|
|
(15 intermediate revisions by 7 users not shown) |
Line 1: |
Line 1: |
| + | __NOINDEX__ |
| {{Community mod infobox | | {{Community mod infobox |
− | | mod-name-override = Stop that Tank!<!-- Remove line when article goes live! --> | + | | mod-name-override = Stop that Tank!<!-- Remove line when article goes live! --> |
− | | mod-image = Stt-logo-sm.png | + | | mod-image = Stt-logo-sm.png |
− | | availability = public | + | | availability = public |
− | | mod-type = Game mode | + | | mod-type = Game mode |
− | | creators = {{steamid|76561197973286641|Banshee}} and {{steamid|76561197977079890|linux_lover}} | + | | creators = {{steamid|76561197973286641|Banshee}} and {{steamid|76561197977079890|linux_lover}} |
− | | released = September 21, 2013 (First debut)<br />August 13, 2015 (Public release) | + | | released = September 21, 2013 (First debut)<br />August 13, 2015 (Public release) |
− | | link = [https://steamcommunity.com/groups/StopThatTank Steam group]<br />[https://github.com/akowald/StopThatTank GitHub] | + | | link = [https://steamcommunity.com/groups/StopThatTank Steam group]<br />[https://github.com/akowald/StopThatTank GitHub] |
| }} | | }} |
| {{Quotation|The '''Administrator''' issuing a directive.|Stop that Tank!|sound=Mvm tank alerts08.wav}} | | {{Quotation|The '''Administrator''' issuing a directive.|Stop that Tank!|sound=Mvm tank alerts08.wav}} |
− | '''Stop that Tank!''' is a community game mode that combines themes from both [[Payload]] and [[Mann vs. Machine]]. Play unfolds on Payload and [[Payload Race]] maps. The payload [[Cart]] is replaced by the [[Tank Robot|Tank]] and moves on its own, following the path of the cart. There are two teams: [[Robots]] and Humans. They are tasked with escorting the Tank or preventing it from reaching its destination. Players have the opportunity to take control of [[Robots#Giant_Robots|Giant Robots]] and [[Sentry Buster|Sentry Busters]] which typically have buffed health, loadouts, and special abilities. | + | '''Stop that Tank!''' is a community game mode that combines themes from both [[Payload]] and [[Mann vs. Machine]]. Play unfolds on Payload and [[Payload Race]] maps. The Payload [[Cart]] is replaced by the [[Tank Robot|Tank]] and moves on its own, following the path of the cart. There are two teams: [[Robots]] and Humans. They are tasked with escorting the Tank or preventing it from reaching its destination. Players have the opportunity to take control of [[Robots#Giant Robots|Giant Robots]] and [[Sentry Buster]]s which typically have buffed health, loadouts, and special abilities. |
| | | |
| All official Payload and Payload Race maps are supported. | | All official Payload and Payload Race maps are supported. |
Line 21: |
Line 22: |
| The Robots play offense on the BLU team. | | The Robots play offense on the BLU team. |
| ==== Humans ([[RED]] Team) ==== | | ==== Humans ([[RED]] Team) ==== |
− | The Humans play defense on the RED team. Playing as a Human comes with a few perks. [[Reanimator|Reanimators]] spawn when a RED human is killed and can be revived by a team medic. [[Engineer|Engineers]] have an increased max [[metal]] amount of 330 and no slow down penalty when [[Buildings#Hauling|hauling]] buildings. | + | The Humans play defense on the RED team. Playing as a Human comes with a few perks. [[Reanimator]]s spawn when a RED human is killed and can be revived by a team Medic. [[Engineer]]s have an increased max [[metal]] amount of 330 and no slow down penalty when [[Buildings#Hauling|hauling]] buildings. |
| | | |
− | The [[Tank]] appears where the Payload [[cart]] normally is. During setup, [[Engineers]] are able to instantly place level 3 buildings and [[Medics]] have a notably faster [[ÜberCharge]] fill rate. When setup ends the Tank is stationary for 15 seconds then begins moving until it reaches the end or is destroyed. The Robots protect the tank while the Humans try to deal as much damage to the tank as possible. When the Tank crosses over a checkpoint, it regains a portion of its health back (up to 80% of max health). This is reflected by the health bar on-screen turning green. If the Tank reaches the final checkpoint, then the Robots win the round. If, however, the Humans destroy the Tank, then a top-scoring member of the Robots team is made into a [[#Available in Payload|Giant Robot]]. | + | The [[Tank]] appears where the Payload [[cart]] normally is. During setup, [[Engineers]] are able to instantly place level 3 buildings and [[Medics]] have a notably faster [[ÜberCharge]] fill rate. When setup ends the Tank is stationary for 15 seconds then begins moving until it reaches the end or is destroyed. The Robots protect the tank while the Humans try to deal as much damage to the tank as possible. When the Tank crosses over a checkpoint, it regains a portion of its health back (up to 80% of max health). This is reflected by the health bar on-screen turning green. If the Tank reaches the final checkpoint, then the Robots win the round. If, however, the Humans destroy the Tank, then the Robots have one more chance to win by delivering the bomb to the final checkpoint and deploying. |
| + | |
