STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
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ONLINE
Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
Visar 91–100 av 145 poster
3
[REJECTED] [MISSION] Ghost Town - No control
Demo: https://eu.potato.tf/demos/mvm_ghost_town_int_no_control_judge-1662216515.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Heavy)
  • Mudun (Pyro)
  • A+Drew (Scout)
  • Yuugi Hoshiguma (Engineer)
  • ✪ Ruby (Soldier)
  • Hell-met (Medic)

General Feedback:
  • We still strongly recommend that you playtest your mission publicly, this will improve your mission much better and get better feedback from players.
  • Many issues of your previous advanced 666 submission carried over in this mission. Meaning the starting currency of 1666 and the grand total of 2566 collected cash isn’t enough for an endurance wave. For refrence Caliginous Caper pays out a total of 8200 credits.
  • Many of the subwaves are still poorly constructed, there are a lot pacing issues that makes the mission feel really easy and some of the subwaves a massive difficulty spike. The subwaves isn’t very thought out as most subwaves contains mostly randomly chosen bots.
  • There are still too many arbitrary custom bots used in this mission (autojump bots? 33% damage bonus for common and giant bots, igniter bots, rapid arrow demoman?) try to minimize the usage of custom bots or make it more fitting that will tell players know what the bot does.
  • The Giant Uber Medic is very frustrating to deal with which will always pop at around 2500 health, as this will result into a waiting until the uber depletes.
  • Players have reported the wavebar cuts out on the support sniper icon.
  • Our current completion run only lasted 13 minutes and that is very short compared to the other 666/endurance missions.
19
[MISSION] Swirl Event - Revolving World
17
[MISSION] Swirl Event - Trickster Terror
24
[ACCEPTED][MISSION] Isolation - Desolated Death
Changelog V4:
Mission is now updated on the _judge.pop, apologies ahead as I haven't updated for an quite long time and might missed some of the previous feedbacks. It is really draining to update this huge mission and starting to get less motivated how close the opration ends ina month.

General:
  • Starting Cash is increased to 650$ but removed 100$ on wave 1 and 2
  • Added a medium health kit on the beginning house area and hatch area
  • Removed All force distribute cash attribute and replaced with a new keyvalue ForceRedMoney 1
  • Buffed Offensive Manual Control upgrade: Removed sentry firing speed attribute and building health nerf
  • Changed Defensive Construction Unit: Now has +100% max building health and +150%
    dispenser range
  • Changed Specialized Supportive Unit: Now applies onto your melee. +50% dispenser supply power, +5% teleporter charge and +30% construction rate
  • Upgrades description has been updated, Special thanks to Seelpit for fixing it
  • Buffed Rocket Rain Module and Clusterbomb Module: Added +35% increased blast radius
  • Reverted the Half-Zatoichi rebalance: Now has +8% base health kill. The reason was at 4% wasn't enough healing power to sustain the red output the huge damage. It was mentioned at the previous feedback it was overpowered.
  • Nerfed Big Heal Module: You can no longer use the Ubercharge
  • Nerfed +100% Upgrade Rate: Increased cost to 400 credits
  • Re-added the custom canteens made by Royal, So you have to approve them again. Have Fun!
  • The Vanilla canteen upgrades have been re-added, Crit/Uber/Recall/Instant buildings canteens! No ammo catneen though as you have infinite ammo anyways
  • Berserk Canteen is already approved and is unchanged
  • Buffed Speed boost Canteen: Adds +20% movement speed on use
  • Buffed Reprogram Canteen: Costs now 75 Credits, Added 5 seconds of Uber for the reprogrammed bots and effect lasts 12 seconds
  • Fixed a bug where soldier could purchase both rapid fire module and burst fire module
  • Fixed support building upgrade getting +300% dispenser range from one purchase
  • Fixed a bug where other red bots unintentionally pulls out their melee when in close range
  • Fixed an exploit where Giants get stuck on the shank/tiny house area
  • And another attempt was made to hopefully fix the buffer overflow: this was done by making a separate file specifically for PointTemplates only

Wave 1:
  • Added 2 more squads of the Steel Gauntlet and Knockout Medic bots

Wave 2:
  • Replaced Bison Soldiers into Bazooka Soldiers
  • Replaced Scouts into Crit-a-Cola Soda popper scouts
  • Reverted Armored Big-heal Medics into Shield Medics

