Left 4 Dead 2

Left 4 Dead 2

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OBO: The Gamemode - Dead World V2
   
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Game Content: Scripts
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Sep 26, 2017 @ 5:01am
Mar 25, 2022 @ 7:22am
69 Change Notes ( view )

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OBO: The Gamemode - Dead World V2

In 2 collections by LilDevil
OBO: The Collection - All the Mods!
49 items
OBO: The Collection - Director's Cut
21 items
Description
OBO, pronounced "oboe" (yes, like the instrument), stands for "Overall Balance Overhaul" (my wordsmithing is legendary).

The world has died. You and your fellow Survivors may be among the last people alive on this decaying planet. Welcome to Dead World V2.

WHAT IS THIS?
This is a gamemode script, which makes many, MANY changes to Left 4 Dead 2, all through the use of cvars. Some are simple quality of life improvements, some are major gameplay rebalances. Also featured in this mod is an improved bot AI suite of identical caliber to a dedicated AI improvement mod, such as the ones featured in Super Hordes, or in Improved Bots (Note that this mod will conflict with those mods, as they all modify the same file). Note that the AI improvements work only within the limits of variables, such as sharpening their reflexes and making them stick closer to players. I still recommend the "Left 4 Bots (Improved A.I.)" mod for the complete package.

This mod is intended to be used, and designed alongside, my weapon rebalance scripts (find them in the collection above), but is completely standalone. This mod doesn't need those scripts, and those scripts don't need this mod, so you can mix and match to your heart's content. Just note that things will get the "intended experience" when used together.

HOW TO USE:
This is a gamemode, NOT a mutation. This means that to play with this mod, all you need to do is subscribe to it, make sure it's ticked in your addon list and isn't red (conflicting). If it's ticked, it applies to all matches you HOST, not join (so no online games). If it's unticked, it's completely disabled (may require game restart if you've already launched a mission with it enabled). This mod's changes only apply to the Coop gamemode at this time.

The full changelist is far too long to put onto this Workshop page, so I will list the highlights below. Note that all changes are listed in the gamemode.txt file in the mod package for those who are curious.

HIGHLIGHTS:
Survivors can only be downed/revived ONCE before going down for good, but revive (and respawn) with more temp HP.

Ambient Common Infected have been tweaked such that you'll fight more of them on average, with increased total reserve ammo accordingly. Commons now run SLIGHTLY slower and their running melee range is a bit more fair (lower). You will also take full damage when hit from behind now. No more hand holding.

Bosses have gotten a rebalance.
-Tanks will throw rocks a bit less often, move very slightly slower than a healthy Survivor, but have more HP. Heh, tanky Tanks.
-Witches now have much more HP but run slower than Survivors, unless ignited. The idea is to turn them into meaningful mini-bosses, and thus, Crowning the Witch has also been disabled. ;)
-Setting a Witch on fire will still deal damage, but will take longer to burn her to death and, also make her run FASTER than Survivors.
-Wandering Witches have a wider aggro range more akin to the sitting kind, as well as the HP buff.
-Witches react to flashlights from much further away.

Specials have all been rebalanced, from movement speed to HP and damage.
-Chargers and Jockeys have gotten some much-needed nerfs to some of their stats. Chargers move a bit slower when charging.
-Jockeys are no longer unbelievably tanky but move a bit faster, and their jump cooldown has been increased.
-The "movement battle" with a riding Jockey has also been modified to be much more random, giving Survivors potentially more control, but they will still never overpower it completely.
-Spit will take time to spread after impact, giving a more fair chance to avoid it.
-Pin damage and split-second damage immunity after being pinned has been rebalanced.
-The accuracy penalty in the brief moment while Smoker-tongue'd, but still able to shoot, have been lessened.
-More little things.

Grenade Launchers deal more damage and will kill any Special in a direct hit, and have had their blast radius tweaked (see above screenshot).

Melee weapons and Chainsaws hit from a bit further away, to make melee combat on Expert a bit less knife-edge.

Both mounted guns (Minigun & HMG) have been reworked to be more viable.
-HMG fire rate is slightly increased to reflect the likely real-world weapon.
-HMG cooldown times are now much more reasonable, but will require firing in bursts to avoid overheat. This is to make its use more interesting and to reflect the finicky nature of the real weapon.
-Minigun is more accurate, gibs Commons spectacularly, and is all-'round better.

Throwable tweaks!
-Bile Jars appear less often on CEDA zombies, hit a wider area, and CAN SPLASH ON SURVIVORS TOO (watch your throws, there bud).
-Pipe Bombs tick slightly longer before exploding.

Flashlights shine wider and further to reduce disorientation in dark environments, such as in custom maps like Blackout Basement.

Weapons that spawn close to one another will no longer be considered part of a "cluster." A cluster means that they will be guaranteed to be of the same tier and contain no duplicate types. This is now disabled, allowing Tier 1 weapons to spawn alongside Tier 2s and duplicates are possible, which should make for some interesting and difficult choices in the field.

Certain actions that require time like helping downed Survivors up and using Medkits are now slightly faster, while still looking natural.

Temp HP from Pills/Adrenaline drains a little slower, and Adrenaline now restores 40 temp HP instead of 25. Pills still restore 50.

