STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
1,725
SPELAR
8,604
ONLINE
Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
Visar 111–120 av 145 poster
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.
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