STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
2,235
IN-GAME
9,822
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Hell-met 3 Mar, 2022 @ 10:11pm
[ACCEPTED] [MISSION] Bigrock - Denominator
Bigrock

Reverse - Denominator

Custom NAV:
Yes

Difficulty:
Advanced

Custom upgrades?:
No, however -

Ammo/Metal upgrades are disabled because players have infinite of these
Uber duration is disabled because of ubers being usable on bomb carriers

Custom weapons:
Yes

Dustbowl Eagle
Missile Launcher
W+M1
Chainsaw
Riot Rifle
Beggar's Mortar
Bouncy Launcher
PDQ
Fighter Rifle
Rustung
Mecha-Mender
Tranquilizer
Fire Retardant Suit
Budgie Booster

Deflector, Robo Black Box and Robo GRU also available to players

In addition, various items are now shared between classes

Are players giants:
No

Win Condition(s):

Allied TFBot bomb deploy x5

Lose Condition(s):

Any red tank/blimp bomb deploy
Exceeding 15 minutes per wave

List any major class/weapon rebalances:

All blue players have infinite reserve ammo
All blue players cannot deal random crits
All blue players cannot drown
All blue players can taunt in mid-air

Engineer gets base 275 health to reflect valve's own standard engibots
Dispensers heal at doubled rate to compensate for the attacker team's constantly shifting positions

All medic ubercharges last 3 seconds shorter to mimic valve's Quick-Ubers, and to reduce overall effectiveness of uber bomb carriers

Flying Guillotine has 100% crit due to being irredeemably worthless in mvm
Widowmaker gets -25% damage penalty due to infinite metal perk (no downside otherwise)
Shortcircuit has a significant slower attack speed due to infinite metal perk (no downside otherwise)
Gas Passer gets free jar slow (-65% speed on target) due to being irredeemably worthless without EoI
Red-Tape Recorder now acts like a regular sapper due to extreme use of powerful, sometimes invincible enemy sentryguns (RtR would destroy them just the same as the weakest sentry)

All swords have the same switch speed as standard melee (reverted Tough Break nerf)
All miniguns have free weapon switching (makes heavy significantly more fun to play)
All spy knives will prevent the player from picking the bomb up, to not accidently blow their cover
All non-deadringer cloaks offer +50 maximum health on wearer due to valve's failure to make watches viable in mvm

Robot Might : brawler melee causes x2 damage for :

-Stock Fists
-Gunslinger
-Hot Hand

(incompatible with heavy's glove items)
Last edited by Dr. Cactus; 2 May, 2022 @ 2:23pm
< >
Showing 1-15 of 22 comments
Hell-met 3 Mar, 2022 @ 10:12pm 
old link
Last edited by Hell-met; 8 Mar, 2022 @ 10:25am
Hell-met 4 Mar, 2022 @ 9:40pm 
I hereby ban Package, Andrew, Skin King, thefat, eyes, consulcast, randomguy from ever playing one of my submissions in a judging context again
Last edited by Hell-met; 23 Mar, 2022 @ 10:48pm
Braindawg 7 Mar, 2022 @ 9:25am 
Originally posted by Hell-met:
I hereby ban Package, Andrew, Skin King, thefat, eyes, consulcast, randomguy from ever playing one of my submissions in a judging context again and ask for a re-run.

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.
Hell-met 7 Mar, 2022 @ 10:57am 
never said anything about "sabotage"

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"?
Bazooks 8 Mar, 2022 @ 8:06am 
Demo: https://testing.potato.tf/demos/mvm_bigrock_reverse_denominator-1646451926.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • dexc34 (Scout)
  • Bazooks (Demoman)
  • DrCactus (Medic)
  • consulcast (Sniper) in-game nickname is "belarusian toyota dealership"
  • A+Drew (Heavy)
  • Package O' Lies (Soldier)

Custom weapons approved:
  • Beggar's Mortar
  • Chainsaw
  • Missile Launcher

General Feedback:
  • Unless you're crushing the mission hard, you often have to escort and/or wait for the bomb carrier in order to win after you've killed the main wave. This part tends to be very boring.
  • Red tanks tend to not have much going along with it; making it a snooze for the ones stuck doing tank duty.
  • Lower level sentries felt more painful than the level 3 ones since they hide behind low fences and the likes of it. (optional)

