I'm happy for this mod make this game great.But now I think this mod have some problem need to optimize,especially in the weapons.It's my personal opinion:
1.Cancel the variation between items and difficulty the ammunition is very limited before tune. It even less after change. Chances to get poor supplies is increasing. It cause we re stick to the pistol for the most of time. I hope you can roll it back
2.the ammunition tuning I m glad to see 2 Sub-machineguns have more stock but I think we can make it further. Hopes Ammunition can be benefit to the other weapons such as Burst Rifle and 2 AKs those are critic to the stock of bullets
3.Flamethrower Flamethrower is strong weapon but lacks of the range. Monster can still harms because of that. And Friendly fire. I hope for Increase range and lower the Friendly damage
Good suggestions, I will see how it affects the game with some of the modifications, possibly the increase in ammunition can compensate for the shortage of items?
Thanks, I believe no one hope cannot get any weapon or supply. Anyway I have some new opinion and suggestion:
1.melee all melees are useless on high difficulty i want a buff of it Machete:no hitting sound. the first strike is hard to land. and low damage Axe:Low damage, can not kill enemy in 1 hit Shovel: best melee,but LOW Damage. and no hit sound Misk. decreace Friendly Damage, Increase attack & Knock back to Heavy Drone
2.Sniper rifle On the other hand, the original version sniper rifles is alike The L4D2 Sniper rifle. I don't understand why the offical go to modify this gun.Can you turn back to original?
3.Bosses can you add Fuesd beast From invasion mode to the campain? this one is challenging
one more request, can you Post every weapon's static? This will be very useful.
Hello, I have quite the question to ask you, can people who don't have the mod join my game (and can people who have the mod join people's games that don't have the mod)?
hi, yes people can join your games as well as you can join their games with the mod included or not. For example, if you have the mod and join a game without afterfall you will possibly only see the superficial changes like additional alien skins, but the more internal modifications like stimshot, weapon rebalance and fire damage to aliens will not be present in the game, as the game takes readings from the lobby creator's files.
Now if you decide to create a game with afterfall possibly those who join the game will see most of the changes except for some additional files not included in the original game. I have not yet tested how afterfall behaves online for those who do not have it.
Well, I hadn't thought about it but I doubt it can be done but maybe you could add a primary weapon to the pistol slot. I'd have to try editing a bit and see what happens.
Hi, at the moment I can't find a way to access the music instances in the game, but right now I'm experimenting with additional sounds that might enrich the environment a bit more.
For some reason, bots stopped healing themselves on healing stations with this mod. Sometimes they do, but most of the time they would rather live with red life bars. I made a cross comparison with the other mod here, the other one has better bot AI with regards to the use of healing stations.
Hi, thanks for the answer, I don't know if it's really my thing since I only modified the parameters to only follow the player but a problem that the game always had was that when being near a healthstation they won't use it until the player leaves a zone (must be something related to the navmesh) but if there is a way to improve the behavior regarding this I will update it soon.
First of all, I really would love to thank you for spending time in making a mod for a less popular game. I really love this game and am aware that only a few players still play it. So seeing a mod for this just makes me so happy. The improvements you did are spot on. Now it's more balanced than vanilla. I could actually finish a mission on Intense with only just the bots. Anyway, is there any way that you could mod the bots to wear different outfits randomly? Again, thanks man. I hope you keep updating this game, best of luck to you.
I hope this is fair coming from a L4D2 vet here and a pretty casual one here. Me and my friend are daring just to finish the achievements and just farm out in Earthfall, your mod helps the experience to ease up just a little bit but there's far from being good. And I was hoping if you could be interested to add these features or adjustments to balance out the experience on hardest difficulty so we won't ditch controllers too quickly? To summarize shortly, we're both playing Expert difficulty not to get bored quickly. As Easy mode will be hard to be getting enemies shot as bots will pick them up very easily.