| + | [[Image:Mvm bomb.png|100px|left]] A top scoring member of the Robots team is chosen to become a [[#Available in Payload|Giant Robot]] with a bomb strapped to its back. The bomb cannot be dropped until the giant is killed. The Robots must capture the remaining control points missed by the Tank and then deploy the bomb at the final checkpoint. |
| | | |
| ==== Crit Cash™ ==== | | ==== Crit Cash™ ==== |
| [[Image:Mediumcredits.png|100px|left]] | | [[Image:Mediumcredits.png|100px|left]] |
− | The [[credits]] that the Tank leaves behind when it is killed is referred to as Crit Cash. Only Human players can pick up Crit Cash. Upon pickup, Crit Cash grants 5 seconds of crits, a 3 second healing effect, a projectile shield {{icon class|Medic}}, and replenished ammo, charge shield {{icon class|Demoman}}, and spy cloak meter {{icon class|Spy}}. | + | The [[credits]] that the Tank leaves behind when it is killed is referred to as Crit Cash. Only Human players can pick up Crit Cash. Upon pickup, Crit Cash grants 5 seconds of crits, a 3 second healing effect, a projectile shield {{icon class|Medic}}, and replenished ammo, charge shield {{icon class|Demoman}}, and Spy cloak meter {{icon class|Spy}}. |
| + | |
| + | ==== Payload Strategy ==== |
| + | |
| + | === Sentry Busters === |
| + | [[Image:SentryBuster.png|100px|left]] |
| + | Periodically, a random member of the Robot team is chosen to become a [[Sentry Buster]]. They are called out if an enemy's [[Sentry Gun]] has accumulated enough Tank damage, Giant Robot damage or Robot kills. The Sentry Buster is a specialized robot that deals significant blast damage to nearby enemy players and buildings in a one-time attack. They move at faster than Scout speeds and take reduced knockback from damage and airblasts. Attacks are initiated by pressing primary fire or taunting ([[default key]]: {{Key|G}}) while on the ground. The Sentry Buster will wind up for 2 seconds then explode. Enemy Dispensers cannot be used to block Sentry Busters. Sentry Busters come equipped with Sentry Vision and can see an outline of all enemy Sentry Guns that are not being carried through walls. Teammates can see an outline of their team's Sentry Buster through walls to aid with coordinating attacks. |
| | | |
| === Payload Race === | | === Payload Race === |
− | Write about specific gameplay mechanics for payload race. | + | Write about specific gameplay mechanics for Payload race. |
| + | |
| + | ==== Payload Race Strategy ==== |
| + | |
| + | |
| | | |
| == Giant Robots == | | == Giant Robots == |
Line 107: |
Line 120: |
| | style="border:1px solid #333;" align="center" | {{Table icon|Shovel}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Shovel}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
| + | |-<!-- ================= GIANT MEGA BISON SOLDIER ====================== --> |
| + | | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="2"| [[Image:Soldierbot Giant.png|140px]] |
| + | | style="border:1px solid #333; border-left: 0; max-width: 400px; min-width: 150px;" rowspan="2" | |
| + | {{icon class|Soldier}} '''Giant Mega Bison Soldier'''<br /> |
| + | Health: 10,000<br /> |
| + | Speed: 120 HU/s<br /><br /> |
| + | |
| + | <!-- TODO: Add Giant Mega Bison Soldier description. --> |
| + | | style="border:1px solid #333;" align="center" | {{Table icon|Righteous Bison}} |
| + | | style="border:1px solid #333;" | |
| + | {{buff|On Kill: 1 second of 100% critical chance}} |
| + | {{buff|+20% damage bonus}} |
| + | {{buff|+290% damage vs buildings}} |
| + | {{buff|+70% firing speed}} |
| + | {{buff|+85% reload speed}} |
| + | |- |
| + | | style="border:1px solid #333;" align="center" | {{Table icon|Disciplinary Action}} |
| + | | style="border:1px solid #333;" | |
| + | {{buff|+65% weapon switch speed}} |
| + | {{buff|+15% melee attack speed}} |
| |-<!-- ================= GIANT PYRO ====================== --> | | |-<!-- ================= GIANT PYRO ====================== --> |
| | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="2"| [[Image:Giant Pyro.png|200px]] | | | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="2"| [[Image:Giant Pyro.png|200px]] |
Line 149: |
Line 182: |
| {{icon class|Demoman}} '''Giant Rapid Fire Demoman'''<br /> | | {{icon class|Demoman}} '''Giant Rapid Fire Demoman'''<br /> |
| Health: 10,000<br /> | | Health: 10,000<br /> |
− | Speed: 109 HU/s<br /><br /> | + | Speed: 105 HU/s<br /><br /> |
| | | |
| Need some pills? This one's got plenty of 'em. It dispenses tons of hard-hitting explosives, although it's unlikely every one will hit its target. Despite being one of the slowest giants, it's capable of performing an explosive jump in PLR maps. | | Need some pills? This one's got plenty of 'em. It dispenses tons of hard-hitting explosives, although it's unlikely every one will hit its target. Despite being one of the slowest giants, it's capable of performing an explosive jump in PLR maps. |
Line 155: |
Line 188: |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
| {{buff|+75% firing speed}} | | {{buff|+75% firing speed}} |
− | {{buff|+75% reload speed}} | + | {{buff|+70% reload speed}} |
| {{buff|+1 clip size}} | | {{buff|+1 clip size}} |
| {{nerf|No random critical hits}} | | {{nerf|No random critical hits}} |
Line 253: |
Line 286: |
| {{buff|Robot teammates respawn at the Teleporter Exit}}<br /> | | {{buff|Robot teammates respawn at the Teleporter Exit}}<br /> |
| | | |
