STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
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31 mars 2017
Språk
Engelska
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15
[ACCEPTED][MISSION] Rustvalley - Reclamation
Rustvalley – Rev_Exp_Reclamation 14/5/2022

Demo link:
https://testing.potato.tf/demos/mvm_rustvalley_rc4_rev_exp_reclamation-1652561056.zip

Strike, Pass, or No Strike?: No Strike

Run 3/3

Team Lineup:
  • Yuugi Hoshiguma (Pyro)
  • Lemonee (Demoman)
  • DaMno (Soldier)
  • A+Drew (Scout)
  • Mudun (heavy)
  • Skin King (Sniper)

General Feedback:
  • A lot of robots with custom weapons are not named properly. The good examples are Natasha/Delfectors Heavy that is just named Heavy by default and our Ally Giant Rapid Fire Soldier just named Giant Soldier
  • The Health pack penalty attribute are shown on Red Bots weapons?
  • Lunchbox items heals VIP tremendously High and you can get a new lunchbox item by picking up a health pack. Consider reworking some of the VIP to gain less health packs gained.

Wave 1:
  • A payout of 500 Credits is really low as wave 2 will be more difficult to beat

Wave 2:
  • There are Red Engineers bots hidden in wavebar or appears to be using as Red icon?
  • Natasha Heavies are very annoying to deal with

Wave 3:
  • For some unknown reason, the door appears to open itself before the Gate B was captured. The right door opens up very slowly
  • Image of the door: https://cdn.discordapp.com/attachments/972972001486602261/975141663880138803/unknown.png

Wave 4:
  • The Sticky tank fight wasn’t engaging at all as there is very little amount of red support it throws at the end

Wave 5:
  • Giant Black Box Soldier really aren’t threatning at all
  • The Supernova had no indication/icon on my end while DaMno said the icon does appear on his end. I recommend adding some kind better indication as not many players can see the supernova icon that does appear on boss’ head. A Taunt/Sound/Effect will suffice enough.
  • For some odd reason Lemonee's game crashed?
15
[ACCEPTED][MISSION] Isolation - Glistening Glacier
Difficulty: Advanced

Custom Upgrades: Yes. Ammo upgrades are disabled by default

Custom Weapons: Absolutely!
  • W.A.S.P Launcher (Soldier Primary)
  • Spitfire Flare gun (Pyro Secondary)
  • The Sledge Hammer (Pyro Melee)
  • Big Man (Demoman Secondary)
  • Bio Breaker (Heavy Primary)
  • Tokamak (Heavy Primary)
  • Tomahawk Steak (Heavy Secondary)
  • MVM Gloves of Running Urgently (Heavy Melee)
  • Gamma Gazer (Engineer Secondary)
  • Scrap Sentinel (Engineer Melee)

Are players giants: No

Win Condition(s) (Omit if bomb deploy):
  • Just let your Ally bots deploy the bomb 6 times. Players cannot deploy the bomb.
  • Just kill the titan boss on wave 7

Lose Condition(s):
  • All Waves has a 10 minute timer
  • Blimp deploy on the carrier tank on wave 5 and 7

List any major class/weapon rebalances:
  • Engineer gets an additional 150 health bonus. Increased Construction rate by 50%. Teleport speed boost and 50% faster teleporter recharge rate
  • Short Circuit has 250% fire rate penalty
  • Tide Turner no longer loses charge on damage
  • Red Tape Recorder behaves now like a normal sapper
  • All Spy knives cannot pickup the bomb (intel)
  • All Miniguns can switch weapons while spinning
  • Phlogistinator now allows taunts in mid-air
  • Upgrade: +25% damage bonus for Ullapool Caber and Half-Zatoichi for Soldier
  • Upgrade: +2s Crits on kill Half-Zatoichi for Soldier
  • Upgrade: Melee Cleave Attack
  • Upgrade: Multi shot for Spitfire flare gun and Manmelter
  • Upgrade: Mortar Grenade for Demoman Primary
  • Upgrade: Heavy Shotgun Module for Soldier/Pyro/Heavy Secondary
  • Upgrade: Laser Tag for Pomson 6000
  • Upgrade: Mad Milk Crossbow for Crusader's Crossbow
  • Upgrade: Machinery Beam for All Mediguns
  • Upgrade: Arrow Master for all Sniper bows
  • Upgrade: Construction Crusher for Primary and Secondary. Pyro only

