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Strike, Pass, or No Strike?: No Strike
Team Lineup:
An updated mission file has been released in response to feedback and data analysis:
New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge02
vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv
Sub 1
- Increased starting delay on sniper support. This is to prevent the initial choke from being instantly locked down and forcing the team to split up. This should delay the heavy push.
InitialCooldown (28 → 36)
- Reduced the frequency of bonk scouts.
SpawnCount (5 → 4)
MaxActive (7 → 6)
TotalCount (20 → 16)
WaitBetweenSpawns (8 → 10)
- Reduced the intensity of the heavies.
SpawnCount (5 → 4)
MaxActive (10 → 8)
TotalCount (20 → 16)
WaitBetweenSpawns (6 → 8)
Sub 3Sub 1
- Slightly Increased starting delay on scout support. This is to create slightly more space to deal with the giant heavy.
WaitBeforeStarting (15 → 20)
Sub 2- Fixed an oversight that caused the giant scout rush to occur sooner than expected after the robots cap the gate.
- Slightly reduced the starting delay on the giant scout rush.
WaitBeforeStarting (29 → 27)
Sub 3Overall
- Removed sniper support.
- Added very infrequent melee scout support. This is to allow the bomb to spawn if the gate is captured by the 1st subwave.
Sub 2- Fixed an oversight that caused the giant rapid-fire soldiers to spawn more frequently than intended after the robots cap the gate.
- Slightly increased spawn delays between giant rapid-fire soldiers.
Sub 3Sub 1
Please keep in mind that the map phase can significantly affect the experience of a subwave. Some subwaves are harder or easier depending on the map phase.
https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1683146884.zip
Strike, Pass, or No Strike?: Pass with changes
Team Lineup:
An updated mission file has been released in response to feedback and data analysis:
New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge
vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv
Sub 1
Sub 2
Overall
Sub 1
Sub 2
Sub 3
Sub 1
There was a coincidence wherein tanks would separate giant medics from their patients at 2 specific locations on the map. Several changes have been made to reduce the chances of this happening.
Unfortunately there is no way to make it outright impossible while still retaining the core design of the wave.
Strike, Pass, or No Strike?: No strike
Team Lineup:
An updated mission file has been released in response to feedback and data analysis:
New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge
vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv
Sub 2
Sub 3
Sub 2
Sub 1
Sub 2
Overall
Sub 1
Sub 2
Sub 3
Sub 1
Strike, Pass, or No Strike?: No strike
Team Lineup:
An updated mission file has been released in response to feedback and data analysis:
New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge
vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv
Sub 1
Overall
Sub 2
Sub 3
Sub 1
Strike, Pass, or No Strike?: Pass w/ Changes (2/3)
Team Lineup:
An updated mission file has been released.
Minor changes have been made in response to data analysis.
New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge
vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv
Sub 3
Sub 1
some post-run discussion: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1686614550.zip
Strike, Pass, or No Strike?: Pass w/ Changes (3/3)
Team Lineup:
https://media.discordapp.net/attachments/1101982176226066492/1110332502628905080/image.png
Sub 2
Overall
Sub 1