− | This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentries, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well. | + | This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentry Guns, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well. |
| | style="border:1px solid #333;" align="center" | {{Table icon|Frontier Justice}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Frontier Justice}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
Line 290: |
Line 323: |
| {{buff|Nearby teammates receive the effects of the Ubercharge when deployed}}<br /> | | {{buff|Nearby teammates receive the effects of the Ubercharge when deployed}}<br /> |
| | | |
− | Essentially a walking Kritz dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby. | + | Essentially a walking Kritz Dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby. |
| | style="border:1px solid #333;" align="center" | {{Table icon|Crusader's Crossbow}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Crusader's Crossbow}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
Line 424: |
Line 457: |
| | style="border:1px solid #333;" align="center" | {{Table icon|Market Gardener}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Market Gardener}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
− | {{buff|+150% damage bonus}} | + | {{buff|+100% damage bonus}} |
| {{buff|Knocks back enemy players}} | | {{buff|Knocks back enemy players}} |
| {{nerf|-100% slower melee attack speed}} | | {{nerf|-100% slower melee attack speed}} |
| + | |-<!-- ================= GIANT MEGA BISON SOLDIER ====================== --> |
| + | | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="2"| [[Image:Soldierbot Giant.png|140px]] |
| + | | style="border:1px solid #333; border-left: 0; max-width: 400px; min-width: 150px;" rowspan="2" | |
| + | {{icon class|Soldier}} '''Giant Mega Bison Soldier'''<br /> |
| + | Health: 10,000<br /> |
| + | Speed: 168 HU/s<br /><br /> |
| + | |
| + | <!-- TODO: Add Giant Mega Bison Soldier description. --> |
| + | | style="border:1px solid #333;" align="center" | {{Table icon|Righteous Bison}} |
| + | | style="border:1px solid #333;" | |
| + | {{buff|On Kill: 1 second of 100% critical chance}} |
| + | {{buff|+20% damage bonus}} |
| + | {{buff|+290% damage vs buildings}} |
| + | {{buff|+70% firing speed}} |
| + | {{buff|+85% reload speed}} |
| + | |- |
| + | | style="border:1px solid #333;" align="center" | {{Table icon|Disciplinary Action}} |
| + | | style="border:1px solid #333;" | |
| + | {{buff|+65% weapon switch speed}} |
| + | {{buff|+15% melee attack speed}} |
| |-<!-- ================= GIANT PYRO ====================== --> | | |-<!-- ================= GIANT PYRO ====================== --> |
| | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="3"| [[Image:Giant Pyro.png|200px]] | | | style="border:1px solid #333; border-right: 0; width: 200px;" align="center" rowspan="3"| [[Image:Giant Pyro.png|200px]] |
Line 463: |
Line 516: |
| Health: 1,400<br /> | | Health: 1,400<br /> |
| Overheal: 5,700<br /> | | Overheal: 5,700<br /> |
− | Speed: 165 HU/s<br /> | + | Speed: 154 HU/s<br /> |
| {{buff|Can explosive jump}}<br /> | | {{buff|Can explosive jump}}<br /> |
| | | |
Line 585: |
Line 638: |
| {{buff|Robot teammates respawn at the Teleporter Exit}}<br /> | | {{buff|Robot teammates respawn at the Teleporter Exit}}<br /> |
| | | |
− | This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentries, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well. | + | This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentry Guns, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well. |
| | style="border:1px solid #333;" align="center" | {{Table icon|Frontier Justice}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Frontier Justice}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
Line 623: |
Line 676: |
| {{buff|Nearby teammates receive the effects of the Ubercharge when deployed}}<br /> | | {{buff|Nearby teammates receive the effects of the Ubercharge when deployed}}<br /> |
| | | |
− | Essentially a walking Kritz dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby. | + | Essentially a walking Kritz Dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby. |
| | style="border:1px solid #333;" align="center" | {{Table icon|Crusader's Crossbow}} | | | style="border:1px solid #333;" align="center" | {{Table icon|Crusader's Crossbow}} |
| | style="border:1px solid #333;" | | | | style="border:1px solid #333;" | |
Line 711: |
Line 764: |
| | | | | |
| |- | | |- |
− | | Giant Flare Pyro | + | | Giant Flare Pyro/Mega Bison Soldier |
| | 120 | | | 120 |
| | | | | |
Line 724: |
Line 777: |
| |- | | |- |
| | Giant Rapid Fire Demoman | | | Giant Rapid Fire Demoman |
− | | 109 | + | | 105 |
− | | | + | | |
| |- | | |- |
| | Giant Soldier/10-Shot Bazooka | | | Giant Soldier/10-Shot Bazooka |
Line 740: |
Line 793: |
| * There used to be multiple tanks in [[Payload]]. The idea was scrapped for only a single tank per round. | | * There used to be multiple tanks in [[Payload]]. The idea was scrapped for only a single tank per round. |
| * Team name can be changed in [[Payload Race]] maps before the game starts. | | * Team name can be changed in [[Payload Race]] maps before the game starts. |
− | {{ModNav}}
| |
− | [[Category:Mods]] [[Category:Game modes]]
| |
Stop that Tank!
