STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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31 March, 2017
Language
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Location
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Elizabeth 31 May, 2022 @ 6:46pm
[ACCEPTED][MISSION] Encounter - Backup Security Protocol
Difficulty: Advanced

Custom upgrades?: No

Custom weapons?: No

Are players giants?: No

Win Condition(s):
Wave 1: Get Payload to map end, run into the next zone after
Wave 2: Capture all 6 control points
Lose Condition(s):
Wave 1: Payload gets destroyed
Wave 2: Control point not captured within 2 minutes (visualised by particle timer above cap)
All Waves: Limited lives per player, if nobody is alive and can respawn wave fails.

List any major class/weapon rebalances:

All money dropped is red to not force scout to be a must pick

Gunslinger turns the mini-sentry into a drone that hovers next to the player. Prevents building pickups but increases the build speed/upgrade rate of engi buildings.

Pomson is a single pellet hitscan weapon that can headshot.

Tide turner's charge is replaced with a jump boost that sends the player up and forwards. Gives extra primary ammo

Enforcer has a 1/7 chance on hit to deal 700% bonus damage.

Requests(Optional):

Try to play with at least one of the rebalances available. Not critical

DL - https://www.dropbox.com/s/tp3jco0fz8j7s4z/mvm_encounter_b5_adv_backup_security_protocol_v1.zip?dl=1
Last edited by Rile; 4 Aug, 2022 @ 6:05am
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MIKObscura 1 Jun, 2022 @ 11:13am 
Demo: https://testing.potato.tf/demos/mvm_encounter_b5_adv_backup_security_protocol-1654099524.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • MIKObscura (Soldier)
  • DaMno (Engineer)
  • Mudun (Heavy)
  • Hell-met (Scout)
  • CEO of Fortknight (Demo)
  • Glumbus (Sniper)

General Feedback:
  • Mission is in a very good spot, will probably quickly pass once it's finished

New Weapons/Rebalance Approved
  • Gunslinger
  • Pomson

Wave 1:
  • The giant burstfire soldiers could use something to indicate that they have a shield, like the armoured variant of the icon for example
  • GRU heavies use BLU icon

Wave 2:
  • This wave felt a bit repetitive after a few mines, could probably make the bots a little more diverse so it feels less samey
  • The mines could use a better indication, the current particle is very small and often blends with other textures
Elizabeth 5 Jun, 2022 @ 6:58pm 
MISSION UPDATE - V2 - To be played on version B8

https://www.dropbox.com/s/v19zlr5anuqbfp1/mvm_encounter_b8_adv_backup_security_protocol.zip?dl=1

Changelog
Overall
- Fixed a bug that could cause the wipe condition before wave start, softlocking the mission until a wave restart vote has been triggered.
- Added 10 seconds of movespeed upon respawning to help get players back into the fight earlier.

Wave 1
- Scale of the boss bot "Major Impact" has been reduced from 2.5 to 2 to prevent them getting stuck in the warehouse door
- Icons have been updated added to the burst fire barrier giants and GRU heavies (going to make better suited icons later just using what was available currently)

Wave 2
- Fixed the mine display to properly show how many mines are left for the duration of the wave.
- The giant slow crit soldier spawns on every mine except first
- Added 3 more groups of spawns so each mine has their own spawngroup.
(keep in mind the groups are by order of mine appearance, not by where the mine is)
- Mine 1 GRU Heavies have been swapped out for Escape Plan Soldiers
- Mine 1 Pyros have been swapped for Flare pyros
- Mine 2's spawngroup is now what used to be mine 3's spawngroup (Fist of steel pushers, revolver spies, black box soldiers)
- Mine 3's spawngroup is now what used to be mine 2's spawngroup (standard soldier, standard scout)
- Mine 4's spawngroup is Giant Pyros, Burst fire shotgun heavies and burst demos
- Mine 5's spawngroup is Giant Scouts, Burst sticky demos and demoknights
- Mine 6's spawngroup is Giant extended conch soldier, huntsman snipers and pyros

Request
- if possible try wave 2 without running heavy/engi/medic at the same time (i.e 1 heavy no engi or med/ 1 engi no heavy or med etc.)
Last edited by Elizabeth; 5 Jun, 2022 @ 7:00pm
Dr. Cactus 6 Jun, 2022 @ 1:28am 
Demo: https://testing.potato.tf/demos/mvm_encounter_b8_adv_backup_security_protocol-1654497168.zip
Strike, Pass, or No Strike?: no-strike

Run 3/3

Team Lineup:
  • Dr. Cactus (Pyro)
  • DaMno (Engineer)
  • UltimentM (Demoman)
  • Bloon (Scout)
  • Watermelon (Medic)
  • Royal (Soldier)

General Feedback:
  • Some players were not entirely sure if the cart moved on it's own, or required players to be on it. some clarification to help new players may help.