New Weapons/Rebalance Feedback
  • Rocket Specialist removal is very questionable as Soldier already struggles to keep up with Demoman; and the upgrade also costs $300

Wave 5:
  • The blimp can vary a lot on how much trouble it makes depending on which path your blu bots take
  • The blimp could also stay lower for a little longer to give shorter ranged classes more opportunity to do damage with it (optional)
Hell-met 8 Mar, 2022 @ 10:03am 
- Added additional hints during escort sequences
- 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
Last edited by Hell-met; 10 Mar, 2022 @ 8:32pm
♓Seelpit♓ 9 Mar, 2022 @ 4:54pm 
Demo: https://testing.potato.tf/demos/mvm_bigrock_reverse_denominator-1646861049.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Mudun (Medic)
  • Seelpit (Engineer)
  • Yuugi (Heavy)
  • DaMno (Soldier)
  • Braindawg (Sniper)
  • ledderfayes (Demo, wave 1 only)
  • Perper (Pyro, wave 3 onward)

Custom weapons approved:
  • The Fighter Rifle

General Feedback:
  • Some parts felt rather bulk-heavy, slowing the mission down a little.
  • Sentries felt a little too bulky in particular, considering players aren't giants like in Numerator and have less damage output.
  • The mission was on the long side, nearing 40 mins. This could be something to watch for in upcoming judging runs.

New Weapons/Rebalance Feedback
  • The Black Box feels like the weakest of the launchers, with its notably low damage output even at point blank being a major downside, despite the powerful healing it grants.
  • The PDQ felt somewhat awkward to use, being quite usable earlygame thanks to the super-fast sentries, but falling behind in the lategame because of its lack of upgrading.
  • The Fighter Rifle felt powerful, without necessarily outclassing other rifles.
  • The W+M3 felt like a downgrade once hitting 90+ ping, as Perper experienced. It's hard to focus fire on anything, with stock suspected to outdamage it.

Wave 1:
  • With the roof sentries still intact, there are a lot of "layers" to get through before being able to deploy the bomb, padding out the mission's length.

Wave 2:
  • The engineer did not get immediately targeted by a Buster, for some reason.

Wave 4:
  • The Super Scout subwave was somewhat boring, considering they weren't particularly deadly - moreso fast nuisances.
Hell-met 9 Mar, 2022 @ 5:20pm 
Originally posted by ♓Seelpit♓:

General Feedback:
  • Some parts felt rather bulk-heavy, slowing the mission down a little.
  • Sentries felt a little too bulky in particular, considering players aren't giants like in Numerator and have less damage output.
  • The mission was on the long side, nearing 40 mins. This could be something to watch for in upcoming judging runs.

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

Originally posted by ♓Seelpit♓:

New Weapons/Rebalance Feedback
  • The Black Box feels like the weakest of the launchers, with its notably low damage output even at point blank being a major downside, despite the powerful healing it grants.
  • The PDQ felt somewhat awkward to use, being quite usable earlygame thanks to the super-fast sentries, but falling behind in the lategame because of its lack of upgrading.
  • The Fighter Rifle felt powerful, without necessarily outclassing other rifles.
  • The W+M3 felt like a downgrade once hitting 90+ ping, as Perper experienced. It's hard to focus fire on anything, with stock suspected to outdamage it.

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.

Originally posted by ♓Seelpit♓:

Wave 1:
  • With the roof sentries still intact, there are a lot of "layers" to get through before being able to deploy the bomb, padding out the mission's length.

Wave 2:
  • The engineer did not get immediately targeted by a Buster, for some reason.

Wave 4:
  • The Super Scout subwave was somewhat boring, considering they weren't particularly deadly - moreso fast nuisances.

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.
Last edited by Hell-met; 9 Mar, 2022 @ 5:55pm
Dr. Cactus 10 Mar, 2022 @ 11:31am 
Disclaimer: Server did not save demo, and we do not remember what Marblemyth played during our run.
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:
  • Dr. Cactus (Heavy W2 onwards)
  • Averagegamer (Sniper)
  • UltimentM (Soldier W5 Medic)
  • beeabee (Engineer)
  • Skin King (Spy)
  • Marblemyth (???)