|
|
Basic information
|
Type: |
Game mode
|
Availability: |
Public
|
Creator(s): |
Banshee and linux_lover
|
Released: |
September 21, 2013 (First debut) August 13, 2015 (Public release)
|
Link(s): |
Steam group GitHub
|
Stop that Tank! is a community game mode that combines themes from both Payload and Mann vs. Machine. Play unfolds on Payload and Payload Race maps. The Payload Cart is replaced by the Tank and moves on its own, following the path of the cart. There are two teams: Robots and Humans. They are tasked with escorting the Tank or preventing it from reaching its destination. Players have the opportunity to take control of Giant Robots and Sentry Busters which typically have buffed health, loadouts, and special abilities.
All official Payload and Payload Race maps are supported.
Gameplay
There are two distinct types of gameplay for Payload and Payload race maps.
Payload
Gameplay in
Payload.
Note: Some minor details may be inaccurate.
Robots (BLU Team)
The Robots play offense on the BLU team.
Humans (RED Team)
The Humans play defense on the RED team. Playing as a Human comes with a few perks. Reanimators spawn when a RED human is killed and can be revived by a team Medic. Engineers have an increased max metal amount of 330 and no slow down penalty when hauling buildings.
The Tank appears where the Payload cart normally is. During setup, Engineers are able to instantly place level 3 buildings and Medics have a notably faster ÜberCharge fill rate. When setup ends the Tank is stationary for 15 seconds then begins moving until it reaches the end or is destroyed. The Robots protect the tank while the Humans try to deal as much damage to the tank as possible. When the Tank crosses over a checkpoint, it regains a portion of its health back (up to 80% of max health). This is reflected by the health bar on-screen turning green. If the Tank reaches the final checkpoint, then the Robots win the round. If, however, the Humans destroy the Tank, then the Robots have one more chance to win by delivering the bomb to the final checkpoint and deploying.
A top scoring member of the Robots team is chosen to become a Giant Robot with a bomb strapped to its back. The bomb cannot be dropped until the giant is killed. The Robots must capture the remaining control points missed by the Tank and then deploy the bomb at the final checkpoint.
Crit Cash™
The credits that the Tank leaves behind when it is killed is referred to as Crit Cash. Only Human players can pick up Crit Cash. Upon pickup, Crit Cash grants 5 seconds of crits, a 3 second healing effect, a projectile shield , and replenished ammo, charge shield , and Spy cloak meter .
Payload Strategy
Sentry Busters
Periodically, a random member of the Robot team is chosen to become a Sentry Buster. They are called out if an enemy's Sentry Gun has accumulated enough Tank damage, Giant Robot damage or Robot kills. The Sentry Buster is a specialized robot that deals significant blast damage to nearby enemy players and buildings in a one-time attack. They move at faster than Scout speeds and take reduced knockback from damage and airblasts. Attacks are initiated by pressing primary fire or taunting (default key: G) while on the ground. The Sentry Buster will wind up for 2 seconds then explode. Enemy Dispensers cannot be used to block Sentry Busters. Sentry Busters come equipped with Sentry Vision and can see an outline of all enemy Sentry Guns that are not being carried through walls. Teammates can see an outline of their team's Sentry Buster through walls to aid with coordinating attacks.
Payload Race
Write about specific gameplay mechanics for Payload race.
