UMBRELLA-CORPORATION

S.T.A.R.S.

  • #1 Lamborghini Diablo SV (Nisha) S.T.A.R.S. (Damage, Reload) [Yellow]
  • #2 Jaguar XJR-15 (Eris) S.T.A.R.S. (Rate Of Fire, Accuracy) [Blue]
  • #3 Dodge Viper GTS-R 2000 (Sarah Kerrigan) U.C. (Damage, Magazine Size) [Red]
  • All Weapons [Red] are now Tier 2 Level Balanced.
  • Pump Shotgun [Yellow] Deals Double Damage.
  • Chrome Shotgun [Red] Deals +125% Damage.
  • Pump Shotgun [Yellow] Deals 500 Damage Per Shot, Reloads 25% Faster - Like Killing Floor 2 "Tactical Reload". 8 Rounds in the Magazine, (0.5 Rate of Fire) Pump-Action, (10 Pellets Per Shot, 50 Damage Per Pellet) from Standard 25 Pump Shotgun Damage. (10 Pellets Per Shot, 250 Damage Total).
  • Chrome Shotgun [Red] Deals 560 Damage Per Shot. 10 Rounds in the Magazine, from Standard 8 Rounds. (0.5 Rate of Fire) Pump-Action, (8 Pellets Per Shot, 70 Damage Per Pellet) from Standard 31 Chrome Shotgun Damage. (8 Pellets Per Shot, 248 Damage Total).
  • Pistol [Yellow] Deals 110 Damage, from default 36 Damage. Reloads 100% Faster. 15 Rounds in the Magazine, (0.175 Rate of Fire) Semi-Automatic, Pistol fires at Normal Speed while Incapacitated like the Desert Eagle.
  • Dual Pistols [Red] Deal 110 Damage, from default 36 Damage. Dual Pistols Reload 25% Faster. 30 Rounds Dual-Acton, Dual Pistols fire at Normal Speed while Incapacitated like the Desert Eagle. Semi-Automatic.
  • Desert Eagle [Yellow] Deals 210 Damage, from default 80 Damage. Reloads 50% Faster. 8 Rounds in the Magazine, (0.3 Rate of Fire), Semi-Automatic.
  • MP5 [Blue] 50 Rounds in the Magazine, AK47 Damage 58, Reloads 25% Faster, Higher Rate of Fire than Assault Rifles (0.075 Rate of Fire) Fully Automatic. Lower Range than Tier 2 Rifles (2500 Range), Overall better Accuracy than Tier 2 Rifles.
  • Uzi [Blue] 50 Rounds in the Magazine, SCAR Damage 44, Reloads 100% Faster, Highest Rate of Fire than all guns in the game (0.0525 Rate of Fire) Fully Automatic. Lower Range than Tier 2 Rifles (2500 Range), Overall better Accuracy than Tier 2 Rifles.
  • SMG Silenced [Blue] 75 Rounds in the Magazine, SG552 Damage 33, Reloads 50% Faster, 2nd Highest Rate of Fire gun in the game (0.0625 Rate of Fire) Fully Automatic. Lower Range than Tier 2 Rifles (2500 Range), Overall better Accuracy than Tier 2 Rifles.
  • M16 [Blue] Deals 75 Damage from Standard 33. Reloads 25% Faster. 50 Rounds in the Magazine, (0.0875 Rate of Fire), Fully Automatic.
  • M60 [Red] is fully armed and operational like any other Primary Weapon, Deals SG552 Damage 90. 200 Rounds in the Magazine, and no longer insta-kills Common Infected. Fully Automatic.
  • Grenade Launcher [Yellow] Deals 550 Damage from Standard 400 & Reloads 25% Faster.
  • SCAR [Yellow] Deals 85 SCAR Damage from Standard 44. Reloads 25% Faster, 60 Rounds in the Magazine, (0.07 Rate of Fire), Range Increased to 4000 from 3000 Standard. Range Modifier Increased to 1.0 from 0.97 Standard. 3 Round Burst-Fire for 255 Damage Per Burst.
  • AK47 [Yellow] Deals 100 AK47 Damage from Standard 58. Reloads 25% Faster. 40 Rounds in the Magazine, (0.13 Rate of Fire) Fully Automatic.
  • SG552 [Blue] Deals 65 SG552 Damage from Standard 33. Reloads 25% Faster, Has a Scope. 50 Rounds in the Magazine, (0.0825 Rate of Fire), Fully Automatic, Range Increased to 3500 from 3000 Standard. Range Modifier Increased to 1.0 from 0.97 Standard.