Balance changes approved:
  • -3 Uber duration


Custom weapons approved:
  • Chainsaw
  • Riot Gun (Heavy)
  • RPG

General Feedback:
  • Time spent in mission is very relative to team performance.
  • New teams will have trouble with waves, and most likely end up slogging through, while experienced teams will fly through most of them.
  • to add to this, certain subwaves drag on, and can do with a slight totalcount reduction

New Weapons/Rebalance Feedback
  • Chainsaw - Chainsaw is a high skill ceiling Heavy primary. Incentivizes heavy players to buy passives, and play like a melee class.
    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.
  • Riot Gun (Heavy) - riot gun is a powerful secondary that allows heavy to have powerful movement nearly on par with soldier. It's long range, but low damage makes it a good compliment to the chainsaw.
  • RPG - Solid weapon, allows for unique combat options for soldier.

Wave 1:
  • Demo + Gknight subwave near the end drags on a bit. Lower the total count by a small margin.

Wave 2:
  • Crit bowmen + uber combos can be a bit problematic to pacing. I recommend either removing their always crit, or converting the uber medics to big heal.

Wave 3:
  • Make the barricade busting tank spawn a little faster. There is an akward pause between the subwave ending and tank spawning, where players will just stare down the giants.
    This confused some of our new testers. Making it spawn a little earlier should alleviate this issue.

Wave 4:
  • Crit Batts subwave is mostly fine, but can drag on a bit. Lower the total counts by a small margin.
    This hopefully shouldn't lower their power too much since most of their damage is generally done at wave start.
  • Gshotun horde at the end is a bit problematic without a medic. Huge Damage sponges, and do massive burst damage, even with resistances. Either lower total number, or spread out their spawn locations, or spawn times.

Wave 5:
  • Most of the wave is good. Most problematic part is the finale (I know, I'm sorry)
  • Crit soldiers are a lot to deal with for most players, and the escort gauntlets aren't really that fun to defend.
    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.
Last edited by Dr. Cactus; 10 Mar, 2022 @ 11:32am
Hell-met 10 Mar, 2022 @ 12:14pm 
Originally posted by Dr. Cactus:
Wave 1:
  • Demo + Gknight subwave near the end drags on a bit. Lower the total count by a small margin.

no, red robots are mobber and hunt players down. If it drags its because you get killed or you cant kill them.

Originally posted by Dr. Cactus:
Wave 2:
  • Crit bowmen + uber combos can be a bit problematic to pacing. I recommend either removing their always crit, or converting the uber medics to big heal.

no, they have AimTrackingInterval 1 (horrid aim)

Originally posted by Dr. Cactus:
Wave 3:
  • Make the barricade busting tank spawn a little faster. There is an akward pause between the subwave ending and tank spawning, where players will just stare down the giants.
    This confused some of our new testers. Making it spawn a little earlier should alleviate this issue.

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.

Originally posted by Dr. Cactus:

Wave 4:
  • Crit Batts subwave is mostly fine, but can drag on a bit. Lower the total counts by a small margin.
    This hopefully shouldn't lower their power too much since most of their damage is generally done at wave start.
  • Gshotun horde at the end is a bit problematic without a medic. Huge Damage sponges, and do massive burst damage, even with resistances. Either lower total number, or spread out their spawn locations, or spawn times.

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

Originally posted by Dr. Cactus:
Wave 5:
  • Most of the wave is good. Most problematic part is the finale (I know, I'm sorry)
  • Crit soldiers are a lot to deal with for most players, and the escort gauntlets aren't really that fun to defend.
    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, all players have maximum blast and crit resist by the time those crit soldiers arrive.

my request was also completely ignored
Last edited by Hell-met; 10 Mar, 2022 @ 12:36pm
Braindawg 10 Mar, 2022 @ 6:30pm 
No Strike

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:
  • Chainsaw
  • Missile Launcher
  • Riot Rifle
Last edited by Braindawg; 10 Mar, 2022 @ 6:39pm
Hell-met 10 Mar, 2022 @ 8:33pm 
I figured it would be the polite thing to respond to every point