Requests (Optional):
- Three Judges Must be present only for the first three runs!
- Try every Custom Weapon/Upgrades if possible
- In the feedback post include the total time spent please
- Run without a shield once
- Run without a Heavy once
- Run without a Spy once
8
[ACCEPTED][MISSION] Cliffside - Scrapyard Slaughter
31
[ACCEPTED][MISSION] Hideout - Galois
Hideout – Rev_Adv_Galois 10/5/2022

Demo link: https://testing.potato.tf/demos/mvm_hideout_b3_rev_adv_galois_judge-1652198994.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • DaMno (Soldier)
  • Yuugi Hoshiguma (Demoman)
  • Aegis impervious (Enigneer)
  • Sergeant Table (Scout)
  • Hell-met (Demoman)
  • Dylan_is_legend (Sniper)

Custom weapons approved:
  • Demobot Armor

New Weapons/Rebalance Feedback:
  • Drunken Drive addcond kill could the buff duration increased to 2.5 or 3 seconds as I was constantly after a kill reloading and the buff didn’t last long.

General Feedback:
  • Several Red Melee bots were quite annoying to deal with as their were constantly dodging.
  • There are some instances that the cosmetics on the bots were strecthing. The good example are the death racer demomans on wave 3.

Wave 1:
  • The Giant Rapid Fire Soldier are firing way faster than we thought, making dodging them quite a bit troublesome. You can remove the faster firing buff if you wish. (optional)

Wave 3:
  • The support overwhelmed us quite harsh as we were struggling push to the hatch.

Wave 5:
  • Shield medics are nasty to deal with. They spawn way too much, dealt damage too fast and on top of that we also had to deal with Giants shredding us completetly. Consider changing the bots entirely into something less strong.
  • The Red Giants also overwhelmed us as they were spawning too fast and spawncamped at blu base. You can increase the spawntimer if they are still very difficult to approach. (optional)
  • The B.D. Punch drags on, even he pulls out his grappling hook as it will become a punching bag. Add some support or tone down his health down a bit.
16
[REJECTED] [MISSION] Dockyard - Disassembly
Dockyard – Rev_Adv_Dissassembly 6/5/2022

Apologies for the late feedback post but here it is.

Demo Link: https://testing.potato.tf/demos/mvm_dockyard_rc7_rev_disassembly-1651862193.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3 (First run)

Team Lineup:
  • Yuugi Hoshiguma (Scout)
  • DaMno (Soldier)
  • Lackryx (Demoman)
  • Mudun (Pyro/Sniper)
  • Glumbus (Sniper/Medic/Demoman)
  • RomanPlayer22 (Heavy)

Custom upgrades approved:
  • Phlog taunt speed

Custom weapons approved:
  • Stock Rocket Launcher
  • Direct Hit
  • Phlogistinator
  • Soda Popper
  • Winger
  • Boston Basher
  • Flying Guillotine
  • Holy Mackerel

General Feedback:
  • The main problem of the mission is that unfinshed state will result into a lot of problems that you will need to fix, as we found many things that is worth mentioning it.
  • Capping the gate causes the bot not spawn resulting waiting until bot spawns again. You can try killing or removing the output PauseBotSpawning of the Pop_interface to fix this.
  • Add an upgrade station on the gate area as some of the players willing to upgrade during the wave.
  • The Timer could be reduced as the waves itself were short – DaMno
  • According to DaMno all red bots deals 100% damage more with their melee’s?
  • You can add cosmetics and taunts into the whitelist, see Cyberia revese how it did

