How Standard and Hardcore Anne Co-op Differ
Both are AnneHappy. Hardcore is not two extra SI. Forgiveness and supplies tighten together.
What stays the same
Standard Anne co-op (annehappy) and Hardcore (annehappy_hardcore) share the same spawn plugin and dynamic AI. 16-second countdown, Anti-Bait, 250 hard exclusion, PPM tiers. The formula does not change.
So "why is it still 16 seconds" in Hardcore is not a bug. What changes are room limits: tighter supplies, harder to recover after a down.
Where it feels different
- Forgiveness:Standard Anne co-op still lets you recover a wave with movement and kits. In Hardcore the same down often lets later waves crush the team.
- Supplies:If positioning can solve a Boomer, do not trade a kit for it.
- Pace:Hardcore rooms usually will not wait long for stragglers. Rear has to take the job. Lead has to look back.
Shotgun Hardcore (annehappy_shotgun) keeps primaries on shotguns. Long-range finishes get weaker. You lean more on close-range SI control and callouts.
Typical signs you have not adjusted yet
Moving from regular AnneHappy to hardcore, teams tend to fall apart in the same handful of ways. Match the pattern and you know what to fix.
- Two chapters go fine, then the third collapses
- You overspent supplies slightly in each earlier chapter and it all came due in the middle. In hardcore, the medkits you save early are exactly what keeps you standing later.
- One person goes down and the whole team follows
- All four crowd the revive and nobody watches the special that spawns on the flank. One reviving and two covering is a hard requirement in hardcore.
- The waves feel denser than in regular AnneHappy
- The countdown has not changed. What increased is how often you stop to deal with trouble — every stop costs you another round.
- The point man keeps getting pinned
- In hardcore the second player has to stay tighter. Put a corner between point and midfield and the shotgun cannot reach.
Habits to change once you switch
- Hold the medkit. Healing at 60 is common in regular AnneHappy; in hardcore 60 is still playable, so save it for black-and-white.
- Distribute throwables by chokepoint. The point man should not carry two gas cans — give one each to midfield and rear, so that whoever is free when trouble hits has something in hand.
- Calls must be specific. "Special!" is the same as saying nothing in hardcore — give the class and the direction.
- Say something before you stop. Healthy and grouped, standing too long drags the wave to the moment you step off — and in hardcore that wave is often where the wipe begins.
Shotgun hardcore is something else again
annehappy_shotgun is not "hardcore but harder" — it rewrites the team's range structure. With primaries concentrated on shotguns, nobody really covers past 500, and the Smoker's minimum spawn distance is exactly 500.
So in shotgun hardcore, someone dragged off often cannot be saved at all: the tongue comes from mid-to-long range and the shotguns in your teammates' hands do not reach. There are exactly two answers, and you need both:
- Calls have to land:Whoever gets grabbed calls the direction immediately, so teammates know which way to run. In other configs this is a bonus; here it is mandatory.
- Spacing must be tighter than usual:The shotgun's effective range is your mutual rescue range. Spread out until two shotguns cannot reach each other and you are four solo players.
There is an upside too: point-blank control is where shotguns shine, so Hunters and Jockeys leaping at your face are barely a threat in this config. Once you adjust, indoor maps and corridor-heavy chapters actually play easier than in regular hardcore.
When to switch to Hardcore
Switch when all four can finish official maps in standard Anne co-op, get people up before the next wave, and already check !xx and call SI. If one person wants it and three are still learning the maps, do not vote it.
!rmatch, then !match, before you switch. Read the room prompt.