Left 4 Dead 2
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Weapon Script for HK MP7 (Silenced SMG)
   
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Game Content: Weapons, Scripts
Weapons: SMG
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Actualizado el
136.401 KB
29 DIC 2020 a las 11:50 a. m.
11 ENE 2022 a las 4:15 p. m.
8 notas sobre cambios ( ver )

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Weapon Script for HK MP7 (Silenced SMG)

En 1 colección creada por Nate
L4D2 "Realistic" Custom Weapon Scripts
185 artículos
Descripción
Weapon Script for Cele's H&K MP7: https://steamcommunity.com/sharedfiles/filedetails/?id=1996161225.

This is the HUD icon to match this weapon model/script: https://steamcommunity.com/sharedfiles/filedetails/?id=2340888181.

Modified weapon stats are in the picture. Find up-to-date stats on all scripts in this convenient Google Spreadsheet: https://docs.google.com/spreadsheets/d/1hn2ELPDXtpCPwgMsQv3zrGIPY_5OIn9e2kmqb7CEfgI/

*** About Weapon Scripts ***
Scripts aim to match as close to real world specs as feasible. Exotic weapons (like those from other games) may have some liberties taken.

Adjustments include weight, recoil/spread, magazine size, rate of fire, effective range/falloff range, AI preference, and penetration depth/stats.

Damage, rate of fire, and player movement speed may be adjusted up or down.

To keep in line with vanilla gameplay and prevent OP, damage is adjusted accordingly:
  • Damage adjusted up/down (typically up) when needed to keep in tune with the original game stats.
  • Damage per magazine is favored over DPS, since rate of fire changes make DPS incomparable to vanilla.
IE: Silenced Uzi has 50 round/mag at X damage. When magazine capacity is lowered to match the Honey Badger's, damage is adjusted up to match the vanilla's damage per *magazine* as Honey Badger's rate of fire adjustment against vanilla makes DPS comparisons invalid.

Please report any issues on my profile page. Thanks!

If you'd like a HUD icon and/or weapons script for any of your favorite weapons, please request one in the comments of my guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=2303626211.
8 comentarios
dante_02 31 MAR 2021 a las 6:59 p. m. 
Nice! And yeah, that seems like a nice course of action
Nate  [autor] 31 MAR 2021 a las 6:33 p. m. 
@d-
I didn't realize it had so many subscribers. When I tested it again recently, I also felt that it was too high, too much pulling your mouse down while shooting, can't be easy to maintain in game while trying to avoid hordes. I guess you could always argue "fire in short controlled bursts" but I don't think this is that type of game.

If I get enough people asking for the older version, I can re-release it as an alternate. I feel this is well balanced as it is now though, so it would take some clamoring.
dante_02 31 MAR 2021 a las 4:04 p. m. 
Just tried it out and it works fantastically! Again, thanks a lot my dude!
dante_02 31 MAR 2021 a las 4:00 p. m. 
Thanks a lot dude! I'll try it out right now
Maybe you can keep the old version as a separate file, since I bet there were a bunch of people who did enjoy the original version, seeing as there are at least 60+ subscribers
Nate  [autor] 31 MAR 2021 a las 3:32 p. m. 
@d-
Yes, some realism has to be sacrificed for the sake of gameplay, this is true.

I lowered the recoil significantly, it has less climb and better grouping. We'll call it a "foregrip bonus" =)

Hope it is now to your liking.
dante_02 31 MAR 2021 a las 3:25 p. m. 
I can't imagine how funny it would've looked to shoot a gun with that much recoil
The punch would just make you look to the sky, kek
I see what you did, and I can applaude how unique it is
It gives a distinction to your scripts, and I love them even more for that
However, it kinda makes the MAC a worse choice, since there are barely any other high-punch scripts for other guns that compensate the addition of a high recoil in this one

Again, I believe it's amazing that you thought so much of how the weapon stats reflect the gun itself, but it does have a certain effect for gameplay
I believe a lower punch mixed with a lower range/larger spread could do the trick, since it would keep the feeling of the gun being a tiny beast that shoots with barely any control, while also making it more viable gameplaywise
Nate  [autor] 31 MAR 2021 a las 3:19 p. m. 
@d-
Yeah the recoil is a formula that is based off of the weapon's power, rate of fire, and weight. Since it has an extremely high rate of fire, and a low weight, there is a lot of recoil. If I recall, I made an executive decision to divide the total amount of recoil in half. So that's half of what it was LOL.

I will lower it a bit more. The trade off with the high recoil is like I said not just high rate of fire and low weight (going to be adjusting movement speeds soon) but also more penetration.

In any case, I'll make a revision and test this particular reduction in recoil soon. Thanks for the feedback!
dante_02 31 MAR 2021 a las 3:14 p. m. 
I do dig how this script reaffirms the MAC's role as the strong SMG out of the three
However, was all that vertical punch neccesary?