STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
2,118
IN-GAME
9,679
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 158 entries
13
Whitecliff - Dover2
19
Tensai - Drastic Dismantling
13
Whitecliff - Dover2
31
Goldpit - Race Condition
15
1
Cyberia - Cascading Steel Swarm
13
Whitecliff - Dover2
22
Humbridge - Misanthrope
21
Akure RC1A - Diamond and Dross
23
Akure RC1A - Gold and Grit
Demo: https://sgp.potato.tf/demos/mvm_akure_rc1a_adv_gold_and_grit-1680952566.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Scout)
  • UltimentM (Engineer)
  • Mudun (Demoman)
  • Bazooks (Soldier)
  • colonel (Pyro)

Wave 3:
  • This wave's first subwave felt like a much weaker version of wave 1, the 22k tank and the brimstone demos are nowhere near enough to make up for the much higher money when wave 1 already sent giant scouts with giant demos.
  • In shorter maps that tank may be enough, but Akure is very large. 22k tanks melt down pretty quickly if players get to whack at it from the start.

Wave 6:
  • The Giant Demos felt weaker than everything else in the wave.

Wave 8:
  • When designing new robots (especially bosses that do many unique things), we strongly recommend doing so through a player's prespective.

  • When a player meets a new enemy, they will first try to analyze what the enemy does. For most bots, this is very straightforward.
  • e.g. Giant Heavies spin up their minigun upon seeing an enemy, and then shoots. Unwinds when it no longer sees any enemies.

  • Afterwards, the player will try to figure out what they should do against said enemy, with the class they're currently playing in consideration.
  • e.g. If the player is playing Soldier, they can peek in and out of corners and abuse how Giant Heavies need to spin up their minigun before shooting, and how they unwind when the player is hiding behind cover.

  • Try to put yourself in the position of someone that doesn't know what your boss does, or ask someone else to do this process, then try doing both of those things above.
  • Ask yourself: how intuitive was the boss' mechanics? How fast can you pick up exactly what the boss does? What counterplays can you do as each of the 9 classes?

  • We experienced this first hand, and we think the boss is very unintuitive and there's little counterplay you can do if your class doesn't have access to healing/resistance items
  • The boss will easily outrun you as most classes if you didn't invest in move speed and homing rockets especially in akure are difficult to dodge, so for most classes there's essentially no counterplay asides from hoping your teammates milk the boss or your medic is doing their job.
  • The intense amount of bleed stacks did not help, and made this boss even worse than its exp counterpart.

  • Even after finishing the wave we're still not sure what the boss does asides from the two obvious things of run fast and shoot homing rockets.
  • It really doesn't help that the boss stays in the same pose the whole time. Poses are the strongest visual indicator there is for telling what an enemy will most likely do.
  • If a robot pulls out a shovel you can be confident that it'll try to run at you to melee. But if a robot melees you while it pretty clearly has a rocket launcher out you'd be confused as hell.
  • The amount of visual clutter happening in the wave makes it very difficult to tell which weapon the boss has at the moment, especially when you're supposed to react in seconds. Pose changes make this very obvious and easy to react to.

  • And finally, don't be afraid to chop down many features of the boss just to simplify things - players really don't like losing to something they don't understand, and making players resort to medic and canteen stuff is the last thing you want to do.
Showing 1-10 of 158 entries