Payload Race Strategy
Giant Robots
Available in Payload
List of Giants in Payload
|
|
Major League Scout
Health: 6,000
Speed: 320 HU/s
Captures control points twice as fast compared to other giants
Teammates respawn much faster compared to other giants
Mobile, but weak, the Major League Scout is ideal at getting the job done quickly. It can only reliably kill one target at a time, but is perfectly capable of stunning or knocking away multiple enemies at once in order to clear a path. The quick move speed combined with the ability to triple jump allows the Major League Scout to take routes other giants could only dream of. Combined with the double capture rate, this causes the Major League Scout to pose a serious threat to the human team should it slip by their line of defense.
|
Force-A-Nature
|
+100% bullets per shot
+30% more accurate
+900% knockback on target
+2 clip size (4 shots)
-20% damage penalty
|
Flying Guillotine
|
+65% weapon switch speed
+90% faster recharge rate
|
Sandman
|
+90% ball recharge rate
+30% melee attack speed
+6 maximum balls carried
|
|
Giant Soldier
Health: 10,000
Speed: 98 HU/s
Like a normal Soldier, this giant can manage just about any threat. However, it must take care to place its shots carefully, as there are no reload speed or clip size bonuses. Due to the lack of a Shotgun, airblast can be an effective means of defending your team against this giant. Although it's normally quite slow, it can also perform rocket jumps in PLR maps to traverse areas faster, or to make a quick escape.
|
Rocket Launcher
|
+85% damage bonus
+20% explosion radius
No random critical hits
|
Shovel
|
|
|
Giant 10-Shot Bazooka Soldier
Health: 10,000
Speed: 98 HU/s
What the Giant 10-Shot Bazooka Soldier lacks in quality, it makes up for in quantity. As the name implies, up to ten rockets can be quickly loaded and fired at a time, making for deadly close-to-mid range barrages. Alternatively, rockets can be rapidly fired individually, resulting in a steady stream of damage output. However, the Giant 10-Shot Bazooka Soldier is relatively slow, and the rockets are extremely inaccurate at longer ranges.
|
Beggar's Bazooka
|
+7 clip size
+80% reload speed
+80% firing speed
No overloading
+6 degrees in random projectile deviation
-45% damage penalty
No random critical hits
|
Shovel
|
|
|
Giant Mega Bison Soldier
Health: 10,000
Speed: 120 HU/s
|
Righteous Bison
|
On Kill: 1 second of 100% critical chance
+20% damage bonus
+290% damage vs buildings
+70% firing speed
+85% reload speed
|
Disciplinary Action
|
+65% weapon switch speed
+15% melee attack speed
|
|
Giant Pyro
Health: 10,000
Speed: 171 HU/s
Some giants just want to watch the world burn. Others, like the Giant Pyro, just want everyone to get the hell away from them. Should you feel the need to get close anyway, you'll either be either enjoying a nice & warm shower of fire, or you'll be punted halfway across the map. Keep your distance instead, and you'll be relatively safe, so long as you don't feed it projectiles to reflect.
|
Flame Thrower
|
Airblast destroys enemy stickybombs
Reflected projectiles become critical
+150% airblast push force
+40% airblast range
+40% damage bonus
+50% flame particle lifetime (flames travel further)
+25% flame particle size
|
Fire Axe
|
|
|
Giant Flare Pyro
Health: 10,000
Speed: 120 HU/s
You better get ready for some heat, because things (specifically you) are about to get a lot hotter up in here thanks to the Giant Flare Pyro. This giant, as one might expect, specializes in sending enemies scrambling for health due to its ability to hand out long-lasting critical afterburn like candy. With that in mind, it's particularly vulnerable against fireproof humans.
|
Scorch Shot
|
+75% reload speed
+100% afterburn length
+200% afterburn damage
No random critical hits
|
Third Degree
|
|
|
Giant Rapid Fire Demoman
Health: 10,000
Speed: 105 HU/s
Need some pills? This one's got plenty of 'em. It dispenses tons of hard-hitting explosives, although it's unlikely every one will hit its target. Despite being one of the slowest giants, it's capable of performing an explosive jump in PLR maps.
|
Grenade Launcher
|
+75% firing speed
+70% reload speed
+1 clip size
No random critical hits
|
Bottle
|
|
|
Giant Demoknight
Health: 10,000
Speed: 140 HU/s
Hits hard, hits fast, but has no ranged weaponry. Try not to get too close, as this giant is king of close quarter combat, and every kill will make him more powerful. It has no real means of dealing with Sentry Guns however, which means it must rely on teammate support to clear Engineer nests.
|
Chargin' Targe
|
+25% charge recharge rate
+100% charge impact damage
Full turning control while charging
|
Eyelander
|
On Kill: 3 seconds of 100% critical chance
+200 health restored on kill
+140% damage bonus
+50% melee attack range
+20% melee attack speed
+0.5s increase in charge length
No head collection
|
|
Sir Nukesalot
Health: 10,000
Speed: 118 HU/s
Makes Michael Bay look like an explosive amateur. This one certainly lives up to its name, as it's capable of clearing large areas with a single shot. The large explosions leave a cloud of smoke, which can help teammates advance without being seen. However, it has very little means of direct combat, which makes Pyros, Scouts, and other close range attackers much more threatening.
