STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
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Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
Visar 131–140 av 145 poster
44
2
[ACCEPTED] [MISSION] Legerdemain - Castle Crush
Legerdemain – Adv_Castle_crush 16/3/2022

Demo file: https://testing.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1647461886.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Yuugi Hoshiguma (Sniper)
  • JaidenDestroyer (Medic)
  • Dexc34 (Soldier)
  • Crosse?! (Spy/heavy)
  • Dylan_is_legend (scout)
  • germanerik.costales (Heavy/Demo/Pyro, left during wave 5)
  • MK (Wave 6 onward, Demoman/Pyro)

Time spent throughout the mission:
[Wave 1] Time spent: 5 min 41 sec (Success) [Wave 2] Time spent: 2 min 46 sec (Success) [Wave 3] Time spent: 4 min 20 sec (Success) [Wave 4] Time spent: 4 min 48 sec (Success) [Wave 5] Time spent: 5 min 44 sec (Success) [Wave 6] Time spent: 3 min 50 sec (Success) [Wave 7] Time spent: 2 min 58 sec (Success) [Wave 8] Time spent: 2 min 9 sec (Success) Time spent on Wave 0: 0 sec Total success time spent: 32 min 20 sec Total time spent: 34 min 13 sec

General Feedback:
- Great mission overal, It has some nice details touches on the part with the boss/cutscenes. The waves itself goes in right direction being close getting a pass. It all boils down to the weapon rebalances since there is some weapons that needs to be addressed.

  • Jump crouching doesn’t seems to work at all, everytime I tried to jump and crouch at the same time gives a shake effect on my point but doesn’t let me get on the ledge near the hatch, The demo will point out somewhere where I tried to jump near the hatch area. Fairly certain Jaiden and Dexc34 tried it too. (minor)
  • Some of the blue icons are used in the mission, examples are: Burst fire demoman, shotgun heavy. Optionally change the icon into the red variants to know we’re fighting against the red team. The icons on wave 7 does have the right red colour used. (minor)

New Weapons/Rebalance Feedback:
  • The Huntsman/fortified compound: Could use a small nerf. Mainly the arrow mastery is quite strong. At pointblank it deals 960 damage on headshot if all 5 arrows are connected. Toning down to level 1 is good enough.
  • Black box: Black box has way too high healing power making it an unstoppable tank, combine with the Battalions backup or the concheror really makes the Red bots hard time to kill them. The only time Dexc34 got their streak ended was the airblast pyro’s and the Soldier boss.
  • The Machina and the Hitman’s heatmaker both have 3 ticks explosive headshot. It could be a bug related thing on weapon switching?
  • Certain weapons that have special attributes might confuse players what the special attributes does. Dylan was using the Baby face’s blaster but didn’t do headshot damage to the red bots and got confused saying dealing the same damage as stock but it's more accurate. To help somewhat you can add perhaps special description for each unique weapons reblanace to know players better what it can do.

Wave 1:
  • The Infinite support where they are guarding the bomb is way too many of them making certain classes that doesn’t have any form of aoe/splash damage a hard time to break through their defences.

Wave 2:
  • The Timer bot got the bomb somehow carrying it under the map and unable to progress further making the wave uncompletable. Please make the timer bot ignore the bomb or unable to carry the bomb. (major)

Wave 4:
  • The Direct Hit Soldiers has homing projectiles? If so please make it more clear to players to indicate that is homing or you can make them not homing.

Wave 8:
  • The Soldier boss got pinned down into the corner making very easy to deal damage faster.
17
[ACCEPTED][MISSION] Cyberia - Arctic Arrangement
Cyberia – Adv_Arctic_Arrangement 16/3/2022

Demo file: https://testing.potato.tf/demos/mvm_cyberia_rc6a_rev_arctic_arrangement_judge-1647457789.zip

Strike, Pass, or No Strike?: No Strike

Run 3/3

Team Lineup:
  • Yuugi Hoshiguma (Demoman)
  • JaidenDestroyer (Heavy)
  • Dexc34 (Soldier)
  • Dylan_is_legend (Scout)
  • Mudun (Sniper)
  • King of the Stupids (Pyro/Medic)

Balance changes approved:
  • Burst Fire Grenade Launcher
  • Loose Cannon
  • Horseless Headless Horsemann's Headtaker
  • Persian Persuader
  • Claidheamh Mòr
  • Scotsman's Skullcutter