New Weapons/Rebalance Feedback
  • Revamped Tide Turner is quite fun, albeit not super practical but it does stand out more from the other shield options

Map
  • Map is extremely polished visually with lots of fun things placed althroughout the routes.
  • From a gameplay perspective, not much really to criticize, although the strict cart path did make it a bit hard for exploration

Wave 1:
  • At the first barrier there is a rather nasty spawn for a giant soldier. He spawns with no warning, and will fire his barrage the moment he spawns, causing for a rather cheeky kill. It may be a good idea to spawn him a bit further in
  • The giant force field soldiers are cool, but seemed a bit strange. They dont really face where the soldier is facing most of the time. The concept could probably be tweaked a bit. Otherwise, nothing really offensive.

Wave 2:
  • This wave tended to drag a bit, as much of the wave was spent fighting low threat common robots (notably the revolver spies). It may be a good idea to throw in some slightly tougher robots, while lowering the total amount of commons active
  • Some players noticed their sounds were messing up due to so many sounds being played at once. Perhaps the previous feedback might help address this?
  • The final capture had some pretty nasty pyro spawns where they were effectively just dropping on us from the sky
Last edited by Dr. Cactus; 6 Jun, 2022 @ 1:30am
Elizabeth 17 Jun, 2022 @ 12:17pm 
MISSION UPDATE - V3 - To be played on version B13A
https://www.dropbox.com/s/5x46vmmkxxrr045/mvm_encounter_adv_backup_security_protocol_v3.zip?dl=1

Changelog
Overall
- The enforcer re balanced will now make the gun purple when a x7 damage shot is loaded
- Added a on hud lives display to help reduce confusion about how many lives the player has left.
- Decluttered wave explanation's

Wave 1
- Adjusted the text on the tank annotation to help make the objective clearer
- Barrier giants shields now rotate indeterminately of where the giant is looking

Wave 2
- There is now music to vibe too
- Normalised totalcount's of bots to make sure bots can consistently drop money for scout.
- Mine 2 revolver spies have been replaced with Shortstop scouts
- Giant stickybomb demo's have been added to 3rd mine
- Mine 6's giant extended conch soldiers have been replaced with giant spammer soldiers
- Mine 6's pyro's have been replaced with nailgun scouts.
Elizabeth 22 Jun, 2022 @ 1:47pm 
MISSION UPDATE - V4 - To be played on version B14
https://www.dropbox.com/s/heol2o1efpn5l4h/mvm_encounter_b14_adv_backup_security_protocol_v4.zip?dl=1

Changelog
Overall
- added round win sfx and spy alerts back in but altered to fit with having no announcer.
- Added keyvalue NoRedSniperBotHeadshots 1 to fix huntman bots headshotting even with disabled headshots on their huntsmans.
- Cleaned up weapon adjustments to hide old method of distributing red money now that keyvalues exist for it

Wave 1
- Updated the icon of the barrier bots to better represent them.

Wave 2
- Cap regions for all mines are larger (448 up from 320)
- some mine positions have been slightly moved to account for the larger radius
Elizabeth 29 Jun, 2022 @ 12:58pm 
MISSION UPDATE - V5 - To be played on version B17
https://www.dropbox.com/s/j21vj0y6b3kd6io/mvm_encounter_adv_backup_security_protocol_v5.zip?dl=1

Changelog
Overall
- reworked tide turner rework
(now grants increased air control, no fall damage and will stun non giants in a short radius around the player at the moment of charging)

Wave 1
- Adjusted the donetext of the barrier giants to denote that the tank has been healed back up to full

Wave 2
- Unchanged
Elizabeth 30 Jun, 2022 @ 10:26am 
MISSION UPDATE - V6 - To be played on version B18
https://www.dropbox.com/s/296yrsdb70kqf7h/mvm_encounter_adv_backup_security_protocol_v6.zip?dl=1

Changelog
Overall
- Fixed the tide turner template to now have other demo's using the template able to fling players around (Thanks to royal for the fix)

Wave 1
- Unchanged

Wave 2
- Unchanged
Elizabeth 4 Jul, 2022 @ 6:34pm 
MISSION UPDATE - V7 - To be played on version B20A
https://www.dropbox.com/s/yy36jeqt9bzh88g/mvm_encounter_rev_adv_backup_security_protocol_v7.zip?dl=1
Changelog
Overall
- Implemented a humananimations fix that re-enables view models when ubered and shows invisible friendly spies properly.
- Adjusted the spy spawning audio queue to hopefully be more recognisable.
- lowered the height of the stunning volume for the tide turner rebalance.
- Fixed a issue causing some giants to get rocket jumper projectiles.
- Cleaned up mission explanations.
- Short circuit is now blacklisted due to how it breaks wave 1 mechanically and not having enough time to adequately rework it into a still good unlock.

Wave 1
- Subwave 1 starting scouts skill has been upped from easy to normal.
- Subwave 3a black box soldiers have been replaced with stock soldiers.
- Subwave 4b heavies have had their difficulty reduced from normal to easy.

Wave 2
- Removed the stun on the slow giant, replaced with a delay for firing his first shot.
- Doubled the spawncount of the escape plan soldiers. (1 > 2).
- Increased the giant sticky demo's damage output by about 10% (damage bonus 0.65 > damage bonus 0.75).
- Doubled the spawncount of nailgun scouts (1 > 2).
Last edited by Elizabeth; 4 Jul, 2022 @ 6:37pm
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