Left 4 Dead 2

Left 4 Dead 2

Kyle's Rebalance - NERFS ONLY
 This topic has been pinned, so it's probably important
Kyle H. McCloud  [developer] 27 Sep, 2024 @ 8:17am
What Changed & Why - Nerf Patch Notes
Here is a list of every nerf in my mod scripts and an explanation for why I chose to make that change.

In general, I wanted every weapon to be viable, fun, and unique without straying too far from the vanilla experience. Balancing weapons without any buffs is tough, but I did my best.

Things to note:
  • Many numbers are approximate and/or rounded.
  • DPS stands for damage per second.
  • DPM stands for damage per magazine.
  • Accuracy numbers are presented in this order: crouching spread / standing spread / running spread -- smaller numbers are more accurate.
  • For shotguns specifically, accuracy is written as vertical spread x horizontal spread.

ASSAULT RIFLES


The assault rifles were already the gold standard for unique, distinctive weapons that don't feel like clones of each other. The problem is that the vanilla AK47 is the best weapon in the game, and it overshadows the other three rifles.

AK47
DPS: 400 (was 447) - DPM: 2,080 (was 2,320)
Without the option to buff the other rifles, the AK47 had to be significantly nerfed. However, I still wanted it to feel useful and powerful, and in my opinion it certainly is.
  • 10% less damage (58 > 52)
  • 25% slower reload (2.4s > 3.0s)
  • 20% less accuracy (0.5/1/6 > 0.6/1.2/7)

M16
DPS: 376 - DPM: 1,650
The M16 doesn't really deserve to be nerfed, but in this context, I decided to give it some minor tweaks so it doesn't overshadow the SCAR and the SG552.
  • 15% slower reload (2.2s > 2.5s)
  • 10% less accuracy (0.05/0.4/5 > 0.06/0.45/5.5)

SCAR
DPS: 365 - DPM: 2,640
No changes.

SG552
DPS: 400 - DPM: 1,650
The SG552 shares most of its stats with the M16, and I kept that in place because I think it's already a "sidegrade" to its sibling. The scope and higher fire rate are balanced out by having the slowest reload of any assault rifle.
  • 10% less accuracy (0.05/0.4/5 > 0.06/0.45/5.5)

SNIPER RIFLES


In contrast with the assault rifles, the sniper rifles are atrociously balanced. Some are obviously better than others, and two of the rifles don't feel particularly unique to use either. With only nerfs in my toolbox, I did my best to make these guns feel as distinct and equally viable as possible.

Hunting Rifle
DPS: 360 - DPM: 1,350
No changes.

Military Sniper Rifle
DPS: 340 (was 360) - DPM: 1,700 (was 2,700)
Also called the Marksman Rifle if you're as cool as I am. This is arguably the second best weapon in the game, so without the option to buff its peers, I had to nerf it considerably to give the Hunting Rifle any chance of competing.
  • 33% smaller magazine (30 > 20)
  • 15% less reserve ammo (180 > 150)
  • 5% less damage (90 > 85)
  • 20% less accuracy (0.05/0.5/5 > 0.06/0.6/6)

Scout
DPS: 117 - DPM: 1,575
Without access to buffs, the only way to balance the bolt-action sniper rifles is to make every other weapon substantially worse. That's obviously a bad idea, so I've downgraded the Scout to a Tier 1 weapon just to give it something resembling a purpose.
  • Downgrade from Tier 2 to Tier 1
  • 15% less reserve ammo (180 > 150)

AWP
DPS: 109 - DPM: 2,300
No changes.

SHOTGUNS


The shotguns are balanced, but way too similar to each other for my liking. I sought to give them more distinct roles by exaggerating their differences -- which is easier said than done without any buffs, but I tried my best.

Benelli Autoshotgun
DPS: 1,012 - DPM: 2,530
This weapon was given a wider spread to emphasize its role as a Common Infected horde killer, which also "buffs" its counterpart's accuracy by proxy.
  • 20% less accuracy (4 x 8.5 > 4.75 x 10)

SPAS Autoshotgun
DPS: 1,008 - DPM: 2,520
The Benelli's nerfs have made the SPAS a mid-range powerhouse by comparison, which is now balanced out by a slightly smaller magazine.
  • 10% smaller magazine (10 > 9)

Wood Shotgun
DPS: 288 - DPM: 2,000
This pump shotgun was adjusted in the same way as its Benelli autoshotgun counterpart: a wider spread, for better and for worse.
  • 20% less accuracy (5 x 7.5 > 6 x 9)

Chrome Shotgun
DPS: 285 - DPM: 1,984
The newer and shinier pump shotgun is the Tier 1 equivalent of the SPAS: a relatively accurate Special Infected killer that does worse against hordes due to a smaller magazine.
  • 10% smaller magazine (8 > 7)

Submachine Guns


The vanilla SMGs are a bit of a worst case scenario for balance: there's a clear order of best to worst and they're all extremely similar to each other. I decided to make them more unique by taking cues from the design of the assault rifles.