Survivor rescue after death has been reworked. Previously, players had to wait 60 seconds and move 4500 units forward after where Survivors died before they could be eligible for respawn. Now they just need to be ahead of the dead Survivor regardless of distance, but must wait significantly longer.

General bot AI improvement suite, as mentioned above. Disappointingly, I can't seem to fix bots eating your Medkits in the saferooms or letting Commons beat on them while they fire in another direction, but makes them react faster after players are disabled, and more accurate/snappier in general.

Downed-state penalties begone!
-Vastly reduced penalties to downed shooting, such as reload speed and accuracy, and no more "dizzy" sway.
-Survivors can crawl while incapacitated

Friendly fire has been nerfed on higher difficulties, but not removed.
-Friendly fire is still an issue, but a single mistake on Expert won't be a potential game-ender anymore.
-You won't be annihilated as badly by my AWP script mod.
-Standing-in-fire damage has also been nerfed, but only a bit.

You can trigger alarm cars from much further now. No more shooting cars and getting a free ticket just because you're far enough away.

CONCLUSION:
Keep in mind that these are just highlights, and there are quite a few more little edits all over the place, but this'll give you a good idea of what to expect. Left 4 Dead, but more. Better. Harder, but also more fair. More fun in general. I hope you enjoy.
82 Comments
Solaris Dec 8, 2023 @ 2:48pm 
@Lankycide:
I do like the current stats of the witch,I do understand if you nerf her but I still would like a way to keep playing with the current witch stats
Lithobraker Dec 8, 2023 @ 1:35pm 
@Lankycide
Yeah, I think that kinda checks out. It's just that there are a lot of situations where you CAN'T avoid fighting them, and it's entirely up to the AI Director whether you're allowed to bypass a witch or not.
Even in vanilla though, you only fight a Witch if you can't avoid it anyway, since you get nothing for doing so.
LilDevil  [author] Dec 8, 2023 @ 1:13pm 
@Lithobraker:
Yep. If I remember correctly, the only reason I buffed their HP was to make fighting them something the party should try to seriously avoid, since in vanilla L4D2, a skilled team can wreck a Witch pretty easily, as you alluded to. I like the idea of needing molotovs, special ammo types, pre-planned firing lines, a dedicated aggro-runner, and preferably an M60 to kill one.

But eh, like I said, I'll tweak (or not tweak) them if and when I play again. Thanks for the feedback, and no worries, I didn't take any offence. :)
Lithobraker Dec 8, 2023 @ 1:07pm 
I did a little bit of research on the wiki. Apparently, on the various difficulty levels, Witches' health does not scale- instead, they receive damage reduction on the body that increases with difficulty.
This confirms what I assumed about the Witch's design intent already- that they are meant to be killed very quickly by experienced players.
Lithobraker Dec 8, 2023 @ 12:58pm 
@Lankycide
I fear I might've been a little rude because of my frustration. I'm glad you're so friendly!
I think it really boils down to the fact that Witches and Tanks just don't work similarly at all, so they don't really work when they have more Tank-like health pools. A Tank has a set of attacks and AI that's designed for combat. Witches are supposed to be short-lived, frightening threats that require swift action to be eliminated safely. Making them more Tank-like kinda misses the point, I think.
They run up to their targeted Survivor and down them instantly, killing them shortly after. This is balanced out by how fast they die. Tanks deal and absorb a ton of damage, but when they melee attack, they also knock you away(potentially to a safe distance) and will target Survivors dynamically based on the situation.
LilDevil  [author] Dec 8, 2023 @ 12:17pm 
(Got My Stuff Back)Solaris:
Do you like the Witches' current stats?
Solaris Dec 8, 2023 @ 7:13am 
@Lankycide:
Tbh if you do consider removing or changing the Witch,would it be possible to make a separate addon that does have the Witch boss changes? I really do enjoy the challenge.
LilDevil  [author] Dec 7, 2023 @ 11:15pm 
@Lithobraker:
No problem. Thanks for the feedback. If and when I ever get back into L4D2, I'll be sure to check on the Witch stuff. Maybe I went a bit overboard?

But yes, you can edit the mod and alter it as you please. As far as I know, you can host a match with friends and the game inherits the stats of the host, if that helps. I also have a guide on the VPK stuff if you need it. :)
Lithobraker Dec 7, 2023 @ 5:24pm 
Update- I didn't quite realize I could just unpack the VPK, edit it, and repack it. So that's my Witch problem solved.
Lithobraker Dec 7, 2023 @ 4:30pm 
I REALLY wish there was some way to revert all the Witch changes this mod made. It's the one part I actually dislike- but it's frustrating enough to completely ruin my experience when a Witch spawns.
Even if I manually set Witch stats with an autoexec, Witches still have the modified stats.

There was one time on Dark Carnival when I managed to trick the Witch's pathing to just flounder around behind a table while me and the other three bots just wailed on her. It took us about a minute to cut through her absurd healthbar and I still went down at the end because the cheese stopped working.

Please don't misunderstand- I love pretty much everything else this mod changes. But the new Witches are so thoroughly frustrating and unfun that they ruin everything else.
Witches are not designed as bosses. They do not work like Tanks. Giving them a boss's health pool, even if you slow them down, does not make them a boss. It just makes them an incredibly irritating damage sponge.