Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This re-run will not be honored and the upcoming feedback post for this run is still valid.
Putting aside the fact that there's going to be 2 more runs besides this one before any final decision to strike or not is made, and putting aside the fact that none of the people listed here are judges, the run was evaluated afterwards and it's fine.
While some of the people you list didn't give the most constructive of feedback at times, there is no evidence of a deliberate attempt to "sabotage" the run, nor were they playing so terribly that the run should be completely invalidated. This is a genuine attempt at completing the mission by players that range between average and above average skill level, and serves as a good metric for how the general public will react. The run stays.
the run wasn't that terrible i agree
that doesn't change anything, i request to not have these people interfere with feedback
speaking of which, it's been a couple days now, where is this "feedback"?
Strike, Pass, or No Strike?: No Strike
Run 1/3
Team Lineup:
Custom weapons approved:
- Decreased blue Giant Heavy respawn time from 50 sec to 35 sec
- Unbanned Rocket Specialist
- Removed rustung's free x2 charge rate (players have to buy it now)
Please note the .zip is larger than the mission really is, because i've included all basic reverse assets like red tanks and whatnot
Strike, Pass, or No Strike?: No Strike
Run 2/3
Team Lineup:
Custom weapons approved:
I am unsure what to make of this feedback.
would you prefer 3 minute long waves like some other reverse entries? I don't.
I'm going to assume by sentries you mean the base sentries since you're kinda vague because I have sentries on literally every wave. Have you considered that the base sentries are out of range in the player's favor, have extra large hitboxes and never get repaired? it's all about the player's ability to click mouse1 on them which apparently seems so much to ask for
The robo black box was tested with full damage and even with no upgrade it was absurdly overpowered. It deserves to have a large damage penalty. One of the strengths of no-upgrade weapons is you can fill up resistances right away, which is particularly powerful for the robo black box because it basically makes you immortal.
The PDQ's strength mostly lies in the dispenser and teleporter. It excels with reverse's pacing where you have to constantly move your nest around. Engineers in reverse do not approach the game the same way they do in the typical red vs blue mvm - this I also thought seemed obvious.
w+m3 gives the pyro incredible health, mobility and damage, three things pyro is normally terrible with. As much as I love and respect perper, this is entirely a skill issue.
w1 : destroy them, they don't hurt you at a distance
w2 : not my fault, its rafradek's
w4 : intended. the fish scout sequence is deliberately annoying to teams that do not work together, and so that next time players will actually be motivated to try saving the tank. No point in protecting a tank if losing it does nothing significant.
I replaced A+drew who was present for W1
Demo: N/A Brain says its lost to the void(?)
Strike, Pass, or No Strike?: No Strike
Run 3/3
Team Lineup:
Balance changes approved:
Custom weapons approved:
While more difficult to wield than the base minigun, it allows for great dps potential, and has fun movement tech to further the skill ceiling.
This confused some of our new testers. Making it spawn a little earlier should alleviate this issue.
This hopefully shouldn't lower their power too much since most of their damage is generally done at wave start.
Perhaps instead of a normal FoS as the escort, make it into a weak captain punch? increase his vulnerability to melee to keep
the red FoS as a threat, and lower his damage so he cant just run over opposition.
no, red robots are mobber and hunt players down. If it drags its because you get killed or you cant kill them.
no, they have AimTrackingInterval 1 (horrid aim)
no, this is deliberate as to allow players to fly past the Giant Hok and start killing sentryguns early, clearing the path for the tank.
no, crit battalions need 50 units to pose a threat to a full player team with infinite triple banner and giant heavy
I will lower gshotgun aiming skill a bit
no, all players have maximum blast and crit resist by the time those crit soldiers arrive.
my request was also completely ignored
Overall the judges seemed to like this mission and the complaints brought up are relatively minor. The next version of this mission will be very close to event ready if it isn't already.
That being said, you need to be way, way less combative with people's feedback. The entire purpose of a judging team is to scrutinize your work and try to find problems in it, and you really don't seem to be taking even the most minor criticism well considering every judging run has had paragraphs of rebuttal. Please consider why people are giving the feedback they are and watch the demo before posting your responses. You can disagree where things seem completely wrong or misunderstood, but none of the feedback given here is baseless like your responses imply.
Approved weapons/rebalances:
i did not realize I was supposed to not really care.
V3
- Base Sentries health now scales with each wave, starting with 216
- Added new hint for tank defense (wave3)
- Slightly reduced aim capability of some giant heavyweapons (wave4)
- Removed crits from Giant Black Box (wave2)
Strike, Pass, or No Strike?: No Strike
Run 1/3
Team Lineup:
Custom weapons approved:
Strike, Pass, or No Strike?: No strike
Run 2/3
Team Lineup:
Custom weapons approved:
- Renamed W+M3 to W+M1
- Disabled shiny rare items
- Lowered robo black box damage penalty
- Removed Ubersaw nerf
- Removed double mini sentries near giant chargeds (wave1)
- Reduced WaitBetweenSpawns of super scouts (wave3)
- Shield medics no longer have infinite duration (wave5)
- Sire Nukesalot can now be slain before he reaches hatch (but still has a hefty 250 hp regen)