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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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owo Inky 19 Apr, 2023 @ 8:11pm
Coastrock - Inclusion Exclusion
Might as well submit this

Difficulty: Adv

Custom Upgrades?: No

Custom Weapons? Yes

Other restrictions or major changes? No
Last edited by owo Inky; 19 Apr, 2023 @ 8:13pm
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Showing 1-15 of 16 comments
Mudun 25 Apr, 2023 @ 1:05pm 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1682363793.zip
Demo (Wave 5 played again): https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1682368340.dem

Strike, Pass, or No Strike?: No Strike

Team Lineup:

General Feedback:
  • The later waves are way harder and have more issues than early waves.
  • There were some waves that were out of adv difficulty setting and wave 7 proved to be very hard to the point that we are considering it unbeatable.

Custom Weapon Feedback
  • Many Creators.tf weapons are changed drastically to the point that it feels like a completly diffrent weapon. While some small adjustments are fine, changing them massively such as Gamma Gazer and Thumper is a no go.
  • The Wasp Launcher has missing textures due to is being named wrongly, correct name is models/weapons/c_models/c_wasp_launcher/c_wasp_launcher_1.mdl
  • Afterburner is weak due to the severe damage penalty and more afterburn damage being not much of a great buff to compensate for huge damage nerf.

Wave 1:
  • Enjoyable wave, but we find the finale quite weak compared to the rest as it's only 1 Giant Buff Soldier with Bat Scouts.

Wave 2:
  • Same as Wave 1. Make the Giant Medic combo come a bit earlier.

Wave 3:
  • The Support Giant was difficult to fight due to the current WaitBetweenSpawns time. Increasing it would make it less of an annoyance to fight.
  • The Tank + Giant Heavy with many Uber Medics + lots of support made the wave extremely difficult.
[21:53]
Wave 4:
  • First subwave (Giant Pomson Engineers, Heavy+ Uber Medic and Hipfire Sydney Sniper) was very challenging and in not a good way. Heavies with Uber Medics were rather more annoying due to the Uber pops, and Hipfire Snipers were the main problem. They rarely miss and can deal a lot of damage on this amount of cash on top of that they can apply jarate.

Wave 5:
  • Many Chaos Bison Soldier tend to more help us than harm us due to many applying positive effects for the RED team.
  • Fighting back to back Giant Medics + Giant Deflectors was very difficult due to the map being small and having no breathing room because the next squad spawns soon.
  • Finale was very spammy in terms of bots and projectiles.

Wave 6:
  • Support Giant Demoknight was terrible to fight. Faster swing speed and dealing high damage against buildings made it very frustrating enemy to fight and once again the issue with current WaitBetweenSpawns time same as Wave 3 problem.
  • Fighting 3 Trio Banner Giants was just a DPS check and nothing more. Would be very hard to beat without heavy or spy.
  • High combined tank HP made finale very difficult due to the many support bots and coastrock being a small map.
  • Blimp is very high in the air so only Soldier and Wrangler Engi can deal damage to it while other classes have to wait for it to get to the hatch area so they can finally damage it.

Wave 7:
  • Wave spammed bunch of giants at us that were very annoying and hard to fight against
  • Same Blimp issue as Wave 6
  • Due to many support being spammed at us, boss was unbeatable for us due to high HP and Coastrock being a small map.
owo Inky 30 Apr, 2023 @ 10:43pm 
The change log

General
Decreased blimp path z-coordinates by approximately 256 hammer units.
Replaced physical appearances of Gamma Gazer Redux and The Thumper.
W.A.S.P. Launcher no longer uses outdated model.
Decreased Afterburner damage penalty from 0.5 to 0.75
Adjusted effectiveness of both Giant Pursuing Soldiers and Giant Pursuing Demoknights

Wave 1
Squaded one Giant Demoman with the Giant Buff Banner Soldier.

Wave 2
Decreased WaitBeforeStarting of the Giant Charged Soldier + Giant Regen Medic squad from 20 to 15.

Wave 3
Increased WaitBetweenSpawnsAfterDeath of the Giant Pursuing Soldier from 20 to 30.
Decreased total number of Quick-Uber Medics squaded on the Giant Heavy from 8 to 4.

