Left 4 Dead 2

Left 4 Dead 2

Stronger Uncommon Infected (Commission)
44 Comments
Pringles™  [author] 7 Jul @ 12:52pm 
Theres already a ton of stronger specials mods out there.

I did ask Chimi for special infected skill mod, but it would be a lot of effort and maybe cost a lot.
SCP 3114 7 Jul @ 11:48am 
ay can u make this for special infected
Pringles™  [author] 30 Jun @ 10:07am 
Nope.
normie 30 Jun @ 10:02am 
will jimmy gibbs get replaced by a fucking tank with a different model that resembles him?
logitchy 20 Mar @ 4:29pm 
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JOEYSTEINBACHFITNESS 17 Mar @ 1:43pm 
Ah I see. no problem. Thanks anyways!
Pringles™  [author] 17 Mar @ 1:24pm 
In English, you either have this one, or that mod :D
ChimiChamo  [author] 17 Mar @ 12:40pm 
@JOEYSTEINBACHFITNESS
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
JOEYSTEINBACHFITNESS 17 Mar @ 12:38pm 
@Pringles Thank you so much for your response! I don't see any conflicts in my addons or through my mod manager.
Pringles™  [author] 17 Mar @ 11:03am 
@joey do they conflict with each other?
JOEYSTEINBACHFITNESS 17 Mar @ 7:37am 
I am using the noisemaker mod and the population mod that adds a 1-2% chance of the noisemaker to any campaign but I noticed the health boost ( and the increased in hordes only applied on the Dark carnival campaign. Is there a way to make these mods work together?)
ChimiChamo  [author] 14 Jan @ 1:36pm 
@Bronyogres
the guy below you
Bronyogres 14 Jan @ 1:34pm 
who is fucking asking for this
Pringles™  [author] 12 Jan @ 8:27am 
@Bankruptcy
construction yard hard hats are not built with ballistic materials, merely blunt and sharp object resistance :) we aimed for realism with this mod.
Jerkakame 12 Jan @ 5:54am 
you make amazing script mods
Bankruptcy 11 Jan @ 7:06pm 
would it be possible to make construction workers helmets work like how they do in dead rising where any shot bounces off and doesn't do any damage?
[ADM] Itachi 11 Jan @ 12:05pm 
Riot: :steamthumbsdown::chainsaw:
A$$L00B 9 Jan @ 10:54pm 
You could always make it that the riot zombies do extra damage. Since they carry the nightstick they could hit you with it
PeopleLikeStuff 9 Jan @ 2:50pm 
Y'know speaking of Jimmy Gibbs being brought up earlier: is it possible to do a mod giving Gibbs a chance to spawn in any campaign? Via Vscript I mean, as I know population scripts can already achieve this for maps using vanilla populations
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)
Pringles™  [author] 9 Jan @ 11:19am 
@Bane I think the vomitjar passive is just that their senses are muffled. Maybe, lore-wise, the pheronomes in the vomit somehow interact with all their senses in unison.
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! :boomer:
Patrick 9 Jan @ 11:08am 
Glad to be of help! :steamthumbsup:
ChimiChamo  [author] 9 Jan @ 11:06am 
its in
Patrick 9 Jan @ 10:55am 
Steam doesn't like links...
ChimiChamo  [author] 9 Jan @ 10:48am 
@Morsch
go for it
Patrick 9 Jan @ 10:44am 
Oh and btw, i fixed the A-posing issue. :dustwich:
Patrick 9 Jan @ 10:43am 
Hey! I found out a better approach to the Roadcrew's shoving resistance, it makes him completely immune to all shoves (including ones that make zombies stumble).

Essentially he cannot stumble, and has a faster shove recovery than all other zombies.

Interested?
letmethinkletmethink 9 Jan @ 7:42am 
worst mod oat
Zadkiel 9 Jan @ 6:09am 
@Bane

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.
Leon Trotsky 9 Jan @ 3:16am 
"do not pray for easy lives my friends...pray to become stronger men"
Bane 8 Jan @ 7:05pm 
Sorry i still maintain the vomit jar immunity is stupid, their nose is not covered, puke attracts infected by smell, not by sound
The Mafia 8 Jan @ 12:44pm 
I'm pairing this with mega hordes and uncommon on any map, while playing on expert. I'm so dead..
Pringles™  [author] 8 Jan @ 10:54am 
Riot police immune to attack from back is truly a galaxy brain idea.
No but fr I think it would fall into meme status really fast :jarate:
Tsukasa Suou 8 Jan @ 5:53am 
This is quite interesting concept. I like it,.
7ᴇᴍᴘᴇsᴛᴲ 7 Jan @ 9:30pm 
make Riot police immune to damage from back
APT 6 Jan @ 5:57am 
I love you pringles
Pringles™  [author] 6 Jan @ 5:52am 
@PeopleLikeStuff Fallen Survivor infected are limited to 1 per map spawn in the game engine so we did not edit their features. They already carry valuable items and have a ton of health due to their combat armour and past life experience, too, making them stand out the most even with this mod.

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. :witch:
Pringles™  [author] 6 Jan @ 4:57am 
@artemis Riot zombies are already really tough, especially on Expert difficulty. No other zombie has 100% resistance to melee hits and ballistics from up front, so we didnt change them here for that reason.

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.
Zadkiel 6 Jan @ 2:40am 
@PeopleLikeStuff

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'.
PeopleLikeStuff 5 Jan @ 10:12pm 
@ArTeMis Thạch - Riot infected were already like the only kinda threatening uncommon since you have to waste shoves on them (and a simple health increase would probably be redundant given the armor already lets them soak up a lot of bullets)
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?
PeopleLikeStuff 5 Jan @ 9:57pm 
I like the health change especially, uncommons always felt somewhat inconsequential since there's only a handful that appear in a horde and died just as fast as any other standard infected ("who cares if they're fireproof if they die in two shots?" as a friend put it while playing the other day on a map with CEDA uncommons lmao)
That combined with the new effects they have, makes them more of a noticeable threat rather than an occasional nuisance
ArTeMis Thạch 5 Jan @ 8:22pm 
Ehh... What about riot, fallen/parachutist & Jimmy Gibbs?
Xeno :] 5 Jan @ 7:48pm 
Maybe allow the riot zombies able to shove/knockdown survivors? If you wanna extend the difficulty haha
79561199002325830 5 Jan @ 7:29pm 
your mods are amazing man!
Pringles™  [author] 5 Jan @ 5:21pm 
Finally someone made the Uncommon zombies more dangerous and interesting, without making them OP or too clunky. Thank you for your work once again Chimichamo :chainsaw::steamhappy: