32am

Updated on August 18:

Has changed from a idle college student to a social animal worker pinch (cry, everyone's proposal has been looked at, but afraid that a shot of brain without actual combat modification will affect the game experience, so the update will try to ensure that there will be no significant adjustment.


Ammunition reserve adjustment:

Rifle 540→360 (back to original)
Submachine gun 1200→900
Spray 180→120
Grenade launcher 72→60



Gun adjustment:

Ak47: Optimized diffusion, reduced changeover time by 0.3s
M16: The cartridge change time is reduced by 0.1s
Sg552: Optimized diffusion, reduced cartridge change time by 0.15s
Uzi: A small reduction in diffusion
Scar: Fire speed increased slightly
Magnum: Single damage 175→210


The superior performance of the rifle can easily save a lot of ammunition under expert use, so the original increase in ammunition seems to have affected the use of other firearms.
Also, the nerf that was originally given a lot of spare ammunition will be rolled back.

Update: 3 Jun, 2023 @ 4:29am

Uzi: Single shot damage 65→68, slightly increased diffusion, starting to spread bullets 5→3, reload time slightly increased
M16: Slightly increased diffusion, gained penetration, penetrated range 2000, penetrated to retain full damage, maximum penetrated number 2
Adrenaline: Restores health from 35 to 15, lasts from 30 seconds to 60 seconds, greatly increases movement speed


Special infected persons:

Boomer: HP 60→80
jockey: HP 320→400
Hunter: Health 280→320

Removed jockey enhancement

Update: 31 May, 2023 @ 12:17pm

First of all, I wish you a happy Children's Day!!
Holiday eggs will be added, and certain guns or special characters will get special changes during certain holidays.
As the second smallest submachine gun, it was a bit too bright in the last update, so it will be balanced accordingly in this update.

Thank you @Angel_My_Light for your reminder and advice

The range of the submachine gun should be between the shotgun and the rifle. After this update, the damage attenuation at long range will be reduced to some extent, but as a balance, the submachine gun is no longer a laser gun that can hit anywhere.
While the spread of all submachine guns has been improved, the first few rounds are still very accurate, so they are not as difficult to handle in the face of mid-range sensation as the shotgun.

Here are the specific numerical changes:
Mac-10: Single Shot damage increased to 56, ammo capacity reduced to 32, recoil mode reworked and diffuser reworked, ammo reload speed decreased slightly
Uzi: Single shot damage increased to 65, bullet capacity reduced to 27, recoil reworked and diffuser, reload speed increased slightly
Mp5: Single Shot damage increased to 68, reworked recoil mode and diffuser, reload speed increased slightly

The DPS of all submachine guns will be significantly ahead of the rifles (at close range), but the shotgun's unique repelling and seconds mechanics will probably not be replaced by submachine guns.
We will keep an eye on the feedback after the update, and if the submachine gun continues to perform well at the dominant distance of other firearms, further adjustments will be made.
For shotguns and sniper rifles, please feel free to suggest adjustments, relevant adjustments will also be updated after combat testing.

Other updates:
M16: Run spread increased slightly
Scout: Single Shot Damage increased to 500 (250x2)
Awp: Single Shot Damage increased to 1400 (350x4)
spitter: Health from 120 to 150
Charger: HP from 800 to 900
Tank base health from 6000 to 8000 (not mentioned in last update)

Holiday egg effect
After the June 1st update - before the June 3rd update
As a special infected child, it will be especially excited during Children's Day!
It will hit 1500 HP! With three times the speed of movement and control.
How do you "reject" the enthusiasm of a jockey who is rushing towards you?

Update: 27 May, 2023 @ 10:52pm

Updated on May 28:

Submachine gun 1000→1200
Shotgun 150 to 180
Single shot Sniper rifle 120→150
Grenade launcher 90→72
M60 600→560

All rifles have increased recoil, reduced movement diffusion, and slightly increased reload time.
Drastically reduced reload time on all submachine guns.

The submachine gun and shotgun reworks are expected at the end of June and will be fully explained and updated with a video at the same time.