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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] Decay - Dipetra Dash
Made this for the event but didn't submit till now.

Difficulty: Int

Custom Upgrades?: No

Custom Weapons? No
Last edited by Dylan_is_legend; 17 Sep, 2022 @ 5:31am
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Showing 1-15 of 24 comments
Dylan_is_legend 17 Sep, 2022 @ 5:30am 
Juding version is mvm_decay_rc1_dipetra_dash_judge
damno 18 Sep, 2022 @ 2:12pm 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1663519609.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Engineer)
  • Mudun (Scout)
  • oddschool (Heavy)
  • watermelon (Soldier)

General Feedback:
  • Mission is unbeatable in its current state, wave 1 softlocks itself, i had to skin the subwave.
  • Most of the waves have giant scouts on decoy size map, this can lead to fast steamrolls.
  • Mission doesnt seem to increase in difficulty after each wave, only w2 blimp is hard because of its HP, pretty much normal difficulty.
  • Please test your mission.

Wave 2:
  • Blimp has too much health for being in w2.

Wave 4:
  • Entire mission didnt use top flank at all but for some reason heavies with umeds used them that jumpscared us and pushed instantly, this needs a rework.
Dylan_is_legend 20 Sep, 2022 @ 8:52am 
I've made changes. Namely upped the difficulty of a few waves, Dropped the HP of 2nd wave Blimp. Moved the heavy meds wave 4.
Last edited by Dylan_is_legend; 20 Sep, 2022 @ 8:55am
Package O' Lies 21 Sep, 2022 @ 3:08pm 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1663776538.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Engineer)
  • Package O' Lies (Scout)
  • President of the United SEX (Demoman)
  • Perinha222 (Sniper)

General:
  • TEST, YOUR, MISSION, PLEASE.
  • Overall mission seems like valve normal difficulty early but later oscillates instantly to semi advanced difficulty, most notably in w5-w6. - Damno
  • Every wave from w4 onwards has giant scouts in them, making the mission quite repetitive while also being questionable for the intended difficulty. it is recommended to rework some subwaves that contain them.
  • Despite previous feedback there is still big lack of flanking force, even light one could be a distraction for engie clearing everything from top position. - Damno

Wave 1:
  • The 1st subwave is weaker than valve's actual decoy normal and is in dire need of a buff, Changing the minigiant demos into rapids and increasing their ai would be a potential solution.
  • the qf meds on gru heavies are not very satisfying to fight, removing the meds and replacing them with more gru heavies would be better.
  • Giant pyros are useless if the support that comes with them has no range, consider replacing them with giant soldiers/demos.


Wave 2:
  • Too overtuned, the only real thread could be considered blimp which died almost instantly even without good tank busters, 8k is too big of a nerf, replace it with tank with around 15k HP.
  • The giant soldiers would work much better if sent towards the end of the wave rather than the beginning, making most of the push force come immediately and having the rest of the wave be a drag with fairly weak commons.

Wave 3:
  • This wave is absolutely pathetic. The sheer amount of melee bots makes the wave a boring grind where the bots pose absolutely no threat at all, the 1st sub attempts to have some force with the conch + dragon's fury pyros, but falls completely flat if red has an engi. I would suggest cutting out the dfuries and sending out larger bursts of conch soldiers, around the size of 5-6.
  • The 2nd subwave has a threat level of 0, all melee and some pomson engis that are effectively worse soldier commons with ignoreflag and interruptaction stuff for some reason?? In its current state, this subwave is unsalvageable and needs to be completely redone.

Wave 4:
  • the gdemo can spawn a few seconds later, it comes out quite early after the gheavy squad, making the common subwave drag out a bit.
  • Under no circumstances should any subwave in an intermediate difficulty mission contain umeds and giant scouts simultaneously, remove one or the other.
  • the heavies straggled, instead of doing the waitbetweenspawns 0 trick, significantly increase their maxactive and add an actual waitbetweenspawn.

