Game objectives are the same as in a normal arcade OW match, but this game mode adds size change abilities for the players. Bigger players have higher stats, like, max health, damage dealt, healing dealt, move speed, jump vertical speed, projectile speed, etc. Smaller ones - lower stats, respectively. Each player spawns at normal size (normal stats too) and can shrink at any time, but to get bigger, the player needs to collect vials (vials = health packs) or get assistance from a friendly support. In most situations, being bigger is more advantageous, that’s why a player can only be above normal size for a limited time - I call it “Giant” time. “Giant” time can be increased on certain conditions. However, small players also have some advantages and very small players can directly counter any large player.
Most of the information needed is available in the HUDs while in skirmish mode. While the game is in progress, only the essential information is available in order to save resources as the info HUDs are destroyed.
This game mode is definitely not much fun when played 1v1. 2v2 is a minimum requirement, but real fun starts at 3v3. The game is limited to 5v5 only to avoid crashes, otherwise, if I or someone else finds a way to better optimize it, I’d switch it to 6v6. No special effects are used, so it’s possible.
There are 5 sizes in total, excluding the normal size, and here are brief descriptions.
Below normal size: “Very small” and “Small”
Pros: Player outlines and nametags are invisible to the enemy team. Ashe, Hanzo and Widowmaker have additional bonuses when they do critical shots to enemy players above normal size, like, extra damage and stun. Shorter respawn time compared to normal and bigger size players.
Cons: Lower stats, can be knocked down by any giant or stepped on by “Giant” or “Mega giant” (depending on actual small player size).
Above normal size: “Small giant”, “Giant” and “Mega giant”
Pros: Higher stats, can knock down a player who is at least 2 sizes smaller than them by holding the “Interact” button and meleeing (except Reinhardt and Brigitte). The knock down time varies depending on the sizes of the Attacker and Victim.
Cons: Collision with the environment is NOT disabled, so big players can get stuck and not access some places. Can be shrunk & slept by enemy supports if they have a serum armed. Limited “Giant” time. Are prone to special smaller player critical attacks and poison attacks from very small players.
Overview size mode comparison table
|Very small||Very hard to spot, “Flea jump” ability, can ride the giants and poison them||Very weak and kinda slow, can be crushed by a “Giant” or “Mega”|
|Small||Hard to spot, almost the same stats as normal size players||Can be knocked down by a “Small giant” or bigger|
|Normal||Just normal||Just normal|
|Small giant||Can fit almost everywhere and has significantly higher stats compared to normals. Can farm “Giant” time||Has to crouch at smaller archways, considerably easy to hit - hitbox to max health ratio not very good|
|Giant||Good hitbox to health ratio, very high stats compared to normals, can crush very small players by stepping on them. “Grab” ability: Pick up normal size or smaller players and toss them away||Can only fit in medium sized areas, can’t pick up vials. Has a timed interruption between melee attacks|
|Mega giant||Extremely high stats, very deadly and fast, can crush small players. “Grab” ability: Toss further than Giants.||Can only fit in the main areas, can easily get stuck, very high vial cost to become this size. Has a timed interruption between melee attacks|
Comments and notes on each size:
“Very small” players are extremely hard to spot, even with Widowmaker’s infra-sight. Basically, the only thing that gives their location away is the movement sound. This makes them good at stalling the payload or capture point. While riding someone, the tiny player can “inject poison” to the bigger enemy player. Duration depends on the size of the giant. The bigger player can only get rid of the tiny player by killing themselves, by doing AOE damage or asking for help from a teammate. The tiny player only receives 50% damage while riding. Once the poison injection bar is full, the tiny player detaches and the bigger player will die slowly. While riding, the small player becomes invisible, but the location is on the giant’s back.
“Small” players are just a little weaker and slower than normal size players, but are much harder to spot and target. In many cases, it’s more advantageous to be “Small” rather than “Normal”, if the enemy team has hitscan dps players.
“Small giants” basically run around and farm “Giant” time by collecting vials (health packs), since they are the only ones that can do that and the initial “Giant” time is not that much. When a small giant gets enough vials, it can choose to grow into a “Giant” to get the time bonus.
“Giant”. When a player becomes this size, it’s time to fight, because it’s no longer possible to gain more “Giant” time by collecting vials. When the “Giant” time gets low, it’s wise to switch to “Small giant” to get some extra time. Otherwise, it’s back to normal size. In certain maps, the “Grab” ability can become very handy.
