STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,897
IN-GAME
9,070
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 71-80 of 92 entries
22
[ACCEPTED] [MISSION] Shank - Moonlight Menace
20
[ACCEPTED] [MISSION] Underworld - Subterranean Animism
26
[MAP] Whitecliff Event
Mission Feedback

Strike 1

Demo: https://testing.potato.tf/demos/mvm_underworld_rc2_adv_subterranean_animism-1630602016.zip

Class Lineup:
-Scout (lite)
-Medic (washy)
-Engineer (Perper)
-Soldier (Jurrell)
-Demo (『Yuugi Hoshiguma』)
-Sniper (MIKObscura)

General Feedback:
  • (lite)Felt like it had the content of a first wave invasion mission extended to endurance.
  • Unfortunately you're going to have to shorten many of the existing subwaves and create new subwaves in order to fix the feeling of tediousness that the mission can generate at times.

Wave 1:
  • Dealing with a constant stream of mitten heavies very much adds to the feeling of tediousness for this wave.
  • Boosting starting currency by 600 or more wouldn't be unwarranted given the difficulty of this wave.
  • Remove 3 giant shotgun heavies off first subwave.
  • Introduce an additional bot to the second subwave so that it feels less unengaging and empty.
  • Remove crits off of the quickiebomb demos, I like the bot quite a bit but crits at this point is too much.
  • Airblast pyros are pretty annoying to deal with in general (I was soldier so I'm biased of course), ideally you would axe them altogether and find a more fun bot but if you need to keep them then here's my suggestion: reduce their total count to 12, reduce max active to 6, and increase waitbetweenspawns to 6 or 7.
  • Last subwave feels very empty and the pyros come way too late, also cut their total count by about 20 or so.
  • Cut tank health by 5000.

Wave 2:
  • Cut the support airblast pyros from this wave entirely, players don't want to deal with them two waves in a row and especially not as infinite support.
  • Increase max active of burst fire giant soldiers to 3 and set waitbetweenspawns to somewhere around 10.
  • Increase max active of giant deflector heavies to 3, cut their total count by 1 and cut 10-15 stunner soldiers.
  • Cut tank health by ~7.5k-10k.
  • Having to scavenger hunt for spies to continue the wave isn't too fun so I suggest making them support limited.
  • Parachuting soldiers is cool, but having them continually jump up high in the air isn't too fun to deal with.
  • Make the soldiers support 1 or support limited.
  • Consider making the bomb reset a split second before chief spawns so that he isn't just awkwardly fighting players while soldiers waddle over with the bomb.

Wave 3:
  • Self-healing nailgun icon is pretty hard to decipher on the wavebar.
  • Make samurai demos spawn a tad earlier and cut total count by 2.
  • Reduce waitbeforestarting of heal on kill giant heavies to around 1.
  • Nailgunners shred players, reduce their skill to normal/hard and maybe set fire rate bonus to .7
  • Cut total count of mini sentry engis by 10.
  • An 100,000 health tank isn't a very engaging way to end a mission, just feels like a chore.
  • This is just a suggestion, feel free to ignore it, but maybe for the finale you could use the hellbound heavies + previous spell bots as the main force of the subwave + add some other spell bots as support. Spell bots look pretty cool and I think it would be a nice way to wrap up the mission in a neat little bow.

sorry this is late I had more than a few distractions
5
1
[MAP] Creepside
17
[MAP] Legerdemain
14
[REJECTED] [MISSION] Underworld - No Man Cave
22
[ACCEPTED] [MISSION] Shank - Moonlight Menace
9
[ACCEPTED] [MISSION] Bigrock Event - Brain Taker
10
[ACCEPTED] [MISSION] Lostvalley - Dreadful Discernment
Showing 71-80 of 92 entries