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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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[MISSION] Skeleclipse - Spooky Sprockets
Difficulty: Expert

Custom Upgrades?: No

Custom Weapons? No

Other restrictions or major changes? No

Requests: None

mvm_skeleclipse_b4_exp_spooky_sprockets_juj.pop is uploaded on servers
Last edited by Quantum Apple; 15 Sep, 2022 @ 9:39pm
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Showing 1-13 of 13 comments
washy 17 Sep, 2022 @ 2:08pm 
Demo: https://testing.potato.tf/demos/mvm_skeleclipse_b4_exp_spooky_sprockets_juj-1663372606.zip

No Strike

Team Lineup:
  • washy (Soldier w1, Sniper w2 and 3)
  • Braindawg (Sniper w1, Heavy w2, Demoknight w3)
  • StardustSpy (Engineer)
  • Quantum Apple (Scout)
  • watermelon (Medic)
  • Mo (Demoman w1, Soldier w2 and 3)

Wave 2 and 3:
  • Extremely hard, overuse of giants throughout the entire wave, especially super scouts on a small map, needs heavyhanded nerfs
  • Wave 3 in particular spams Giant Medic Heavy combos way too much
  • Too many engineer teleports on wave 3 and are extremely punishing
Quantum Apple 18 Sep, 2022 @ 9:22pm 
V2

Wave 1:
- Reduced amount of Gburst soldiers from 6 -> 4 and slightly increased WaitBetweenSpawns from 5 -> 7

Wave 2:
- Halved amount of gshortstops. Increased WaitBetweenSpawns from 5 -> 10
- Reduced skill of pistol bots from Hard to Normal
- Reduced amount of conch GBBoxes from 6 -> 4. Increased WaitBeforeStarting from 10 -> 15. Increased WaitBetweenSpawns from 5 -> 7

Wave 3:
- Removed shield meds from gheavies. Added crit bison spammers to compensate.
- Made Gmeds on Gshotguns non popping
- Increased engie+umed WaitBetweenSpawns from 5 -> 10.

juj version is uploaded on servers
Last edited by Quantum Apple; 18 Sep, 2022 @ 9:33pm
Bazooks 19 Sep, 2022 @ 3:25am 
Demo: https://sgp.potato.tf/demos/mvm_skeleclipse_b4_exp_spooky_sprockets_juj-1663578216.zip

Strike, Pass, or No Strike?: Pass with changes

Team Lineup:
  • royal (Scout)
  • Bazooks (Soldier)
  • colonel (Demoman)
  • NotHatKid (Heavy)
  • Whurr (Sniper)
  • feldo (Engineer)

Wave 1:
  • Not sure why the change was made. We think it's better off reverted.

Wave 3:
  • Heavies could be moved to support limited.
Quantum Apple 19 Sep, 2022 @ 3:54am 
V3 Changelog

General:
- Ported to b5

Wave 1:
- Reverted Gburst soldiers changes. Amount increased from 4 -> 6, WaitBetweenSpawns from 7 -> 5

Wave 3:
- Added shield meds to gheavies
- Reduced engie+umed WaitBetweenSpawns from 10 -> 7
- Reduced WaitBeforeStarting of subwave after engies from 10 -> 5
- Made heavies support limited
Last edited by Quantum Apple; 19 Sep, 2022 @ 12:55pm
washy 21 Sep, 2022 @ 7:10pm 
Demo: https://testing.potato.tf/demos/mvm_skeleclipse_b5_exp_spooky_sprockets-1663636908.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Pyro)
  • Braindawg (Demoman)
  • Package O Lies (Sniper)
  • Washy (Engineer)
  • Cutea (Heavy)
  • Quantum Apple (Scout)


General Feedback:
  • Waves are typically on the shorter side, with our total run time being about 14-15 minutes even when pushed to hatch multiple times.
  • Wave 1 and 2 need a bit more content to really feel like endurance.

Wave 1:
  • DF bots have a tendency to stack behind tank, causing players to be hit by fireballs they can't really see.
  • The finale to this wave is a bit weird, feeling like a drip feed of commons and Giant Soldiers, causing this wave to end on a rather flat note.
  • One way to alleviate this is potentially swapping the Gsoldier subwave with the GDF + Gmed combo

Wave 2:
  • Didn't really feel like a proper increase in difficulty. Many subwaves are easily exploitable by having a demoman or sniper (notably the subwave with the burst demo + medic combos and rapid fire bowman medic combos)
  • Dr. Cactus: Personally not a fan of the burst sticky demos in their current form. I don't really find them very fun to fight due to the sheer number of stickies they output, and the relatively low uptime it takes to get another barrage going. They don't really stand out in a crowd from normal burst demos as well, lacking proper readability until it's already too late.


