STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,076
IN-GAME
6,162
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 31-40 of 158 entries
4
[MAP] Skeleclipse
9
[MISSION] Skeleclipse - When the Sun Shines Red
4
[MAP] Skeleclipse
20
[MISSION] Madhattan - Apocalyptic Assault
13
[MISSION] Skeleclipse - Spooky Sprockets
9
[MISSION] Skeleclipse - When the Sun Shines Red
4
[MAP] Skeleclipse
18
[MISSION] Ghost Town - Phantasm
24
[MISSION] Legerdemain - Shrouded Shrieks
Demo: https://sgp.potato.tf/demos/mvm_legerdemain_a6c_adv_shrouded_shrieks_judge-1662184645.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Bazooks (Demoknight)
  • royal (Scout)
  • colonel (Pyro) -> Mudun (Pyro)
  • watermelon (Medic)
  • Someone (Soldier) -> UltimentM (Engineer)
  • Buttocks Rosenthal (Heavy -> Soldier) -> totalnoob (Soldier)

General Feedback:
  • Whenever you send two wavespawns at once, each with a different timing and a maxactive that is lower than its spawncount, they're bound to desync at some point and cause stragglers. w4 was the most guilty of this as the beggar's soldiers take a very long time to finish up when red gets pushed (spawncount equal to maxactive does this :P) while the giant flare pyros run out very quickly. There are multiple other instances of this happening throughout the mission, watching the demo can give a good insight on that.
  • This mission seems to have a lot of wavespawns that have a maxactive limited to just one squad at a time. This is bad when combined with giants as it means that when red gets pushed the next squad will take a long time before reaching players and still have the rest of the map to traverse, and no squad in this mission is deadly enough for that to be justified on a map like Legerdemain.

Wave 2:
  • Soldiers could be moved to support limited as they don't do much by themselves.

Wave 5:
  • The wrangler engineers weren't strong enough to have a subwave dedicated entirely to them. Especially when they can take a while to react to players whereas regular sentries would've opened fire long ago.

Wave 6:
  • The boss does not exit spawn and is therefore unbeatable.
25
[MISSION] Night Sky - Condemned Conflict
Demo: https://sgp.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1662189633.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Bazooks (Demoknight)
  • UltimentM (Soldier)
  • Mudun (Sniper)
  • totalnoob (Scout -> Medic)
  • Duke (Engineer)
  • watermelon (Medic)

Custom upgrades approved:
  • Electrified Arrows
  • Mad Milk Crossbow

Custom Weapon Feedback
  • The Atomic Anguish has very crippling downsides for a miserly output. There is a lot of window where you are left vulnerable to robots getting close to you and leading shots with it is not easy. Taking such a massive damage from rocket jumps also takes away one of the things you can do as Soldier when a robot gets too close to you. It does not compare to the Beggar's Bazooka and even the Air Strike that can give a higher damage output with far less downsides. It either needs less downsides or a higher output, or a combination of both.

Custom Upgrade Feedback
  • We took another look at Reinforced Blade. As of now it is not worth the $400 cost as bots seldom get close enough for a single melee swing to hit multiple bots at once. Almost every other upgrade does more than it for their cost asides from the special case on wave 4 where cleave lets you hit multiple Giant Demomen at once. It should be fine on $200 or even $150.
  • Repair Beam is not worth its current price ($400). Very rarely does spending that much money to heal buildings is better than buying any other upgrade and just heal other players. It either needs to be very cheap or have another benefit to buying it.
Showing 31-40 of 158 entries