W1: Reduced delay of final subwave; Added another charged crit soldier but removed uber medics from its squad. Also made scouts easy difficulty
W2: Added spies
W3: Removed engineers, didnt have much reason to be there to begin with
W4: Idk why ppl keep saying the telein engineers are spammed too heavily here, their totalcount is literally 2 lmao. Changed it to 1 tho so it doesnt immediately respawn.
W4+W5: Leaving the general structure of these waves unchanged since I still think they're good despite the reliance on commons. For the next judging run can you go without Beggar's? I swear its not as bad as you think it is
W6: Removed alwaysfire on pyros
W2: Added spies
W3: Removed engineers, didnt have much reason to be there to begin with
W4: Idk why ppl keep saying the telein engineers are spammed too heavily here, their totalcount is literally 2 lmao. Changed it to 1 tho so it doesnt immediately respawn.
W4+W5: Leaving the general structure of these waves unchanged since I still think they're good despite the reliance on commons. For the next judging run can you go without Beggar's? I swear its not as bad as you think it is
W6: Removed alwaysfire on pyros