Wave 3:
  • The final subwave needs some pretty heavy toning down. The finale just feels very spammy with giants all around the map
  • The sheer number of engineers also compounds this. Before you consider lowering the total engies, maybe just culling some of the uber medics from the engineer bots.
Last edited by Dr. Cactus; 21 Sep, 2022 @ 7:16pm
Quantum Apple 25 Sep, 2022 @ 8:46pm 
V4 Changelog
General:
- Increased bomb reset time from 50 -> 60
- Added subwaves to w1 and w2

Wave 1:
- Added 10k tank
- Made qf meds non popping
- Swapped order of gburst soldiers & gdf pyros+gkritz
- Nerfed 2nd tank hp from 20k -> 12k

Wave 2:
- Increased amount of gshortstops from 4 -> 5
- Randomchoiced 1/2 pistol scouts to be hard ai
- Increased Conch gbbox WaitBeforeStarting from 15 -> 20
- Increased heavy and demo WaitBeforeStarting from 20 -> 25
- Made demos spammers
- Replaced burst demo+kritz with rapid fire soldiers
- Changed shield+umed mix on bowmen to just shield meds

Wave 3:
- Made shield meds armored
- Changed df pyros to phlog pyros
- Only half of the engies have umeds now
- Changed WaitBetweenSpawns of Gdf pyro and colonels from 10 -> 15, lowered MaxActive from 3 -> 2
- Removed 2 gdf pyros and colonels to reduce overlap with gbrass+kritz
- Added 30k tank

_juj version is uploaded on servers
Dr. Cactus 28 Sep, 2022 @ 9:25pm 
Demo: https://testing.potato.tf/demos/mvm_skeleclipse_b6b_exp_spooky_sprockets-1664418921.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Washy (Scout)
  • Dr.Cactus (Demoman)
  • Solifuga (Medic)
  • Watermelon (Soldier)
  • Profit (Profit)
  • Whurr (Pyro)

General Feedback:
  • Mission seems almost pass-ready, just some extra tweaking needed.
  • Consider increasing the spawn times for bomb carrying support bots. Skeleclipse has a lot of flanking, so support bots are very powerful here.

Wave 1:
  • add some extra money midwave to help players deal with the 3x GDF combos (around $250)

Wave 3:
  • Final Subwave still needs to be toned down. Way too much going on between the multiple giants, combos, tanks and engie medic combos.
Last edited by Dr. Cactus; 28 Sep, 2022 @ 9:30pm
Quantum Apple 29 Sep, 2022 @ 3:54pm 
V5 Changelog
General:
- Moved $250 from W3 tanks to W1 tanks (I like the total money count being a clean $10000)

W1:
- Adjusted final common bot amounts
W2:
- Fixed armored crossbow name

W3
- Increased WaitBetweenSpawns for both engie wavespawns from 7 -> 15 (2 wavespawns control engies, one has umed, one doesn’t)
- Uses better brass beast icon
- Reduced support heavy TotalCount from 25 -> 20, SpawnCount from 5 -> 4, and MaxActive from 10 -> 8
Dr. Cactus 2 Oct, 2022 @ 2:01pm 
Demo: https://testing.potato.tf/demos/mvm_skeleclipse_b6b_exp_spooky_sprockets_juj-1664599572.zip

Strike, Pass, or No Strike?: pass

Team Lineup:
  • Dr. Cactus (Demoman)
  • Washy (Engineer)
  • Ruby (Pyro)
  • Skin King (Sniper)
  • Watermelon (Medic)
  • Andrew (Scout)

Wave 3:
  • Wave 3 is still very chaotic. Our run seemd to be relatively fine given our team comp, but do keep an eye on this wave in future runs.
Dr. Cactus 2 Oct, 2022 @ 4:19pm 
Demo: https://testing.potato.tf/demos/mvm_skeleclipse_b7_exp_spooky_sprockets_judge_cactus-1664746548.zip

Strike, Pass, or No Strike?: pass with changes

Team Lineup:
  • Dr. Cactus (Heavy)
  • Pantapada (Engineer)
  • Profit (Scout)
  • DaMno (Soldier)
  • Hell-Met (Pyro)
  • Ruby (Sniper)

General Feedback:
  • The EoI gas giants could be swapped out with different robot types or just removed later. EoI isn't really that fun to deal with, and after the first few waves the novelty begins to wear thin.-

Wave 3:
  • Remove the medics from the engie bots or increase the time it takes for them to spawn.
Quantum Apple 5 Oct, 2022 @ 9:58pm 
V6 Changelog
General:
- Ported to b7
- Changed Giant EOI pyros to “player bots”

W2:
- Changed burst crossbow and soldier subwave to Ghuntsmen + gshield and grapids
- Removed arrow mastery from mini giant bowmen, gave giant bowmen “arrow mastery” 1
- Reduced df pyro maxactive from 10 -> 8

W3:
- Increased WaitBeforeStarting of Gshotgun+gmed from 0 -> 2 to prevent gmed getting stuck on tank
- Increased WaitBetweenSpawns of engie wavespawns from 15 -> 20
Last edited by Quantum Apple; 5 Oct, 2022 @ 9:58pm
Quantum Apple 9 Oct, 2022 @ 4:08pm 
Ported to b7a
Quantum Apple 26 Oct, 2022 @ 12:19am 
Surprise buff :). Will need rejudging

V7 Change log
General:
- Removed $250 from w2 and w3 ($9500 total cash now)
- Changed names of a few player bots

W1:
- Added 1k hp to both tanks. 11k and 13k tanks respectively
- Made bonk scouts hard

W2:
- Removed a canteen charge from player heavy (2 -> 1 canteens)
- Gave buff colonels bigheal meds
- Lowered grapids amount from 6 -> 4. Gave them buff banners.

W3:
- Gave player scout resistances
- Increased gdf pyro and colonel count from 4 -> 6, reduced WaitBetweenSpawns from 15 -> 12, gave them BehaviorModifiers Push
- Increased tank hp from 30k -> 32k, decreased WaitBeforeStarting from 10 -> 7

_juj is uploaded
Last edited by Quantum Apple; 27 Oct, 2022 @ 5:32pm
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