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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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ihaz 30 Apr, 2023 @ 7:53am
Rottenburg - Marathon
Difficulty: Adv

Custom Upgrades?: Yes

Custom Weapons? Yes

Other restrictions or major changes? Mission forces you to only play scout

Collab between me and sergeant table
Last edited by ihaz; 22 Jul, 2023 @ 11:31pm
Originally posted by Lemonée:
Demo: https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon_judge-1691897455.zip

Strike, Pass, or No Strike?: Pass (3/3)

Team Lineup:
  • Lemonee
  • Cariles
  • territori64
  • Skin King
  • colonel

General Feedback:
  • Like was suggested last run, Hale's moveset could be made to require a bit more finesse from RED to deal with. He could also be changed to be a bit less jump happy. However this is not strictly necessary and he is completely okay in his current iteration.
  • Some bugs regarding the upgrade files and respawn times on the last wave cropped up during this run but seem to have been addressed. This mission executes the all-scout restriction quite nicely with fun custom upgrades and interesting subwaves. It will be featured in the next campaign. Congratulations!
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Showing 1-15 of 33 comments
ihaz 30 Apr, 2023 @ 7:56am 
Theirs currently no judging version for this mission because I'm currently at the hospital. Just don't upgrade milk for now.

I'll be back to make the judging version when I'm back at home
Last edited by ihaz; 30 Apr, 2023 @ 7:57am
Braindawg 1 May, 2023 @ 4:38pm 
Demo: https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon-1682877837.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:

General Feedback:
  • Overall mission starts off pretty decent, then falls flat on w3 and w4. Need some buffs to these waves.

Wave 3:
  • The mittens were pretty non-threatening on this wave, we dealt with them pretty easily and wiped the rest of the wave as a result.

Wave 4:
  • The only thing that really pushed us was the tank, it had a ton of HP while the rest of the wave was pretty non-threatening. Should buffs the bots and nerf the tank a bit
ihaz 3 May, 2023 @ 11:57am 
W1
Reduced totalcount on Shotgun Soldiers to avoid stragglers

W2
Removed DH soldiers and replaced them with common demos to avoid frustration
Added Vacc Meds to Gburst Soldiers to buff the subwave
Heavies now use easy ai
Tank health is now 20k to avoid mindless tank grind
Increased WaitBetweenSpawns for gheavy pairs to not make it hell
Samurai Demos now spawn when gheavy pairs spawn

W3
Gburst Demos now use regular Gburst Demo icon and reload slower but has higher clip size
Mittens are now replaced with Bisons
FAN scout replaced with Super Scouts, reduced total count to 4 because FAN scouts were too weak
Conch and Buff Duo now spawn in bursts because constant spam was too much

W4
Dave is bigger and tankier because cool
Huntsman snipers are replaced with phlogs with increased totalcount because huntsman weak
Grapids Soldiers are replaced with Crit GBurst Soldiers because Grapids were too weak

Custom Weapon
Super Shotgun now uses a sexier model

Custom Upgrades
Explosive rounds is no longer trash (is pretty ok now)
Fireball milk oc now actually uses fireball projectile (shockers i know right)
Added an oc for melees that aren't wrap and candy cane

Misc
Mission now has a judging version
You now get +25 health from credits to avoid that one idle scout stealing your health buffs
Last edited by ihaz; 3 May, 2023 @ 11:59am
ihaz 5 May, 2023 @ 8:18am 
actually dont judge for now, significant mission and oc changes are upcoming
Perper 5 May, 2023 @ 11:34am 
Demo: https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon_judge-1683249481.zip (skip to tick 24000 when reviewing)

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

Team Lineup:
  • Perper
  • Lemonée
  • ihaz
  • Whurr
  • Skin King

General Feedback:
  • Overall a somewhat easy but fun mission. OverClocks are good, strong and fun to play with, and players get instant respawn since it's all scouts.

  • fix being able to build charge of the BFB by dealing self damage.

