Please note: This code will take you to Ecopoint: Antarctica! Please try the other maps with these codes:
These streets now belong to Talon!
Mr. Chivalry met his end at my blade. Get in my way and you will share his fate!
Try other maps here:
- Blizzard World: 6SRGE
- Hollywood: X46P6
- Eichenwalde: QGNNG
- Chateau Guillard: XEXGG
- Necropolis: 7P2HQ
- Kanezaka: 23112
Route 66: M3K1C
Victory Edition Classic: RMSXGY (Still uses OW1 mechanics, play at your own risk!)
Ramattra has been disabled because he subjugates the servers and crashes the game!
Welcome to Heat Street: Victory Edition 2!
We have FINALLY updated to be compatible with OW2!
This mod is an extension of HS:VE with a COMPLETE overhaul of the in-game shop. In HS:VE2, the shop allows for complete and infinite customization of your character. Do you want your Reinhardt to soak up all the damage as a Tank, move fast like an Assassin, have big swings as a DPS, or be a Supportive shining beacon of hope for your team? The choice is yours!
Objective-based, 1-4 Player PvE Co-op Gameplay with 3 distinct game modes!
High Value Target
-Each wave, hunt down and eliminate a Boss enemy. They will try to escape justice but don't be fooled because they will defend themselves to the bitter end when challenged!
Invasion
-Each wave, a portal opens up, spawning in an endless hoard of enemies. Destroy the portal to cease the onslaught, but beware! Powerful Bosses might not like you messing with their portals!
Domination
-Each wave you will need to take control of the map, but Boss-level Guards will defend their territory!
Shop Features:
Tech-tree style pages
- The shop divides perks into four categories: DPS, Tank, Support, and General. Buy perks that complement the playstyle you are going for!
Evolve your character
- As you invest more into buying perks of a certain category, you will unlock higher tier perks on that page, to truly evolve your character the way you always dreamed of!
No more RNG!
- No more waiting for that perfect perk to hopefully show up, and no more having to save money just in case the next wave has a great perk selection. You'll know where every perk is right from the get-go, so no surprises in the shop!
New perks to explore
- While many of your favourite classic HS:VE perks are still available, we've added in a whole lot more for you to play with! Each of the DPS, Tank, and Support pages contain 13 perks each, and with the 3 General perks, we have a grand total of 42 base perks. The combinations are endless!
Become a Legend
- Each game, empower yourself with a Legendary Perk suited to your hero and playstyle. These perks are a little bit broken, so only one per customer!
New Active Abilities
- Two new active abilities to freshen up your gameplay. Take on the hilarious dice rolls of Gambler's Folly, or play life on the edge with Glass Cannon. Classic Active Abilities like Stim Infusion, Resurgence, and Cloak are still available!
Perk Lineup:
{The number in brackets is the amount of times the perk can be bought, further increasing their effects}
DPS Tree:
Tier 1:
-Ferocity: Increase damage dealt {20}
-Nimble: Increase move speed {10}
-Vampirism: Increase lifesteal {5}
Tier 2:
-Brawler: Deal increased damage to nearby targets {5}
-Sharpshooter: Critical Hits deal increased damage, and deal even more damage to far away targets {5}
-Quick Fix: Eliminations heal a small amount of HP and give a short burst of move speed {5}
-Opportunist: Damaging an enemy affected by crowd control deals additional damage {5}
Tier 3:
-Bulletstorm: Gain infinite ammo {1}
-Bloodlust: Eliminations grant increased damage for a short duration {5}
-Cull the Weak: Deal increased damage to low health opponents {5}
Legendary DPS Perks:
-Scorch: Dealing damage causes enemies to be set ablaze for a percent of their max HP each second
-Absolute Zero: Dealing damage charges you. At 100%, freeze all nearby opponents
-Soul Collection: Enemies with low HP are instantly executed. Each execution permanently increases your damage
Tank Tree:
Tier 1:
-Vitality: Increase your Max HP {20}
-Durability: Reduce damage taken {10}
-Tenacity: Increase healing received {5}
Tier 2:
-Flamebody: Deal damage to nearby enemies {1}
-Resilience: Gain a large amount of damage reduction while at low health {5}
-Thorns: Reflect damage back to attackers {5}
-Ascend: Increase your revive radius and decrease your revive timer {5}
Tier 3:
-Fervor: Gain 15% increased damage, move speed, healing received, and healing dealt while your Ultimate is ready {1}
-Bulwark: Gain bonus overhealth when your passive regen activates {5}
-Surge: Gain a small amount of damage, move speed, and lifesteal while taking damage {5}
Legendary Tank Perks:
-Final Stand: When your HP gets low, quickly regenerate a large amount of HP
-Rolling Thunder: Taking damage charges you. At 100%, become temporarily invincible
-True Grit: Being crowd controlled permanently increases your Max HP
Support Tree:
Tier 1:
-Grace: Increase healing done {20}
-Spirit: Grant all nearby allies move speed (beacon perk) {10}
-Haste: Reduce all cooldowns {5}
Tier 2:
-Enlightenment: A small portion of your heals reflect back to you and splash to nearby allies {5}
-Fortify: Grant all nearby allies damage reduction (beacon perk) {5}
-Galvanize: Grant all nearby allies faster ultimate charge (beacon perk) {1}
-Stabilizer: Increase healing to low health targets {5}
Tier 3:
-Dedication: Grant nearby allies increased healing received (beacon perk) {5}
-Invigoration: Grant all nearby allies increased damage (beacon perk) {5}
-Savior: Deal a massive burst of healing to a very low health ally {1}
Legendary Support Perks:
-Obelisk: Your beacon perks have infinite range, no longer require LOS, and have their effects increased by 20%
-Inner Flame: Healing allies charges you. At 100%, give all nearby allies a temporary shield.
