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Trololololololololololo

Grizzled Veteran
May 6, 2010
110
35
What it does?
Replaces all the weapon Stats with Real life data, among other changes.
My own personal version, made from scratch, if you are not a hardcore player dont waste your time testing this.


* v0.5
http://www.mediafire.com/?lmt47rh21hwmy47


New version instructions:
-Nomore perks, mod is now actually playable! Unlike the older versions.

-The mod still lacks its own perk replacement, so you have to use one configured to level 1 (playing without a perk will cause strange bugs) and choose Support Specialist, i chose to mod around this perk because it has the least bonuses to remove, so basically what happens when you choose it on level 1 is that you are actually perk-less.

-Use Sandbox to balance the maximum amount of specimens simultaneously and time between respawns, according to number of players, because now the specimens health does not change with amount of players.

-This is a hardcore mode for hardcore players, its realistically hard, since it does not use perks (thus their bonuses), the specimens health are bigger (headshot/strategy based), it also really forces team work, perks(roles) still exist and are more needed than ever, but not in the artificial manner it was imposed before, if you want a sharpshooter just choose a player that have serious skills with a 9mm and help him buy a Winchester, and so on for the others.

-I know nobody here cares about realism or difficulty, 90% of steam servers are on normal difficulty and people still die on early waves, i made the mod for myself, im just sharing incase there are others like me out there.

-Im satisfied with this version and consider it good enough to recommend someone to have a goal/host with it, on suicidal difficulty and a top team


Strategies:
-Just warning you, without a good team it will be Really hard, if not impossible.

1 -first wave, save 9mm ammo and grenades, team up with 1 team mate to watch your back, but keep everybody displaced and moving to dont get ambushed, with knife secondary fire if you aim correctly to the throat it can decapitate, but body still walks without head, you kill and a team mate drops the body out of the way.

2 -second wave, you might want to consider buying a Machete or Axe, the Machete can quickly decapitate along with body drop in a single hit, and use Axe secondary fire to kill the Husk, just soften him a little with 9mm to the head before you try that, now have Bloats and Crawlers, this mod Crawlers are faster and tougher, use 9mm to kill them along with bloats, save grenades again, and melee the others, just dont forget to keep moving or you will be overwhelmed.

3 -third wave, you should gather your team togheter and check your economy, equipping two members with a cheap pump Shotgun or lever Rifle, and about 50 shots at least to each may be the only way to survive wave 3, keep these 2 support soldiers in the back end of each entrance/side, they must only open fire to actual threats, a 9mm expert/sharpshooter in the middle and somebody who bought melee previously, in the front, get a skilled sharpshooter with the rifle to kill the husk immediately, if anyone miss a shot or knife attack, you know what happens.

4 -fourth wave, congratulations you made this far, but dont sell your melee yet or abandon the 9mm, but you probably can afford at least a light automatic weapon like a Mac10 or a better handgun like a Desert Eagle, but dont buy much ammo or you wont be able to afford a new gun in the next two waves, or pipe bombs to ambush the FLESHP... oops, just dont think about it, wich would lead you to certain death.

Other waves you must figure out, i just say to use a Crossbow on the scrake or Run until hes the last one to kill, and Fleshpound, well i feel sorry for you, hes health is random, he can come moderately strong or extremely strong (almost unstoppable) without a proper strategies, like automatic heavy weapon, welded doors and pipe bombs, unless you have LAW, that will instant kill it.

Some details, all based on real data, but there are more unlisted changes:
(0.1b)
-Zoom-in removed from aiming.
-Shotguns ranged limited, delay, tracers and penetration removed.
-Weapons of same caliber have same price for ammo, damage as well.
-Scar and Ak47 weight changed.
-Hunting shotgun converted for double rifle.
-AA12 now uses same 00buckshot (8 pellets) of Benelli.
-Crossbow only good for successive headshots, using penetration.
-Max carry ammo corrected for real military standard of 8 mag on Commando.
-Magazine sizes are now correct for Ak47, Bullpup and Scar.
-Law converted for single shot as the real one, damage highly increased.
(0.2b)
-Specimens static health to allow expected weapon firepower, independently of amount of players.
-Syringe regeneration much slower to force the need of a medic in the team.
-Specimens body health increased.
-Slower reload time for Crossbow.
-Prices discount removed.
-And all the other changes that i dont remember right now.

Objectives:
-To be most realistic as possible, converting the arcade game into realistic first person shooter, if you survive on KF with this mod, you will never have problems with any other survival games, at all.
 
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Some details, all based on real data:
-Zoom-in removed from aiming.
-Shotguns ranged limited, delay, tracers and penetration removed.
-Weapons of same caliber have same price for ammo, damage as well.
-Scar and Ak47 weight changed, unable to carry two assault rifles.
-Hunting shotgun converted for double rifle.
-AA12 uses best available magnum shells about 20% stronger.
-Crossbow nerfed, only good for successive headshots, using penetration.
-Max carry ammo corrected for real military standard of 8 mag on Commando.
-Magazine sizes are now correct for Ak47, Bullpup and Scar.
-Law converted for single shot as the real one, damage highly increased.