  • AWP [Red] Deals 575 Damage Per Shot. 20 Rounds in the Magazine (1.05 Rate of Fire) Bolt-Action.
  • Steryr Scout [Yellow] Deals 450 Damage Per Shot, 15 Rounds in the Magazine, (0.9 Rate of Fire) Bolt-Action. Reloads 25% faster.
  • Hunting Rifle [Blue] Deals 150 Damage Per Shot from Standard 90 Hunting Rifle Damage. 20 Rounds in the Magazine, Reloads 25% Faster. Better Accuracy than Military Sniper. (0.20 Rate of Fire), Semi-Automatic.
  • Military Sniper [Red] Deals 200 Damage Per Shot from Standard 90 Military Sniper Damage. 30 Rounds in the Magazine, 10 more Rounds than Hunting Rifle. (0.25 Rate of Fire), Semi-Automatic.
  • Auto Shotgun [Yellow] Deals 418 Damage Per Shot, Reloads 25% Faster - Like Killing Floor 2 "Tactical Reload". 10 Rounds in the Magazine, (0.15 Rate of Fire) Fully Automatic, (11 Pellets Per Shot, 38 Damage Per Pellet) from Standard 23 Auto Shotgun Damage. ( 11 Pellets Per Shot, 253 Damage total).
  • Auto Shotgun SPAS [Red] Deals 477 Damage Per Shot. 12 Rounds in the Magazine from Standard 10 Rounds. (0.15 Rate of Fire) Fully Automatic, (9 Pellets Per Shot, 53 Damage Per Pellet) from Standard 28 Auto Shotgun Damage. ( 9 Pellets Per Shot, 252 Damage total). Fully Automatic.
  • Infinite Ammo & Laser Sights [Red] on all Primary Weapons! Chainsaw has 9999 Ammo!
  • Zerg-Strain Z.S. [Red] Are Elite like Asians. (They know Jeet Kune Do or "The Way Of The Intercepting Fist") - Bruce Lee
  • Zerg-Strain Z.S. [Red] Except the Witch, drop items when killed. (health, etc.) & Common Infected take -50% less damage unless a Headshot (& Witch) (Standard: Expert Level Damage Mitigation).
  • Smoker [Red] 250 Health, Gas Cloud Deals 5 Damage, to a maximum of 30 Damage. Tongue Range +100% (1500) from 750 (Standard). Tongue Fly Speed +50% (1500) from 1000 (Standard). Tongue Victim Pull Speed +100% (350) from 175 (Standard). Tongue Health +80% (180) from 100 (Standard). Tongue Damage 5 (-50%) from 10 (Standard). Tongue Damage Interval +50% (0.5) from 1.0 (Standard). Tongue Miss & Hit Delay 5 Seconds from 15 & 20 Seconds (Standard).
  • Boomer [Red] 100 Health, Boomer Death Explosion Deals 30 Damage in a Small Radius. Vomit Velocity +100% (3400) from 1700 (Standard). Vomit Range +100% (600) from 300 (Standard). Vomit Interval 3 Seconds from 30 seconds (Standard).
  • Spitter [Red] 250 Health, Spit can Destroy Gas Cans, Propane Tanks, Oxygen Tanks, etc. Spit Range +66.7% (1500) from 900 (Standard). Spit Velocity +66.7% (1500) from 900 (Standard). Spit Interval 0 Seconds from 20 Seconds (Standard). Spit Acid Damage 3 Per tick.
  • Hunter [Red] 450 Health, Pounce can Stagger Survivors in a Small Radius around the Victim that was Pounced. Hunter Lunge Distance +100% (1500) from 750 (Standard). Lunge Power +25% (750) from 600 (Standard). Lunge Interval 0 Seconds from 0.1 Seconds (Standard). Lunge Cooldown 0 Seconds. Hunter Leap Away Range 1000. Hunter Pounce Ready Range -100% (0) from 500 (Standard). Hunter Committed Attack Range 75 (Standard). Pounce Damage Delay -100% (0) from 1 (Standard). Pounce Crouch Delay -100% (0) from 1 (Standard). Pounce Damage Interrupt 500 from 50 (Standard).
  • Charger [Red] 600 Health, 0 Cooldown on Charge. Can turn while Charging. + Karma Charge slow-mo if you get Death Charged! Like Killing Floor 2 Zed-Time!