-Preservation: Your passive regen begins after 1 second out of combat. If you are at full HP, heal all nearby allies instead.
General Perks:
-Spec Ops: Become immune to the Grenadier's smoke bombs. {1}
-Slappers Out: Your quick melee knocks opponents down {5}
-Second Wind: Instantly revive yourself when downed {1}
Active Abilities:
-Gambler's Folly: Modify all stats for a random amount between -60% and 80% for a few seconds
-Stim Infusion: Gain a burst of damage, move speed, and lifesteal
-Resurgence: Rapidly heal a large amount of HP each second. If you are at full HP, allies nearby are healed instead
-Glass Cannon: Gain a large amount of damage but greatly increase damage taken (Toggle)
-Chronoshift: Grant all allies increased movement speed and slow all enemies
-Cloak: Become untargetable for a few seconds. At the end of the duration, damage all nearby enemies
-Sleeping Gas: Put all enemies in an area to sleep
-Frenzy: Become invincible for a few seconds and cause all enemies to target you
-Chain Hack: Hack up to 4 nearby enemies. Lesser enemies will become completely stunned
-Gargoyle Aspect: Gain increased defense and knockback resistance at the cost of move speed and healing (Toggle)
The Enemies:
Tier 1:
Trooper: Standard health and damage, no special abilities.
Cassidy: Long range attacker with weak stats.
Brigitte: Good defenses with a shield, but limited range and mobility
Tier 2:
Heavy Trooper: Slightly stronger version of the Trooper, now equipped with a Biotic Field
Zenyatta: Decent stats but can enhance his team by using an Orb of Discord on their enemies.
Edgelord: Good damage and high lifesteal, will phase and fly towards opponents who get too far away.
Pharah/Drongo: Flying enemy with good damage and high mobility in the air.
Echo: Flying enemy with strong burst damage
Medic: Weak stats but can use Immortality Field and resurrect nearby allies
Lúcio: Heals and speeds up nearby allies, can Amp it Up and will drop a beat when badly damaged
Tier 3:
Grenadier: Heavy Trooper that has exchanged his rifle for a Rocket Launcher. Will drop a smoke bomb when damaged.
Mei: Slows down enemies and unleashes Blizzards on the battlefield. Retreats to her Ice Block when damaged.
Orisa: High defenses and powerful crowd control abilities. Will Fortify when low to ensure survival.
Lil Peanut: Extremely fast little monkey. Don't make him angry...
Roadhog: High defense and health. Hooks enemies and can go Whole Hog!
Torbjörn: Moderate stats and comes to the battlefield with a Turret. Can Overload when in trouble.
Ana: High damage at long range. Can empower self in the heat of battle.
D.Va: Can fly towards opponents at high speed. High health and damage but weak and fast when de-meched.
Tracer: Very high mobility, can dash past opponents. Can be very surprising when damaged!
Tier 4:
Hanzo: High health and some mobility. Unleashes a volley of arrows and dragons onto the battlefield.
Genji: Very high mobility. Has a few ninja tricks to help him outsmart his opponents.
Reinforcer: Extremely high health and defense. A massive shield defends him and his team. Beware his empowered slam!
Heavy Assault: Fires his two chainguns and heals himself throughout the battle. Will attempt to stomp opponents and trap them when they get too rowdy.
Final Boss:
The Usurper: Highly agile sword fighter with more than a few tricks up her sleeve. She will fight to her last breath to defend what is hers.
Sadly, we have retired the Score mechanic. It was a fun experiment but no longer has a viable purpose, and I would rather use that code space/server load for something more essential to the gameplay. Thank you for enjoying it while it lasted!