|
Loose Cannon
|
Always deals critical hits
+600% damage bonus
+100% explosion radius
No fuse
-75% clip size
-47% projectile speed
-80% reload speed
-100% firing speed
|
Bottle
|
No random critical hits
|
|
Giant Heavy
Health: 10,000
Speed: 115 HU/s (revved down) 71.5 HU/s (revved up)
When it's time to bring in the big guns, this giant's got you covered. It's the slowest giant when attacking, but pumps out massive damage in a constant hail of bullets. Like normal Heavies, it's more vulnerable to Snipers and Spies due to the slow speed and the "focus down individual targets" style of attacking.
|
Minigun
|
+60% damage bonus
+30% faster move speed while deployed
No random critical hits
|
Fists
|
|
|
Giant Shotgun Heavy
Health: 10,000
Speed: 127 HU/s
Ready to get literally blown away? Like the Giant Demoknight, you won't want to get too close, as it has the ability to kill any target in a single hit with a well placed shot. Unlike the Giant Demoknight however, it has no real means of closing the gap without slowly huddling your way, making ranged attacks more effective against it. Be wary that if it gets a kill with its melee weapon, it's going to be raining crits for the next eight seconds.
|
Shotgun
|
+900% bullets per shot
+90% faster reload time
-130% firing speed
-50% damage penalty
No random critical hits
|
Killing Gloves of Boxing
|
On Kill: 8 seconds of 100% critical chance
+50% melee attack range
+20% melee attack speed
+65% faster weapon switch speed
|
|
Giant Engineer
Health: 6,000
Speed: 174 HU/s
Builds Giant Dispensers and Giant Mini-Sentries
Robot teammates respawn at the Teleporter Exit
This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentry Guns, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well.
|
Frontier Justice
|
+30% faster firing speed
|
Pistol
|
|
Gunslinger
|
+50% melee attack speed
+200% faster construction rate
Teleporter build speed increased by 100%
Sentry build speed increased by 40%
-50% slower repair rate
|
Construction PDA
|
+550% max building health
+250% Sentry Gun damage bonus
+50% Sentry Gun range
+700% Dispenser range
+75 metal regenerated every 5 seconds on wearer
-45% slower Sentry Gun firing speed
|
Destruction PDA
|
Allows user to demolish sapped buildings
|
|
Giant Kritzkrieg Medic
Health: 6,000
Speed: 185.6 HU/s
Nearby teammates recover health automatically
Nearby teammates receive the effects of the Ubercharge when deployed
Essentially a walking Kritz Dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby.
|
Crusader's Crossbow
|
+19 clip size
+90% faster reload speed
+1 degree in random projectile deviation
No random critical hits
|
Kritzkrieg
|
+300% Ubercharge rate
+50% max overheal (buffs teammates to 200% health)
|
Ubersaw
|
+60% melee attack speed
No random critical hits
|
|
Giant Rapid Fire Huntsman
Health: 10,000
Speed: 150 HU/s
A hybrid between a support and combat giant, the Giant Rapid-Fire Huntsman can prove to be quite versatile. The highly damaging, penetrating arrows will quickly put down most threats at mid-to-long distances, and are only limited by the player's prediction abilities. Equipped with up to five Jarates at once, the Giant Rapid Fire Huntsman is more than capable of quickly weakening groups of enemies for its team, but this also enables it to easily dispatch close range attackers when used in conjunction with the Bushwacka. Just be careful about tossing one at an enemy Pyro...
|
Huntsman
|
+70% reload speed
+100% damage bonus
Projectiles penetrate enemy players and buildings
+30% faster move speed while an arrow is drawn
-15% damage vs buildings
|
Jarate
|
+90% jar regeneration rate
+4 maximum jars carried
+65% faster weapon switch speed
|
Bushwacka
|
|
|
Super Spy
Health: 3,000
Speed: 300 HU/s (450 HU/s while cloaked)
Teammates respawn much faster compared to other giants
Can drop the bomb for teammates to carry
Immune to the effects of afterburn
Normal sized
|
Diamondback
|
+100% damage bonus
Projectiles penetrate enemy players
Fires tracer rounds
-20% firing speed
|
Red-Tape Recorder
|
Deals damage at stock Sapper rate
|
Your Eternal Reward
|
+50% faster melee attack speed
+20% damage bonus
+15% faster weapon switch speed
Does not disable the Disguise Kit
|
Invis Watch
|
Reduced decloak sound volume
Increases move speed and jump height while cloaked
+100% cloak duration
+25% faster decloak rate
|
|
Available in Payload Race
List of Giants in Payload Race
|
|
Giant Soldier
Health: 1,400
Overheal: 5,700
Speed: 144 HU/s
Can explosive jump
Like a normal Soldier, this giant can manage just about any threat. However, it must take care to place its shots carefully, as there are no reload speed or clip size bonuses. Due to the lack of a Shotgun, airblast can be an effective means of defending your team against this giant. Although it's normally quite slow, it can also perform rocket jumps to traverse areas faster, or to make a quick escape.
