STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
2,158
SPELAR
9,980
ONLINE
Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
Visar 61–70 av 158 poster
24
[ACCEPTED][MISSION] Isolation - Desolated Death
37
[ACCEPTED][MISSION] Downtown - Gang Wars
Demo: https://sgp.potato.tf/demos/mvm_downtown_final4b_rev_adv_gang_wars_juj-1654779892.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Bazooks (Pyro)
  • MIKObscura (Demoman)
  • minerjohnny1211 (Heavy -> Medic)
  • Salenty the gamer of pootis (Engineer)
  • 代代相传口口剑 (Soldier)
  • feldo (Scout)

Custom upgrades approved:
  • Demoman's max health personality chip

General Feedback:
  • Bot spawns from wave 3 onwards tend to lag out behind the payload, and oftentimes result in some subwaves being skipped because they weren't given time to spawn. Watching the demo can greatly help visualize this.
  • Finishing wave 4 and wave 5 causes a buffer overflow.
  • Can the payload go in the hatch pls

Custom upgrades feedback Feedback
  • Remember that personality chips cost $800 - the equivalent of two damage upgrades. For a personality chip to come with a considerable downside, the upside provided needs to be huge. The Pyro personality chip is especially guilty of this as it's effectively -32.5% overall damage for a mere mark for death, where minicrits are already easy to achieve in MvM.
  • Even without downsides, $800 is still a huge price to pay. Some of these chips just don't fit that price tag at all. Sniper's explosive bullets aren't too great when he already has explosive headshots, and Spy is usually better off buying resistances instead of +25 max health.

Wave 1:
  • This wave was noticeably harder than the other waves due to the massive amount of health relative to the cash players are given. 6 Giant Knights and 6 Giant boxers are not something to shrug off, especially without Heavy.
15
[ACCEPTED][MISSION] Rustvalley - Reclamation
20
[ACCEPTED][MISSION] Sequoia - Deforestation
12
[ACCEPTED][MISSION] Teien - Shogun Slaughter
Demo: https://testing.potato.tf/demos/mvm_teien_rc6_rev_adv_shogun_slaughter_judge-1653924730.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • DaMno (Heavy)
  • Bazooks (Scout)
  • royal (Pyro)
  • Hell-met (Medic)
  • Bloon (Engineer)
  • 苦痛穿模地狱 (Sniper)

Balance changes approved:
  • Short circuit nerf

Rebalance Feedback
  • Rescue Ranger nerf isn't that necessary since the weapon primarily shines at early waves where sentries take a lot longer to setup and building canteens are relatively more expensive when compared to the money you have at the time. When you have an abundance of money, which you get rather quickly in this mission, Rescue Ranger gets overtaken by other Shotguns as sentries become more disposable not to be confused with the Disposable Sentry upgrade and more money can be allocated to other upgrades. Though at the same time, the nerf isn't really that impactful since 200 health for Engineers is still very plenty.
  • You accidentally gave Widowmaker a +25% damage bonus instead of a -25% damage penalty.

General Feedback:
  • Control points could use a faster capture time. While capture times need to be long enough to ensure that players actually have control over the area, as of now it is so long that sometimes players can forget to fully capture it and are distracted by bots on the distance instead.
  • There are way too many sentry guns; they severely discourage flanking and encourage attacking from very far away or powering through with healing and resistances. The robots in this mission already puts up a good fight on their own.
  • Players can still spawn on the lower spawn.

Wave 4:
  • Finishing this wave and entering Wave 5 causes a buffer overflow.
37
[ACCEPTED][MISSION] Downtown - Gang Wars
Demo: https://testing.potato.tf/demos/mvm_downtown_final4b_rev_adv_gang_wars_juj-1653922180.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • DaMno (Scout)
  • Bazooks (Demoman)
  • royal (Medic)
  • Hell-met (Heavy)
  • Bloon (Engineer)
  • 苦痛穿模地狱 (Soldier)

General Feedback:
  • Bot spawns sometimes don't keep up with the payload and end up spawning bots behind players. Most prominent in wave 1.
  • The HUD displays players capturing a seemingly uncapturable control point when pushing the cart. Try to change it to something else that isn't to be confused with a gate or a control point.
  • Hatch does not explode upon wave victory and sometimes the payload cart doesn't even go in.
  • Explanation text could use hyphens (-) instead of underscores (_) as underscores are not centered.
  • Bots tend to focus too much on the payload, sometimes actively ignoring players that are attacking it at very close range. Giant Heavies especially are vulnerable to this as they don't do much damage against tanks and players being able to freely whack at them makes them very sad. Try to make bots not ignore players while still going for the payload.
  • Blu spawn has a little bit too much exposed walls. Yes, other missions do suffer from this but at least try to cover it up a bit as downtown has a lot of exposed walls on spawn.