Big shout out to my main tester/programmer Vlosk for all the work he put into this build. Seriously, he single handedly created the Beacon system from scratch. Also shoutouts to my other playtesters/bug zappers GatorTex, JackalNHide, Starlen, ProfChaos, LazyLion, BuyBoomstick, Teebolt, LulledLion, and Carrier for their inputs and hilarious bug-filled moments (436% Move Speed Doomfist, anyone?) :)
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.
46 Comments
Great update! Vendetta adds a great finale fight feel to the mode. Reminds me how I felt when Doomfist was the final boss as a dps and had his uppercut in OW1!
I did a solo run when this update was being worked on as Anran. Check out the Vendetta fight here for those who see this comment and are interested to see what it's like!
https://youtu.be/1lAWAJpRTfM?si=cziyiXsZ4pC80_yk
Oooo... I think I know which boss you're talking about. He better be tricky to deal with in terms of his movement and kit usage.
Idk if you played this mode back in OW1, but the original Doomfist final boss with the uppercut had a really cool kit that someone described as "the best anime battle to end the mode", so I'm gonna try and recreate that feeling!
NO.... Don't tell me it's one of Therister's old boss gamemode based around Jojo's Bizarre adventures. I think it was Genji as the main character and Doomfist as the spirit who did that sick "MUDA MUDA" combo.
No he was an original boss that I made. But his uppercut was essential to the kit so he got reworked with OW2.
Ohhhhh.... Well I'm interested to see him appear when the time comes.
are the character specific perks gone?
That was a version of Heat Street made by a different author. This version focuses on an in-game shop perk system!
i saw route 66 ver. of this on the popular tab in game today congrats!
Thank you! I was excited to see it there as well :D
All maps functional!
Aw yeah!
It's nice to see this make its return. However, the enemies still lose sight of you if you get too close to them.
Got it fixed! No more confused enemies haha.
Hell yeah! 🔥
Thank you for letting me know! There are still a few bugs to work out for sure. Please let me know of any other feedback you may have!
Also just a small request. Can Mauga have a goofy name like 'Big Buddy' or 'Mango'?
Haha I'll consider it for down the line, most of the add on names are either from Shingen (who created the original Heat Street mode) or inside jokes with my friends. But Mauga is definitely worthy of a name!
Oh, snap! It's updated! "We are so back!"
TY for updating & glad to see you back!!
add lifeweaver talents
This mode hasn't been updated since OW2's release. Not sure if it will be at this point, unfortunately.
Another great update to the game!
4.2.1's HUD indicator for Tank points is going to be a welcome sight in pub lobbies. Good stuff!
where did the difficulty slider go?
There are only 2 difficulties that can be chosen from in the workshop settings. Normal and Legendary. Normal is selected by default.
Hi, a little off topic, but do you know where the original mode has disappeared? It used to be updated regularly, but now there is not even its page on the site.
Good question. Shingen must've deleted the page. I noticed it missing months ago. His original mode is still playable but from what it looks like, he's done updating it.
"Allow players who are in queue" is enabled by default, i dont know if this is the intended behavior but I'm sure most ppl would want that disabled
Then they are welcome to change it if they'd like! I have it enabled by default.
will it be possible if you could allow players to switch legendary perks for free once they buy a legendary perk? or would that ruin the purpose of the item being a legendary perk?
I doubt that'll happen. Active abilities are switchable, but like the description page says, legendary perks are pretty broken, so that 1 will more than likely be one to stay upon purchase.
You can refund your build and repurchase perks, with a new legendary perk, and you can even do that multiple times per game if you want a specific legendary for specific parts of the game!
Backend though, it would he a little too complicated to switch without the refund, since the refund mechanic in the code is also where the legendary gets "reset". Thanks for the suggestion though!
And just a tiny feedback on perk "trees", I love the idea!
However, the placement of some perks makes playing some characters very difficult. For example, when playing Ana in the Apocalyptic mode, the Bulletstorm perk was a real lifesaver. In a crowd of enemies it's difficult enough to hit your teammates as it is, the reload time on top of that often ends with a dead teammate. In result, Ana becomes kinda useless compared to Moira, who can heal multiple targets more easily. Ascend and Die Hard were also a staple choices for me when I played healer, but at least they are easier to get to than Bulletstorm, and damage reduction/health at least aren't completely worthless to a healer.
I have extremely mixed feelings about the Spirit perk. Being sped up not only messes up my aim, but gives the game sorta arcade-y feel. I wish there was an option to opt out of the boost (same with the speedboosting perk in the original mode).
Those are just my impressions, though, I don't mind if you have your own vision :)
Thank for your hard work and Happy New Year!