|
Rocket Launcher
|
+85% damage bonus
Level 4 Rocket Specialist effects
No random critical hits
|
Shovel
|
Knocks back enemy players
|
|
Giant 10-Shot Bazooka Soldier
Health: 1,400
Overheal: 5,700
Speed: 144 HU/s
Can explosive jump
What the Giant 10-Shot Bazooka Soldier lacks in quality, it makes up for in quantity. As the name implies, up to ten rockets can be quickly loaded and fired at a time, making for deadly close-to-mid range barrages. Alternatively, rockets can be rapidly fired individually, resulting in a steady stream of damage output. However, the Giant 10-Shot Bazooka Soldier is relatively slow, and the rockets are extremely inaccurate at longer ranges.
|
Beggar's Bazooka
|
+7 clip size
+80% reload speed
+80% firing speed
No overloading
Deals mini-crits while rocket jumping
+5 degrees in random projectile deviation
+70% damage to self
-35% damage penalty
No random critical hits
|
Market Gardener
|
+100% damage bonus
Knocks back enemy players
-100% slower melee attack speed
|
|
Giant Mega Bison Soldier
Health: 10,000
Speed: 168 HU/s
|
Righteous Bison
|
On Kill: 1 second of 100% critical chance
+20% damage bonus
+290% damage vs buildings
+70% firing speed
+85% reload speed
|
Disciplinary Action
|
+65% weapon switch speed
+15% melee attack speed
|
|
Giant Pyro
Health: 1,400
Overheal: 5,700
Speed: 195 HU/s
Some giants just want to watch the world burn. Others, like the Giant Pyro, just want everyone to get the hell away from them. Should you feel the need to get close anyway, you'll either be either enjoying a nice & warm shower of fire, or you'll be punted halfway across the map. Keep your distance instead, and you'll be relatively safe, so long as you don't feed it projectiles to reflect.
|
Flame Thrower
|
Airblast destroys enemy stickybombs
Reflected projectiles become critical
+120% increase in airblast push force
+40% airblast range
+65% faster weapon switch
+45% direct damage bonus
+50% flame particle lifetime (flames travel further)
+25% flame particle size
|
Flare Gun
|
+350% damage bonus
+100% critical hits against stunned players
-40% slower reload time
-45% projectile speed
|
Fire Axe
|
Knocks back enemy players
|
|
Giant Rapid Fire Demoman
Health: 1,400
Overheal: 5,700
Speed: 154 HU/s
Can explosive jump
Need some pills? This one's got plenty of 'em. It dispenses tons of hard-hitting explosives, although it's unlikely every one will hit its target. Despite being one of the slowest giants, it's capable of performing an explosive jump in PLR maps.
|
Grenade Launcher
|
+75% firing speed
+75% reload speed
+1 clip size
No random critical hits
|
B.A.S.E. Jumper
|
|
Bottle
|
|
|
Giant Demoknight
Health: 1,400
Overheal: 5,700
Speed: 168 HU/s
Hits hard, hits fast, but has no ranged weaponry. Try not to get too close, as this giant is king of close quarter combat, and every kill will make him more powerful. It has no real means of dealing with Sentry Guns however, which means it must rely on teammate support to clear Engineer nests.
|
B.A.S.E. Jumper
|
|
Chargin' Targe
|
+25% charge recharge rate
+100% charge impact damage
Full turning control while charging
|
Eyelander
|
On Kill: 3 seconds of 100% critical chance
+200 health restored on kill
+140% damage bonus
+50% melee attack range
+20% melee attack speed
+0.5s increase in charge length
No head collection
|
|
Sir Nukesalot
Health: 1,400
Overheal: 5,700
Speed: 173.6 HU/s
Can explosive jump
Makes Michael Bay look like an explosive amateur. This one certainly lives up to its name, as it's capable of clearing large areas with a single shot. The large explosions leave a cloud of smoke, which can help teammates advance without being seen. However, it has very little means of direct combat, which makes Pyros, Scouts, and other close range attackers much more threatening.
|
Loose Cannon
|
Always deals critical hits
+300% damage bonus
+100% damage vs buildings
+100% explosion radius
No fuse
-75% clip size
-47% projectile speed
-80% reload speed
-100% firing speed
|
Bottle
|
Knocks back enemy players
No random critical hits
|
|
Giant Heavy
Health: 1,400
Overheal: 6,150
Speed: 115 HU/s (revved down) 71.5 HU/s (revved up)
When it's time to bring in the big guns, this giant's got you covered. It's the slowest giant when attacking, but pumps out massive damage in a constant hail of bullets. Like normal Heavies, it's more vulnerable to Snipers and Spies due to the slow speed and the "focus down individual targets" style of attacking.