Custom Upgrades Feedback
  • Try to be more descriptive and clearer with the personality chips. While it's nice to have flavor, it's impossible to tell what the "Reckless" personality chip does without doing a wave with it, whereas "Health up" personality chip is as clear as it gets. It's fine to be vague if the effect is still guessable, though ideally try to explicitly state what it does while still keeping the flavor.
  • "Stand your ground" personality chip actually increases the damage force taken instead of reducing it.
  • "Your foes shall crumble" personality chip gives a +40% damage bonus instead of a damage penalty. I'm assuming this is not intended.

Wave 1:
  • This wave has a noticeably large amount of health/cash compared to the other waves.

Wave 2:
  • The Medics that spawn with the flare pyros are disconnected from their patient for some reasons.

Wave 5:
  • The Colonel Barrages this wave were mistakenly given "crit mod disable" instead of "crit mod disabled".
13
[ACCEPTED][MISSION] Swirl - Scorching Snow
18
[ACCEPTED][MISSION] Autumnull - Codename Omega
Demo: https://sgp.potato.tf/demos/mvm_autumnull_rc2_rev_judge_exp_codename_omega-1653369104.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Bazooks (Soldier)
  • washy (Engineer)
  • Lemonee (Heavy)
  • Star Bright (Pyro)
  • royal (Medic)
  • Gardangle (Sniper)

General Feedback:
  • Spawns are very close to where players usually are, resulting in players facing off against bots that still have uber from spawning quite often. Try to move spawns far back and only use the front spawns sparingly.
  • Bots seem to try to swarm both paths in the middle section of the map, and occasionally even attempting to occupy the place between them. What this does in practice is that it makes it so that the bots that are required to bring the forcefield down are spread all across the area thus occasionally making players having to find said bots instead of them coming towards the players naturally.
  • Mission generally uses a lot of bots that hurt a ton with each attack. This could be fine on other maps, but in some parts of Autumnull, most notably the middle section, these attacks are very difficult to dodge(due to how enclosed the space is) and thus encourages facetanking with heavy/medic. Try to not encourage facetanking as much as possible as the strategy is generally very boring and makes most missions feel the same.
  • Some infinite bots use the red team icon, some others use the icon for the bots being spawned. Try to have some consistency in icons for the infinite bots.

Wave 1:
  • Homing Soldiers this wave are very brutal with how much of them are spawned and how difficult it is to dodge their rockets - try to reduce their spawn count OR damage OR homing potency.

Wave 2:
  • One of the Giant Heavies straggled and flanked behind us, this is most likely a result of the problem mentioned in the general feedback- being the that the spawns are placed in spots where players are able to push past them, and that they were spread out between the two paths

Wave 4:
  • Ending subwave was pretty tedious with the mortar soldiers firing relatively quickly and a very relentless support spam.

Wave 5:
  • Spawning Giant Shield Medic combo at the front of the warehouse happened to position them just right as they stood in the choke and let the support giant spawns pile up behind them. While interesting, this is another side effect of Autumnull's map design where it is more cramped in the middle part of the map, relocating these giants to a different place in the wave (earlier or later) will help as players can fight in a more open environment. When shield medics are introduced, positioning becomes very important.

Wave 6:
  • The Giant Medic pairs preceding the final boss felt like a filler - not an obstacle, just something that takes a while to take out.
  • The final boss is extremely unforgiving for classes without infinite range as its attacks are virtually unavoidable asides from standing very far away and hoping it doesn't aggro on you. As a result, this encourages playing very passively as Sniper or just ubercharging your way in. Bosses should generally encourage players to interact with them and not stand very far away and pretend you're shooting at an oversized dummy. Try to discourage players from doing the latter as well.
15
[ACCEPTED][MISSION] Isolation - Glistening Glacier
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