Wave 5:
  • Swap the order of subwaves. have the gscouts come first with the burst demos or a weaker common, and end with the tank + gsoldiers. If this is done, replace the soldier support with scouts.

Wave 6:
  • I would recommend reworking this 1st subwave since there have been giant scouts every wave for 3 waves now.
  • Do not use pistol scouts above easy ai in int.
  • The unload demos are not a fun bot. As is, they're just a burst demo with way worse dps and are way less satisfying to dodge due to the high quantity of super weak projectiles, consider having them fire less pills that do more damage (similar to a colonel barrage)

Wave 7:
  • This wave is actually pretty alright for the finale.
  • increase the maxactive for the bat scouts in the final subwave, fighting one group at a time, especially in the final wave of the mission, is quite boring.
  • Decrease blimp hp by 1-2k each to compensate for the increased amount of support bots.
Last edited by Package O' Lies; 21 Sep, 2022 @ 3:11pm
Dylan_is_legend 25 Sep, 2022 @ 4:41pm 
Changes (That I can remember):
W1: Large Demos replaced with a few giant rapidfire demomen, quickfixes replaced with more fast champs, giant pyros replaced with giant flare pyros
W2: Blimp replaced with tank, numbers of commons maxactive reduced subwave 2, 1 giant soldier appears subwave 1, 3 subwave 2
W3: Entirely Different.
W4: giant demoman arrives later, giant shotgun heavy now has 3 bigheals, ubermedics replaced with a few demomen, there's 1 less giant scout
W5: Swapped Subwaves around. Now the burst demos are support
W6: Giant heavies appear 1st subwave, Giant Unloads replaced with Alt Giant Burst Demos and Crit Demoknights, pistol scouts are now easy but in greater number, added a 3rd subwave (wave is kinda short)
W7: Final Subwave crit bats increased max active, increased delay between giant scouts and added an additional giant pomson engineer. Final Blimps now spawn 20 seconds apart and have somewhat increased health.
royal 27 Sep, 2022 @ 6:03am 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1664281425.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • royal (Scout)
  • MIKObscura (Pyro)
  • Braindawg (Engineer)
  • redditor jane 2009 (Demoman)

General:
  • Mission has improved since previous versions

Wave 1:
  • Final giant flare pyro comes out right after everything is dead, can make it spawn slightly sooner

Wave 2:
  • Final giant soldier also comes out after everything is dead

Wave 4:
  • Is noticeably shorter than every other waves, presumably to make the giant scouts at the end less punishing. You can move the giant scouts to near the start and extend the rest of the wave
Dylan_is_legend 28 Sep, 2022 @ 2:34am 
Changes:
W1: added an extra 8 Fastchamps.
W2: added more commons final subwave and reduced time between Gsoldier 3 and Gsoldier 4.

W4: Increased number of commons final subwave and added a Giant SMG Sniper at the end.
MIKObscura 28 Sep, 2022 @ 1:55pm 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1664387665.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Ruby (Scout)
  • DaMno (Pyro)
  • Solifuga (Engineer)
  • MIKObscura (Sniper)

General Feedback:
  • Mission is pretty decent but needs a bit of work before passing

Wave 1:
  • This wave felt too easy and needs some more meat

Wave 2:
  • The giant soldiers spawn way too slowly and result in a long waiting time with nothing at thend

Wave 3:
  • The gscouts were a bit too punishing, put some more space between them

Wave 7:
  • The bat scouts combined with the giants and blimps made the wave quite oppressive, tone them down so there are more space between them or even remove them if you want
  • Blimps were pretty strong, reduce their hp a bit
Dylan_is_legend 29 Sep, 2022 @ 2:46pm 
Changes:
W1: Increased common count subwave 1 Subwave 2 added easy skill large scouts
W2: Reduced delay between giant soldier 2 and 3 by 5 seconds.
W4: Reduced Giant Scout count by 1 and increased interval by 5 seconds. I assume you meant this wave when you mentioned giant scouts wave 3.
W7: Last blimps now have 14K and 12.5K respectively, less crit bats active at once.
Dr. Cactus 29 Sep, 2022 @ 9:06pm 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1664501907.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Engineer)
  • Washy (Pyro)
  • Royal (Scout)
  • Profit (Heavy)

Wave 1:
  • Last subwave drags a bit, cull the last 8 GRU bots.
  • Make the "Large Scout" bots melee only

Wave 2:
  • There's an akward wait time for the last Gsoldier. Perhaps speed this up a bit.