New Weapons/Rebalance Feedback:
  • The upgrades are really inconsistent as some of the upgrades are really aren’t worth upgrading take Flare gun as an example.
  • Some upgrades should have a descritption as upgrading +1 clip size for soldier/demo also adds +5% damage bonus, Mmmph upgrade adds faster taunt speed.
  • The resistance upgrades are bit questionable as 6% isn’t an appealing number unless you have a good reason, round it out 5% or 10%
  • A lot of the weapon rebalances are questionable, as some of the weapons are inconsistent making some of the weapons worth using than the other weapons
  • Machina should be nerfed as fully upgraded deals a massive 2025 headshot damage
  • Force a Nature more accurate attribute should be changed to spread penalty as it will confuse players being an accurate weapon.
  • Stock Scattergun should be buffed as bullet per shot doesn’t make up for the damage it deals
  • Battalions backup should have either +200 hp or -20hp to keep giant stats
  • Having the stock melee’s have +40% movement speed makes the other weapons like gloves of running urgently, powerjack rendering useless to pick as it has no downside at all
  • While this not used in out run, but Liberty Launcher is very tedious to use as it heavily relies on the homing and the projectile angle nerf makes it harder to use

Wave 1:
  • The Explanation text should be more formal as “and that would be sad”
    Seems our of place for a reverse.
  • For some reason the Gun Nut Heavy is our ally holding the bomb and went to the blu capture point
  • The Gun Nut Heavy icon should be heavy_accurate, as it will confuse players what the icon serves

Wave 2:
  • The Blimp could use a small nerf as we didn’t have a lot great options to deal with it. After players changing our loadouts it went well

Wave 3:
  • Giant Bleed Bowman is very weak as a hatch defender as inside the building the bot itself doesn’t have good long range options
  • The Hatch guard got pushed down of his position

Wave 4:
  • Replace the bleed effect to fire ignite to make use better for the Gaint Heater Heavy – DaMno
  • Giant Heater Heavy is not properly named
  • Stakcing 3 Giant Heater Heavy isn’t very interesting idea, change some of the hatch defenders into a different bot

Wave 5:
  • The Blimps could use a tiny buff considering the amount of money we got - DaMno
  • The Giant Medic dropped his King Powerup and can be obtained from it


Wave 6:
  • Putting the boss behind the barrier is not a good idea since trying to chase him requires to wait until the boss arrives in the main blu area.
  • The boss scale is way too big trying to fit through the red upgrade station doorway
  • Defeating the boss results into wave failure making completing the mission impossible
  • You can ask Lite or Nys to make the red clusterbomb icon
39
[ACCEPTED][MISSION] Underworld - Bones and Blood
Underworld – Rev_Adv_Bones_And_Blood 21/4/2022

Demo link: https://testing.potato.tf/demos/mvm_underworld_rc2_rev_bones_and_blood_judge-1650575425.zip

Strike, Pass, or No Strike?: No Strike

Note: This was run with a Heavy and an Engineer

Run 2/3

Team Lineup:
  • Yuugi Hoshiguma (demoman)
  • DrCactus (engineer)
  • Watermelon (medic)
  • alabamaporsche (heavy)
  • LuigiFan45 #RemoveCrandomRits (spy)
  • Dylan_is_legend (scout)

New Weapons/Rebalance Feedback:
  • For unknown reason the rescue ranger nerf is not reverted.
  • The Custom Upgrade damage bonus for spy melee is overpowered as it can be combined with Armor Penetration making killing giants seems like a cakewalk.
  • The Adrenaline upgrade could be separated for each weapon to purchase or reduce the cost of it – DrCactus (optional)

General Feedback:
  • The collision of the upgrade station is weirdly 45 degree angled?
  • Add an explantion text that players are allowed to shoot on their spawn. DrCactus didn’t know we could do that.
  • Bots tend to wander around and hunt players a lot, ignoring the bomb if it's being escorted. You can try adding keyvalue FlagEscortCountOffset in WaveSchedule to make Red Bots focus more on the bomb.
  • Certain subwaves were considered very harsh and pushed back to spawn or kept dying from the same bot.

Wave 1:
  • The Icons of the soldiers in the main and the support should be separated, as their support death counts in the main wave leaving 30 headtaker knights and red soldier still spawns in that will confuse players.