Wave 3:
  • Reworked the spawn timers on the first subwave
  • Added Rapid fire bison soldiers on the second subwave
  • Replaced Dragon's Fury Pyro's into Phlog/Manmelter Pyro's
  • Added Tokamak heavies on the third subwave

Wave 4:
  • Replaced Warrior Spirit Gauntlets into Shotgun/KGB Combo heavies
  • Replaced Phlog Pyro's into charing Demo's
  • Scout/Pyro/Engineer players now have max resists being a squishy/Low health class
  • Tank only deploys once you kill both the Colonel's and Giant Deflector heavies

Wave 5:
  • Reworked the entire wave pacing issue
  • Buffed Drill Tank: Increased Speed to 52
  • Replaced Giant Rapid Demo's into Giant Burst Demo's
  • Replaced Heater Heavy into Direct hit soldiers
  • Increased the totalcount of the Dragon's Fury Pyro's
  • Added Giant Deflector HoK heavy on the second subwave
  • Replaced Rapid Fire Bison soldier on the second subwave into Conch Samurai Demo's
  • Burst Fire Shotgun Heavy is now a common one
  • Replaced Short circuit Engineers on the third subwave into Rapid fire Bison Soldiers

Wave 6:
  • Replaced Shotgun heavies support into Shotgun/KGB Combo Heavy
  • Added 4 more Rapid Fire Bowmans
  • Cooldown on Captain Punch is reduced to 14 seconds
  • Fixed Giant Demo boss getting stuck on the shank/tiny house area, It now spawns in the tunnel next to the second control point
  • Changed the second control point: It only spawns once the first control point is captured
Changelog V3:
Mission is now updated on the _judge.pop, It took a while to update this huge mission

General:
  • Add text music similar used on reverse adv mission
  • Ported the extra blimp path from the reverse adv mission
  • Added more VIP's on wave 1 through wave 3
  • VIP's will now utilize more weapon switching
  • Reverted the homing projectiles to the original state and slightly buffed it
  • Buffed Upgrade Construction Crusher: Added +25% Damage against tanks
  • Added light Armor Plating for the common Class: Spy and Medic gets an extra +25 Health Bonus.
  • Changed Armor Plating to Heavy Armor Plating: Added -40% damage from ranged sources while active
  • Removed Bio Breaker
  • Reverted the spy watches Rebalances
  • Added New upgrades for the Engineer Building Upgrades
  • Defensive Construction Unit: Per tick 100% Max building health, +12,5% Faster Repair Rate, +30% Construction Rate. Costs 200 Credits for now
  • Specialized Supportive Unit: Per tick +150% Dispenser Range, +50% Ammo/metal/Healing Dispenser Rate, -5% Teleporter Recharge Rate. Costs 150 Credits
  • Advanced Automated Turret: Per tick +12,5% Sentry Damage bonus, -5% Sentry Faster Fire rate, +10% Sentry Range. Costs 250 Credits
  • Heavy Artillery Turret Focuses primarly the rockets for level 3: Per tick +25% Sentry Damage bonus, +50% Sentry Slower Fire rate, +10% Sentry Range, -15% Faster firerocket rate, 1 rocket specialist. Costs 300 Credits
  • Wrangler Gets also 2 new upgrades, both costs 400 credits
  • Offensive Manual Control: -20% Sentry Faster Fire rate, +50 Sentry Damage bonus, -50% Max building health, -50 health penalty
  • Defensive Manual Control: On Active applies Battalions effect, -50% Single Weapon deploy time, +25% received healing source
  • Added new Eve's Radius Model on the Amplifiers, Added additional addcond 20 within the amplifiers range for good meassure

Wave 3:
  • Reduced the Damage bonus on the primary of the engineer Boss
  • Changed last Phase of the Engineer boss: His Rocket can now be reflected
  • Amplifiers have their health reduced to 648 Hp

Wave 5:
  • Chieftain Now has 2 interruptAction, It will stay at a designated Spot for 3 minutes. Hopefully not being that suicidal
  • Buffed Uber Tank health to 25k
  • An attempt was made to fix the buffer overflow hopefully

Wave 6:
  • Changed Titanium Terror: Removed a Bot Parenting him, but replaced with new additional secondary fire. Cooldown is at 17 seconds
  • Fixed the Typo on the annotation
  • Moved the Demo Boss and Giant Burst Homing Soldier a bit further back on the tinyhouse_flank
15
[ACCEPTED][MISSION] Isolation - Glistening Glacier
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