Wave 4:
  • Make the giant scattergun scouts melee only.
  • Finale loses it's pacing due to the straggler heavy and bowmen combos that persist after the Giant SMG is dead.

Wave 6:
  • might need some slight nerfs, we got pushed pretty hard. Maybe just have the first Giant soldier med combo spawn a little later

Wave 7:
  • 2 blimps might be a bit much for intermediate players. Consider converting one of the blimps into a tank.
Dylan_is_legend 30 Sep, 2022 @ 3:10am 
Changes:
W1: 8 fastchamps removed. Large Scouts replaced with large bat scouts.
W2: giant soldiers last subwave now spawn at a 24 second interval with the last spawning in 20 seconds.
W4: Giant Scouts are now melee, a single spawn of heavies and bowmen have been removed.
W6: GBazooka Soldier with Uberfix medic combos start 5 seconds later and the demoknights are now support
W7: Blimp healths both reduced to 12K, Interval between blimps increased by 15 seconds, warning training annotation added for both blimps.
Last edited by Dylan_is_legend; 30 Sep, 2022 @ 3:54am
damno 1 Oct, 2022 @ 1:51am 
Demo: https://eu.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1664563663.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Sniper)
  • Mudun (Engineer
  • Solifuga (Soldier)
  • Profit (Scout)

General Feedback:
  • Mission is shaping up well but before passing you should do following changes:

Wave 1:
  • Replace armored scout icon with PDA one as this one is very blurry and crusty.
  • Said armored scouts should have either move speed penalty or come less often, they are really punishing with the health and speed.

Wave 2:
  • Last giant Soldier should've be removed as it spawns ~20 seconds after everything else is dead at the end.

Wave 4:
  • Replace Giant SMG with something little stronger, and not spawn it on top.

Waves 5 6 7:
  • Commons are spawning with bomb for some reason making bomb appear very late.
  • W7 Giant Pomson Engie is 100x weaker than previous' wave giant heavy which used even stronger support, this pretty much needs a change, compensate with lesser density of commons.
[/list]
Last edited by damno; 1 Oct, 2022 @ 2:13am
Dylan_is_legend 1 Oct, 2022 @ 4:40am 
Changes:
W1: Now there are 5 large scouts and they use the correct Icon.
W2: Removed a giant soldier.
W4: Replaced GSMG Sniper with GHeater Heavy
First commons now show up a tiny bit later for waves 5-7
W7: GPomsons replaced with G Burst Demos (Spammer Variant)
Package O' Lies 1 Oct, 2022 @ 1:00pm 
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1664647416.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Sniper)
  • Mudun (Engineer
  • Solifuga (Soldier)
  • Profit (Scout)

General Feedback:
  • Mission is pretty alright with some minor issues

Wave 1:
  • Gru heavies should be support 1 to prevent straggling.
  • Said heavies could also have randomchoiced flank tags to be a bit more punishing.

Wave 2:
  • The maxactives on the commons in the final sub are way too low and cause straggling, the maxactive should be at least double the spawn count. Another option would be to decrease the waitbetweens to 0, but that would require testing as I'm not sure if it would work or not.

Wave 3:
  • 3 waves in a row having only 2 subwaves gets a bit repetitive, this wave could be reworked to consider a change is subwave count.
Dylan_is_legend 2 Oct, 2022 @ 2:25pm 
Changes:
W1: Fastchamps are now support with half flanking left or right
W2: Upped max actives of subwave 2 commons
W3: Added final subwave consisting of Large Rapidfire Soldiers, Large Heavies and Large Pyros
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