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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Founded
31 March, 2017
Language
English
Location
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Showing 1-10 of 57 entries
16
Calico RC1A - Emerging Errors
Demo: https://testing.potato.tf/demos/mvm_calico_rc1a_exp_emerging_errors-1693026620.zip
https://testing.potato.tf/demos/mvm_calico_rc1a_exp_emerging_errors-1693028140.zip (post mission discussion)

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Hellmet (Scout)
  • Skin King (Pyro)
  • watermelon (Soldier)
  • colonel (Demo)
  • royal (Engi)
  • Roro (Spy)

General Feedback:
  • A reoccurring issue I am seeing crop up consistently throughout multiple different judging sessions is the implementation of gray robots. Most waves (with the exception of W5 and W1 sort of) have strong gray bots spawn behind leading to a situation where RED is sandwiched at the front having to fight two teams at once instead of it being a 3 team free for all. Unsurprisingly this usually leads to RED getting pushed back heavily and prevents most blu v gray fights from being witnessed (which is usually the highlight of these kind of gray bot missions).
  • "It still feels a bit annoying to deal with though, the gray bots need to be easier to counter somehow. I'm fine with them on wave 5 because they're predictable and don't flank you. I think the gray bots should be less littered and more focused, a bunch of gray commons flanking you is annoying but having a few slow gray giants / minigiants might play better because they're easier to see coming & deal with. I feel like gray bots should be made slower & weaker overall because it can be assumed you're going to be fighting both them & blu bots at the same time." - Chairman Royal, 1968
  • In addition to make them less strong and less numerous a less flanky spawn could be used to help prevent sandwiching.


Other Feedback:
  • An additional cue beyond a tele noise to indicate that grays are spawning in (like a text annotation or highlight) would be very helpful.
  • A soundtrack does not need to play every wave - reserve it for the last wave to keep it from becoming stale.
  • Two outliers wrt gray robots are the jetpack soldiers and the rapid deflector airblast pyros. The jetpack soldiers look goofy as all hell while still being a power outlier. They have a large health pool and their hacked positions in the sky let them easily rain rockets on RED team while making it difficult for soldiers, pyros, and stickybomb demos to combat them. While the rapid deflectors can cheese some BLU bots they mostly just screw over any unfortunate soul on RED that happens to run into them and use projectiles.

Wave 5:
  • This wave actually felt like it had a good spawn and power level for the gray robots - I would advise no changes to the wave except for one.
  • The gray G Medics do not have enough knockback resistance - they fly forward after getting backstabbed thus screwing over spy
31
Goldpit - Race Condition
19
Steep - Claire De L'aube
11
Humbridge - Hampton Helix
Demo: https://testing.potato.tf/demos/mvm_humbridge_b9c_adv_hampton_helix-1692674986.zip
https://testing.potato.tf/demos/mvm_humbridge_b9c_adv_hampton_helix-1692673232.zip (bozo failed W1 attempts

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • territori64 (Scout)
  • Averagegamer (Engi)
  • watermelon (Soldier)
  • Crilly (Demo)
  • Skin King (Pyro)

Wave 1:
  • The difficulty of the initial G Shotgun + crit Jumping Sandman commons subwave feels pretty dependent on the engi's skill level, both to clean up all the scouts before they start swarming people and to sentry block the heavy before it pushes too much ground for the bots. How RED holds up against this subwave really dictates how smoothly the rest of the wave will go.
  • The heater heavy at the end could spawn a bit sooner

Wave 2:
  • "The [second] tank felt like it "straggled" because the engie and soldier were mostly dealing with them while rest of team was on tank (and they took different paths as well). However I do feel the crit soldiers are a bit rough to deal with this early on in the mission particular without sentry." - Averagegamer, 2023
  • You could revert the skill level of either the crit soldiers or the enforcers so there is less of a chance of the second tank being alone at the end for an extended amount of time. Maybe employ a randomchoice mix of skill level.

Wave 3:
  • The subwave consisting of a minecraft stack of banner felt like it dragged out because of the sheer amount of robots in it.
  • The giant Bleed scouts could also spawn earlier in order to better capitalize on the space made by all the banners.

Wave 4:
  • At the 5k payout mark, the 6 G rapids could probably a more threatening giant instead.
  • Some support icons (i.e the cabers) don't really indicate that they actually throw cabers instead of being your typical caber melee bot.

Wave 5:
  • "The main issue was mostly the high amount of tanks made it feel like it took up 'most of that wave' and felt kinda repetitive esp for the tank busters. I would prefer if the tanks were reduced and increase bot power to compensate." - Averagegamer, 2023
  • There were complaints about the length of the crit g heavy and tank combo from averagegamer, though for me it felt like an appropriate challenge for that money level.

Wave 6:
  • Ditto like Wave 4 regarding the G Rapids, though since they are packed in with other strong bots you could just keep them as is.
26
Jungleworks - Euterpeprecatoriaffray
18
frostwynd - Medieval Madness
Demo: https://testing.potato.tf/demos/mvm_frostwynd_rc1_adv_medieval_madness-1692670606.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Averagegamer (Heavy)
  • Soggy Flaps (Soldier)
  • botrot (Demo)
  • watermelon (Medic)
  • ihaz (Sniper) -> Crilly (Demo)

General Feedback:
  • Numerous robots were changed to address the previous run's feedback about difficulty. However in this run it now felt like a multitude of subwaves were too weak while maintaining the same spawning times as previously, leading to sluggish feeling pace. A happy medium should be struck between the overly difficult iteration before and the current underpaced version.
  • Apparently a new upgrade file from DrCactus is going to be prepared that nerfs some overtuned upgrades like Crit on Kill and Mad Milk Syringes which were utilized very heavily this run, so I would be a bit conservative with the changes you make for now.

Wave 1:
  • There was a noticeable slowdown around the punchie + G Whip subwave - RED had to wait around for the giants to slowly walk off the cliff but then otherwise quickly dispatching the Whips very quickly when they finally did spawn.

Wave 2:
  • There were many stragglers after the last G demoknights spawned in and were killed - Average counted something like 15 DFs/mittens that had to be taken care of still.
  • The Necromancer could probably come out sooner than before the entirety of the previous Gmed wave is dead, especially considering he is much neutered compared to the past.


Wave 3:
  • The Kritz pocketed common subwave was rather slow - it felt like it was just streams of pairs making their way to die at the choke. At the amount of money given at this stage of the mission you could probably afford to buff them a little and/or make the subwave faster.
31
Goldpit - Race Condition
26
Jungleworks - Euterpeprecatoriaffray
33
Rottenburg - Marathon
20
5
[WITHDRAWN] Cliffside - Technological Triumph
Showing 1-10 of 57 entries