STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
2,150
IN-GAME
10,045
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 91-100 of 135 entries
17
[MISSION] Area 52 : Tech Mechs
V0.6.3 : https://drive.google.com/open?id=14Ah6NvStxPEHLKo7cpRXPlOjHoLubiwc

Changelog V0.6.3
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Goals:
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Reduce difficulty to an acceptible Advanced level.
Fix more issues.
Optimise engies for thier role: speeding up the pace of the game
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General:
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Engineer support now has the following stats:
Teleporters build 5X as quickly (they build just about as fast as the sentry now)
Engineers have a 3X move speed bonus, so they can relocate quickly and return to thier buildings easily.
Teleporters now serve all robot spawning locations, not just the main path.
Engineers respawn in 5 seconds (I know this is OP, but it's required to prevent players from slowing the game down)
Engineers now start spawning 40sec in, instead of 30sec.
Only 1 engineer at a time.
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W1:
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Nerfed the speed of the Giant Shortstop Scouts.
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Added 5sec between Giant Soldier spawns.
Mangler spawns changed from Total 18 Max 12 Spawn 6 Wait 7.5 to Total 12 Max 9 Spawn 3 Wait 5
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Shotgun squads are now 3 bots instead of 4.
Increased time between subwaves by 10 seconds.
Giant Pyros can no longer airblast.
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Added 5sec more delay on the subwave.
Changed the Giant Demoman spawning from 15 seconds to 25 seconds.
Reduced Demoman/Scout mix by 1 spawn and 2 maxactive.
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W2:
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Reworked FoS spawning from Total 12 Max 4 Spawn 2 Wait 10 to Total 9 Max 3 Spawn 1 Wait 7.5
Reduced Demo TotalCount from 21 to 18.
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Spaced out subwaves by 15 seconds.
Changed spawning times between giant manglers soldiers from 15 to 25.
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W3:
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Reduced Direct Hit spawning by 1.
Reduced Phlog Pyro ratio from 4/9 to 2/7
Reduced pyro medley by 4 spawns.
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Buffed money by 150.
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W4:
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Cut deflector spawning by 1/4th.
Nerfed scout difficulty from Hard to Normal.
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Replaced the Giant Medics on the Spammer Soldiers with 3 Big-Heal medics.
Reduced support demomen from spawncount 6 to 4, and ajusted max accordingly.
Reduced total demos from 40 to 20.
Giant soldiers now take 30 seconds inbetween spawns, instead of 20.
Soldiers now take 20 more seconds to start spawning.
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Nerfed tank HP by 2.5K
Nerfed pyro spawning from 3 to 2, and ajusted maxactive.
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W5:
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Removed crits from pyros.
Removed a spawn of Giant Shotgunners.
Giant Shotgunners now take 22.5 seconds inbetween spawns instead of 12.5
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Removed a spawn of Giant Charged Soldiers.
Removed a spawn of Giant Champs.
Added 7.5 seconds to giant respawns.
Removed samurai demomen.
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W6:
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Removed conch soldiers.
Replaced Giant Heater-Deflectors with stock Deflectors.
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Changed BetweenSpawns of the Giant Crit Pyros from 5 to 7.5.
Mangler/manmelter support now spawns more consistently.
Reduced the Giant Crit pyro wait time from 45 to 35.
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Nerfed the boss's projectile speed slightly.
4
How to make Vax medics with less than 100% resist?
17
[MISSION] Area 52 : Tech Mechs
7
Is there any way to make Medics that have high healrates W/O the quickfix?
Originally posted by ♓A Slightly Horny Seelpit♓:
Well, yeah.
It's fairly simple - here's a custom template I use, for a Armored Über Medic:
T_TFBot_Medic_Armored_Uber { Name "Armored Uber Medic" Class Medic Skill Hard Health 240 Scale 1.15 Attributes SpawnWithFullCharge CharacterAttributes { "bot medic uber health threshold" 54 "heal rate bonus" 2 "move speed bonus" 0.9 "ubercharge rate bonus" 0.1 "damage bonus" 0.1 } }
This one will attempt to pop its übercharge once below 54 health, heals twice as fast, moves at 90% the speed of a normal Medic, builds übercharge at 10% the speed of a normal medigun (0.25%/0.125% per second, meaning it takes 4 seconds/8 seconds for 1%, and thus 400 seconds/800 seconds for a full charge), and deals 90% less damage.
Basically, add the Attribute "heal rate bonus" (including quotation marks!) somewhere in either CharacterAttributes or ItemAttributes.
With the latter, be sure to add the line
ItemName "<insert the medigun's name here>"
so it specifies what gets the attribute.

As for your confusion, the whole HealRate thing basically means that the item has to be able to heal - this includes all mediguns and maybe a few other weapons, though I could be wrong. It's kinda like how you can only put stuff like "clip size bonus" on weapons with a clip - melee weapons don't work, but pistols and the like do.

I know the basics about healrate attributes, but the problem lies in that the docs contradict what you say. Here's a quote: "heal rate bonus" 200 // only works on mediguns that have this attribute ie quickfix
17
[MISSION] Off-Coast Invasion
Showing 91-100 of 135 entries