Wave 4
Replaced the Quick-Uber Medics with Big-Heal Medics.
Snipers are no longer Sydney.

Wave 5
Adjusted RandomChoice of the Chaos Bison Soldiers to be less beneficial.
Decreased total number of the Giant Deflector Heavy + Giant Regen Medic squads from 3 to 2, increased WaitBetweenSpawns from 20 to 30.
Increased WaitBetweenSpawns of the support Soldiers from 1 to 2.
Increased WaitBeforeStarting and WaitBetweenSpawns of the Giant Burstfire Demomen from 10 to 15.

Wave 6
Increased WaitBetweenSpawnsAfterDeath of the first Giant Pursuing Demoknight from 20 to 30, 15 to 20 for the second one.
Decreased total number of Giant Banner Trios from 3 to 2, increased WaitBetweenSpawns from 20 to 30.
Decreased Tank health from 30k to 25k.
(Blimp path change mentioned in general)

Wave 7
Increased WaitBetweenSpawnsAfterDeath of all Giant Pursuers from 20 to 30.
Doubled WaitBeforeStarting for the second Giant Pursuing Soldier and Giant Pursuing Demoknight.
(Blimp path change mentioned in general)
Last edited by owo Inky; 30 Apr, 2023 @ 10:44pm
Braindawg 2 May, 2023 @ 3:03pm 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1683040230.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:

Custom weapons approved:
  • Digital Footprint Tracker

General Feedback:
  • The blimp moves up and down with the ramps on the floors like regular tanks, this is super goofy and can be avoided by moving your blimp paths into the sky.
  • The later waves are much harder than the early ones, notably w6 and w7
  • We got the bridge path for most of the waves, which will greatly affect difficulty. Next judging session should hopefully use the other path

Custom Weapon Feedback
  • Destructive Monarch: Seems like stock but worse, the slow and bleed effects are pretty menial compared to the ammo penalty

Wave 4:
  • Very weak finale, lone banner giants with just a handful of heavy support is easily taken care of.

Wave 5:
  • Huge pause after the gdeflectors are taken care of and the demo squads spawn in, this can be reduced

Wave 6:
  • Super Scouts are very oppressive on this map and should be toned down, on both paths we were almost instantly pushed to hatch by them

Wave 7:
  • Extremely tough wave. The blimp is a guaranteed push to hatch with how short the path is and how much HP it has. The boss itself also has a ton of HP
owo Inky 7 May, 2023 @ 8:46pm 
Change log

General
Decreased Destructive Monarch ammo penalty from 0.4 to 0.6, gave it "minicrits become crits" to make it less worse than Stock
Note: Blimp path is already in the sky

Wave 4
Replaced last subwave squaded Stock Heavies with Giant Homing Pomson Engineers (Still squaded with the Buff Banner Barrages)

Wave 5
Decreased WaitBeforeStarting of the Giant Burstfire Demomen from 15 to 10.

Wave 6
Decreased total number of Natascha Heavy + Quick-Uber Medic squads from 18 to 12.
Decreased TotalCount of Super Scouts from 12 to 8, Increased WaitBetweenSpawns from 5 to 8.

Wave 7
Decreased Blimp health from 20k to 18k.
Decreased Boss health from 30k to 25k, Increased WaitBeforeStarting from 30 to 40.
Rile 9 May, 2023 @ 1:39pm 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1683577454.zip

Strike, Pass, or No Strike?: No Strike.

Team Lineup:
- Scout (Cariles)
- Medic (Solifuga)
- Engineer (watermelon)
- Demo (Dylan_is_legend)
- Soldier (Braindawg)

Weapon Feedback
  • The Distraughter in its current state is weaker than stock, I'd also urge you to find some way to make it more interesting as only having minicrits > crits as a bonus is a bit lackluster.
  • Laser Surgery does insane amounts of tank damage.

