Left 4 Dead 2

Left 4 Dead 2

Rebalanced Guns
61 Comments
RoastinGhost  [author] 31 Oct, 2024 @ 7:50pm 
✞INMORTALES✞ Beck, thank you for featuring the mod in your video!
Cool gameplay and mod setup.
BECKBRU 9 Oct, 2024 @ 12:54pm 
RoastinGhost  [author] 15 Mar, 2023 @ 6:16pm 
Thanks, Nick! I had been OK with that because of the slow RoF, but on more testing it's too consistent and easy to pull off. I'll look at another solution, but I'm not too excited about increasing total damage so much by switching to the next closest, AMMO_TYPE_HUNTINGRIFLE.
Nick 11 Mar, 2023 @ 7:11pm 
From what I see, I guess the AWP used AMMO_TYPE_AUTOSHOTGUN? That means... it can do what shotguns do to the crying one.
Hell 31 Jul, 2022 @ 9:49am 
Doesn't seem to work on realism, even after playing single player, or hosting a local server. Is it intended? If so, is it possible to make it work in realism?
Breadolphin 24 Aug, 2021 @ 3:20am 
I had to restart the game and I opened the map on the console
RoastinGhost  [author] 23 Aug, 2021 @ 8:16am 
Hi, Ben- were you the host of the server?
Breadolphin 17 Aug, 2021 @ 8:29am 
it*
Breadolphin 17 Aug, 2021 @ 8:29am 
it don't work I have ti enabled
RoastinGhost  [author] 24 Sep, 2020 @ 4:49pm 
Glad to hear it works, hope you enjoy! I guess this could use an update as of today.
ElPlayerN1000 22 Sep, 2020 @ 11:15am 
my mistake had it disabled, thanks
RoastinGhost  [author] 22 Sep, 2020 @ 8:26am 
El player- I would make sure that it's in your addons list, enabled, and that the host of the game is using this mod. Does one of those seem to be the issue?
ElPlayerN1000 21 Sep, 2020 @ 9:18am 
why dont work? :c
Hank Hill 28 Mar, 2016 @ 7:26am 
where do i find the stats for the guns in my l4d2 folder? i want to change them
Heavy Mithril Bakadere 30 Jun, 2015 @ 4:28pm 
Oh bro, I forgot. Just one thing left. Is there a way you can still get that l4d1 version on some website like Mediafire or something?
RoastinGhost  [author] 25 Apr, 2015 @ 5:19pm 
good idea; I'll answer there.
Heavy Mithril Bakadere 25 Apr, 2015 @ 4:55pm 
No problem. Just a curious thought, why would be the scout be a secondary? I don't know how to put my finger on it but seems awkward with it. Anyway testing it in a bit and I give feedback in a day maybe. You should make a discussion forum so we don't have to crowd the comment page just a fyi.
RoastinGhost  [author] 25 Apr, 2015 @ 3:49pm 
Thanks for the offer! I'll take you up for some testing! Here's the current .vpk, only including the CSS weapons. The scout is supposed to be a secondary weapon, and the rest of the changes are as discussed. Any feedback would be great, but there's no rush at all. https://dl.dropboxusercontent.com/u/51366114/rebalanced%20guns%20css.vpk
Heavy Mithril Bakadere 25 Apr, 2015 @ 1:19pm 
Sounds great, but i'm curious how it's going feel like using it though. I see what you mean though. Also you might not find the 50cal damage cvar and if so, I can paste the cvar here if you feel like changing them. I can be a tester for your mod if you want btw. Anyway good luck on the progress.
RoastinGhost  [author] 25 Apr, 2015 @ 1:00pm 
Thanks for the link! Arby26's MP5 is beautiful- I'd recommend that as a replacement.
Well, I played a bit with the css weapons, and I might be able to do something with them. I'm thinking the scout should be a tier 1 weapon, so I may see if I can modify the counterstrike weapon unlocker so it spawns over pump shotguns instead of sniper rifles. The sig552 should get a damage boost like the (identical?) M16, and a slower reload to balance the benefit of the scope. The awp needs to do even more damage to have decent dps. More recoil like the other snipers would look nice, but it would reset by the time the bolting is done anyway.Maybe the MP5 could have assault rifle reserve ammo, higher damage, and lower mag size. Like the AK of SMGs, kinda. How do those sound?
Turrets seem ok to me, but I'm curious about their numbers now.
Heavy Mithril Bakadere 10 Apr, 2015 @ 4:39pm 
Oh I forgot anything on the turrets or they fine? Sry more work idk
Heavy Mithril Bakadere 9 Apr, 2015 @ 5:52pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=390938342 This is perfect for playing maps with css weapons and normal l4d2 weapons in it. Also sadly the mp5's reload bug is the animation so it can only be fix with a model mod. :(
RoastinGhost  [author] 9 Apr, 2015 @ 4:11pm 
Hmm. I'd want to fix the MP5's reload, if that's a scripting error. Higher damage for the bolt-action rifles. However, I've never actually played with the css weapons, so I don't quite feel qualified to rebalance them yet. I'll try it out soon, though! Also, I've prepared another update to un-nerf the military sniper a bit. That should be out in the next day or so.
Heavy Mithril Bakadere 6 Apr, 2015 @ 7:01pm 
Oh actually could you rebalance css weapons if that's fine? That may be final of all the big updates i didn't miss
Heavy Mithril Bakadere 7 Feb, 2015 @ 12:16pm 
no problem
RoastinGhost  [author] 7 Feb, 2015 @ 11:47am 
I did actually notice a small mistake on the chart- thanks for having me take a look at that!
Heavy Mithril Bakadere 7 Feb, 2015 @ 11:13am 
oh wait sec. I just notice the updates were before my comment. dat 2015 feel. But ya it's final anyway
Heavy Mithril Bakadere 7 Feb, 2015 @ 10:28am 
oh you should atleast update the photo to the final updates. just a fyi. I can try to do it but ya
Heavy Mithril Bakadere 7 Feb, 2015 @ 9:58am 
lol ya. Well ya I can see it's a final now, i try this out in a bit. Nice job completing this.
RoastinGhost  [author] 7 Feb, 2015 @ 9:41am 
haha it's cool- they were all a long while ago and I can see why you were wondering!
Heavy Mithril Bakadere 7 Feb, 2015 @ 9:32am 
oh god i did'nt notice the updates... nvm sorry
RoastinGhost  [author] 7 Feb, 2015 @ 9:15am 
I'd consider it final at this point. I'm pretty picky (this has been updated 18 times) and nothing is bothering me about it now. I'm still open to suggestions and new mod ideas, though.
Heavy Mithril Bakadere 5 Feb, 2015 @ 6:14pm 
like you have any ideas for this mod so far since it been so long or is it like final.
RoastinGhost  [author] 5 Feb, 2015 @ 6:04pm 
sorry I didn't respond, thought I had! Update? how so?
Heavy Mithril Bakadere 30 Oct, 2014 @ 1:13pm 
You should update this mod sometime
El Fontanero 26 Oct, 2014 @ 12:51pm 
thank's a lot ♥
Heavy Mithril Bakadere 25 Oct, 2014 @ 12:43pm 
ok
RoastinGhost  [author] 25 Oct, 2014 @ 12:40pm 
I tried a few things, but they didn't work. I might give it another shot. I think the other script is in The Sacrifice's DLC folder
Heavy Mithril Bakadere 25 Oct, 2014 @ 12:29pm 
Oh hi.
I guess so but maybe there is some way to make it not like that. I only found like one script for the hunting rifle anyway. I guess that makes sense.
RoastinGhost  [author] 25 Oct, 2014 @ 12:28pm 
Mrz.FranG00bYGAIBEN1337H4x0r$MLG- There are multiple scripts for the hunting rifle in L4D1, I'm assuming because of the update that made it perform like the L4D2 hunting rifle (high moving accuracy). But the game seems to read both values, so when you start or stop moving, the crosshair starts to get big then shrinks to the intended size.