I'll iterate all issues below what me and my friend keep on experiencing, feel free to add up if you can or cannot take control the wheel over. At least giving some feedback:
Difficulty in general (specifically Expert or Overwhelming) - Bots or your friendly AI keeps on force attempting to rescue you and they go down very quickly. Problem is, even Masterful difficulty just adds nothing to them. I wanna say friendly fire does the job to make shots to be done carefully or dangerously trigger happy would cause you death penalty but for bot related... I kinda wish they had an actual whopping 50% more health for example. Again, their difficulty and behavior doesn't make them as potent as they are. And they waste meds either on them or either on us. And it's kind of annoying. In addition, while bots are a nuisance trying to assist you, there's also hordes. Whenever swarm goes it feels like it's very unjustified. Either their health should be a bit lowered but remaining their damage or the spawn rate inside swarm should be deduced a little. So you could at least aim on and specials and normal aliens coming for you.
Thresher - This little poopy head apparently never had a proper bashing system. Either his hitbox is such a huge mess or I don't know what went wrong with him. You can only bash him when he's pouncing on you in mid-air but good luck when he awkwardly ignores everyone and aims for one person and you can't do anything if he's bugged out and gonna pounce literally up close. I'm not certain if it's possible to program him to have bash system like you'd do with Sappers. Cause there's no other way to get rid of him, either to push him when he's pinning someone, pouncing mid-air or skill with grenade. He really doesn't have much of a complaint rather than being too quiet and doesn't make any audible noises when closeby because well, he's the only special alien that is just mute and hard to tell sometimes where he's coming from. Other specials don't have such issue I guess unlike him. That and his bash issue.
Sapper - I'm pretty sure I'm fine with Sapper, not much to complain here... probably maybe sometimes that your bashes almost are a gamble when he's about to detonate and you can't push him anymore or just hitbox completely ignores your bash? But that's about it.
Whiplash - He makes fair amount of audible noises to know where he's coming from, cannot be bashed and has to be shot down. However. At desperate times he is a case where it's a hybrid Jockey, Smoker and Charger combined altogether from Left 4 Dead 2. But as much as I've noticed its behavior... he stands then proceeds to do damaging while being far away from teammates. That's fine, but he damages you when taking you away. I kinda wish he could stay in position then do the damage as it seems that's what the main concept Whiplash was going with but feels very weird at the end of the day with him. Either A. Make him very vulnerable to damage when he's carrying someone thus when charging to grab you would stay same defence he has or B. Maybe a little slow him down more when he's carrying a Survivor?
Enrager - They're just annoying when they get stuck like a lot of places and never peep themselves, I genuinely don't know if it's possible to make them to float in high air than rather being on ground floor like their weak to fly. That's the only problem I have with them really, I kinda could complain how the aliens get buffed speed and buffed damage but I'd seriously just remove either speed or damage when Enrager boosts his allies.
Beast - Probably most dumbest boss or enemy have to fight against. He's easy to fool his projectiles, but when up close he will spam his attack then leave you alone when you're downed. I'd genuinely give this guy low health on high difficulty due to how weird his armor or health behaves. I guess though give him a bit more health than Blackout. Like +25% to make sense because this guy is a bulky one.
Blackout - Spams lots of attacks, a bit very uncomfortable when dealing with swarm too. This squid like enemy should really get damage vulnerability upped when his shields are downed. Otherwise should have base health low. Let his damage stay as it is but as such opponent, he should be really weak when his shields are gone, I hope I'm making sense here cause it a freakin' squid after all. Like -25%, -20% less health in compared to Beast. Additionally could force his shields to have a little longer cooldown till active again, cause it's annoying to see him go back and forth as you don't have time to get waste some bullets on him.
Fused Beast - It's a cool concept of a boss but his shields are annoying. Again, just like Blackout's suggestion... just give him more cooldown to recharge shields. It's even more annoying to deal with this one due to how he spams a lot of special attacks but shield is even more than just that.
Reminder, this is all at least most common problems and also issued things related to Overwhelming difficulty. I only wish that most hardest difficulty runs were fairly paced and not alarmingly annoying to deal with constant bullshit over and over. I also don't know if Survival mode could've been modified or not cause it's very easy to farm kills there but we never, I repeat. NEVER ever finished any Survival maps even on the easiest difficulty due to load of spam and unfair special aliens. If at least most common things listed above gets to be adjusted or done something about Survival could be doable. (Although honestly prices there are very expensive... so could've been more affordable if they were flexible on difficulties even?)