Thanks for the feedback! Are you referring to Legendary difficulty when you say apocalyptic mode? That mode is on another heat street mod haha, but mine has the legendary difficulty. The game gets balanced for normal mode, Legendary ends up being whatever it is, which helps maintain the "Legendary" feel to it. We don't make changes to assist the game for legendary, outside of mechanical features/QoL/bugs. I agree with some characters being better than others, although I've seen some crazy Ana players, even in Legendary. Again, thanks for playing and for taking the time to give me your thoughts! :)
Oh, yeah, I meant the Legendary! Sorry for the confusion, I'm tripping on painkillers. My stitches snapped for the second time and now I have the upper lip sewn to my gums nearly at the tooth level. At least I have some time to play.
Re: balancing; not a big deal, I like the challenge!
What made the Legendary mode particularly tricky for me was that the bots seemed to beeline for the healer despite there being other targets closer. Same thing happened when I was on Sombra - I was unloading the entire clips into Boss!Mei point blank, and she still chased our Lucio (same thing happened with the previous bosses, but Mei was the 1st one when I noticed this and intentionally perma-glued my Sombra to her to see if she switched targets). I actually though about submitting this as a "weird behaviour", but the 4 games I played at that time weren't enough of a sample size and I couldn't replicate this in a solo game. The subsequent games I played had at least 1-2 newbies struggling with buying the upgrades on the team (kids on winter holidays!), and they weren't very representative of anything either...
Sorry to hear about your injury! Hope that heals up soon, I know all too well about long healing sessions so I feel your pain. Literally.
There is an issue with how the bots target, we haven't quite nailed down why they do it, but one day they just decided that all healers needed to die. Maybe the AI is being controlled by actual humans? :O
We are working on getting it fixed, though it might be a little while before we can get it
Very nice mode, I played it quite a lot yesterday and today morning.
If you don't mind some feedback on the beta:
You probably noticed this, but the mode tends to crash a lot. I managed get to the end only once yesterday, and none today (despite playing for a couple of hours). Maybe it's just the New Year and there's more people with free time overloading the servers (but I had no issues with normal Victory and Talents).
Mercy either can't rez, or nobody is smart enough to figure out how to do it. When you approach a corpse, an usual square pop up shows up; I think it should read "[E]", but what shows up is just "[]". Pressing E does nothing.
Torb seems to have perma-ult. The moment his previous... splotches of lava fade, the Ult ticker goes immediately to 100%, and you can blast off again. Kinda good bug on Apocalypse, but hella broken on normal.
Is there some condition on being able to damage portals? I noticed that there were times I could not damage them. Trying to replicate this in a solo game (with Angeli Chalo bot) it seems to occur consistently at the beginning of the round, when I'm the first one to shot at the portal. After AC arrives (and shoots?) at the portal I'm able to damage it as well.
Thanks again for the feedback!
Fixed the Mercy rez issue (wasnt as bad as I thought it would be haha) and solved the logic error I had that was giving Torb infinite ult. Should both work correctly now!
Re: crashes, that's great! I reckon that might've been at least partially caused by the server overload (winter holidays here...) because yesterday I had 2 custom games that are usually rock solid crash on me for no particular reason.
I'm very happy that the Mercy rez works now! I encountered a couple of players who prefer playing Mercy and Mercy only, so that's nice that their favourite hero isn't 'nerfed' :)
Haha, the Torb bug was pretty funny. I'm almost sad to see it gone... then again, it totally broke the game; as Torb's ult is one of the most powerful ones in the Heat Street modes.
Re: the portals - it still happens to be. What's odd that yesterday, in the 1st wave, I could immediately damage the portal normally, then it was back to usual in the second wave. I tried to record the video (sorry for the vomit-inducing frame rate):
https://app.box.com/s/xo1exg88747qt3gqzbwsk7qugdzbgprp
My theory about someone else being close to me/damaging the portal turned out to be false, though - in the 3rd wave Angeli Chalo caught up to me very quickly and started shooting at the portal, too, but it still took some time before it started to take damage. Not sure if that's just the normal behaviour..?
Anyway, it's not in any way annoying, I just found it interesting that it works different now. The people I was playing with didn't even notice (I'm usually the first one to beeline for the portals).
If you go into the replay of the game and spectate the portals, you'll notice they are indeed taking damage. You just don't immediately see the health bar of them go down because the hp of the portals extends beyond what the actual display bar is indicating.
Hmm, I will look into how that health bar populates and see if I can get it more consistent. At the very least, they are taking damage which is good. Let's just call it a feature where portals have some plating before they can truly be hurt lmao
you planning to name all the dummy bots a specific name?
Eh, possibly haha. The team AI got a special name as a reference to my friends. The enemies that have names were given those by the original game mode's author. Outside of that, I might change a few later on down the road.
If team AI is on and the whole lobby is full, the AI dissapears. If someone leaves, the AI doesn't reappear. Is there any way you can make Orisa reappear if the 5th person leaves?
I can look into it, sure! In the original mode, the Orisa is only supposed to be there if you have 3 or less people.