General Feedback:
  • RED Bots can deal random crits, while this can be frustrating to some players since there are giant robots present in this mission, I suggest adding “crit mod disabled 0” if you do wish so.
  • The Second bomb cannot be picked up by friendly blu bots or by players at all, I’m uncertain what causes not able to pick the bomb up.
  • Before wave 5 when the fog sets in, the holograms should be disabled because they can be seen through the fog as weird grey blobs
  • The stairs that lead to the second floor is pretty jank, giants (blue and red) kept getting stuck in that area
  • After capturing the objective with rocket capture point you can perhaps add a cool explosion effect to it. Optional
  • Add an explosion sound effect on the Loose Cannon, while there is nice visual effect for explosion effect, but having no explosion sound felt kinda weird to use. Optional

Wave 4:
  • The Radar tanks could use a slight hp nerf, but some players are dealing the tank by themselves. Optional

Wave 5:
  • The difficulty spike on the Giant Crit Heavy is noticable, as it shredded through the entire blu team. Consider removing the Crit on the Giant Heavy.
17
[ACCEPTED][MISSION] Cliffside - Resolution
Cliffside – Rev_Exp_Resolution 3/7/2022

Note: Braindawg was not present for this run, Only 2 judges were present during the session.

Demo: https://testing.potato.tf/demos/mvm_cliffside_b8_rev_exp_resolution_br-1646679778.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Yuugi Hoshiguma (Medic)
  • Seelpit (Engineer)
  • Mudun (Heavy)
  • Soggy Flaps (Demoman)
  • Keiki (Soldier)
  • Sergeant Crwhips (Soldier)

General Feedback:
  • Overall the mission doesn’t feel like expert from the beginning at all, some of the bot choices were weak (especially the Giants), but after clearing the first area it picks up the difficulty nicely. Try replacing the Giants some of the waves into a stronger ones.
  • Short Circuit definitely needs a nerf, because it shuts down certain subwaves almost completely just by itself. Could either go with a 2.5x fire rate penalty like in MIKO's mission (requires good positioning to line up a perma-lock), or turning it stationary by adding any amount of homing.
  • Bots tend to wander around and hunt players a lot, ignoring the bomb if it's being escorted. This lets the bomb-bots easily move up to the barricade and wait there on almost every wave. This happens a few times with the medic (me) ubering thorughout to the second barricade. A few ways of patching this could be to increase the amount of escorts with the keyvalue FlagEscortCountOffset and/or adding stationary giants that serve as obstacles to kill the bomb.
  • RED Bots can still deal random crits, this can be frustrating to players not knowing getting killed out of nowhere, I suggest adding “crit mod disabled 0” into the CharacterAttributes on every Red bots.
  • While this was not discussed, we spent around 18 minutes completing the mission. That seems a bit short side for 5 waves.

Wave 2:
  • The Giant Ambassdor Spy seems to have trouble to headshot players if that’s your intention, but were also running Battalions Backup so crits were negated. But running a 3rd run to be certain if the other judges would notice as well. So optionally I would try adding fire rate penalty, crit_dmg_falloff 0 and aimat head kv into the Giant Spy template or change them into normal revolver spies.

Wave 3:
  • The Major Flare didn’t have a lot of good damage it could have but we were running The Short Circuit and cheesed it. Other than that decent wave.

Wave 4:
  • The first subwave doesn’t have enough good firepower it needs to feel like an expert mission. Shotgun heavies and Conch soldiers both were killed very quickly. The spawns in this really make them in a disadvantage way so they couldn’t do anything to attack the players.
  • The 2 Blimps with different models are quite nice, but some players didn’t understand what the purpose it serves. I just noticed one of the blimps just had some faster speed? but that could be the shorter route it could take.
  • The part with the blimps really felt underwhelming, the Red bots didn’t have enough firepower to break our defences, you can try adding spies into the wave to make more interesting mobbing players.

Wave 5:
  • Again the spawns with the Burst Fire Demo can be easily spawncamped, even with short uber duration they didn’t have a lot of attacking options and getting decimated. Try making the spawns more diverse throughout the map.
  • The Finale of the wave is good and pushed us good. Optionally you can try buff the tank Hp by a little bit if you wish.
20
[ACCEPTED] [MISSION] Underworld - Subterranean Animism
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