Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Or just set gmod_max_ammo to 9999
He wasn't prepared for the ACP Shotgun. XD
The shotgun guys were actually way too easy in my testing - try keeping a distance and using your revolver. You could also have an add-on that's changing their accuracy.
The zombie count is high because that's what I find the most fun. I play using TFA weapons (check the description) and they work wonderfully with the campaign, with ammo economy to match the high zombie count.
If the zombies are simply too tough to deal with, you can always adjust the difficulty via the coop_evac_zombie_hp_multiplier console command.
The end sequence is how it was in the original campaign, and I don't want to change the story.
* nerfing the people with shotguns, they deal far to much damage for their accuracy.
*get rid of ~70% of the zombies, there are simply way too many.
*perhaps make the end sequence a fight. it doesn't make sense that you can defeat hoards of zombies without issue, but it only takes one guy to take you down.