//Giant mission rebalance popfile //Created so you can easily add commonly seen Giant weapons without the hassle of writing them all manually //Your take on a Giant mission can be different to others, so you can copy what is in this file into your mission //and make adjustments //Pop by StardustSpy //Can also help to reduce server strain when reloading waves //Please note that it is completely fine to try new ideas, because you can always change it later. //Want to give players the authentic Sir Nukesalot experience? Go for it, just make sure players still have fun and are still challenged //Sick of trying to balance Pyro with Heavy? Do something interesting with Pyro, people can and will help you if you ask. //If you have pulled this file from somewhere other than the Potato.tf discord/website then please note that Rafradek/Sigsegv MvM extensions are //required for this file to function at all. WaveSchedule { CustomWeapon { "The Deflector" { OriginalItemName "Deflector" "attack projectiles" 2 "damage bonus" 1.3 } } ExtraLoadoutItems { Heavyweapons { Primary "The Deflector" } } PlayerAttributes { "crit mod disabled" 0 //Giants shouldn't be allowed to have Random Crits "ammo regen" 1 // running to get ammo isn't fun as a giant "metal regen" 200 // if players get infinite ammo engi should get infinite metal. Widowmaker and SC are addressed later Scout { "model scale" 1.4 "max health additive bonus" 1475 // standard health value for Giant Scouts. If you don't like Scout being a direct upgrade to regular Scout, reduce this value. "mult_patient_overheal_penalty_active" 0 // disallows overheal "voice pitch scale" 0.9 "cannot upgrade" 1 "health from packs decreased" 0.5 // being able to instantly regen over 1000 health instantly is very OP considering how most mvm maps are designed "is miniboss" 1 // required for mostly Spy bots and some other quirks } Soldier { "is miniboss" 1 "model scale" 1.75 "min respawn time" 15 // giants with the most firepower should wait a fair while if they die. I would highly discourage designing your mission //around buybacks to respawn, akin to Arctic Arrangement, because it's no fun waiting when you run out of cash. "damage force reduction" 0.4 "airblast vulnerability multiplier" 0.4 "max health additive bonus" 3700 // 4000 health is good enough for standard giant soldier "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 "cannot upgrade" 1 // upgradable giants is a balancing nightmare "move speed penalty" 0.5 } Pyro { "is miniboss" 1 "model scale" 1.75 "damage force reduction" 0.6 "airblast vulnerability multiplier" 0.6 "max health additive bonus" 3125 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 "cannot upgrade" 1 "min respawn time" 15 "move speed penalty" 0.5 "damage bonus" 1.5 // not much can be done with pyro due to hard coded stuff so he gets a global damage bonus "weapon burn dmg increased" 2 // same for dmg bonus } Demoman { "is miniboss" 1 "model scale" 1.75 "min respawn time" 13 "damage force reduction" 0.5 "airblast vulnerability multiplier" 0.5 "max health additive bonus" 3125 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 "cannot upgrade" 1 } Heavyweapons { "is miniboss" 1 "min respawn time" 13 "model scale" 1.75 "damage force reduction" 0.3 "airblast vulnerability multiplier" 0.3 "max health additive bonus" 4700 "mult_patient_overheal_penalty_active" 0 "health from packs decreased" 0.5 "cannot upgrade" 1 } //Medic is a weird case. //Though he is seen as a giant, Giant Medic's are not designed to heal a squad of robots, they are designed to heal one target. //If you give them Giant Medic levels of healing rate to players, nobody would ever die and the mission would be impossible to fail //So you are better off just giving regular Medic weapons like Big-Heal quick-fix (max heal rate bonus should be 6, AKA 500% faster healing) //and quick-uber stock medigun //You can decide how you balance Medic, but this is what is most common. //Medic //{ // "medic machinery beam" 10 // allows the ability to heal engineer buildings // "is miniboss" 1 // "model scale" 1.75 // "min respawn time" 13 // "damage force reduction" 0.5 // "airblast vulnerability multiplier" 0.5 // "max health additive bonus" 2350 // "mult_patient_overheal_penalty_active" 0 // "health from packs decreased" 0.5 // "cannot upgrade" 1 //} Engineer { "max health additive bonus" 150 // it's