Killing Floor 2

Killing Floor 2

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VersusBalance[not maintainted]
   
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Maps and Mods: Mutators, VS Survival
File Size
Posted
Updated
279.068 KB
13 Mar, 2019 @ 4:55am
10 May, 2019 @ 3:58am
46 Change Notes ( view )

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VersusBalance[not maintainted]

Description
Source Code(not 100% sure if this is the newest)

https://www.dropbox.com/s/f740jexkr3i3ua0/VersusBalanceMod.rar?dl=0
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[ALPHA STAGE]
NOT WHITELISTED - no exp gain

Very simple and basic Versus mode rebalance mutator. I'm not skilled to do any overhaul so mostly I'm just changing numeric values(which are in the biggest need of tweaking anyway)

Spreadsheet with Survival to VS comparison(bit cluttered): https://www.dropbox.com/s/maduixtxeh7drzd/stats9.xlsx?dl=0
Dmg multipliers list: https://www.dropbox.com/s/8rotc0mr3g42z6t/dmg%20multipliers.txt?dl=0

Will link source files soon
No changelog at least for now because I change things too often

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Changes to vanilla VS:

1.Damage multipliers are now ‘’flattened out’’ and Body+Head health has been adjusted.
Zed team cannot adapt to Survivors by choosing spawning zeds so it’s inevitable that some perks will be taken over others(like demo at wave 4 against Fleshpounds). All are now same except for nerfs to melee ones and Helios Rifle which is nerfed with multipliers in Survival as well. Also Headshot multipliers have been set to the same value of ‘1.1’ for consistency.

Patriarch’s multipliers increased by 50% on top- Pat needed nerf and I coulnd’t reduce his HP directly.



2.Give all perks additional tier 2 weapons at wave 1 to compensate for no starting weapons buffing multipliers

3.Versus doesn't give enough cash for the recent addition of Upgrade System, so:
  • 60% more cash awarded upon killing a zed
  • StartingDosh increased to 600 from 500
  • RespawnDosh increased to 600 from 500


4.Berserker Nerf:
  • Make VS zeds stumble when attacking parrying Survivor regardless of weapon (all set to ParryResistance=0)
  • All Heavy attacks(RMB) with the exception of Alpha Clot’s grab doesn’t cause stumble on parry
  • Attacks that already were immune to parry stumble remain that way(so on top of all RMB ones):
    • FP: kick(S+LMB),Jump+LMB, all rage attacks
    • SC: Spins(V)
    • Patriarch:Spins(A/D+LMB), cloaked attacks
The goal being nerfing berserker but also not removing his key gameplay mechanic which is parry. The damage reduction from block/parry still exists for all attacks but now RMB attacks which are usually composed of less but heavier dmg attacks will not leave VS zed helplessly stumbled waiting to be decapitated. Now VS zeds have a choice of either using only RMB for safety but with reduced overall DPS because of cooldown limitations when using only one type of attack or increase DPS but risk being stumbled.

He was also nerfed with the already mentioned Damage multipliers changes.

5.Zed Time Remake- to prevent zeds from being headshot punching bags during Zed Time:
  • During Zed Time time slows by 20% instead of 80%

But to compensate + buff Commando by making Extensions easier in VS:
  • Zed Time Duration set to 4 seconds(from 3)

All this will put more power in lvl25 Zed Time perks over the plain immobilization of Zed Team and will reduce effectiveness of Zerk’s OP Spartan perk

6.Nerf of healing speed from syringes, medic weapons, nades-to counter fight medic spam healing(heal amount is still the same):
  • Speed of healing reduced by 50%-from 10hp per second to 5hp per second
[maybe replace with disabled medic darts auto lock on??]

7.Prohibit MWG push abuse:
  • Delay between alt-fire shots in MWG increased to 2 seconds from 1
[a bit clunky because you cannot sprint, reload, switch weapons during this delay period but it will have to do]

8. Siren changes:

Regular Scream:
  • No damage falloff(same dmg regardless of distance)

Vortex:
  • Duration reduced to 2 seconds from 5
  • Cooldown reduced to 5 seconds from 12
  • Pull speed doubled
  • Siren pulls Survivor closer

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TODO:
-Test if existing stuff works
-Test if stable
-Test if well rebalanced
-nerf effectiveness of freeze, stun, emp grenades??
-Buff Zeds against ‘Handgun’ and ‘Shotgun’ dmg types??Need to playtest more
-Nerf zerk, med, gunslinger movement speed??
-After some code modifications i’m finally able to change health,dmg and other stuff in VS zeds; I need to especially tune the health of the trash ones for adequate afterburn dmg(which is a flat value, not affected by any multipliers)
-change 'Player squads' to remove RNG of what spawns each team gets(especially to guarantee FP for both teams on wave 4)
-continuously adding more

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Command:
mutator=VersusBalanceMod.VersusBalance

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My Server:

Server name: VersusBalance- Versus Rebalanced Join!
IP: 185.65.211.33:7013
Location: Germany
Type in console (~ or F3): open 185.65.211.33:7013


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Big thanks to Pharrahnox and especially simplecat that explained to me basics of mutators and most of the time set templates for me to work on.
It definitely wouldn’t have been possible without plenty of guidance.

Thanks to Iramok for publishing source files for mutators. They helped me with some things

Also thanks to Oiva, , Wyrmolt, Wolf and Vlad that they helped me playtest and suggested stuff.
1 Comments
Only1DragonR 20 May, 2020 @ 3:26am 
I discovered this mod yesterday night, tryed with friends, flawless work! has huge potential of becaming the best vs mode, no issues :) if possible to add all bosses playable and increase number of waves to 7 and 10, PERFECT!