So, you increased the shotgun's range to be accurate at about 30-40m, or the opposite? Because shotguns actually have long range, it's just short in games for balance. The HS's range is even shorter due to lack of choke.

The SCAR is a battle rifle, the AK47 and L22 are assault rifles. Though i get what you mean.

Also the LAW doesn't have a "real one" seeing as it's a heavily modified "Horzine" LAW, though based on real weapons.

Objectives:
-To be most realistic as possible, converting the arcade game into realistic first person shooter.
-To balance the perks, ending Sharps supremacy and revealing whos really in charge, the Commando (with a high cost), as well as making perks like Berserker really usefull, Support specialist to be only good at giving support instead of frontline crowd mower, use the double rifle to stop the large enemies or clear halls, as it reloads very slow and exotic ammunition is incredibly pricey.
-Reward (or force) those who have the skill to use non-military non-automatic cheap weapons like the Winchester lever rifle, 9mm pistol, Deagle, pump shotgun etc, leaving the now much more expensive and realistically powerful high tier weapons for those that actually earned it, you might never get your hands into one of those beasts for the entire day.

The 9mm is a military weapon, though not a rifle.


Tips:
-Well, i recommend playing on FilthCross or HospitalHorrors on Hard or suicidal, perks lvl5, my favorite maps, with the Brute v1.4.
-Headshots, yeah thats it, its very important to aim to the head, the shotguns are slow and not good for crowd control but its easy to Headshot, plus i gave it a tiny HS bonus, the weapon and its ammo is also cheaper than most others as is in real life, support specialist should give support to kill those larger enemies like Husks and Brutes (use the double rifle)
-Prices raised by a lot, that means you reeally want a Berserker in your team, and a demolition or firebug that can efficiently kill crowds.

Help me if you can, with a how-to:
-Balance prices
-Remove bullet tracers.
-Add penetration to other weapons like M14.
-Ability to drop and share ammo.
-Change Hunting Shotgun shells model (currently loads shells when reloading instead of actual bullets).
-New textures for some weapons, or a soundpack (maybe not possible).
-Make everything more realistic, i changed what i had the know-how to, i wish i could have changed more.

Also one last thing, can you try to make the M14's sights further away from the face? This is one of the things that people hate and it's also unrealistic.
Also make the M14's recoil bigger for Sharpies.

That's my critique for this; good work so far! :)
 
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So, you increased the shotgun's range to be accurate at about 30-40m, or the opposite? Because shotguns actually have long range, it's just short in games for balance. The HS's range is even shorter due to lack of choke.
Yes, shotgun effective range to 100yards (about 90meters) for Benelli and 120y for AA12, and did you not read that there are nomore HS?

I have converted it for 375H&H magnum, wich looks 'exactly' the same, the problem is that animation still shows reloading shells instead of regular bullets, im just not sure yet about the 00 buckshot grouping, can you check it out for me? if it equals real life.

The SCAR is a battle rifle, the AK47 and L22 are assault rifles. Though i get what you mean.

I know the Scar is a battle rifle, as well as m14, but was it really necessary to to specify each? lol

Also the LAW doesn't have a "real one" seeing as it's a heavily modified "Horzine" LAW, though based on real weapons.

At least its less unrealistic now.

The 9mm is a military weapon, though not a rifle.

Infact it is, i still think its kinda funny, well for pistols at least.


Also one last thing, can you try to make the M14's sights further away from the face? This is one of the things that people hate and it's also unrealistic.
Also make the M14's recoil bigger for Sharpies.

If you had tested the mod you would see that i allready did just that, not only for the M14, but all weapons of the 3 moded perks have custom Fov, but let me know if you want me to back if even further.

About the recoil, im not sure really, does it have that much recoil in real life? The Scar allready have the same firepower while being full auto, except for no 2x headshot bonus, id like to keep m14 easy yet realistic to follow up headshots, what do you think?

That's my critique for this; good work so far! :)

Thanks! for the help as well.
 
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Some suggestions(I hope you don't mind):

give serious boosts to scrakes and Fleshpounds. I mean, having a chainsaw or giant meatgrinders hit you with the force of a charging bull is not something to take lightly.

make grenade launchers and LAW rockets kill doors (if you can)

perhaps (if you can) have speed allocated by how light the weapon your carrying is

Cause fire to stick? (Perhaps you could borry the code from Beez)
 
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Yes, shotgun effective range to 100yards (about 90meters) for Benelli and 120y for AA12, and did you not read that there are nomore HS?