Lastly, if changes occur I can give feedback how they behave, unused contours and glows for enemies and reload speed, recoil overall adjustments were very neat and I appreciate that. So looking forward to see more.
Thanks for the feedback, regarding the amount of hordes, for the moment it is something I can't control much, as for the specials and bosses I could test a couple of changes, especially for the blackout.
Thanks for making this mod, I'm really disappointed that they stopped developing this game, there's 100% so much potential for it. Unfortunately, I doubt it will be revived. I was wondering if there was a way that you could make ammo more accessible? I find that I run out of ammo much to quickly and end up dying. It would also be great if there was a way to add in some indicator for swarms, it seems like it's a 50/50 chance to even have the bots yell out "Swarm incoming" or something of the sort. This makes it so that I constantly get caught off-guard whenever a swarm decides to show up.
If you mean a kind of music for each swarm, I would have to check well where it would be specified that, I remember that in the early access version there was music every time a swarm appeared. but that version was compiled an older version of unreal engine.
regarding the ammo, i think it was good to add ammo to the mp5 and the pd9 because when you play it in high difficulties you can have a little advantage. but if you refer to another type of weapon can you specify which one it would be?
19 comments
1.Cancel the variation between items and difficulty
the ammunition is very limited before tune. It even less after change. Chances to get poor supplies is increasing. It cause we re stick to the pistol for the most of time. I hope you can roll it back
2.the ammunition tuning
I m glad to see 2 Sub-machineguns have more stock but I think we can make it further. Hopes Ammunition can be benefit to the other weapons such as Burst Rifle and 2 AKs those are critic to the stock of bullets
3.Flamethrower
Flamethrower is strong weapon but lacks of the range. Monster can still harms because of that. And Friendly fire. I hope for Increase range and lower the Friendly damage
1.melee
all melees are useless on high difficulty i want a buff of it
Machete:no hitting sound. the first strike is hard to land. and low damage
Axe:Low damage, can not kill enemy in 1 hit
Shovel: best melee,but LOW Damage. and no hit sound
Misk. decreace Friendly Damage, Increase attack & Knock back to Heavy Drone
2.Sniper rifle
On the other hand, the original version sniper rifles is alike The L4D2 Sniper rifle. I don't understand why the offical go to modify this gun.Can you turn back to original?
3.Bosses
can you add Fuesd beast From invasion mode to the campain? this one is challenging
one more request, can you Post every weapon's static? This will be very useful.
Now if you decide to create a game with afterfall possibly those who join the game will see most of the changes except for some additional files not included in the original game. I have not yet tested how afterfall behaves online for those who do not have it.
Me and my friend are daring just to finish the achievements and just farm out in Earthfall, your mod helps the experience to ease up just a little bit but there's far from being good. And I was hoping if you could be interested to add these features or adjustments to balance out the experience on hardest difficulty so we won't ditch controllers too quickly? To summarize shortly, we're both playing Expert difficulty not to get bored quickly. As Easy mode will be hard to be getting enemies shot as bots will pick them up very easily.
I'll iterate all issues below what me and my friend keep on experiencing, feel free to add up if you can or cannot take control the wheel over. At least giving some feedback:
Difficulty in general (specifically Expert or Overwhelming) - Bots or your friendly AI keeps on force attempting to rescue you and they go down very quickly. Problem is, even Masterful difficulty just adds nothing to them. I wanna say friendly fire does the job to make shots to be done carefully or dangerously trigger happy would cause you death penalty but for bot related... I kinda wish they had an actual whopping 50% more health for example. Again, their difficulty and behavior doesn't make them as potent as they are. And they waste meds either on them or either on us. And it's kind of annoying. In addition, while bots are a nuisance trying to assist you, there's also hordes. Whenever swarm goes it feels like it's very unjustified. Either their health should be a bit lowered but remaining their damage or the spawn rate inside swarm should be deduced a little. So you could at least aim on and specials and normal aliens coming for you.