corpsezombie- All you need to do is subscribe and make sure it's on in-game. The size of the magazines are controlled by the individual weapon files you can find in this mod. Changing the reserve ammo requires you to make a mutation.
El Fontanero 25 Oct, 2014 @ 10:38am 
how to use it? how to change ammo values?
Heavy Mithril Bakadere 18 Jun, 2014 @ 9:02am 
Wait how is the hunting rifle script confusing? It's like any other weapon script. Mind explaining?
Heavy Mithril Bakadere 15 Jun, 2014 @ 8:49am 
You could try gamemaps or gamebanana for that. Or maybe simpler, mediafile.
RoastinGhost  [author] 15 Jun, 2014 @ 2:48am 
I wanted to avoid making a muation, simply so the changes are easier to access, especially in offline single-player. But yes, if I were to make up new reserve ammo values, I'd do that.

And I actually already started work on a L4D1 version, but I can't really post it on the workshop. Also, the hunting rifle script is confusing. It's in several locations and it seems to read the values from all of them. Hence the wierd bug where the rifle becomes really inaccurate just as you start or stop moving.
It's amazing how much more powerful the shotguns were in 1. It's kind of making me question if I've buffed them enough in this mod.
Heavy Mithril Bakadere 14 Jun, 2014 @ 5:15pm 
You should make one for L4D too. Most of the weapons are the same except for smg's reserve which is 480, the wood shotgun has a smaller spread, two more pellets, the auto shotgun smaller spread, more damage per pellet, and less pellets per shot and the shotguns have both 128 instead of 90 and 56. Oh the hunting rifle's moving acc on l4d only used to be 10 but since the sacrifice update, it's now l4d2 which is 3. That all I have.
Heavy Mithril Bakadere 14 Jun, 2014 @ 5:02pm 
Oh I forgot, instead of making the sniper rifle using the hunting rifle ammo *Even though they are the same.* You can just type in on a gamemodes.txt, ammo_sniperrifle_max 150. You don't have to but just a suggestion.
Heavy Mithril Bakadere 14 Jun, 2014 @ 1:37pm 
It's fine. If you need anymore help, just ask me if you want.:tradingcard:
RoastinGhost  [author] 14 Jun, 2014 @ 8:53am 
Sorry, I was on vacation- thanks for the info! I'll look into using that :)
Heavy Mithril Bakadere 3 Jun, 2014 @ 5:36pm 
Hey the run speed can be changed, it's just in different commands. z_forwardspeed that is for forward, z_backspeed is back and z_sidespeed is left and right
El Deko 13 May, 2014 @ 4:30pm 
thx for replying btw