Very good. And as for the HS, i was just making a general observation. :)

I have converted it for 375H&H magnum, wich looks 'exactly' the same, the problem is that animation still shows reloading shells instead of regular bullets, im just not sure yet about the 00 buckshot grouping, can you check it out for me? if it equals real life.

From what i've read, 00 buckshot can get a "pie-sized" group at 40 yards.

I know the Scar is a battle rifle, as well as m14, but was it really necessary to to specify each? lol

Yes, i believe it is. People are confused, we need to set them straight :D

At least its less unrealistic now.

I thought it was fine, but it's your mod; you can do with it what you wish :)

Infact it is, i still think its kinda funny, well for pistols at least.

Lol i do too :D

If you had tested the mod you would see that i allready did just that, not only for the M14, but all weapons of the 3 moded perks have custom Fov, but let me know if you want me to back if even further.

About the recoil, im not sure really, does it have that much recoil in real life? The Scar allready have the same firepower while being full auto, except for no 2x headshot bonus, id like to keep m14 easy yet realistic to follow up headshots, what do you think?



Thanks! for the help as well.

The M14 has about the same recoil ingame as it does in real life.

For unperked players, that is :D

As for testing the mod, i'll have to speak to Demon 333 about getting it on the server. The clan server is the only way i really get to test mods; except for one time on a SBP server where i tested the WTF mut.
 
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The LAW was a request by a player.

The M14, i think it depends a lot on the shooter skill like any other weapon, on Youtube i seen guys shoot full auto m14 without being affected by recoil, but i also seen people shooting the sky and getting pushed behind, the difference between them was basically sport shooters and regular people.

I will leave it as is, for a level4 perk that is.

But i want to slightly slower the reload of the xbow, as well as the animation.

The specimens health is now fixed, number of players doesnt change it anymore, only according to difficulty chosen, i also changed values to body and head, i honestly hated how my weapons were decent on single player but felt like it was sabotaged in a full server, basically i increased, game difficulty must be balanced only with amount of specimens using Sandbox, i usually change from stock max 32 to at least 50 and much lower respawn time as well, and i have a Very crappy computer, this should be no problem to others.

But what i would really like to do is to change Ai basic behavior, i always disliked the way they always know exactly where you are, and always use a predictable path to you, its plain retarded imo, i would love to see them wanding around everywhere hunting you trying to hear your footsteps etc, it would finally allow for all kinds of new strategies, and the trader to open at random times and places even with specimens on the map, if you are there in time good for you, if specimens follow you too bad the trader will close it doors once it detects specimens nearby, and good luck on your way back to a safe place.

If i had a small 'mod team' i would certainly try to program a true realism mod, but it would require a new and much larger map with actual interactivity with the player, for example, code locked doors, elevators, lights that could go off, all those cool little features that makes an entire difference, like those used in The Hive map, its not all about the looks.

add me on steam if you do please, also the prices are crazy unbalanced because i never had the chance to test with other players anywhere.
 
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The LAW was a request by a player.

The M14, i think it depends a lot on the shooter skill like any other weapon, on Youtube i seen guys shoot full auto m14 without being affected by recoil, but i also seen people shooting the sky and getting pushed behind, the difference between them was basically sport shooters and regular people.

I will leave it as is, for a level4 perk that is.

But i want to slightly slower the reload of the xbow, as well as the animation.

The specimens health is now fixed, number of players doesnt change it anymore, only according to difficulty chosen, i also changed values to body and head, i honestly hated how my weapons were decent on single player but felt like it was sabotaged in a full server, basically i increased, game difficulty must be balanced only with amount of specimens using Sandbox, i usually change from stock max 32 to at least 50 and much lower respawn time as well, and i have a Very crappy computer, this should be no problem to others.

But what i would really like to do is to change Ai basic behavior, i always disliked the way they always know exactly where you are, and always use a predictable path to you, its plain retarded imo, i would love to see them wanding around everywhere hunting you trying to hear your footsteps etc, it would finally allow for all kinds of new strategies, and the trader to open at random times and places even with specimens on the map, if you are there in time good for you, if specimens follow you too bad the trader will close it doors once it detects specimens nearby, and good luck on your way back to a safe place.

If i had a small 'mod team' i would certainly try to program a true realism mod, but it would require a new and much larger map with actual interactivity with the player, for example, code locked doors, elevators, lights that could go off, all those cool little features that makes an entire difference, like those used in The Hive map, its not all about the looks.

add me on steam if you do please, also the prices are crazy unbalanced because i never had the chance to test with other players anywhere.

I'd like to see wandering specs :D
That would make the M10 really helpful due to the sound moderator it has.
Silent death? :)
 
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I am willing to help you test. contact me on steam under 'Timur'. And I hate to irritate, but what of my suggestions? Will you be working on those things, ect. Or if they would be realistic...

Also, is it just me, or is fire oddly undamaging? I mean, I know that these are elites, but getting an incendiary explosive hurled at you will not exactly cause slight bruising.
 
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