Thresher - This little poopy head apparently never had a proper bashing system. Either his hitbox is such a huge mess or I don't know what went wrong with him. You can only bash him when he's pouncing on you in mid-air but good luck when he awkwardly ignores everyone and aims for one person and you can't do anything if he's bugged out and gonna pounce literally up close. I'm not certain if it's possible to program him to have bash system like you'd do with Sappers. Cause there's no other way to get rid of him, either to push him when he's pinning someone, pouncing mid-air or skill with grenade. He really doesn't have much of a complaint rather than being too quiet and doesn't make any audible noises when closeby because well, he's the only special alien that is just mute and hard to tell sometimes where he's coming from. Other specials don't have such issue I guess unlike him. That and his bash issue.
Sapper - I'm pretty sure I'm fine with Sapper, not much to complain here... probably maybe sometimes that your bashes almost are a gamble when he's about to detonate and you can't push him anymore or just hitbox completely ignores your bash? But that's about it.
Whiplash - He makes fair amount of audible noises to know where he's coming from, cannot be bashed and has to be shot down. However. At desperate times he is a case where it's a hybrid Jockey, Smoker and Charger combined altogether from Left 4 Dead 2. But as much as I've noticed its behavior... he stands then proceeds to do damaging while being far away from teammates. That's fine, but he damages you when taking you away. I kinda wish he could stay in position then do the damage as it seems that's what the main concept Whiplash was going with but feels very weird at the end of the day with him.
Either A. Make him very vulnerable to damage when he's carrying someone thus when charging to grab you would stay same defence he has or B. Maybe a little slow him down more when he's carrying a Survivor?
Enrager - They're just annoying when they get stuck like a lot of places and never peep themselves, I genuinely don't know if it's possible to make them to float in high air than rather being on ground floor like their weak to fly. That's the only problem I have with them really, I kinda could complain how the aliens get buffed speed and buffed damage but I'd seriously just remove either speed or damage when Enrager boosts his allies.
Beast - Probably most dumbest boss or enemy have to fight against. He's easy to fool his projectiles, but when up close he will spam his attack then leave you alone when you're downed. I'd genuinely give this guy low health on high difficulty due to how weird his armor or health behaves. I guess though give him a bit more health than Blackout. Like +25% to make sense because this guy is a bulky one.
Blackout - Spams lots of attacks, a bit very uncomfortable when dealing with swarm too. This squid like enemy should really get damage vulnerability upped when his shields are downed. Otherwise should have base health low. Let his damage stay as it is but as such opponent, he should be really weak when his shields are gone, I hope I'm making sense here cause it a freakin' squid after all. Like -25%, -20% less health in compared to Beast.
Additionally could force his shields to have a little longer cooldown till active again, cause it's annoying to see him go back and forth as you don't have time to get waste some bullets on him.
Fused Beast - It's a cool concept of a boss but his shields are annoying. Again, just like Blackout's suggestion... just give him more cooldown to recharge shields. It's even more annoying to deal with this one due to how he spams a lot of special attacks but shield is even more than just that.
Reminder, this is all at least most common problems and also issued things related to Overwhelming difficulty. I only wish that most hardest difficulty runs were fairly paced and not alarmingly annoying to deal with constant bullshit over and over. I also don't know if Survival mode could've been modified or not
cause it's very easy to farm kills there but we never, I repeat. NEVER ever finished any Survival maps even on the easiest difficulty due to load of spam and unfair special aliens. If at least most common things listed above gets to be adjusted or done something about Survival could be doable. (Although honestly prices there are very expensive... so could've been more affordable if they were flexible on difficulties even?)
Lastly, if changes occur I can give feedback how they behave, unused contours and glows for enemies and reload speed, recoil overall adjustments were very neat and I appreciate that. So looking forward to see more.
regarding the ammo, i think it was good to add ammo to the mp5 and the pd9 because when you play it in high difficulties you can have a little advantage. but if you refer to another type of weapon can you specify which one it would be?