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)
Last edited by Hell-met; 12 Mar, 2022 @ 3:26pm
Lemonée 12 Mar, 2022 @ 3:04pm 
Demo: <https://testing.potato.tf/demos/mvm_bigrock_reverse_denominator-1646973573.zip>

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Soldier (Braindawg)
  • Heavy (Lemonee)
  • Pyro (Hell-met)
  • Sniper (Averagegamer)
  • Engi (Perpere)
  • ??? (Laughs-At-Dispensers)

Custom weapons approved:
  • Dustbowl Eagle
  • Budgie Booster
  • Tranquilizer Gun
  • Fire Retardant Suit
  • PDQ
  • Crossbow for Sniper
  • Fighter Rifle

New Weapons/Rebalance Feedback
  • Dustbowl Eagle - A decent anti-building option even when unupgraded.
  • Budgie Booster - Some decent mobility gain from sacrificing your secondary on the classes it's available on.
  • Tranquilizer Gun - A fair trade-off between taking down buildings faster yourself with your revolver versus stunning them for your teammates and supporting through marks.
  • Fire Retardant Suit - Boring but it has a niche.
  • Crossbow for Sniper - Nice ranged healing at the expense of damage potential. Can still put some good hurting on faraway buildings with ranged ramp up and on giants with headshots. Allows Sniper to serve as an alternative for Medic.
  • Fighter Rifle - Brainless in a sense as you're just holding down your M1 button on buildings/giants but fine balance-wise.

Wave 3:
  • The crit Super Scout wave that spawns if the tank dies is still a drag, largely because you have to wait for the super scouts to spawn then run over to the team. Even if this wave were excised or shortened there is already a "punishment" for teams that do not defend their tank because they have to take more time completing the wave as there is still the Giant Heater Heavy subwave immediately after. You can make the super scouts spawn faster or add something else to shoot at in this subwave — just make it less of a boring wait.

Wave 4:
  • You might want to check GShotgun horde at the end. It was fine because I went heavy with pene but it's still a lot of health to chew through without one. (feedback might be redundant with v3 changes)

Wave 5:
  • The Cloned Gauntlets can be a bit uninteresting and a little long to take down, basically being giant HP walls you have to work through before getting to the rest of the wave.
  • The finale is still a little lackluster comparatively, basically just being an escort of one single gauntlet against other gauntlets plus shield meds (especially if Sire is killed before the BLU gauntlet spawns). A suggestion made was to change this BLU gauntlet to a weaker Captain Punch and then scale the RED bot threat accordingly.
Last edited by Braindawg; 18 Mar, 2022 @ 10:11pm
damno 12 Mar, 2022 @ 3:09pm 
Demo: <demo link> https://testing.potato.tf/demos/mvm_bigrock_reverse_denominator-1647117321.zip

Strike, Pass, or No Strike?: No strike

Run 2/3

Team Lineup:
  • Dylan_is_legend (Scout)
  • LASER ACE (Soldier)
  • DaMno (Medic)
  • Lemonee (Engineer)
  • Mudun (Sniper)
  • Perecivel (Heavy)

Custom weapons approved:
  • Black Box
  • Riot Rifle (Soldier)
  • Rustung
  • Fighter rifle
  • Chainsaw
  • Budgie Booster

General Feedback:
  • Mission felt very good & enjoyable, pacing and flaw of the waves and wavebars are clean.
  • Sentries hp scalling with every wave is a good difficulty aspect fitting into the upgrading of players.

New Weapons/Rebalance Feedback
  • Black Box damage buff is good with its huge healing efficiency, shooting 3 rocket at the same time makes the player immortal & dealing good chunk of damage
  • Rustung as a very supportive medigun gives ubered players speed, fire rate and reload speed bonus, upgrading its uber rate makes it one of the best mediguns.

Wave 3:
  • Waiting for Super Scouts is a little boring and slow.
Last edited by Braindawg; 18 Mar, 2022 @ 10:11pm
Hell-met 12 Mar, 2022 @ 3:26pm 
Denominator v4

- 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)
Last edited by Hell-met; 22 Mar, 2022 @ 10:43am
< >
Showing 1-15 of 22 comments
Per page: 1530 50