STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,156
IN-GAME
6,483
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Pealover 7 May, 2018 @ 4:25pm
[MISSION] Sequoia - Hunting Season
Name: Hunting Season
Type: Mission
Map: Sequoia
Difficulty: Advanced
Contributors: [LODD] Breakdancer and Pealover
Originally posted by Pealover:
REVISION 8

CHANGELOG:
- Miscellaneous:
-- Decreased RespawnWaveTime from 6 to 4.
- Wave 3:
-- Tank health reduced from 40 000 to 30 000.
- Wave 6:
-- Wave payout reduced from 614 to 600.
- Wave 7:
-- Tank health reduced from 50 000 to 35 000.
-- Fixed bug with Giant Deflectors getting stunned on gate capture.

Link to .zip file of Revision 8:
https://drive.google.com/open?id=1lFGmh939eKFEURKhnqhqWZKr_Hvi-jvx
< >
Showing 1-15 of 23 comments
Sntr 19 May, 2018 @ 11:03am 
The Heal-on-Hit Shotguns are a bit of a nuisance to deal with without projectile shield/ Uber canteens but the worst part of the mission has to be the final wave because everything pierces resistances (Even spies!) which amplifies the need of Projectile Shield even more (without it you either have to get good at dodging or get used to dying a lot)
Pealover 26 May, 2018 @ 11:35am 
REVISION 2
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
Last edited by Pealover; 26 May, 2018 @ 11:36am
Sntr 6 Jun, 2018 @ 3:04am 
Don't have that much to say about it this time:
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.
Last edited by Sntr; 6 Jun, 2018 @ 3:11am
Pealover 19 Jun, 2018 @ 3:17am 
REVISION 3
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
Pealover 19 Jun, 2018 @ 4:57am 
REVISION 3B
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
Sntr 7 Jul, 2018 @ 3:36am 
This is starting to feel pretty okay, the last wave gets a bit hard to deal with because the boss spams so much knockback that he's really frustrating to fight without Projectile Shield (and all the downtime means he's going to bounce everyone to the moon with that firepower he has)

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.
Pealover 13 Jul, 2018 @ 1:40pm 
REVISION 4
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
Sntr 23 Jul, 2018 @ 2:04pm 
There's a bit of an annoying combination of movement speed slow and knockback and the former basically makes you a sitting duck for the latter, which gets pretty frustrating

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.
Pealover 23 Jul, 2018 @ 2:54pm 
Originally posted by Sntr:
There's a bit of an annoying combination of movement speed slow and knockback and the former basically makes you a sitting duck for the latter, which gets pretty frustrating

To what are you referring here? The boss?
Sntr 23 Jul, 2018 @ 3:37pm 
No, that part refers to Wave 2 or 3, IIRC
Pealover 23 Jul, 2018 @ 4:07pm 
Originally posted by Sntr:
No, that part refers to Wave 2 or 3, IIRC
I know what you mean now, there has to be something done with a lot of bots that needlessly apply extreme slowing or big knockback.
Pealover 27 Jul, 2018 @ 3:54am 
REVISION 5
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
Sntr 10 Sep, 2018 @ 3:13pm 
w2 giant charged soldiers stacked up into a deathball of 4, may need to space them out w3 a lot of this is melee, not that difficult but still seems okay as a wave? w6 the battalions might get a bit annoying w7 maybe increase the waitbetweenspawns on the giant deflector+medic duo? w8 the boss is still really annoying to fight because of that knockback rest of the wave is a constant hard push thanks to all the crits and the conch speeding up the bots so they move across the map a lot faster (and will easily do that because players will have lost a lot of ground just fighting the boss)

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.
Interrobang 10 Sep, 2018 @ 4:22pm 
Hunting Season

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.
Last edited by Interrobang; 10 Sep, 2018 @ 4:42pm
< >
Showing 1-15 of 23 comments
Per page: 1530 50