Wave 3
  • First subwave needs more threat as the main force being crit bonk scouts makes it fodder for engineer.
Wave 5
  • Final subwave has often had teams struggling, potentially could remove the giant med off of the second giant heavy and lightly increase delay before giant demos spawn.
Wave 6
  • First subwave drags, I can recommend reducing giant scouts by 2 and natascha + quick uber combos by 2-4.
  • Support is fairly intense, suggest removing spies.
  • Final subwave still suffers from the fact that the blimp skips most of the map straight to hatch. Easy solution is to reduce HP, but the mission would benefit from switching up the route to instead travel over the bridge path.
Wave 7
  • Boss wave feels like it needs more content/subwaves, it's over very quickly.
Last edited by Rile; 9 May, 2023 @ 1:39pm
owo Inky 13 May, 2023 @ 8:57pm 
Another change log

General
Gave the Distraught back its "weapon spread bonus" 0.5, also gave it "increased jump height" 1.2, "cancel falling damage", and "provide on active".
Gave Laser Surgery "mult dmg vs tanks" 0.2 (aka less damage against tanks/blimps).
Extended Blimp path, now takes approximately over one minute to reach the hatch.

Wave 3
Added 3 Giant Charged Mangler Soldiers to the first subwave.

Wave 5
Replaced second squad's Giant Regen Medic with a squaded easy skill Giant Deflector Heavy.
Increased WaitBeforeStarting of the Giant Burstfire Demomen from 10 to 12.

Wave 6
Decreased total number of Natascha Heavy + Quick-Uber Medic squads from 12 to 10.
Decreased TotalCount of Super Scouts from 8 to 6, Increased WaitBetweenSpawns from 8 to 9.
Removed Spies.
(Blimp path change mentioned in general)

Wave 7
(Blimp path change mentioned in general)
Added 2 squads of one Giant Blast Soldier + one Giant Quick-Uber Medic with a WaitBetweenSpawns of 25.
Because of the above changes, Increased Boss WaitBeforeStarting from 40 to 50.
Last edited by owo Inky; 13 May, 2023 @ 9:00pm
Braindawg 16 May, 2023 @ 6:56am 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1684079380.zip
Strike, Pass, or No Strike?: No Strike

Team Lineup:

Custom Weapons Approved
  • The Afterburner

General Feedback:
  • This run was mostly destroyed by the custom engineer pistol, we will keep this mission in queue to be re-run without custom weapons.

Custom Weapon Feedback
  • The engineer pistol is extremely overpowered, completely throwing off the rest of this run. This mission will stay in queue and be re-run without custom weapons, but this one is without a doubt pretty busted
  • Give the crit-on-kill shotgun minicrits instead for a longer duration, full crits on kill on a shotgun is a bit powerful
  • The custom minigun is way too good against tanks, tanks have minigun damage resistance for a very good reason.

Wave 3:
  • There was some odd straggling at the end of this wave.

Boss Wave:
  • This boss is terrible to fight, the 2x damage on top of the very fast reload rate is just downright annoying, and wiped our team several times
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1684249381.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Braindawg (Demoman)
  • Yuugi (Scout)
  • Sntr (Soldier)
  • Solifuga (Engineer)
  • Whurr (Sniper)

General Feedback:
  • Wave 7 is very tough/almost Impossible to beat with the current judging restrictions and feels it is not tested at all. As previous feedback stated that the wave is tough and not have been addressed properly how difficult it currently is it deserves a Strike for this run.
  • Please test the Final wave before you submit another update. Any casual players have a very hard time completing it.
  • Please don’t use Normal Skill pyro or disable their airblast, especially for soldier players that fight against them is a gamble of 50/50 chance for them to reflect.
  • Consider replacing or disabling the tank engine sound for the blimp, it jarring to hear the engine sound coming from the blimp.

Wave 4:
  • The Hipfire Snipers doesn’t achieve anything at all on this wave and barely push becoming nothing but food for the engineer. Upon looking in the popfile the sniper has a crutched -75% damage penalty and easy skill that barely hit players.
  • The later subwaves felt there is too much going on, consider toning some of the parts down.

Wave 5:
  • See General Feedback.
  • The Chaos Bison Soldier that deals knockback is nauseous, getting hit by them and flying across all way up into the skybox is not fun. Consider nerfing or removing them entirely.

Wave 6:
  • Probably nerfed too much, this wave is pretty much toothless compared to the previous wave. The Giant Trio Soldiers drag and barely any support that can push.

