STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Founded
31 March, 2017
Language
English
Location
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Showing 1-10 of 129 entries
2
[MISSION] Map Name - Mission Name
19
Archive Servers Are Online!
30
[PASSED] [MAP] Hanami
18
[PASSED] [MISSION] Derelict - Waterway Wringout
7
[PASSED] [MISSION] Winterbridge - Rusted Retribution
49
[PASSED][MAP] Redstone Ridge
Upon having reviewed braindawg's demo, here are some suggestions where in both of a playthroughs we began to struggle

W4:
Consider lowering the hp of the tanks to allow the players to more quickly shift their focus towards the giant soldiers and their medics, or maybe even removing one but increasing their spacing so that it takes just as long for to process them all.
A suggestion that was also mentioned during our playthrough was maybe short duration übers
(a usefull aid in braindawg's playthrough was that the last squad was distracted by getty's sentry therefore increasing the spacing with the squad before him and wasting their über, this kinda inspired some of the feedback)
-end goal really is to make either or party a bit easier to deal with

W5 (a wave that in both playtroughs was skipped):
Even without the heavy support the demoknight boss still a tough challange. I'd wager part of it due too his fairshare of hp, also mind the shield explosive and fire resistance. You could prehaps futher neuter his support, but I feel the easiest/more effective course of action here is to just nerf the demoknight's hp

W6:
Again consider lowering tank hp or number of tanks. Even with 6 players this sees the bomb moving atleast 2/3 of the way up. Also with 6 players the chance to push up once the tanks are dealt with is slim due too the endless assualt of bots taking different paths (braindawg's demo pushed up futher than we did, but ground the regained was quickly lost). A short breather after killing all the tanks by not spawning as many/any more bots might also be helpfull, a chance to gather our bearings and maybe move up a bit
18
[DQ][MISSION] Area 52 - Actinide Affront
49
[PASSED][MAP] Redstone Ridge
Shareware:
https://demos.potato.tf/judging/mvm_redstone_ridge_rc4b_advanced_1566678078.dem

Foreword:
Given the feedback posted before Armored Apparatus was passed to the judges, I am doubting wether or not the struggle we had with the mission was truly because it was that hard, or that we royally dropped the ball.
I'm gonna try to look over the demo braindawg posted and see why they might've had an easier time with

I'm afraid I closed the game too early to copy time tables. Oops
But we had to skip W4 after 2 failed attempts
The wave with the demoknight boss was panic-buttoned on the boss himself

But braindawg's note of "lots of bots out at once and no breathers inbetween subwaves" is still very much a consistent theme
Where things really broke down were on tank waves, especially when we have mulitple, spaced tanks taking different routes. Their sheer hp sees to it that we lose front guaranteed and end up holding near-ish to hatch. The unrelenting onslaught of bots also means we have little to no oppertunity to push up. In combination with the bots taking different paths to the bomb than previously indicated, alot of pushed foward would see to you getting flanked.
Especially heinious in this situation is über medics, untouched and with über ready their 8 seconds yields them alot of progress when already held near the hatch.

But reminder, these findings were on a run I am questioning myself so a case against this feedback could well be made so I do encourage you watch the demo and decide this validity yourself (should I not take these words back myself by the time I watched braindawg's demo)
18
[DQ][MISSION] Area 52 - Actinide Affront
13
[PASSED] [MISSION] Frostwynd - Fiefdom Fiasco
Showing 1-10 of 129 entries