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https://drive.google.com/open?id=1XOradFGDJo7OYo3vdvqWRD60SMRbOGlF
Changelog:
- Increased move speed penalty of Giant Heal-On-Hit Shotgun Heavies from -30% to -50%
- Entirely redesigned the final wave, diagram of the wave available below:
https://drive.google.com/file/d/1tVYikmG_i4DmGXfoUcszamdOxHnwM3r3/view?usp=sharing
Link to .zip file of Revision 2:
https://drive.google.com/open?id=18VYRd-bqHriwTU3Hfwz-fkSVBvYa5OSU
w2
space out the giants a bit, we had 6 giants active at one point and they almost deathballed us from gate to hatch with crits and pipes
w8
boss gets stunned by gate capture
- - Was the amount of money given proportional to the rising difficulty?
It probably gives a bit too much money considering the finale doesn't have resistance piercing Robots anymore, that's it
You could probably alter the payouts of the latter half of the mission so they don't give 1000+ payouts
- - Did any wave feel easier than the previous ones?
Nope
- - Was the difficulty of the mission much easier with the help of the Projectile Shield?
Projectile Shield always makes a mission easier so yes.
Here's the demo file[98.114.174.78] if you're interested.
Changelog:
- Moved the Giant Charged Soldier squad on Wave 2 so that they appear after the last Giant Rapid Fire Demo spawns. WaitBeforeStarting reduced from 14 to 10.
- Adjusted money payouts for later waves:
- - Wave 5 payout reduced from $1150 to $900
- - Wave 6 payout reduced from $1050 to $900
- - Wave 7 payout reduced from $1150 to $500
- - Total money payout reduced from $6600 to $5500
- Fixed a bug with Deforestation Expert becoming stunned on gate capture.
Link to .zip file of Revision 3:
https://drive.google.com/file/d/1DqAZGLErJ3y8UzdK9B2BXfWVCNsStzEw/view?usp=sharing
Things missed from the previous revision:
- Removed Fast Scout support from Wave 1 due to appearing too late.
- Fixed bug with Giant Crits-On-Kill Heavy having two separate identical icons on Wave 4.
Link to .zip file of Revision 3B:
https://drive.google.com/open?id=1vI34VpXk07735HdDcFBJ_jvFZpFS3LQw
Maybe you should cut down on his reload speed so he at least has more of a pause between those bursts and is therefore a bit easier to fight?
Here's the demo file[potato.tf] for our run.
Changelog:
- Added a Push symbol to Giant Shortstop Scout's icon to signify his pushing capabilities.
- Fixed bug with Blast Demos self-detonating.
- Reduced faster reload rate for Deforestation Expert from +80% to +60%.
- Added some sick quotes for Deforestation Expert to announce his arrival and his sentence to robot hell.
Link to .zip file of Revision 4:
https://drive.google.com/open?id=1264SkoZ-BQuJ4lOCnErvosbuM6V-tNaI
Then there's the last wave with the Boss who has a Tank roll out later, there's no way to be able to hold the gate because going to kill the Tank means that the Boss takes almost all of the map and going to focus the Boss means that the Tank caps because there's no way to kill him fast enough without Projectile Shield and Double-Heavies and extreme Crit Canteen usage.
Here's the demo file[potato.tf] for our run.
To what are you referring here? The boss?
Changelog:
- Wave 1:
-- Giant Shortstop Scout's knockback effect now only applies if you're in mid-air.
- Wave 2:
-- Removed Giant Gas Gasser Pyro's ability to slow down (and cripple Scouts) players.
- Wave 3:
-- Removed Third Degree Lumberjack's ability to slow down players.
-- Removed the "damage causes airblast" attribute from Blast Demos (knockback is now only applied on direct shots)
- Wave 5:
- Removed the Rocket Specialist upgrade from the Parachute Soldiers (projectiles no longer stun players)
- Removed the Spy subwave and replaced with a Spy mission that lasts throughout the entire wave (spawns after 60 seconds and spawns every 60 seconds after then)
- Wave 7:
-- Removed the obscure "Giant FaN Swapper Scout" and replaced with an armored Giant FaN Scout.
-- Replaced the other normal Giant FaN Scouts with their armored renditions aswell.
- Wave 8:
-- Removed the "damage causes airblast" attribute from Deforestation Expert (knockback is now only applied on direct shots)
-- Added a fancy hat to Deforestation Expert's cosmetic loadout.
-- Removed one of the Tank subwaves that last during the boss's presence.
-- Increased the health of the other Tank from 35 000 to 50 000.
Link to .zip file of Revision 5:
https://drive.google.com/open?id=1TueuLyRPq93IO2DhqQc8OzaJ3wxTuyZb
This is the part where I'd give you the demo but our demo site is still being set up due to the campaign servers causing some issues with it, but there's most what I have to say.
Wave 2: Increase delay between Minicrit Soldiers
Wave 2: 4 Giant crit soldiers at once near the end. Too overwhelming. Consider splitting into subwaves.
Wave 5: Airstrike Soldiers were very overwhelming, also wave lasted forever once we got pushed back to spawn after the second tank came out. Maybe make Airstrike soldiers less
jumpy.
Wave 6: Uber medics + engies right at the start should be nerfed. Consider spawning the uber meds after the engies come out.
Wave 7: Remove Quick Fix Uber from final two Giant Medics. Both heavies + medics come at once, and wipe the team.
Wave 8: Nerf boss to 30K HP, required extensive body blocking in order to kill, still got pushed back to spawn. Consider nerfing the amount of uber medics near the end of the wave as well, they will steamroll pubs. Overall wave was too difficult.