“Mega giant”. The only way to become this size is to use a lot of vials, your supports can’t turn you to this size. But when you do, make sure, you do a lot of damage. Might not be practical on some maps.
Special abilities and rules
Supports and the “Serum”
Supports can “arm Serum” if they have at least 3 vials (by default). With this serum, they can either grow a teammate by healing or shrink an enemy by attacking if they are above normal size and don’t have any “Shrink resistance”.
A support can grow a teammate up to size “Giant”. If a “Giant” is healed with a serum, they will gain additional “Giant” time and 1 vial (by default).
If a support attacks while a serum is armed, the victim will shrink one size smaller and get to a 5 second sleep if it’s above normal size and has no Shrink resistance. This will also award the victim with a 35% (by default) Shrink resistance, so it’s not possible to shrink the victim twice straight away.
While the serum is armed, the player can no longer collect extra vials and will not receive vials over time.
Tanks and the “Shrink resistance”
Tanks can provide Shrink resistance to their allies which will protect them from enemy support shrink serum attacks. This ability becomes available over time (+1% per second by default) or by collecting vials (+10% per vial collected). Once the ability is activated, a ring effect will appear and every ally within the radius will receive the “Shrink resistance”. The provider itself will not get the Shrink resistance this way and the ring will be active for 8 seconds (by default).
Once a player has Shrink resistance, it’s % remaining will appear on the top right corner below Size description HUD. Whenever Shrink resistance is above 0%, the player’s outlines will appear in white to the enemy player, so the attacker will always know if the victim has Shrink resistance or not. Shrink resistance will drain when a player receives damage and can only be refilled by a friendly tank, and if it’s below 50% (by default).
Passive vial regeneration, uneven teams, self-kill and vial pick up, final blows done by DPS
Vials will generate over time for each player. By default, it’s 1 vial per 25 sec (18 sec @ TDM mode) if there is no Sombra in your team. This is because Sombra is able to provide quick HP pack supply for the whole team by hacking. Another passive regeneration is Spawn room bonus - while the player is in spawn room, it will receive 1 vial every 5 seconds (by default). The spawn room bonus is available regardless of Sombra.
To somehow balance the game a little bit, teams with less players will have shorter respawn times and shorter passive vial regen times.
All heroes (except self healing heroes and Sombra) will receive 1hp damage whenever they are at full health every 3 seconds. This is to make it easier for them to pick up health packs (vials) since it’s not possible to pick up hp packs at full health. All self healing heroes and Sombra can use the self kill buttons (don’t hold them, just tap!) as shown in the upper right HUD (skull icon). This will also damage the player 1hp. Self kill ability is there mainly for giants who get stuck somewhere.
Final blows done by a dps player have more value compared to supports or tanks because this will destroy 2 (by default) of the victims' vials.
Some gameplay tactics, countering, comments
“Support” role is very important in this mode, so I’d recommend at least 1 such player. Other players should let supports pick up HP packs before them, if they can, because supports need them more as they grow/shrink players. They need to be able to arm that serum! If the enemy team has a player who constantly collects vials, you know they want to get big and stay big. Supports can help you to stop that player.
Whenever an enemy team has a good hitscan player, it’s advisable to switch to “Small” or “Very small” size. It’s a nightmare for the hitscans! And it also goes both ways - smaller players are best dealt with players who deal AOE damage, like Pharah, Moira, Junkrat, etc. Also keep in mind that a good hitscan can also melt a giant pretty quickly because of that huge head which they can so easily hit. So it’s always about constantly checking out the enemy team and adjusting the hero/hero size choice and combination.
Smaller players should use the small rooms more often. Keep in mind that even small giants need to crouch there so use that to your advantage. Never try to go head to head with a giant if you yourself are just normal or smaller. Unless they’re low on health of course. So many times I’ve heard “it’s so unfair!” when a smaller player tried to 1v1 (head to head) a “Giant” size player.
If a player has good cooperation with the tank(s), meaning, they always seem to have white outlines (aka - they’re shrink resistant), you only have 2 options, blast them with all the damage you have or poison them. Best heroes for poisoning are Pharah, Echo or Reaper if you can utilize his wraith form and teleport efficiently. Keep in mind that very small players have the “Flea jump” ability.
Every stat for every hero at every size is individually adjustable in this game mode. And so it can and will be adjusted if necessary.
Extra material for fellow workshop coders: