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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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[MISSION] Night Sky - Condemned Conflict
Difficulty: Expert

Custom upgrades: Yes
(If needed I can list them all in a reply)

Custom weapons: Yes
Scout primary - Steel Slugger
Soldier primary - Psychopath's Seeker (also used by bots)
Soldier primary - Atomic Anguish
Pyro primary - Con-man's Compressor
Demoman primary - Burst of Brimstone (also used by bots)
Heavy primary - Bootleg Deflector
Heavy secondary - Soviet Slammer (also used by bots)
Engineer primary - Veruc (also used by bots)
Medic primary - Four Part Plan
Spy watch - Gunman's Gait

Other changes:
Main bot spawn has been moved forward to cut down the time it takes for them to drop down
The Overseer from Return to Monke and Bogos Binted calls out certain spawns

Requests:
Play without a Heavy at least once
Play without a Medic at least once
Play without a Sniper at least once
Last edited by Literally A Moth; 13 Aug, 2022 @ 10:19pm
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Showing 1-15 of 25 comments
Literally A Moth 13 Aug, 2022 @ 10:26pm 
V2
General:
Respawn time lowered from 5-10 seconds to 3-6 seconds
Removed bunnyhopping
Removed all spooky skeletons except for one

Weapons:
Steel Slugger now uses Back Scatter as a base
Psychopath's Seeker now uses Liberty Launcher as a base
Renamed Rubbish Ravager to Atomic Anguish
Atomic Anguish now uses Black Box as a base
Lowered firing volume on Atomic Anguish, Soviet Slammer, and Veruc
Con-man's Compressor now uses Degreaser as a base
Burst of Brimstone now uses Loch-n-Load as a base
Burst of Brimstone damage penalty lowered from 35% to 30%
Burst of Brimstone self damage force penalty increased from 50% to 70%
Soviet Slammer now uses Family Business as a base
Four Part Plan now uses Blutsauger as a base
Gunman's Gait now uses Enthusiast's Timepiece as a base

Upgrades:
New Scout upgrade: fall damage immunity for $200
Pyro max health upgrade cost lowered from $400 to $250
Pyro Flame Thrower damage bonus vs giants cost lowered from $200 to $150, cap increased from 45% to 60%
Pyro reflected projectile speed cost lowered from $200 to $150, cap increased from 75% to 100%

Wave 1:
Updated Overseer's pre-wave dialogue to remove any mention of spooky foes
Final Giant Adrenaline Soldiers now wait for Bushwacka Snipers and Giant Dragon's Fury Pyros to have all spawned

Wave 2:
Final Giant Heavy now waits for Steel Gauntlets to have all spawned, and starts a bit later

Wave 5:
Crit Pyros and Crit Demomen now wear the Warsworn Helmet
MIKObscura 14 Aug, 2022 @ 3:08am 
Feedback is for v1

Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1660398492.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • DaMno (Demoman > Engie w2 > Demoman)
  • Mudun (Sniper)
  • Bogus (Soldier)
  • Hell-met (Heavy)
  • MIKObscura (Pyro)
  • Tindall Berry (Scout)

Custom weapons approved:
  • Custom weapon for scout

General Feedback:
  • Mission is standing in very good and solid spot, there are however couple of issues our judging pointed out.
  • Bots as skeletons makes the game very laggy and almost unplayable, i had 20-30 fps mid wave - DaMno

Custom Weapon Feedback
  • Demo's custom weapon seems pretty weak for max upgrades, 116 dmg per pill isnt enough to even kill light class, consider increasing to 125-130.
  • Engie's custom weapon has a very loud firing sound, other than that it's a pretty fun alternative without being too good

Custom Upgrade Feedback
  • Stab Vest - Seems pointless when there are no melee bots except w1 and in w1 there are more important upgrades to buy than this just to have 60% against melee in last subwave.
  • Pyro's custom upgrades are kinda pointless, they aren't bad but they aren't good enough to be worth taking over res/flamer upgrades and the money the mission gives isn't enough to take both necessary and custom upgrades

Wave 1:
  • Last subwave shouldnt be waitforalldead, it drags a lot when pushed extending the wave by 2-3 minutes
Mudun 15 Aug, 2022 @ 9:27am 
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1660483226.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • DaMno (Soldier-Wave 1,3 and 4, Medic-Wave 1 and 5)
  • Mudun (Pyro)
  • Janex 06 (Heavy)
  • feldo (Engineer)
  • President of the United SEX (Spy-Wave 1-2, Sniper-Wave 3 Demoman-Wave 4-5)
  • troika enjoyer | Ham Mafia | (Scout)

Custom weapons approved:
  • Custom weapon for pyro
  • Custom weapon for medic

Custom upgrades approved:
  • Max health upgrade for pyro
  • Machinery beam upgrade for medic
  • Longer medibeam upgrade for medic

General Feedback:
  • Mission is generally in a good spot but there are few things that need changing

Custom Upgrades Feedback
  • The Stab Vest (melee resist) is mostly useless because there aren't many melee bots
  • Superheated flames (increased flame damage against giants) is very powerful and cheap, change the price to 200
  • Pressurised Airblast (increased reflected projectile speed) is good but price can be lower, change the price to 100

Wave 2:
  • The Giant Medic is very punishing with the Giant Heavy even with 3k health, change the Giant Medic to Giant Regen Medic

Wave 5:
  • Same deal as in Wave 2, change them to Giant Regen Medics
Literally A Moth 15 Aug, 2022 @ 9:48am 
V3
Weapons:
Added damage pierces resistances to Steel Slugger
Removed second instance of reduced afterburn damage on Con-man's Compressor

Upgrades:
Removed melee resistance upgrade
Pyro Flame Thrower damage bonus vs giants cost increased from $150 to $200
Pyro Flame Thrower reflected projectile speed bonus cost lowered from $150 to $100

Wave 2:
Replaced Giant Quick Fix Medics with Giant Regen Medics

Wave 5:
Replaced Giant Quick Fix Medics with Giant Regen Medics
washy 16 Aug, 2022 @ 6:16pm 
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1660633130.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Scout - washy
  • Sniper - Package of Lies
  • Demoman - Dr. Cactus
  • Engineer - Bazooks
  • Soldier - Andrew
  • Spy - Yoovy


General Feedback:
  • Mission in general needs to be scaled back slightly, the most significant problems are found in wave 2, 4 and 5 and are discussed below
  • Heavily favoured towards long range classes like Sniper while every other class has a difficult time engaging in close range
  • Flank spawn is easily spawn camped, this is more of a product of the map design

Custom Weapons/Upgrades:
  • Scout's fall damage immunity upgrade is not worth 200, honestly not useful enough to be an upgrade in the first place unless it was extremely cheap, other upgrades are fine
  • Scout primary weapon is a good concept, found difficulty using it at first since it conflicts with the Scout's usual playstyle but excels as a long range damage dealer for players with good aim
  • Could use a damage (or dps) buff as it does almost nothing to tanks and often sacrifices usage of Scout's utility (money collecting, mark with melee)
  • Engineer's custom upgrades could use a buff
  • Building Mastery is vague, needs a full description also does not really provide a benefit that is appropriate for the $1000 price tag
  • Four Part Plan is a strong upgrade over every syringe gun, it is generally more effective and still manages to apply milk with its clip size at the same rate as the other syringe guns. Please considering adding another downside or drawback

Wave 2:
  • Final subwave with the Giant Medic Combo and the Airblast Pyro should be nerfed, can remove its crit boost or just remove it and change it to a few commons/change Heavy to a Deflector

Wave 4:
  • Homing Soldier giants need a nerf, reduce its homing power and projectile speed to make them easier to dodge, if needed damage reduction can be an option too

Wave 5:
  • Tanks should get a slight hp nerf
  • Backup Soldiers tend to stick around the tank and don't really synergize with it other than making themselves tankier, can be regular soldiers
Literally A Moth 16 Aug, 2022 @ 11:36pm 
V4:
Weapons:
Steel Slugger base damage increased from 45 to 50, damage falloff immunity removed (it also removed ramp-up, making it bad vs Tanks)
Atomic Anguish damage bonus vs players lowered from 150% to 100%, fire rate penalty increased from 200% to 250%, can no longer purchase clip size upgrade
Four Part Plan 35% slower draw speed added, can no longer purchase mad milk syringes upgrade

Upgrades:
Rewrote most upgrade descriptions for clarity and consistency
Scout fall damage immunity cost lowered from $200 to $100
Demoman can no longer fire his boots in bursts (Demoman burst fire upgrade can no longer be purchased on Ali Baba's Wee Booties or Bootlegger)
Heavy Minigun damage bonus vs tanks cost increased from $300 to $400, increment lowered from 50% to 25%, cap lowered from 100% to 50%
New Heavy upgrade: Intense Heat for the Huo-Long Heater
Engineer Shotgun damage bonus cost lowered from $400 to $300
Engineer reduced building cost cost lowered from $500 to $300
Engineer building mastery cost lowered from $1000 to $500
New Spy upgrade: Damage Bonus for all secondary weapons
New Spy upgrade: Ubercharge on Kill for all melee weapons

Wave 1:
Giant Adrenaline Soldiers damage bonus removed from phase 1, added 35% blast radius penalty to phase 2

Wave 2:
Removed Giant Airblast Pyros

Wave 4:
Giant Seeker Soldier rockets will now stop homing after 2 seconds and have reduced homing power
Giant Deflector Heavies are no longer crit boosted, WaitBetweenSpawns increased from 5 to 10

Wave 5:
First Tank health lowered from 40,000 to 35,000
Replaced Backup Soldiers with Dragon's Fury Pyros
Replaced Dragon's Fury Pyros with crit Soldiers
Final Tank health lowered from 45,000 to 38,000
Giant Burst Fire Soldier now uses the hyper icon
Mudun 18 Aug, 2022 @ 11:31am 
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1660831934.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • DaMno (Heavy)
  • Mudun (Demoman)
  • Bogus (Soldier)
  • Hell-met (Spy)
  • Priscines (Scout)
  • AnanAs (Engineer)

General Feedback:
  • Sentry Busters are spawning too fast, increase the cooldowntime to 30-35
  • Custom weapons don't have a world model, replace them with regular tf2 weapon models

Custom Weapons Feedback
  • The Burst of Brimstone (Demoman Primary) is way too strong to the point that other grenade launchers aren't worth running. I suggest lowering the clip site from 8 to 6 and decrease the firing speed by 10%
  • Soviet Slammer (Heavy Secondary) gives heavy a tankbusting power similar to pyros, make it deal less damage to tanks

Wave 2:
  • The Bowmen in first subwave combined with Giant Heavy and Giant Medic make a strong combo, consider lowering the skill of Bowmen to Normal
Literally A Moth 19 Aug, 2022 @ 12:16am 
V5:
General:
Skeleton Busters InitialCooldown and CooldownTime increased from 20 to 30

Weapons:
Burst of Brimstone clip size bonus lowered from 100% to 50%, fire rate bonus lowered from 70% to 55%
Soviet Slammer 50% damage penalty vs tanks added

Wave 2:
Bowmen skill lowered from Hard to Normal

Wave 5:
Replaced crit Soldiers with Direct Hit Soldiers

I am unsure what you mean by custom weapons not having a world model. They appear fine to myself and others both in the demo and in testing. No changes made.
Bazooks 21 Aug, 2022 @ 4:10am 
Demo: https://sgp.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1661002988.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Bazooks (Soldier)
  • Mudun (Engineer)
  • UltimentM (Sniper)
  • colonel (Demoman -> Pyro -> Heavy)
  • face-melting dragon ass (Medic -> Soldier -> Demoman)
  • AnanAs (Scout -> Sniper)

Custom upgrades approved:
  • Building mastery for engineer

Custom upgrades feedback:
  • Burst fire module for grenade launchers is extremely strong - transforming +40% fire rate into +99% at no additional cost massively increases damage output with no real downsides as Demoman can cope with the projectile spread very easily. Try to introduce a downside severe enough to make it worth reconsidering, as currently the damage output of grenade launchers with this is so massive it even makes beggar's look weak.
  • Streamlined buildings can't be bought as is.

Custom weapons feedback:
  • Psychopath's Seeker has too much damage output for how much risk it has - its only downside is that it has an initial spread so large that your crosshair really needs to not be anywhere near walls in order to not hurt yourself, but otherwise it's even easier to use than rocket launchers. As of now it has a higher long term damage output than the beggar's without having the risk of needing to be close to robots or loading barrages at the correct time. It needs to have either lower output or a more severe downside.

General feedback:
  • It's about time that we address the pokemon model in the upgrade stations. Really now?
  • The Overseer feels quite out of place with the way they're narrating for the whole mission. While TF2 isn't known for being very serious, the overseer takes it up a notch further and talks like it's a meme mission being played by new players. The overseer doesn't contribute much to the vibe of the mission and instead feels a bit disrespectful by telling expert difficulty players what uber medics do.
  • Asides from wave 4, which is also addressed in this feedback for its own reasons, all of the waves feel like they're only difficult because of very high firepower crit bots; thus immediately giving up the moment players have projectile shield. Try to be difficult in other ways that don't feel very cheap.

Wave 4:
  • The seeker soldiers in this wave still feel very brutal, with high damage, highly accurate rockets leaving most classes with very little options against the foe other than just downright tanking attacks, usually with a medic.
Literally A Moth 21 Aug, 2022 @ 8:21am 
V6:
General:
Removed Shopkeepers
All waves now include some robots that parachute in

Weapons:
Psychopath's Seeker damage penalty increased from 40% to 50%, fire rate bonus lowered from 80% to 65%

Upgrades:
Burst Fire Module now adds a 65% slower reload speed penalty
Removed Streamlined Buildings (after fixing it I found out it doesn't halve the metal cost to actually select the building)

Wave 1:
Replaced Soldiers with Demomen
Scouts are no longer crit boosted, skill increased from Easy to Normal, TotalCount increased from 24 to 36, MaxActive increased from 8 to 11, SpawnCount increased from 6 to 9
Replaced Demomen with Soldiers
First Soldiers will now parachute in and spawn alongside first Pyros
First Giant Adrenaline Soldiers WaitBeforeStarting increased from 12 to 16
Second Soldiers will now spawn at the side
Replaced Crit Demoknights with Samurai Demoknights

Wave 2:
Second Crit Bowmen will now parachute in
Support Pyros MaxActive increased from 6 to 12, WaitBetweenSpawns increased from 0 to 6

Wave 3:
First Demomen TotalCount increased from 21 to 40, MaxActive increased from 9 to 12, SpawnCount increased from 3 to 4, WaitBetweenSpawns lowered from 6 to 4
Removed second Demomen
Support Force-a-Nature Scouts replaced with Shortstop Scouts, will now parachute in, MaxActive increased from 4 to 6, WaitBeforeStarting and WaitBetweenSpawns lowered from 20 to 15

Wave 4:
Giant Seeker Soldiers now have a 25% damage penalty
Giant Deflector Heavies MaxActive lowered from 4 to 3
Support Crit Bowmen will now parachute in

Wave 5:
Heavies are no longer crit boosted, and will now parachute in
Scouts are no longer crit boosted, will now parachute in, skill increased from Hard to Expert, SpawnCount increased from 2 to 11, WaitBetweenSpawns increased from 0 to 6
Direct Hit Soldiers will now parachute in, TotalCount lowered from 35 to 28

The primary function of the Overseer is to call out important or noteworthy robot spawns (Uber Medics, crit bots, Giant Heavies, etc.) and to explain the custom bots used in the mission as they come in, as well as announce to players on Wave 2 that Snipers will headshot them. Plus I feel as though it adds some character to a mission that would otherwise be pretty basic.
Dr. Cactus 23 Aug, 2022 @ 2:44pm 
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1661239568.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • Dr. Cactus (Engie)
  • Washy (Spy)
  • Skin King (Soldier)
  • Quantum (Demo)
  • Averagegamer (Pyro)
  • StardustSpy (Scout)

Custom weapons approved:
  • Engineer - Veruc

General Feedback:
  • Biggest point of contention were the new parachuters. We think they're fine as an alternative to the crit bots from before, but they may need a bit of tweaking.
  • Para squads in general would benefit to have their spawn sizes reduced. Currently there are too many parachuters and are also very spread out that players cant reliably deal with them.
  • Some bots just also don't really work as parachuters, notably the crit bowmen, the heavies, hitscan in general proves rather unfun to face.
  • It may be a good idea to have the overseer announce when new parachute bots spawn in.
  • Top spawns have an issue where robots spawn in such large clumps that they instantly destroy anything that is guarding the top spawn (notably engineer) that holding top is near impossible, while if you are playing as demoman he just spawn camps with ease, as the current spawn rates and sizes are perfect for setting up traps. It may be a good idea to have top spawns stream in, instead of as just 1 big clump.

Custom Weapon Feedback
  • Psychopath's Seeker - lower the projectile deviation slightly and it should be good to go.

Custom Upgrade Feedback
  • Engineer request: add a "long range building haul" to all engineer primaries to keep them competitive with the RR

Wave 1:
  • The initial spawn of para soldiers can dish out a -lot- of a burst damage. maybe have them spawn in fewer numbers?

Wave 5:
  • The end of this wave was a lot to deal with. It might be a good idea to revert the heavy changes as parachute heavies are quite frustrating to deal with.
  • For parachuters in general, consider replacing any bowmen/hitscan classes with projectile classes.
Last edited by Dr. Cactus; 23 Aug, 2022 @ 2:53pm
Literally A Moth 24 Aug, 2022 @ 2:30am 
V7:
General:
Finally fixed the main right side spawn (nav in the floor moment)

Weapons:
Psychopath's Seeker projectile deviation lowered from 15 degrees to 10 degrees

Upgrades:
New Engineer upgrade: Building Teleport Module for most primary weapons
New Engineer upgrade: Improved Bolts for the Rescue Ranger

Wave 1:
Scouts MaxActive lowered from 11 to 9, SpawnCount lowered from 9 to 3, WaitBetweenSpawns lowered from 8 to 1
First Soldiers now spawn at the left, MaxActive lowered from 12 to 10, SpawnCount lowered from 10 to 5, WaitBetweenSpawns lowered from 8 to 3
Second Soldiers now parachute in

Wave 2:
Second Crit Bowmen now spawn at the left, SpawnCount lowered from 5 to 2, WaitBetweenSpawns lowered from 12 to 4

Wave 3:
Support Shortstop Scouts replaced with Soldiers, SpawnCount lowered from 4 to 3

Wave 4:
Support Crit Bowmen replaced with Air Strike Soldiers
Snipers replaced with Sydney Snipers, DesiredCount lowered from 4 to 2

Wave 5:
Crit Heavies now spawn at the left, MaxActive lowered from 12 to 9, SpawnCount lowered from 6 to 3, WaitBetweenSpawns lowered from 10 to 4
Scouts now spawn at the main spawn
Dr. Cactus 26 Aug, 2022 @ 2:20pm 
NOTE: This feedback is exclusively for the custom weapons/upgrades featured in this mission.

A mission judging run still needs to be played

Custom upgrades approved:
  • Engineer - Improved Bolts
  • Sniper - Pressurised Darts
  • Heavy - Intense Heat

Custom weapons approved:
  • Heavy - Soviet Slammer

Custom Weapon Feedback
  • Heavy - Bootleg Deflector: Not really worth taking in it's current iteration. Downsides are too severe while the upsides don't feel as impactful
  • Demo- Burst of Brimstone: Good weapon, but if possible please lower the volume of this weapon.