Wave 7:
  • See General Feedback.
  • Pyro's support that can airblast is not fun if you’re playing soldier, especially when there's a blimp present on this wave and not to mention also a boss at the end you have to shoot at!
  • Giant Uber Medic popping at 1500 health leaves Red (especially Spy) no chance to kill the medic without setting up a crit sticky trap and guarantees the Giant Medic to pop.
  • The Final Chieftain is so unforgivable and untouchable. While the first subwave is an unavoidable push of a constant stream of airblast pyro’s/Giant Support, the final boss has too much health on this small map. 2x Damage bonus combined with rapid burst is too punishing for Red.
Last edited by 『Yuugi Hoshiguma』; 16 May, 2023 @ 10:42am
owo Inky 21 May, 2023 @ 8:28pm 
Weekly change log

General
Halved Hellfirearm damage bonus.
Killing Spree now has "minicritboost on kill" 8.
Halved Assault Cannon "mult dmg vs tanks".

Wave 3
Decreased Subwave 3c WaitBetweenSpawns from 15 to 10.

Wave 4
Replaced Alwaysfire Snipers with Shotgun Heavies.
Reduced TotalCounts of the Mitten Heavies and Giant Scorch Shot Pyros, adjusted WaitBetweenSpawns accordingly.
Removed one Giant Homing Pomson Engineer from each final Subwave squad.

Wave 5
Removed Knockback variants of the Chaos Bison Soldiers from the RandomChoice,
Decreased Pyro skill from Normal to Easy.

Wave 6
Gave Giant Banner Trio back their Quick-Uber Medics.

Wave 7
Decreased Support Pyro skill from Normal to Easy.
Reduced Giant Quick-Uber Medic "bot medic uber health threshold" from 1500 to 888.
Decreased Boss health from 25k to 20k, Decreased damage bonus from 2.0 to 1.0.
Braindawg 23 May, 2023 @ 11:07am 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1684790822.zip

Strike, Pass, or No Strike?: Pass w/ Changes (1/3)

Team Lineup:

General Feedback:
  • Mission is pretty good, but there's a few things to change before a full pass

Wave 3, Wave 4:
  • Wave 4 is noticeably easier than w3, recommend toning down w3 in some way to compensate

Wave 6:
  • Beginning subwave is laughably easy, the natscha/uber meds are very easy to deal with and pose next to no threat
  • The wave 5 tank split was much easier than this blimp/tank combo, consider nerfing the W5 tanks to compensate.

Wave 7:
  • While the boss nerf is nice, the underlying issue still remains. If players get pushed far into the map, they will end up being forced to fight a boss with full HP while sitting at the hatch. Should increase the waitbeforestarting significantly on the boss
owo Inky 24 May, 2023 @ 6:37pm 
Not weekly change log

Wave 3
Replaced all Quick-Uber Medics with Big-Heal Medics.

Wave 5
Decreased tank(s) health from 20k to 18k.

Wave 6
Increased total number of Natascha Heavy + Quick-Uber Medic squads from 10 to 15.

Wave 7
Increased Boss WaitBeforeStarting from 50 to 90.
Package O' Lies 19 Jun, 2023 @ 2:08pm 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1686604177.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:

General Feedback:
  • Difficulty scaling is all over the place, with waves 2 and 7 being the hardest and the others being non threatening a majority of the time.

Wave 1:
  • swap gflares and gdemos, and replace gflares with stock gsoldiers, the gflares are too weak, especially as a followup to the gdemo subwave. Wave needs more area denial and engi pressure, so adding mission supp snipers and/or spies with a decently high cooldown would benefit it greatly.

Wave 2:
  • The dps requirement in the 1st subwave is too high for this early into the game, especially on advanced, reduce the amount of giant scouts by one and gpyros by 1, and spread them out a bit more. Similar story with the last gmed, replace the gmed with some umeds, if it becomes too weak, replace the gcharged with a rapid fire.

Wave 3:
  • First sub is pretty problematic, it only pushes due to the presence of bonks since the gsoldiers have very little firepower, I would replace the bonks with regular bat scouts and gmanglers with rapids or other strong giant template. Make the homing soldier sub wait for all spawned, it will easily straggle if you get pushed even a moderate distance out of the front. The support giants serve little more purpose than eating damage, aside from that they're simply annoying, I would replace them with support gauntlets that are not mobber.

