STEAM-RYHMÄ
Potato's Custom MvM Servers potatomvm
STEAM-RYHMÄ
Potato's Custom MvM Servers potatomvm
1,276
PELISSÄ
6,897
PAIKALLA
Perustettu
31. maaliskuuta 2017
Kieli
englanti
Sijainti
United States 
Näytetään 81–90 / 158
16
[REJECTED] [MISSION] Dockyard - Disassembly
Demo: https://sgp.potato.tf/demos/mvm_dockyard_rc7_rev_disassembly_judge-1651891656.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Bazooks (Demoman -> Heavy -> Demoman)
  • colonelbarrage (Engineer)
  • watermelon (Medic)
  • Skin King (Sniper)
  • Quantum Apple (Pyro)
  • A+Drew (Scout)

Custom weapons approved:
  • Stock Grenade Launcher

General Feedback
  • Ban list is incredibly strict. If a weapon stands out as too powerful, either buff everything else or nerf said weapon. The former is preferred since players generally hate seeing nerfs and overreact to them.
  • Banning stock results in players who don't have unlocks to be unarmed for that weapon slot.
  • Reskins shouldn't be banned, there are ways to apply balance changes to them if that is the issue.
  • Defending the capture point is felt more like a labor an unfortunate player has to bear. Capping typically only happens as backcaps via bots flanking through the front upgrade station. Maybe consider not having bots flank through there, or just don't have defending the capture point as an additional objective.
  • Upgrades feel very abysmal and are only there for the sake of being there; remember that you can use big numbers if bots keep up fine
  • Maybe gatebot hats could be used to distinguish bots that are attacking or defending?
  • A text for when the players lose because bots captured the point would be nice to prevent confusion from less aware players.
  • Invisible walls in spawns need to be made visible or have something in its place, such as fence props or the likes of it.

Wave 2:
  • The Pyros at hatch stand still and don't even try to move up to nearby players.

Wave 5:
  • Blimps could use just a little bit of health reduction, perhaps.
  • The king powerup the Medics drop are pickable by players.

Wave 6:
  • Very uninteresting boss. Whatever fancy gizmos it may have, as giants in practice you just stick up to it and keep firing with little regards to what it's actually doing. Try to make a boss that forces players to pay attention to its actions and react accordingly; this way the boss wont feel like a glorified 120k hp wall.
  • Defeating the boss results in a wave defeat rather than victory.

New Weapons/Rebalance Feedback:
  • There is no reason to use any other wrench than the Jag. Its firing speed trumps out other wrenches even in repairing and metal inefficiency is a non issue with unlimited ammo. Gunslinger doesn't hold up with only minisentries, even if three of them, and attacking bots with wrench directly isn't the brightest idea.
  • Scout is in a bad position with how much the fighting happens in tight spaces after the front. His severely lower max health and pathetic weapons make him very sad to play.
  • Huntsman is also in a bad position compared to other primaries for multiple reasons. For one, arrow mastery really isn't very helpful and projectile deviation on it makes it agonizing to use.
  • Skullcutter is ludicrously powerful. As is it has higher DPS than the Brass Beast and you get to keep all the other things Giant Demomen already have, like Grenade Launcher and shield charges.
  • Zatoichi's health on kill is also at similar levels of ludicrous. Both this and the Skullcutter outshines other weapons very hard.
24
[ACCEPTED][MISSION] Sequoia - Woodland Pollution
39
[ACCEPTED][MISSION] Underworld - Bones and Blood
Demo: https://testing.potato.tf/demos/mvm_underworld_rc2_rev_bones_and_blood_judge-1651792671.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • DaMno (Soldier)
  • Bazooks (Scout)
  • 49belowzero (Pyro)
  • Skin King (Demoman)
  • Permanganato (Engineer)
  • Cutea™ (Heavy)

General Feedback:
  • On multiple waves there were times where it felt like we were waiting for bots to spawn, playing hide & seek with bots to get the barrier down or both. The biggest offenders were the middle section of wave 1 and wave 2. Consider making bots spawn faster, or make barriers not wait for small bots to finish spawning and instead move their spawn after key targets are dead. Whatever other solutions you come up with, as long as it fixes this problem, is also good. If you're not convinced of how severe this is, watch the demo.

Wave 5:
  • Considering how Marauders are ubered for a good chunk of the time, there should be support alongside them so players don't run out of things to do when they are crushing a bit too hard. Do keep in mind that moving this wave's current infinite support to the Marauder section will be too much as is.
  • This is the ultimatum to fix Wave 5 kicking players out via buffer overflow. This will not be an easy task, but we can't have a mission that regularly buffer overflows players out be in a campaign. Buffer overflows are usually caused by too many things at once, instead of rarely, although still possibly, a few culprits. Most of the time it's too many cosmetics or robot or that you asked the mission to load a gizmo too special. Do remember that it could also be Wave 4 ending that is actually causing this, or a combination of both Wave 4 ending and Wave 5 initializing. If this is too much for you to solve alone, remember that we're here to help!
13
[ACCEPTED][MISSION] Swirl - Scorching Snow
21
[ACCEPTED][MISSION] Rottenburg - Breaking Walls
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
45
1
[ACCEPTED] [MISSION] Rottenburg - Spanner Switchup
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
11
[ACCEPTED] [MISSION] Steep - Seismic Shakeout
Näytetään 81–90 / 158