STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,453
IN-GAME
7,390
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 91-100 of 158 entries
12
[ACCEPTED] [MISSION] Steep - Sentinel Searing
11
[ACCEPTED] [MISSION] Steep - Seismic Shakeout
12
[ACCEPTED] [MISSION] Steep - Sentinel Searing
17
[ACCEPTED][MISSION] Cliffside - Resolution
44
2
[ACCEPTED] [MISSION] Legerdemain - Castle Crush
Demo: https://sgp.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1647325863.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Bazooks (Demoman)
  • tantan02022549 (Engineer -> Soldier), then substituted by DISAbleD_Archer01 (Soldier)
  • colonelbarrage (Soldier -> Pyro)
  • Lemonee (Medic)
  • Averagegamer (Heavy)
  • LuigiFan45 #RemoveCrandomRits (Spy), then substituted by consulcast (Scout)

Balance changes approved:
  • Stock Rocket Launcher
  • Stock Flame Thrower
  • Dragon's Fury
  • Backburner

General Feedback:
  • The waves and bot compositions are mostly a non-issue, but there's still concerns regarding weapon/class balance *especially* how Giant Heavies become obscenely strong with Mad Milk/Concheror, while other classes don't.

New Weapons/Rebalance Feedback
  • Air Strike
    Too strong, the clip size bonus applies after the clip size on kill of air strike (I can have up to 18 rockets in 1 clip) and it makes it pretty strong considering i can burst out 17 rockets constantly within a short amount of time ; I'd suggest giving it a bit slower reload rate or less clip size bonus.

  • Cow Mangler 5000
    Takes too low between shots IMO, and the damage isn't really impressive since its just m2's minicrit and the dmg vs burning isn't good enough either, its basically a worse Original of a charged gsoldier ; I'd suggest giving it a base damage bonus like +35% to 50%.

  • Liberty Launcher
    Pretty weird weapon, meh damage, i think it did more knockback? I'd give it a small damage bonus buff (like +5% to 10%) or small firing speed buff (also like 5% to 10%).

  • Original
    Ok now I guess, maybe give it like 5% to 10% more blast radius to make it more of a nuke.

  • Direct Hit
    Funny but I'd decrease its firing speed nerf so missing doesn't feel that bad.

  • Phlogistinator
    Perhaps need a slight damage bonus to keep up because you can't exactly keep chaining mmmph meters when you are a fat pile of metal that walk slow and die a lot.

  • Festive Ubersaw
    Not nerfed unlike its regular counterpart.
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
17
[ACCEPTED][MISSION] Cyberia - Arctic Arrangement
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
Demo: https://testing.potato.tf/demos/mvm_coaltown_rev_computer_crash_judge-1646849234.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Braindawg (Sniper)
  • Bazooks (Demoman)
  • Mudun (Heavy)
  • 613K-U (Medic)
  • Hell-met (Engineer)
  • guillecis_04 (Soldier)

General Feedback:
  • With how Coaltown's front is designed, blu players have a very tough time trying to push back against robots if they get too close to the blu spawn. Players don't have a lot of room to avoid bot attacks and they can't attack while in spawn, and the only usable cover is only accessible through 1/3 of the possible spawns. I would recommend pushing back where the blu robots spawn so that the side buildings can be used as room to avoid bot attacks. (major)
  • The "Hurry deploy the bomb!" training annotation can activate while the hatch blocker is still active. (major)
  • After the first half of the map, the mission starts to feel more like a hide & seek with red robots to deactivate the hatch blocker rather than pushing through a red robot defense. (major)
New Weapons/Rebalance Feedback
  • While Widowmaker nerf makes sense, Minigun rebalance... does not. Heavies are already much less powerful in reverse because reverse requires players to move around and Heavies are bad at doing that.
  • Scottish Resistance nerf also does not make sense since defending a single spot with stickies in reverse does not do anywhere as much as normal mvm.

Wave 5:
  • It needs to be more intuitive to the players that Spam Adept is not meant to be killed, e.g. give him an ubercharge effect or whatever that can signal "this bot is invincible"

If you need more elaboration on the feedback, please do not hesitate to contact me on Discord.
22
[ACCEPTED] [MISSION] Bigrock - Denominator
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
Demo: https://testing.potato.tf/demos/mvm_swirl_rc1_rev_adv_robotic_avalanche_fixed-1646448896.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Bazooks (Scout)
  • DrCactus (Pyro)
  • Dexc34 (Soldier)
  • Package O' Lies (Soldier)
  • consulcast (Heavy) In-game nickname is belarusian toyota dealership
  • A+Drew (Demoman)

General Feedback:
  • Sentry placements are too aggressive; with some shooting at you the moment you exit the side spawn. (major)
  • You can still spawn at the main spawn after gate is capped. (major)
  • It is possible to indefinitely stall VIPs by picking up the bomb and then staying at blu spawn. (major)
  • Players can spawn inside the upgrade station in side spawn. (major)
  • Depending on where players spawn in gate spawns, they may need to walk much further to the upgrade station due to it only being available in one side. (major)
  • Bots tend to spawn too close to where blu players are usually fighting at, creating the feeling that bots can materialize from any direction rather than an impression that bots are flowing from the main spawn. This is also very ruthless at punishing even the slightest bit of overextension, causing players to feel like they must watch every step if they want to live.
  • A lot of explanation texts are unnecessary and add no flavor. Remember: most players don't like reading unflavored text. For example, players don't really need to be told there are three bosses of Mecha Engine as the VIP this wave when they can already tell from the wavebar. Nor do they need to know that only the first squad from the trio banners can pick up the bomb. Players have a threshold to how much text they're willing to read before they just give up and stop reading.

Wave 1:
  • The Crit Shotgun Heavies at the end were rather brutal; asking players to buy crit resistance mid-wave is... a bit much, honestly.
Showing 91-100 of 158 entries