STEAM-GRUPPE
Potato's Custom MvM Servers potatomvm
STEAM-GRUPPE
Potato's Custom MvM Servers potatomvm
1,782
I SPIL
8,857
ONLINE
Grundlagt:
31. marts 2017
Sprog:
Engelsk
Lokation:
United States 
Viser 91-100 af 288 forekomster
32
[CC MISSION] Area 52 - Gatebot Apocalypse [PASSED]
20
[PASSED] [MISSION] Steep - Scrap Metal
40
[PASSED] [MISSION] Quetzal - Dazed Disassembly
20
[PASSED] [MISSION] Steep - Scrap Metal
10
[MISSION] Trainyard- Pepper Boys [PASSED]
VERSION 2: https://www.dropbox.com/s/em9t717m4n23o80/Pepper%20Boys.zip?dl=0
Before I even get into changes, I'm going to put the requests here because apparently the memedays is only for non judging. So ALL OF THESE REQUESTS ARE FOR JUDGING

REQUESTS FOR JUDGING
  • Have a full 6 team trash judging session.
  • Don't overtrash.
  • Before giving feedback, take a really good look at the situation before giving feedback.

Now for each change, I'm going to explain WHY I did it and WHY I didn't make certain changes.

CHANGES
Wave 1
  • Reduced the skills on the Demos to Easy. I genuinely don't know how to nerf the beginning of this without doing a major fuck up.
Wave 2
  • Removed one of the Giant PepperGun Heavies as from this test and every other test I've seen, the second is always a straggler.
Wave 3
  • Added an ear rape warning giant scout for those people who can't take a little bit of ear rape. This bot is not meant to be a bombbot or a gatebot, just a bot to say "Fuck you" and kill you.
  • Added more Lime Scouts with Kritz Medics. This portion of the mission was extremely slow and you guys didn't notice the one lime scout spawning one at a time slowly.
Wave 4
  • Changed all Giant Heavies to have a 1600 vision range but deal 1.2 damage, like HoK heavies. This is just a subtle difference to make them weaker because of how frequent they are in this wave.
  • Removed Crits from demoknights.
  • Replaced Anger Sniper with a special variation. This one is a regular sniper but now has a 3000 vision range but it's downside is that it laugh taunts on kill.
  • Removed the tank and made Gatebot Giant Heavies spawn even closer. This is experimental because I want to keep the HoK Giant Lime Scouts.
  • Subtle nerfs to the Bowmen and Conch Soldiers.
Wave 5
  • Made the gatebot heavies no longer use the brass beast and made them spawn once everything from the final tank spawn has spawned. Extended their numbers as well and put them on Easy.
Wave 6
  • Removed Regen from the final Shaggy.
  • Made cinematic dialogue Shaggies giants.
  • Fixed the Shaggy named "Like"

Now here are the reasons for the changes that I didn't make.

Wave 4
  • For the Giant Lime Scout finale, I was told to just end it on the tank. The thing is, you guys didn't bother to fight it. Just because you guys say to remove something and end it on another thing, it doesn't mean you should mindlessly panic through it. You didn't know what on Earth they were because you decided just to slay them. Please don't do that anymore and just play through the whole waves.
Wave 5
  • I was told to nerf the final tank down to a ludicrously low HP, even lower than the tank on wave 4. This tank has a speed of 70, I make my tanks on intermediate slower when they have beefy HP. I've done this for Short Circuit, the original last tank on Off-Coast Invasion, and the original last tank of Ruins Rumble when it was "Intermediate". The support the tank has also isn't much, only having 5 Backup Soldiers with Quick-Fix Medics at max active and 3 Giant Jumping Scouts that have a max active of 1, and a 30 second spawn in between.
  • I was told to remove the gatebot Heavies as they became stragglers. My previous tests never had them become this ever, removing them would also only leave Bowmen and a AlwaysFire Crit Pyro that spawn one at a time, this would have became a huge slowdown so I merged the Heavies with the Tank and the Pyros. These Heavies are now on Easy and wait for everything to spawn first in the tank segment before they even come in.
Wave 6
  • I was told to nerf the bosses to the ground. The first boss is a gatebot and his regen is 100. Intermediate teams at most may get one gate capped by this guy and then kill him. The only reason he exists is to try and get one gate capped which from every test I have had, he was only successful two times out of all my tests. There seems to be no main good reason to remove his regen.
Overall
  • I'm glad you guys enjoyed a lot of this mission but a lot of these huge health nerfs and removals I just have to disagree on. Please next time just do a full team trash judging session. It would have been probably easier if there weren't two engies are there was a power class like the soldier being used IMO.
32
[CC MISSION] Area 52 - Gatebot Apocalypse [PASSED]
20
[PASSED] [MISSION] Steep - Scrap Metal
10
[MISSION] Trainyard- Pepper Boys [PASSED]
Viser 91-100 af 288 forekomster