SKUPINA SLUŽBY STEAM
Potato's Custom MvM Servers potatomvm
SKUPINA SLUŽBY STEAM
Potato's Custom MvM Servers potatomvm
1,571
VE HŘE
7,761
ONLINE
Založena
31. března 2017
Jazyk
Angličtina
Umístění
United States 
Zobrazuje se 111–120 z 145 položek
4
guys what will happen in the new operation mvm
24
[ACCEPTED][MISSION] Sequoia - Woodland Pollution
15
[ACCEPTED][MISSION] Isolation - Glistening Glacier
4
guys what will happen in the new operation mvm
15
[ACCEPTED][MISSION] Isolation - Glistening Glacier
Changelog V3:

Mission can now be judged at the _judge.pop file

General:
  • Removed four sentry spot, three near the hatch/flank area and one more in the middle area
  • Spitfire flare gun now uses a scorch shot base so your ears doesn't bleed. Also gets -60% rocket jump reduction
  • Reduced the Bio breaker sound so your ears doesn't bleed again.
  • Scrap Sentinel gets a tiny buff to compensate the wrangler nerf
  • Silently put the sledge hammer to sleep and carried it's attributes to the Homewrecker and The Maul
  • Buffed the Machinery Beam. Now cost 200 credits and bumped the point from 20% to 25%
  • Toned the infinite support down again...
  • Nerfed the Wrangler, as with infinite ammo the sentry gun has and 3x more sentry gun health is ridiculous
  • The spawn area near the red upgrade station has been removed

Wave 3:
  • Decreased the betweenspawntimer by 2 seconds on the chargin demo's

Wave 4:
  • Changed Sticky tank into a Grenade Tank, Icon is missing and uses stickytank icon. Do not mention that in the feedback please.
  • Heavily nerfed the tank hp down to 11k

Wave 7:
  • The first Giant heavy now uses a different spawn
  • Final titan boss now has a reduced homing powers
  • Aimtime is reduced to 1.5 seconds previous 4 seconds
  • MaxAimError is set to 75 previous 120
  • TurnPower is set to 45 previous 60
  • Reduced damage bonus buff of the titan
  • Increased spawntimer of the infinite support
  • Added Spy support, MaxActive is set to 2 with a 30 betweenspawntimer
  • Snipers now have a MaxActive set to 2 with a 40 betweenspawntimer
  • Support now has an increased 3 extra seconds of betweenspawntimer
  • Sentries gets yeeted for this wave only, I also killed the sentry icon.
  • Hiddden the annotation after the titan is dead
13
[ACCEPTED][MISSION] Swirl - Scorching Snow
Swirl – Rev_int_Scoching_Snow 17/5/2022

Demo link:
https://testing.potato.tf/demos/mvm_swirl_rc1_rev_int_scorching_snow_judge-1652819957.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Washy(soldier)
  • DrCactus (demoman)
  • DaMno (medic)
  • Yuugi Hoshiguma (Pyro)
  • Mudun (heavy)
  • CEO Fortknight (Engineer)

General Feedback:
  • The Sentry in question are way tougher for an intermediate. At wave 3 we were already met with level 3 sentries at the hatch.
  • Red bot Spawns way too close to players as dying to them makes players frustated that didn’t expect they spawns next to them.
  • It is recommended that you put a prop onto the hatch to show players that it is blocked. Lite now has a new model prop for you to use it. – Dr.Cactus
  • Vip After the Giant Buffer Banner that is a Conch Samurai is a massive downgrade consider changing into a stronger bot with more ranged option – Washy (optional)

Wave 3:
  • The Giant Rapid fire Demoman were quite tough to deal with uber medics assisting it, nerf it to a Regular Giant Demoman or the demoknights can be reverted.
  • For some odd reason the red heavy was holding the bomb

Wave 4:
  • Giant Burst Fire Soldiers are also quite troublesome bot that is really way too threatning.
  • Direct hit soldiers should not belong into an intermediate mission as they should be replaced with regular soldiers.
  • Crits boosted Skull cutter knight are quite hard to chew through pushing to the hatch, consider removing the crits of them.
  • After failing the wave I somehow spawned at a different spawn?

Wave 5:
  • The first subwave starts too strong with Giant Burst Conch Soldier, Giant Phlog Pyro and top of that burst spawns of heavies. A nerf would be needed here.
  • Two players at the end of the wave got a buffer overflow, not entirely sure what causes them to get a buffer overflow but it needs to be addressed.

Wave 6:
  • The beginning pacing is a bit off due to how easy is to dealt with.
  • Re-using from your advanced reverse Atomic Captain Punch is getting stale as fighting him is way too easy for an intermediate. (optional)
  • Last subwave is still considered too easy/stale as the huge payout we’ve gotten from the previous wave.
Zobrazuje se 111–120 z 145 položek