STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,608
IN-GAME
7,802
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 41-50 of 129 entries
30
[MISSION] Isolation - Haphazard Routine [PASSED]
21
[PASSED] [MISSION] Doppler - Endothermic Espionage
23
[DQ] [MISSION] Condemned - Horzine Hospitality
Come see, come see, the greatest hell on earth!
https://demos.potato.tf/mvm_condemned_b3_adv_horzine_hospitality_1558034560.dem

I would normally post a time table here, but due too copious use of the panic button this is mostly unreliable. That and I crashed before I could copy it so I couldn't go back and copy it from chat.

Just leaving general feedback, as the problems are recurring throughout this entire mission.
Basicly put, you've gone from too easy, to too hard.

- While you may have lowered the totalcount of robots in places, the fact that they are now spawning faster puts the team under more pressure. They have to deal more damage faster now to deal with the horde of bots they're facing
- With somany bots with innate resistances running around it's only been harder to fufill this new rate of dmg you're expecting from the player.
This resistance is only made worse on some bots such as a battalions aided gorefiend who gets to enjoy the benefits of both his shield and the banner aiding him, and maybe even another innate resistance I'm unaware of
-Melee dmg is unresistable, with frequent use of buffbanners or bots otherwise having innate minicrits those slaps with hurt alot (65dmg is nothing to scoff at, or the 35 dmg if you have 3 scouts beating you down)
- We're getting paid very little money. A measily 350 after the first wave can buy you a reloadspeed or 1 resistance and nothing more of use. What doesn't help is not getting any money at all on the first wave (I assume in reference to KF)
- Even if you want to give no money on the first wave, atleast drop 1$ or something as to not have people think this mission is broken, rather we avoid unneeded bug reports if possible
- Having everything drop 30 currency is very weird and has ending on odd amounts of cash like 360
39
[PASSED] [MAP] mvm_transmission
Look herp, you're on (source)TV!:
https://demos.potato.tf/mvm_transmission_a2b_beta_empire_escalation_1557949519.dem
After party:
https://demos.potato.tf/mvm_transmission_a2b_beta_empire_escalation_1557952665.dem

Ya better have bombpath holograms in the next version, and a better mission if you can, too. If even Valve decided it was too bad to put in game, then mayhaps consider there being a reason for such.

for the map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1742163422
See if you can move the spawndoors somwhere else. Prefferbly so that I, as a robot, can not see the player exiting from the screenshot. I would like, as the player, to get out of spawn and jump into cover with an advantagous position, I would not like to spawn camped 50 odd feet away by a giant crit spamming soldier/heavy.
It would also be prefferble to exit into 2 different areas, right now it would be possible for a bunch of bots can stuff themselves inside of that space between our spawndoors and camp both.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1742163352
Mayhaps make this wall transparant/remove it, if we've fallen back and are holding behind the containers it's hard to notice something taking that flank to get us from behind.
likewise, anyone standing up there can't really judge what's going on down there by the containers. It's also rather dangerous to take the stairs down to retreat from there, due too the rather nasty corner awaiting them downstairs, whilst having no clue what could be behind there.
9
[DQ] [MISSION] Meltdown - Roentgen Reinforcement
30
[MISSION] Isolation - Haphazard Routine [PASSED]
8
[MISSION] Wizardry - Mechanical Magic [PASSED]
56
[PASSED][MAP] Cyberia
SourceTV productions presents:
Frozen Freaks https://demos.potato.tf/mvm_cyberia_a9d_adv_frozen_freaks_1557601222.dem
Snow Siege https://demos.potato.tf/mvm_cyberia_a9d_int_snow_siege_1557604370.dem

I'm sorry but I can't write much for the missions, besides writing this after the fact I was moreso focused on how the map plays. So for the mission feedback you'll have to watch these demos

As for the map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1738840507
We would like a way through this building to easily get there from spawn, should the bomb find itself on the hologram. Otherwise there only a cheeky, not very obvious, jump you could make but that requires walking around a bit. Or you'll have to walk around even futher around and cross paths with the robots.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1738840235
A sniper can peek his just above this fence, allowing him to safely sniper RED players who he can see in their full proud standing glory, while you can see naught but his wee head

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1738840402
Here he can peek just above the rocks to safely pick of any RED's standing in the back shooting at bots in the, uh, corridor? If the sniper chooses to pop a shot here instead of walking a to infront of the tank spawn where is a bit more exposed.

For the both of these spots I just suggest grabbing a shoveling and moving that snow away to lower the area enough that they cannot look over their obstacles anymore. But for the first picture, you could also just heighten the fence

You robot spawns still don't have visible no-entry signs when nearing them, only the tank spawn has it

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1738840784
The steps and their little ramp are not aligned reee
33
[PASSED][Mission] Oil rig - Rescindment
Look at this!:
https://demos.potato.tf/mvm_oilrig_rc5_adv_rescindment_1557607329.dem

[Failure] Time spent on Wave 1: 3 min 15 sec
[Victory] Time spent on Wave 1: 3 min 53 sec
[Victory] Time spent on Wave 2: 3 min 16 sec
[Victory] Time spent on Wave 3: 2 min 48 sec
[Victory] Time spent on Wave 4: 3 min 40 sec
[Victory] Time spent on Wave 5: 2 min 34 sec
[Victory] Time spent on Wave 6: 2 min 32 sec
[Victory] Time spent on Wave 7: 5 min 22 sec
Total success time in mission: 24 min 5 sec (88%)
Total time spent in mission: 27 min 20 sec


W1:
We had 5 players for this wave, so had a whack at this balance test style which is 5 good players tryharding

-The crits from your flaregun pyros in combination with phlog pyros might prove a bit overwhelming. My suggestion would be to reduce their effective dmg, be it my lowering their maxactive (and totalcount to boot to prevent stragglers), giving them detonators (for minicrits on hit, instead of full crits as 90dmg does hurt), or a dmg penalty on the flareguns.
For adequate survival you'd stick have to stick 450 in crit resist and 150 in a tick in fire resist if you fancy, leaving not much for something on the side to thin out these hordes of flareguns.

W4:
-Space your crit scouts a bit futher apart, clumped up scouts can either lead to one easily wiped out ball, or it can lead to them slowly splitting of one by one with just enough spacing to make it hard to intercept all of them.

W5:
-Rather anticlimatic ending, after the super rapid fire it just ends on 1 giant demoman all by his lonesome

W7:
-We managed to kill the boss by having a single pyro circlestrafe him, you can do either:
1. Provide this boss with some propper support to harass the players, something more than an idle engineer that sets up behind the boss inside a building where his increased range won't do him any good, or the odd spy that is easily bent and a rare occurance.
2. Harder difficulty so his aim can actually keep up
36
[PASSED] [MISSION] Casino City - Vindicated Vices
Showing 41-50 of 129 entries