Wave 2:
  • Blue phlog pyro’s didn’t not assist us dealing the tanks, Action Mobber on the phlog pyro’s should be able to do it.
  • The Shortstop scouts were quite tanky and deadly combined with the banner tank. A small nerf might be needed here.
  • Both Giant Rapid Fire Soldier should not be spawned at the same time. As there are very strong and a hard time dealing them both.
  • Snipers should have this attribute added on their sniper rifle "sniper fires tracer HIDDEN" 1 and make the sniper not deal headshot – DrCactus
  • For a weird reason sniper bots tends to wander around the map, making hard to know where it is?

Wave 3:
  • Bots tends to blend in behind the prop as their were trying to defend the bomb and making hard for players to see.
  • There was a lonely Giant Steelfist Heavy and didn’t do very much?
  • “Lieutenent Pillspam” is incorrectly spelled and should be corrected.

Wave 4:
  • There was no indication that Red Rescue Rangers have buff banner effect in the main wavebar and no Buff Soldier were out at that subwave.
  • Rapid Fire Bowman melted blu players once their switched to the smg.

Wave 5:
  • Same Icons problem from Wave 1 applies here but with Uber medic and the spy.
  • Megali Ekrixi could use a small nerf as it reloads way too fast and the damage way to high that punishes players who bought max resistance.
  • Players have reported the last boss has missing textures?
  • Last Boss didn’t do very much and was cheesed by the Spy.
  • There was very few Red Giant Bots active after the Last boss died.
21
[ACCEPTED][MISSION] Rottenburg - Breaking Walls
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
Coaltown – Adv_Computer_Crash 24/3/2022

Strike, Pass, or No Strike?: No Strike

Run 1/3

Demo Link: https://testing.potato.tf/demos/mvm_coaltown_rev_computer_crash_judge-1648152448.zip

Team lineup:
  • DaMno (Medic)
  • Yuugi Hoshiguma (Soldier)
  • Whurr (demoman)
  • Skin King (pyro)
  • Dude Named Bob (Scout/Engineer)
  • Soggy Flaps (Heavy)

General Feedback:
  • Invulnerability is still considered way too good on Reverse mvm as we managed skipped Wave 4 and 5 since there is no Hatch blocker or a stationary Giant defending it.
  • There are some invisible barriers throughout the red spawns and any dropped money on the red spawns cannot be picked up. add trigger_hurts behind them to make the money collect it automatically.
  • Players can still fall in the middle Pit as the props is still missing covering the parts of the pit.
  • The pacing of the waves are a bit off, certain parts of the waves has same SpawnCount and MaxActive. Try make the spawn less in bursts.
  • As the bomb is close to the hatch Red bots still spawns in the front, make some the wavespawns further back to the hatch as their main obejective is defending the bomb.

Weapon Rebalance Feedback:
  • Rapid fire Cow Mangler: It is really jarring to use, the -95% explosion radius really makes the weapon weak as it isn’t best suited for a percission based weapon with rapid fire, not even 4 ticks of Rocket Specialist can help balance the weapon better. Also the Projectile speed buff doesn’t work on the Cow mangler?
Wave 1:
  • The huntsman snipers can still one-shot players on a headshot, You can Nerf it making not deal crit headshot. Despite the starting 1000 credits it can be trouble some for light-classes.

Wave 4:
    Note: This was done on the second run.
  • The Difficulty Spike is noticeable once the Gaint Heavies come out and considering there were a lot of bots coming out, we were pushed to the spawn very quickly.

Wave 5:
    Note: This was done on the second run.
  • The difficulty spike is present from wave 4. There were high amount of bots and the Gaint Deflector Heavy/Giant Shotgun Heavies also made us push to the spawn.

Wave 6:
  • The Boss got stuck behind the fences on the left route as it was trying to hunt the players down, once it did find players it corrects itself. Try making the boss take the right route, or spawn to middle or you can remove the fences on the left route. (minor)
  • The projectile deviation doesn’t seems to hit almost nothing at medium/long distances according to DaMno.
  • The Damage the Boss dealt is questionable as according to DaMno the rocket dealt 20 damage and Bison dealt 150 with full resistance.
  • Considered the boss has 6 phases, the health on the boss is ludicrous high and really unfun fighting the boss for a quite a while. Consider toning the health down.
  • End music still plays after the wave completion.
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