Custom Upgrade Feedback
  • Engineer - Building Teleport Module: Useful, but needs a steep price reduction to really make it worth taking. Perhaps lower it to $250?
  • Engineer - Bigger Shells: Same issue, current price is just too much to really justify taking it, given how expensive engineer upkeep is in the first place.
  • Scout - Jarate-coated Bat: needs a steep price reduction, given that bats still have their own downsides built in. Probably $100-$150 would suffice
  • Scout - Long Fall Boots: Overall, needs more to it. Maybe add knockback resistance and up it to $150?
  • Scout - Health Siphons: Ticks didn't really feel that impactful. Perhaps make it a 1 tick upgrade, and make it the equivalent of 2 ticks for $250?
  • Spy - Gunman's Gait: Try adding "alt-fire disabled" "1" to the gunman's gait so people don't accidentally delete their disguise with YER
  • Spy - Sigil of Baphomet: Remove from YER and bump it to 2 seconds on every other knife since YER is already the clear winner with this loadout even without those upgrades
  • Spy - Large Calibre: Add a headshot damage multiplier to the revolver damage bonus upgrade as well to give amby some love. Won't affect other revolvers anyway since they can't headshot
  • Soldier - Bigger Banner: might need more to it. Maybe add a secondary stat, like increased switch speed, and increase the values in general
  • Sniper - Electrified Arrows: Might need a price cut. Maybe $300-$400
Last edited by Dr. Cactus; 26 Aug, 2022 @ 2:21pm
Literally A Moth 27 Aug, 2022 @ 1:18am 
V7.1:
Weapons:
Bootleg Deflector 35% faster move speed while deployed added
Gunman's Gait cloak regen penalty removed

Upgrades:
Long Fall Boots cost increased from $100 to $150, now also grants 35% knockback resistance
Health Siphons cost increased from $200 to $250, increment increased from 20% to 40%, cap lowered from 60% to 40%
Jarate-coated Bat cost reduced from $500 to $150
Charged Module upgrade now actually cannot be purchased on Atomic Anguish
Bigger Banner cost increased from $150 to $200, increment increased from 15% to 50%, cap lowered from 60% to 50%, now also grants 60% faster deploy and 45% faster holster
Pressurised Airblast now also grants 10% faster airblast recovery time per point
Bigger Shells cost reduced from $300 to $200
Building Teleport Module cost reduced from $400 to $250
Electrified Arrows cost reduced from $500 to $350
Large Calibre now also grants 15% increased headshot damage per point
Sigil of Baphomet increment increased from 1 second to 2 seconds, and cannot be purchased on Your Eternal Reward or the Wanga Prick
Bazooks 27 Aug, 2022 @ 11:47pm 
Demo: https://testing.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1661662262.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Dr. Cactus (Engineer)
  • Bazooks (Sniper/Medic)
  • Washy (Demoman)
  • Skin King (Soldier)
  • Tindall Berry (Scout)
  • Gian (Heavy)

Custom upgrades approved:
  • Engineer - Building Teleport Module

General Feedback:
  • The most common recurring complaint with this mission was how deaths often felt out of the player's control - it feels like you are going to die willy nilly and not because you played badly or made a mistake. This was largely in part due to the combination of high skill deadly bots and nightsky being an incredibly open map, but now it's also mostly due to the paratrooper bots. These paratrooper bots have an incredibly massive line of sight due to how the map is designed and them being soldiers mean their rockets can be very difficult to dodge as the main wave is already very attention demanding and asking players to keep an eye on seven more soldiers in the sky isn't helping. As a product of this players are often willy nilly evicted from the first half of the map rather quickly whenever these soldiers show up unless red has a medic. As much as it is expert difficulty, bots shouldn't feel unfair to fight against. Try to make it so that players can still humanly pay attention to everything that spawns and from where they are shooting, and don't have such a high concentration of high skill deadly bots.
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