STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,324
IN-GAME
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Founded
31 March, 2017
Language
English
Location
United States 
Showing 11-20 of 57 entries
8
[REJECTED] Cliffside - Power Trip
19
[REJECTED] Rustvalley - Spy Sheriff
23
Akure RC1A - Gold and Grit
15
Quetzal - Banana Barricade
21
Akure RC1A - Diamond and Dross
26
Skangus - Metal Scorn
18
Lotus - LED-Motif
27
Akure RC1A - Bronze and Bristle
Demo: https://testing.potato.tf/demos/mvm_akure_rc1a_int_bronze_and_bristle-1680143769.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Lemonee (Soldier)
  • Perper (Sniper)
  • Profit (Pyro)
  • Skin King (Scout)

General Feedback:
  • I think this mission overall needs a toning down in power across the board. The target audience for Intermediate missions are supposed to be complete or near-complete beginners to the game mode and there are many instances I saw in this run where beginner players would get absolutely smoked.

Wave 1:
  • Teleporter engi is absolutely unnecessary for an int wave 11 on 400

Wave 2:
  • Giant heaters with med support will be too much against intermediate skill level teams with only 1.3k

Wave 3:
  • Again this wave will probably be too much for an int level team: multiple active G Scouts with a bunch of demo commons and bowmen (these commons are stacking up again!)
  • While easy skill demos cannot aim well, their projectiles are still dangerous because they have no damage falloff and no one has resistances at this stage of the mission.

Wave 5:
  • The general pace of this wave is pretty unrelenting: giants followed by many soldier groups with little breaks (again large amounts of common stacking)

Wave 6:
  • I would be careful with the conch soldiers as if they manage to break through RED's defenses they can quickly snowball the robot's advantage with speed boosts
  • I would also be cautious with the usage of hard ai g deflectors, they're a serious threat even on high cash

Wave 8:
  • I would reduce the homing power of rockets in phase 3 to make them easier to dodge.
21
Akure RC1A - Diamond and Dross
Demo: https://testing.potato.tf/demos/mvm_akure_rc1a_exp_diamond_and_dross-1679177448.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Lemonee (Pyro)
  • Seelpit (Pyro)
  • Hellmet (Medic)
  • Mudun (Scout)
  • Yuugi (Soldier)
  • Whurr (Engi)

General Feedback:
  • In general this mission has a pacing/stacking issue — in many waves you will often see huge masses of commons with low waitbetween, giant stacks that spawn really close to one another, or both.
  • You might want to tone down the number of g scouts in this mission — there is something like 60-70 giant scouts through the 8 waves. This just advantages the bodyblocking classes like engi or heavy more than the current payout structure already does or makes people have to get jar slow or rspec.

Wave 1:
  • 7 super scouts is simply overwhelming for 400$. Low cash waves already favor classes like engi and heavy, but the fact that they are also the two best classes for bodyblocking then killing the scouts will make this wave a polarizing experience for teams who do not run either (or lack competent players on them).
  • Teleporter engis are very questionable to deploy on such low cash, especially since the super scouts slipping past will usually let them set up.

Wave 2:
  • This wave has an incredible DPS requirement for an early wave, sending two gmeds, a tank, and a bunch of dangerous giants on 1k cash. Teams without heavy will struggle greatly here.
  • This custom G demo with its rapid bursts of fast moving pills (that have full damage and explode on surfaces!) would pose a challenge to players with a couple of thousand dollars worth of upgrades. On 1k cash it is absolutely cracked and will be the bane of most teams trying to clear this wave.
  • Somehow, the custom rocket heavy that comes afterwards is even more ridiculous. Its damage is in the "easy team wipe" level of lethality and does not feel tested at all.

Wave 3:
  • This wave has major stacking with the commons crit pyros and shotgun heavies. Consider lowering the maxactive.
    -
  • Speaking of commons, the infinite fire shotgun heavies absolutely do not feel like support and are more like one of the main pushing forces in this wave.
  • Again, the fan scout has a higher clip size when it really does not need to be more lethal.

Wave 4:
  • Similar to Akure Advanced the G punchie can't really do anything except serve as a big meat sponge.
  • G Sniper is too slow to position itself in effective locations.

Wave 5:
  • This wave feels like a random roller: bonk giants, gauntlet heavy, crit bowmen with g heavy + g med pushing.
  • For some reason the gmed has only 3k health instead of the usual 4.5k? It would be natural to reduce the strength/number of commons instead of messing with the health of a regular template.
  • Again there are straggler squads at the end.

Wave 6:
  • Once again there is mass common scout and heavy stacking.
  • Questionable pacing with giant brass and giant soldiers all coming out at once.

Wave 7:
  • This being an expert does not justify sending a bp level wave without bp payout. If a team fails to hold the pseudo-chokepoint at the slope/stairs they will face a hellish time fighting the crit commons and bigrock bursts in an open map probably without full resistances.
  • The maxactive of 16 natasha heavies is way too high.
  • There is a naked tank at the end because the bigrock bursts all come out paired and quickly, making for a rather anticlimatic finish.

Wave 8:
  • This boss is very obnoxious to fight. The rockets salvos he shoots either instakill you even with full res or send you flying/skybox you with massive knockback. This is especially punishing for engi as all his buildings will basically get nuked if they catch aggro once.
  • The same criticisms about poor phase telegraphing and the weird move speed phase from Akure Advanced still apply here.
  • Regarding randomchoice support, g charged and g heavies are way different in terms of power level. The pool of giant support should be more balanced against one another.
  • The laser sfx was unusually loud.
Showing 11-20 of 57 entries