  • Jockey [Red] 325 Health, Leap can Stagger Survivors in a Small Radius around the Victim that was Lept on. Leap Power +100% (800) from 400 (Standard). Leap Range Distance +750% (1500) from 200 (Standard). Leap Interval -100% (0) from 0.5 (Standard). Jockey Ride Damage Delay -100%.
  • Witch [Red] 1500 Health, can change Survivor Target after being Startled! Gets Angry 80% (1.0) Faster from 0.2 (Standard). Witch Survivor Flashlight Awareness Range +100% (800) from 400 (Standard). "Wandering Witch" Startle time to 1 Second from 10 Seconds (Standard).
  • Tank [Red] 16000 Health, Tank Attack Speed +100% (0.5) from 1.5 (Standard). Tank Run Speed +19.05% (250) from 210 (Standard). Tank Throw Force +25% (1000) from 800 (Standard). Tank Rock Throw Minimum Interval 5 Seconds from 8 Seconds (Standard).
  • Zerg-Strain Z.S. [Red] 75 Health, Damage Factor from Behind 1.0 from 0.5, -50% Damage Mitigation unless a Headshot (Expert Level Damage Mitigation) 1.0 Damage Factor when attacking someone Incapacitated.
  • Survivor S.T.A.R.S. [Yellow] 100 Health, Regenerates 2 Health every 1 Second, & after a 10 Second Damage Delay, to a Maximum of 100% Health. 39 Health on Incapacitated Recovery, 2 Incapacitations and you are Black & White. When Black & White, Health Regeneration stops until a First Aid Kit is used. on 3rd Incapacitation you will Die. Unless Healed by a First Aid Kit. In which case, your Incapacitation Counter resets to 0. Survivors can be Revived by a Defibrilator, or Rescued from a Rescue Closet. Friend Immobilized Reaction time +100% (0), Seperation Range 100.
  • Survivor S.T.A.R.S. [Blue] Revive Duration 2.5 from 5.0.
  • First Aid Kit [Red] Heals 100% Health.
  • Pain Pills [Red] Heal 100 Temporary Health.
  • Adrenaline Shot [Red] Heals 50 Temporary Health.
  • A.I. Director U.C. [Red] Common Infected Limit: 30. Mob Recharge Rate: 0.015. Mega Mob Size: 50. Mob Spawn Mega/Standard: 5 Seconds minimum 60 Seconds Maximum. Mob Spawn Behind Chance: 50%. Intensity relex allow Wanderers: 1.0. Build Up Min Interval: 5 Seconds. Relax Min Interval: 60 Seconds. Relax Max Interval: 180 Seconds. Tank Bypass Max Flow Travel: 100. Director Intensity Threshold + Relax: 1.0. Intensity Factor: 0.12. Intensity Decay Time: 15. Intensity Averaged Following Decay: 10. Director Per Map Weapon Upgrade Chance: 0.75.
  • U.C. [Red] Has a Strong Emphasis on Teamwork and L4D 101 if you are going to Rush, Rush Together. Rush Alone & there is a 99.9% Chance a Special Infected will get you YOU HAVE BEEN WARNED!!! A Good Tactic is to Go Fast when Special Infected spawns are down (Like Versus) & Go Slow / Regroup when Special Infected Spawns are Up (Versus) There is 1 Special Infected for every Survivor +4 additional Special Infected can Spawn outside of Survivor Count. So, just like in Versus, since these Infected know "Jeet Kune Do" or "The Way Of The Intercepting Fist" - Bruce Lee. Its all too easy to get 4cap - 8cap by a whole team of Infected if you aren't ready so have a quick-trigger Finger & stay Sharp! This Mod is Designed for Professional / Experienced First person Shooter Players! Also this Mod difficulty Scales well with your team - lower the difficulty the less damage the infected do higher the difficulty the more damage they will do. Infected health isnt variable and neither is damage mitigation in this mod it is all expert level but with damage scaling depending on difficulty so keep a Sharp Wit and a Quick Trigger Finger and Stick Together! Oh & dont RAGE - this MOD is for players that like having FUN and have SKILL dont Negatively Criticize your team just because of a WIPE the infected know JEET KUNE DO! FFS! so dont get Angry if you get your ASS Handed To You(TM) many, many, times. Just keep playing and practicing as a team you will master the L4D2 Arcade Edition. Just like how you can Master anything in life, Starting with Jeet Kune Do. :Hearts: ("If you can Dodge a Wrench, you can Dodge a Ball!")