Custom Upgrade Feedback
  • Mad Milk fire ball oc is a very nice addition that fills roles that would otherwise be missing in a scout only team, such as AoE damage (excluding the explosive rounds for the FaN) and the ability to ignite robots so that the sun-on-a-stick isn't a straight downgrade from the stock bat. it may be a little to strong in early game, but the fact that you can't upgrade it makes it fine for the rest of the game.
    I see it as a counterpart of the guillotine oc; both have damage over time effect, while one specializes in single target and the other specializes in crowd damage. that's why i would suggest lowering it's direct damage by a little. Another thing i would suggest is removing the faster cooldown and make it able to buy the cooldown upgrade but not all the way, juts enough points to get the original cooldown back. Just something to make this playstyle a little more expensive.

  • Like pointed out in the first point, the Explosive Rounds oc for the FaN fills a role that scout normally doesn't have outside of the penetrating bullets upgrade, wich is multi target damage. The consensus is that it may be a bit too strong in general, not only being good for crowds but also good against giants and tanks. But these were just the first impressions, it needs more testing comparing it's damage to a standard stock scattergun to be sure.

Wave 3:
  • This wave needs more and better common bots. the start needs more commons, 15 sparse sword demos isn't enough to to make the field not fell empty, and they end pretty quick.

  • The bison soldiers are way too weak. even if they were regular, rocket-firing soldiers it would still be fine, but there's already too many explosive damage in this wave. maybe some shortstop scouts in reduced number could work.

  • The final subwave can have something more than just super scouts in the main wave, be that 1 more giant type or commons.

Wave 4:
  • Again, should not utilize bison soldier this far into the mission.

  • Not using regular sentry engineers is the right call for sure, as it would make them almost invincible, but the rocket sentry is very weak as it is now, you can just approach it in a straight line and easily destroy it with melee or point blank shots.
    Buff the homing rockets so that the scout has to use his speed and maneuverability to be able to dodge them and get close to the sentry, and making it more punishing if the scout gets hit by increasing the damage/knockback (probably just damage).
Last edited by Perper; 5 May, 2023 @ 11:40am
ihaz 9 May, 2023 @ 5:48am 
W1
Increased MaxVisionRange to 1200 for Shotgun Soldiers

W2
Replaced burstcommons with pyros

W3
Lower TotalCount for Gbusts to 2
Replaced knights with Shotgun Soldiers
Lowered Projectile Speed for Grapids
Replaced bisons with minigiant dragons
Added engi swarm
Replaced super scouts with gbisons
Replaced banners with randomchoice easy ai and normal ai heavies

W4
Replaced bisons with minigiant beggars
Dave fires faster, is tankier and now has conch
Increased totalcount for phlogs
Crit gburst soldiers are replaced with bigrocks
Bigrocks now spawn faster

Custom Weapon
Nerfed accuracy to +25% for super shotgun

Custom Upgrades
Added oc for shortstop
-10% damage fan oc
Milk oc now deals +100% damage but recharges slower
+35% critical damage +200% ammo capacity for pistol oc
Increased air control and deals 400 dmg stomp with winger oc

Misc
Replaced Rocket Engis with Level 2 Bullet Engis
Last edited by ihaz; 9 May, 2023 @ 11:04am
ihaz 9 May, 2023 @ 11:13am 
Optional Requests (just to see how subclasses fare well in my missions):

Only upgrade body upgrades as scout and goomba stomp bots with winger oc

Upgrade pistol as main dps with pistol oc

Upgrade both melee and body upgrades with non-wrap-candycane melee oc
Last edited by ihaz; 9 May, 2023 @ 11:14am
ihaz 10 May, 2023 @ 12:10am 
don't judge for now, im changing the mission once again
ihaz 10 May, 2023 @ 10:53pm 
W1
Made shotgun soldiers into support

W3
Reduced total for gbisons to 3

W4
Reduced total count of minigiant beggars
Made minigiant beggars to have 650 health and be exp ai
Decreased delay betweens daves
Phlogs now have inf crit duration after phlog
Reduced total count for bigrocks and conchs
Bigrocks projectiles travel slower now

Custom Weapon
-20% reload speed and +50% firing speed for super shotgun

Custom Upgrades
Nerfed damage for fireball dmg
Added backscatter oc
Wrap oc now deals +200% bleed dmg
Reduced self dmg for melee oc