|
Minigun
|
+60% damage bonus
+30% faster move speed while deployed
No random critical hits
|
Fists
|
Knocks back enemy players
|
|
Giant Shotgun Heavy
Health: 1,400
Overheal: 5,700
Speed: 207 HU/s
Ready to get literally blown away? Like the Giant Demoknight, you won't want to get too close, as it has the ability to kill any target in a single hit with a well placed shot. Unlike the Giant Demoknight however, it has no real means of closing the gap without slowly huddling your way, making ranged attacks more effective against it. Be wary that if it gets a kill with its melee weapon, it's going to be raining crits for the next eight seconds.
|
Shotgun
|
+900% bullets per shot
+90% faster reload time
Airblast-like knockback on target
-120% firing speed
-50% damage penalty
No random critical hits
|
Killing Gloves of Boxing
|
On Kill: 8 seconds of 100% critical chance
Critical hits knock back enemy players
+50% melee attack range
+20% melee attack speed
+65% faster weapon switch speed
|
|
Giant Engineer
Health: 1,350
Overheal: 4,120
Speed: 234 HU/s
Builds Giant Dispensers and Giant Mini-Sentries
Robot teammates respawn at the Teleporter Exit
This giant excels at enhancing its team's offense, although it only has basic means of defending itself, along with having a low health pool. It can build Giant Mini-Sentry Guns, which, while powerful, can be taken down quickly with focused fire. Its Giant Dispensers can be erected and upgraded quickly, which then dispenses ammo and health over a large area. Its Teleporter Exit becomes the team's respawn point, although both teams will be alerted of its presence. The Giant Engineer is particularly vulnerable against enemy Spies, since its buildings can still be sapped. Note that when this giant dies, all of its buildings are destroyed as well.
|
Frontier Justice
|
+30% faster firing speed
|
Pistol
|
|
Gunslinger
|
Critical hits knock back enemy players
+50% melee attack speed
+200% faster construction rate
Teleporter build speed increased by 100%
Sentry build speed increased by 40%
-50% slower repair rate
|
Construction PDA
|
+650% max building health
+250% Sentry Gun damage bonus
+700% Dispenser range
+75 metal regenerated every 5 seconds on wearer
-35% slower Sentry Gun firing speed
|
Destruction PDA
|
Allows user to demolish sapped buildings
|
|
Giant Kritzkrieg Medic
Health: 1,350
Overheal: 4,120
Speed: 249.6 HU/s
Nearby teammates recover health automatically
Nearby teammates receive the effects of the Ubercharge when deployed
Essentially a walking Kritz Dispenser, the Giant Kritzkrieg Medic becomes very deadly when surrounded by friendly combat classes. However, the relatively low health and lack of personal firepower makes it vulnerable the moment it doesn't have teammates nearby.
|
Crusader's Crossbow
|
+9 clip size
+90% faster reload speed
+1 degree in random projectile deviation
No random critical hits
|
Kritzkrieg
|
+300% Ubercharge rate
+50% max overheal (buffs teammates to 200% health)
|
Ubersaw
|
+60% melee attack speed
No random critical hits
|
|
Giant Rapid Fire Huntsman
Health: 1,400
Overheal: 5,700
Speed: 180 HU/s
A hybrid between a support and combat giant, the Giant Rapid-Fire Huntsman can prove to be quite versatile. The highly damaging, penetrating arrows will quickly put down most threats at mid-to-long distances, and are only limited by the player's prediction abilities. Equipped with up to five Jarates at once, the Giant Rapid Fire Huntsman is more than capable of quickly weakening groups of enemies for its team, but this also enables it to easily dispatch close range attackers when used in conjunction with the Bushwacka. Just be careful about tossing one at an enemy Pyro...
|
Huntsman
|
+70% reload speed
+100% damage bonus
Projectiles penetrate enemy players and buildings
|
Jarate
|
+90% jar regeneration rate
+4 maximum jars carried
+65% faster weapon switch speed
|
Bushwacka
|
Knocks back enemy players
|
|
Speed Comparisons
Super Spy (cloaked)
|
450
|
|
Major League Scout
|
320
|
|
Super Spy (uncloaked)
|
300
|
|
Giant Kritzkrieg Medic
|
185.6
|
|
Giant Engineer
|
174
|
|
Giant Pyro
|
171
|
|
Giant Rapid Fire Huntsman
|
150
|
|
Giant Demoknight
|
140
|
|
Giant Shotgun Heavy
|
127
|
|
Giant Flare Pyro/Mega Bison Soldier
|
120
|
|
Sir Nukesalot
|
118
|
|
Giant Heavy
|
115
|
|
Giant Rapid Fire Demoman
|
105
|
|
Giant Soldier/10-Shot Bazooka
|
98
|
|
Giant Heavy (revved)
|
71.5
|
|
Trivia