standard to give Engineer increased health so that he can survive better //Not only because Valve increased the health of their Engineer bots but also so they can have a better chance at either //running away if their nest is destroyed or getting a building down because they survived with that slight extra health "Construction rate increased" 2 // Engineers losing Building canteens hurts a lot, this should help compensate that. } //Spy // REVERSE ONLY //{ //"cannot pick up intelligence" 1 // Spy will die instantly if he picks up the bomb while trying to go for a backstab. //This isn't fun for Spies. //You can give this attribute to their Knives and use "provide on active" so Spies can carry the bomb and use their gun, //but be aware of the Kunai and Big Earner's penalties being negated if they use a gun. //} } ClassLimit // no stacking giants!!! { Heavyweapons 1 Soldier 2 Demoman 2 Pyro 2 Medic 1 } ItemBlacklist { Name "Kritz Or Treat Canteen" Name "Default Power Up Canteen (MvM)" Name "Power Up Canteen (MvM)" Name "Battery Canteens" //Giants with canteens would bust the game. Name "TF_WEAPON_SPELLBOOK" Name "Zombie Scout" Name "Zombie Soldier" Name "Zombie Pyro" Name "Zombie Demo" Name "Zombie Heavy" Name "Zombie Engineer" Name "Zombie Sniper" Name "Zombie Medic" Name "Zombie Spy" //Classname tf_weapon_pipebomblauncher // If you use robot models, Stickybomb demo's will have broken animations. //It's also uncommon to see giant missions allow the use of the Stickybomb launcher. Name "The Reserve Shooter" // pointless to balance unless you want to slap all GHeavy Shotgun attributes onto it Name "Rocket Jumper" // no trolling Name "Stickybomb Jumper" // no trolling Name "Panic Attack Shotgun" // also pointless to balance Name "The Ham Shank" Name "Prinny Machete" Name "Frying Pan" Name "Necro Smasher" Classname saxxy // for the 2 people who play this mission and have the item } //multiclass ItemAttributes { Itemname "The Half-zatoichi" // oppresive if left unchanged "restore health on kill" 0 "heal on kill" 750 "critboost on kill" 3 "hidden maxhealth non buffed" -300 "honorbound" 0 } //SCOUT ItemAttributes { Itemname "The Force-a-Nature" // FAN super scout "bullets per shot bonus" 2 "reload time increased" 1.7 "scattergun knockback mult" 6 //"damage penalty" 0.35 // sucks to have "weapon spread bonus" 0.4 } ItemAttributes { Itemname "Festive Force-a-Nature" // FAN super scout "bullets per shot bonus" 2 "reload time increased" 1.7 "scattergun knockback mult" 6 //"damage penalty" 0.35 // sucks to have "weapon spread bonus" 0.4 } ItemAttributes { SimilarToItem "TF_WEAPON_SCATTERGUN" // accounts for all scattergun reskins but also doesn't interfere with the Back Scatter and the BFB "damage bonus" 2 } ItemAttributes { Itemname "The Sandman" "effect bar recharge rate increased" 0.15 "max health additive penalty" 0 } //Pyro //Not much can be done with pyro due to hard coded stuff :/ ItemAttributes { Itemname "TF_WEAPON_FLAMETHROWER" "damage bonus" 2 "extinguish restores health" 300 } ItemAttributes { ItemName "The Backburner" "damage bonus" 2 "extinguish restores health" 300 } ItemAttributes { ItemName "Festive Backburner 2014" "damage bonus" 2 "extinguish restores health" 300 } ItemAttributes { ItemName "The Dragon's Fury" "damage bonus" 1.5 "energy weapon no deflect" 1 "extinguish restores health" 300 "airblast disabled" 1 } ItemAttributes { ItemName "The Phlogistinator" "damage bonus" 2 "max health additive penalty" -300 } ItemAttributes { ItemName "The Flare Gun" "fire rate bonus" 0.3 } ItemAttributes { ItemName "Festive Flare Gun" "fire rate bonus" 0.3 } ItemAttributes { ItemName "The detonator" "fire rate bonus" 0.3 "weapon burn dmg increased" 1.5 } //soldier ItemAttributes { SimilarToItem "TF_WEAPON_ROCKETLAUNCHER" // affects only stock Rocket Launcher and reskins/warpaints (but not the Original) "faster reload rate" -0.8 "mod no reload display only" 1 "fire rate bonus" 0.5 "Projectile speed decreased" 0.65 } ItemAttributes { Itemname "The Beggar's Bazooka" // Burst Fire Soldier //Given to the beggars since it's kind of the burst fire rocket launcher "can overload" 0 "auto fires full clip" 0 "blast radius decreased" 1 //If you don't want to use Beggars, copy the stats below "faster reload rate" 0.6 "fire rate bonus" 0.1 "clip size upgrade atomic" 5.0 "Projectile speed increased" 0.65 } ItemAttributes { Itemname "The Black Box" //"damage bonus" 0.45 // No need to decrease damage when it's by default the rocket launcher with the weakeast damage output. "fire rate bonus hidden" 0.001 "reload time increased" 1.6 "blast radius increased" 1.25 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 650 // is low enough to make spamming rockets not a great idea } ItemAttributes { ItemName "Festive Black Box" //"damage bonus" 0.45 // No need to decrease damage when it's by default the rocket launcher with the weakeast damage output. "fire rate bonus hidden" 0.001 "reload time increased" 1.6 "blast radius increased" 1.25 "projectile spread angle penalty" 4 "heal on hit for rapidfire" 650 // is low enough to make spamming rockets not a great idea } ItemAttributes { Itemname "The Original" "always crit" 1 "damage bonus" 2 // having always crits on soldier isn't enough to justify its own weapon "fire rate penalty" 2 "blast radius increased" 2 // trades off dps for high AOE damage "faster reload rate" 0.2 "Projectile speed decreased" 0.5 } //demo ItemAttributes { ItemName "Ali Baba's Wee Booties" "max health additive bonus" 300 "charge time increased" 1.5 } ItemAttributes { ItemName "The Bootlegger" "max health additive bonus" 300 "charge time increased" 1.5 } ItemAttributes { SimilarToItem "TF_WEAPON_GRENADELAUNCHER" // spammer demo "faster reload rate" -0.8 "fire rate bonus" 0.5 } ItemAttributes { Itemname "The Iron Bomber" // burst fire demo "fire rate bonus" 0.05 "clip size upgrade atomic" 8 "faster reload rate" 0.45 "projectile spread angle penalty" 2 } ItemAttributes // castle crush loose cannon, is basically the Original for demo //Shoutout to Sntr he made a good player nuker demo weapon { ItemName "The Loose Cannon" "grenade explode on impact" 1 "grenade launcher mortar mode" 0 "damage bonus" 2 "blast dmg to self increased" 6 "override projectile type" 3 "Blast radius increased" 2 "fire rate penalty" 2 "clip size penalty" 0.25 "dmg falloff decreased" 0.5 "explosion particle" hightower_explosion "custom projectile model" "models\props_trainyard\cart_bomb_separate.mdl" "custom impact sound" "misc/doomsday_missile_explosion.wav" } //Demoknight can be difficult to tackle. //Being melee based is a real cost in a situation like this where you have soldiers constantly slamming 540 damage crit rockets everywhere //and heavies with +50% damage //Give him tons of bonuses, such as being fast and tanky, so he feels more viable ItemAttributes { SimilarToItem "The Eyelander" // also covers nessies and headtaker "critboost on kill" 3 "damage bonus" 2.5 "dmg taken from bullets reduced" 0.75 "max health additive penalty" 0 // annoying //If you dislike hybrid knights getting free speed boosts with grenade launchers, uncomment the below stats //"special item description" "Cannot switch from weapon." //"provide on active" 1 //"disable weapon switch" 1 } ItemAttributes { Classname tf_wearable_demoshield "attack not cancel charge" 1 } //heavy ItemAttributes { SimilarToItem "TF_WEAPON_MINIGUN" "damage bonus" 1.5 } ItemAttributes { Classname "TF_WEAPON_SHOTGUN_HWG" // Giant Heavy Shotgun "fire rate penalty" 2.5 "bullets per shot bonus" 10 "damage penalty" 0.5 "faster reload rate" 0.1 "move speed bonus" 1.2 } ItemAttributes { Itemname "The killing gloves of boxing" "damage bonus" 1.4 "fire rate bonus" 0.8 "fire rate penalty" 1 } //engineer ItemAttributes { Itemname "The Widowmaker" //Infinite metal would make this have no downsides as a non-giant weapon "damage penalty" 0.8 } ItemAttributes { Itemname "The Short Circuit" //Infinite metal would make this have no downsides as a non-giant weapon "fire rate penalty" 2.5 } //medic ItemAttributes { SimilarToItem "TF_WEAPON_MEDIGUN" "ubercharge rate bonus" 5 "uber duration bonus" -3 } ItemAttributes { Itemname "The Quick-fix" "heal rate bonus" 6 "ubercharge rate bonus" 0.01 "alt-fire disabled" 1 "uber duration bonus" -7.99 } //ItemAttributes //{ // SimilarToItem "The Ubersaw" // "add uber charge on hit" 0.15 //} //Highly encouraged to add your own rebalances to weapons such as other Heavy Primaries or the huge amount of untouched Secondary weapons. //And remember one key thing: Make your mission first, make sure it is playable, then add this popfile and any other rebalances LAST! //You dont want to have to think about how to change/rework a wave ontop of changing certain weapons. }