Misc
Fixed getting boost from self dmg for bfb
Last edited by ihaz; 18 May, 2023 @ 11:17am
ihaz 10 May, 2023 @ 10:53pm 
available for judging again
Demo:https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon_judge-1683819960.zip

Strike, Pass, or No Strike?: No Strike

Scout Lineup:
  • Yuugi
  • Braindawg
  • Fernit
  • Retrowave
  • Hell-met

General Feedback:
  • Overall quite an enjoyable mission for all Scout mission, despite how easy the early waves are. The later waves do ramp up the difficulty nicely.
  • The custom Music you used overlaps with the default wave starting music, You can avoid that by reducing the starting wave countdown to less than 9, preferably 3-5 so players can still hear the countdown.
  • Everyone in this mission has mod see enemy health for apparently no reason? This attribute does not function correctly and can be very jarring to see their robot's health. Consider removing it.
  • The Explanation text of “Baby’s Face Blaster does not lose hype when taking damage” is redundant. It would be better suited if you make a special description inside the ItemAttributes that explains no hype loss when taking damage.

Custom Upgrade Feedback
  • The Overkill Overclock says in the description it reduces primary ammo capacity but doesn’t reduce the primary ammo capacity at all.

Wave 1:
  • A very short wave. Our team completed this wave in 1 minute and 35 seconds, you could slightly extend the wave a bit more by adding one subwave or overall more robots.

Wave 3:
  • Please rename the Giant Gay Soldier. The offensive name will not be accepted in our summer event.
  • Speaking of the Giant Bison Soldier, their damage is immense how fast it fires and you basically have no chance to survive those shots even with 3 ticks of bullet resistance. You could try giving a worse aimtrackinginterval or reduce their damage slightly less.


Wave 4:
  • Not sure what happened to the first Dave but apparently he died to fall damage?
  • The last subwave has a couple of pyro’s and soldiers straggling, either make them support limited or increase the WaitBetween of Giant Burst Fire Soldier.
ihaz 18 May, 2023 @ 11:27am 
W1
Increased totalcount for Gdirects to 3
Added new subwave consisting for 1 gpyro and 3 vaccmeds

W2
Replaced gbursts vacc med subwave with boss pyro that shoots meteors
Replaced pyros with burstdemos
Made heavies spawn faster

W3
Increased totalcount for gburstdemos
Replaced shotgun soldiers for scouts
Made dragons fury minigiants diff to exp and made them spawn faster
Renamed the funny bisons and increased aiming interval
Made the heavies into support
The engis are now support limited

W4
Made dave weaker
Made the bigrocks and conchs wfad when the daves die
The conchs are now support 1

Custom Upgrades
Decreased damage for shortstop op
Decreased damage for stomp on winger oc but gave it no fall dmg
Overkill OC now actually reduces primary ammo

Misc
Removed mod see enemy health
Removed explanation text for bfb
Last edited by ihaz; 18 May, 2023 @ 11:28am
washy 20 May, 2023 @ 11:17am 
Demo:https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon_judge-1684552711.zip

Strike, Pass, or No Strike?: No Strike

Scout Lineup:
  • washy
  • Braindawg
  • colonel
  • royal
  • Hell-met

General Feedback:
  • All scout mission is interesting and unique, waves are adjusted well
  • Felt short, please implement the scrapped wave 5 if it is ready, or extend the mission in some way
  • Pacing can feel slow in some areas, most noticeable in wave 4 waiting for conch soldiers to spawn, scouts being the fastest class means players can afford to cover longer distances of the map, therefor there is no need to have long pauses or waiting periods.

Wave 2:
  • The critical rapid fire giant soldiers can be a lot to deal with at the current cash level, would suggest removing the crits

Wave 4:
  • The subwave before conch soldier has a long pause, could be shorter
ihaz 20 May, 2023 @ 10:30pm 
do i have to buff the waves (since i saw that you guys were easy clearing every wave in demo) or is the judges cracked?
Braindawg 21 May, 2023 @ 6:29am 
I would mostly just focus on increasing wave length for now, we had a pretty good team clearing the waves.
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