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Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
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Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
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28
[DQ] [MISSION] Meltdown - Irradiated Automatons
Meltdown : Irradiated Automatons : V0.1.2 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Fix the generally rough gameplay
Tweak the engineers.

General:

Added 100$ starting money.
Added 100$ to all wave payouts.

All grouped/squadded pyros cannot reflect.

Engies teleporters now build much more slowly.
Engineer sentries now do not fire.
Renamed engineers to inform players of what they're up against.
Engie building health buffed

W1:

Reworked support spawns:
Subwave now spawns a squad of 5 enemies; 2 demos, 3 pyros.
Subwave can only have 1 group active at a time.

Subwave reworked:
Soldier spawns now have a RandomChoice between Soldiers, Flare Pyros, and Heavyweight Champs.
Support volume buffed.
Giant Scouts now have a much higher MaxActive, but have a slower respawn time.
Nerfed the Giant Pistol Scout speed and health slightly.

W2:

Extended support on the Tanks.
Randomised Tank Path

Increased support respawn time.

W3:

Diverted 1 of the Tanks to the alternate Tank route.
Delayed the 2nd Tank and the Giant Crit Burst Fire Demoman by 10sec.
Added a RandomChoice Burst Fire Demomen to the Continuous Demoman wavespawn.

Buffed the Movement speed of the Gatling heavies.

W4:

Reworked spawning:
Giants now spawn much closer together.
Support is funneled into large "bursts" instead of being a constant stream.

Significantly reworked Artillery soldiers to be more of a ranged threat.
Tinkered with TotalCounts a bit.

Lowered MaxActive on support.

W5:

Reduced totalcount of Giant Scorch Shot pyros by 2.

Split the Boss into it's own wave.
Boss does significantly more building damage.
Boss damaged buffed 15%
Boss support amplified and diversified considerably.
Ursprungligen skrivet av Sntr:
Wave 5 drags on at some of the subwaves but the biggest gripe I have with this mission is the Engineerbots.

Seems like you've designed this entire mission around the engineerbots that plop an insta-building teleporter/sentry with barely any health
(which feels like a very odd design choice) and personally, you're better off having a regular Engineerbot rather than these guys with glass buildings (and the obvious fact that they can allow the boss to spawn pretty close to the hatch)

And like Interro said above, the miniscule payouts of the mission make this mission really miserable to play through (feels like we have to minmax everything to have a chance with this mission)

Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min
Total wave time breakdown for: mvm_meltdown_rc4_adv_irradiated_automatons
[Victory] Time spent on Wave 1: 5 min 13 sec
[Victory] Time spent on Wave 2: 5 min 12 sec
[Victory] Time spent on Wave 3: 6 min 2 sec
[Failure] Time spent on Wave 4: 8 min 29 sec
[Skipped] Time spent on Wave 4: 0 sec
[Victory] Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min

I will buff the money to 600-ish, and see how it goes.

Can you explain why the engies are bad?

How do I make it less of a grind? It's just as long as any other mission, and I don't think it's too difficult (I'm likely wrong, there are some tougher subwaves), so what do I fix? The types of robots? The volume of robots? What part of this mission makes it un-fun? How come I seem to find it fun, and my testers found it fun, but your testers don't?

Can I have the demo file? Maybe I can see what you're talking about better if I can use that.

PS: How should I go about fixing the missing Boss Icon? If it's not in the designated MM mission icon pack, and it's a one-off icon (not worth adding to the pack), should I just replace it with a generic boss icon, or the stock Giant Pyro icon, or something else?
3
[Relays] Meltdown
3
Where can I find the credits for Canteen Crasher?
28
[DQ] [MISSION] Meltdown - Irradiated Automatons
29
[DQ] [MISSION] Waterfront - Acidic Offensive
Waterfront : Acidic Offensive : V0.1.3 : https://drive.google.com/open?id=1bSq6OwlbVZHSZaVdwdMKVPQrEACIh-Ow

Goals:

Fix more bugs.
Start trying to heavily rework "bad" subwaves

W1:

Reduced the Giant Soldier respawn to 0, to allow soldiers to spawn as fast as your team can kill them.
Same change applied to the Pyro squads.

Increased the number of Minigiant Demos spawning.
Fixed Minigiant Demo firing behavior.
Increased length of subwave.

Reworked subwave:
Added pistol scout support.
Replaced Shortstop scouts with Giant Scouts (with a speed penalty)
All enemies in the subwave are now Easy difficulty.

W2:

Removed the shields from the Caustic Marauders in the Tutorial wavespawn, due to the fact they tend to charge off the edge.
Buffed the throughtput of the main Caustic wavespawn.
Reduced the number of Demoknights.

Extended scout support.
Decreased Giant Burst Fire respawn time.

Nerfed Tank HP 2.5K
Fixed tank spawning in the wrong part of the subwave.

W3:

Added another spawn of Crit Demomen to the last subwave.
Crit Demomen now respawn faster
Removed an extra 100$ from the wave

W4:

Increased the volume of Shotgun heavies.

Extended the subwave.

Fixed the Caustic Marauders not occupying the right subwave
Lowered totalcount
Removed 2 spawns of Battalions

Extended subwave.
Added a missing 50$ to the wave.

W5:

Reduced the number of active FoS.

Reworked tank timing.
Increased respawn time and maxactive for tank support.
Swapped Squad behavior for RandomChoice

Made the Giant Caustic Pyro AlwaysFireWeapon

W6:

Reduced the TotalCount of the Pyro support.

Increased Giant Blast Soldier respawn time.
Decreased Minigiant support volume.

Giant Caustic Demomen now respawn very quickly.

Replaced broken Vax meds with some templates from Herp!
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