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I did ask Chimi for special infected skill mod, but it would be a lot of effort and maybe cost a lot.
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logitchy
the way the uncommon types are differentiated in the addon is through a netprop, and i assume that the noisemaker uncommon just reuses the gender netprop of a different uncommon so applies whatever the buff is for that one to the noisemaker. limitations amirite
the guy below you
construction yard hard hats are not built with ballistic materials, merely blunt and sharp object resistance :) we aimed for realism with this mod.
I ask because I think it'd be neat if Gibbs could spawn as a rare pseudo-miniboss of sorts to go along with the uncommons feeling like actual elite mooks now
(I'm not really experienced with Vscript beyond simple cvar changing stuff, so I figured I'd ask a more knowledgeable modders)
Gameplay-wise it is a balance mechanic that the devs most likely put in so that the roadcrew zombies wouldn't be a total gimmick. I always thought they'd be blunt melee immune due to their helmet, but turns out that was just a beginner's misconception. So at least now they feel like they can be actually challenging to fight - while the molotov is useless and even detrimental with hazmats now, the others cannot pull away the roadcrew so easily, and you cannot postpone fighting them with shoves, making them a very efficient combat distraction.
This mod also works wonders in Versus if you seek extra challenging games!
go for it
Essentially he cannot stumble, and has a faster shove recovery than all other zombies.
Interested?
Pipebomb and BIle bomb share the same coding, it doesn't seem like any one can change that all these years later without Valve creating separate coding.
No but fr I think it would fall into meme status really fast
Jimmy Gibbs infected are ultra rare - modifying would not affect 99,9% of the players. They already avoid vomit bombs, pipe bombs, are immune to flame, and cause oil splash upon hit. They have 3000 health - 3 times what a vanilla Witch has.
we could have applied stagger effects to any of these zombies, but since staggering is a really, really powerful mechanic, we avoided that in the end. Everything in this already feels strong.
I think Valves intentions with the uncommon infected was to counter some of the tactics used in the L4D1 days that would trivialize hordes and to not take the spotlight away from Special Infected as the more dangerous enemy. I always saw them as, 'You can't use this tactic because its useless' or 'You have to do additional steps to take them down'.
Also Jimmy Gibbs is just an easter egg essentially (and even if you use mods to make him spawn normally, he has a ton of health+combines the other uncommon's gimmicks)
Not sure what you'd do for fallen uncommons though given they don't attack, except maybe make them drop less guaranteed supplies I guess? Or like, make the grenades they carry get detonated after they die if you want them to have some offensive aspect?
That combined with the new effects they have, makes them more of a noticeable threat rather than an occasional nuisance