Wave 4:
  • "All fat no meat", this wave is hard to be concise with since it's a problem with the wave as a whole, there is a huge dps requirement, yet very little firepower from the bots, whole wave needs to be changed with this generalization in mind, though what to do specifically I'll leave up to you.

Wave 5:
  • The bisons are nothing more than a useless gimmick, no capability to support the bots (well tanks in this case) that they spawn with. The following Gheavy subwaves are too weak and need more support density, as well as not being easy ai. The final subwave should have some normal ai scouts as area denial, as is it's not remotely punnising nor fitting as a final subwave since it relies entirely on projectile spam to push.


Wave 6:
  • First sub needs more firepower, as is it's just umeds spammed on super weak hitscan bots, making it overall too weak to get anywhere even with the giant scouts coming with it. Replace the natascha heavies with a stronger bot, reduce their quantity, and add some minor hitscan support to come with it. The support giants are a similar story to the ones on wave 3, a similar solution would work here.

Wave 7:
  • For the giant support, refer to wave 3 and 6 feedback. Very underwhelming for a final wave. The gmeds should not pop over 150 hp, as they are now, they are next to impossible to avoid popping. Everything combined with the low firepower of the bots and final boss, this wave is likely due for a complete overhaul, the bots need decent survivability (but not too much as it is now) and enough firepower to realistically kill players, please keep this in mind when remaking the wave.
owo Inky 24 Jun, 2023 @ 9:42pm 
Appearance of the change log

General
Reduce The Errant Twitch "stickybomb_charge_damage_increase" from 3 to 2.

Wave 1
Replaced first subwave Giant Demomen with Giant Soldiers and Giant Detonator Pyros with Giant Demomen.
Added Snipers with a CooldownTime of 45.

Wave 2
Reduced Giant Sandman Scouts and Giant Pyros total amount by 1.
Replaced the Giant Regen Medic with 3 Quick-Uber Medics.

Wave 3
Replaced Crit Bonk Scouts with Crit Melee Scouts.
Replaced Giant Charged Mangler Soldiers with Giant Rapid Fire Soldiers.
Subwave 3c is now WaitForAllSpawned.
Replaced Giant Pursuing Soldiers with Steel Gauntlets.

Wave 4
Last Subwave is now first Subwave.
Made Mitten Heavies Support.
Replaced Giant Scorch Shot Pyros with Giant Quick Burst Soldiers.
New last subwave contains Support Airblast Pyros and 1 Giant Healflector Heavy.

Wave 5
Replaced Chaos Bison Soldiers with Homing Soldiers.
Gave the Second Giant Deflector Heavy back its Giant Regen Medic.
Replaced Support Soldiers with normal skill Support Scouts.

Wave 6
Replaced Natascha Heavies with Airblast Pyros.
Added 25 Crit Shotgun Heavies to first Subwave.
Replaced Giant Pursuing Demoknights with Samurai Demos.

Wave 7
Replaced Giant Blast Soldiers with 1 Giant Healflector Heavy and 1 Giant Elite Burst Soldier.
Reduced Giant Quick-Uber Medic "bot medic uber health threshold" from 888 to 88.
Replaced Giant Pursuers with Super Scouts.
Sntr 29 Jun, 2023 @ 5:41pm 
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1688079017.zip

Strike, Pass, or No Strike?: Pass

Team Lineup:
  • Damno (Scout)
  • Sntr (Engineer)
  • Skin King (Soldier)
  • Hell-met (Demoman)
  • Mo (Pyro)

General Feedback:
  • I've got nothing to say, mission's in a good state. Nice work.
Braindawg 18 Jul, 2023 @ 9:46pm 
Demo: mvm_coastrock_rc1_1_adv_inclusion_exclusion-1689722853.zip

Pass with Changes (3/3)

Team
https://media.discordapp.net/attachments/1100158909194448898/1131005339773452318/image.png

Reduce blimp and tank HP by 2.5k each on w6, otherwise it's ready to go
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