Uzi
DPS: 320 - DPM: 1,000
The Uzi has been positioned to be similar to the SCAR: a highly accurate weapon with a relatively larger magazine, balanced out by low damage and a slow reload.
  • 25% slower reload (2.2s > 2.75s)

Silenced MAC-10
DPS: 368 (was 400) - DPM: 1,035 (was 1,250)
In vanilla L4D2, this SMG outclassed the others with its absurd DPS that was higher than some of the assault rifles at close range. I've nerfed it to be in line with its siblings, making it the Tier 1 M16 equivalent.
  • 10% smaller magazine (50 > 45)
  • 10% less damage (25 > 23)
  • 10% slower reload (2.2s > 2.4s)
  • 33% less accuracy (0.85/1.2/3 > 1/1.5/4)

MP5
DPS: 347 - DPM: 1,040 (was 1,300)
The MP5 was reimagined in the style of the AK47: "high" damage, low capacity. It's now the only SMG that kills Common Infected in two bullets instead of three.
  • 20% smaller magazine (50 > 40)
  • 15% less accuracy (0.75/1.1/3 > 0.85/1.25/3.5)

Secondaries


The secondary weapons are all very unique, but again, there's an obvious hierarchy in viability. There's only so much I can do with nerfs and my scripting skills, but I've tried to put every secondary option on equal footing.

Pistol(s)
DPS: 166 single, 331 double - DPM: 540, 1,080
No changes.

Magnum
DPS: 213 (was 267) - DPM: 608 (was 640)
I've heard people say the Magnum is even better than some of the primary weapons in the game, so something had to change. It can still just barely kill a Charger without reloading, but I gave it major nerfs to its "run and gun" potential so the Pistols can shine by proxy.
  • 5% less damage (80 > 76)
  • 33% less accuracy (0.5/1.25/3 > 0.65/1.65/4)
  • 15% slower fire rate (3.33/s > 2.8/s)

Melee Weapons
There's unfortunately not much I can do to change the melee weapons with a simple script, but I decided to give sharp melees a slight nerf just to even things out a bit.
  • Sharp melee friendly fire damage raised to 10 on Expert

Heavy Weapons


The cruel irony of Left 4 Dead 2 is that the heavy "Tier 3" weapons are generally worse than standard primaries despite their rarity. Unfortunately, this is the "nerfs only" mod, so there's not much I can do.

Grenade Launcher
DPS: 100 - DPM: 400
No changes.

M60
DPS: 455 - DPM: 7,500
No changes.

Mounted Minigun
Due to what is almost certainly a typo, the Minigun has a cooldown time of 3 seconds when it overheats. This has been increased to a much more reasonable 45 seconds to balance it out with its counterpart.
  • 1,500% longer cooldown (3s > 45s)

Mounted Machine Gun
No changes.
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Showing 1-2 of 2 comments
Sqweyouo_apbwy 27 Sep, 2024 @ 11:11am 
I think many of these balance changes are quite good. There are some good observations, but I want to throw in my own 2 cents for a second:

I argue that the Sniper rifles (with the exception of the Bolt action rifles) are overpowered because of their infinite common penetration. One could also argue that their lack of damage falloff is another problem too, as picking off Specials are extreme distances becomes a cakewalk.
The Deagle is among the best weapons in the game because it kills commons at any range in one shot (even in realism expert mode) and it even penetrates 2 at a time. I'm not entirely sure what attribute allots the deagle this one shot potential, because it has even less damage than the snipers but can still one shot commons in Exp Realism while the snipers can't.

I think that the pump shotgun is already an incredibly badly gun, because it has the accuracy of the m1014 but doesn't even have near the volume of fire nor magazine and ammo capacity. I understand it's a tier 1 weapon, but it performs poorly in almost every given scenario.

Additionally, the SMGs with these changes scale poorly into higher difficulties, especially expert. Since commons have increased health, weapons like the snipers, AK, Deagle, and shotguns shine exceedingly.
Kyle H. McCloud  [developer] 27 Sep, 2024 @ 11:36am 
Thanks, but to be honest, this is supposed to be the "hard mode" version of the mod for true masochists. It only exists as an experiment for people who want it, so I doubt I'll change anything.

If you'd like to play a version that's more balanced without really making the game easier or harder, I'd recommend the standard version of the mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3338704949
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Showing 1-2 of 2 comments
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