STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,433
IN-GAME
7,620
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 51-60 of 158 entries
29
[MISSION]Lostvalley - Spine Thief
25
[MISSION] Night Sky - Condemned Conflict
Demo: https://sgp.potato.tf/demos/mvm_nightsky_rc4d_exp_condemned_conflict_judge-1661002988.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Bazooks (Soldier)
  • Mudun (Engineer)
  • UltimentM (Sniper)
  • colonel (Demoman -> Pyro -> Heavy)
  • face-melting dragon ass (Medic -> Soldier -> Demoman)
  • AnanAs (Scout -> Sniper)

Custom upgrades approved:
  • Building mastery for engineer

Custom upgrades feedback:
  • Burst fire module for grenade launchers is extremely strong - transforming +40% fire rate into +99% at no additional cost massively increases damage output with no real downsides as Demoman can cope with the projectile spread very easily. Try to introduce a downside severe enough to make it worth reconsidering, as currently the damage output of grenade launchers with this is so massive it even makes beggar's look weak.
  • Streamlined buildings can't be bought as is.

Custom weapons feedback:
  • Psychopath's Seeker has too much damage output for how much risk it has - its only downside is that it has an initial spread so large that your crosshair really needs to not be anywhere near walls in order to not hurt yourself, but otherwise it's even easier to use than rocket launchers. As of now it has a higher long term damage output than the beggar's without having the risk of needing to be close to robots or loading barrages at the correct time. It needs to have either lower output or a more severe downside.

General feedback:
  • It's about time that we address the pokemon model in the upgrade stations. Really now?
  • The Overseer feels quite out of place with the way they're narrating for the whole mission. While TF2 isn't known for being very serious, the overseer takes it up a notch further and talks like it's a meme mission being played by new players. The overseer doesn't contribute much to the vibe of the mission and instead feels a bit disrespectful by telling expert difficulty players what uber medics do.
  • Asides from wave 4, which is also addressed in this feedback for its own reasons, all of the waves feel like they're only difficult because of very high firepower crit bots; thus immediately giving up the moment players have projectile shield. Try to be difficult in other ways that don't feel very cheap.

Wave 4:
  • The seeker soldiers in this wave still feel very brutal, with high damage, highly accurate rockets leaving most classes with very little options against the foe other than just downright tanking attacks, usually with a medic.
24
[MISSION] Decompose - Ghoulish Genesis
29
[MISSION]Lostvalley - Spine Thief
22
[MISSION] Outlands - Occult Occlusion
Demo: https://eu.potato.tf/demos/mvm_outlands_rc2_adv_occult_occlusion_hh2-1660296626.zip | https://eu.potato.tf/demos/mvm_outlands_rc2_adv_occult_occlusion_hh2-1660298639.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Soldier / Medic)
  • A+Drew (Scout / Scout)
  • totalnoob (Engineer -> Soldier / Engineer)
  • Mudun (Sniper / Heavy)
  • Bazooks / Yuugi (Engineer / Soldier)
  • Roman15106 (Scout)

General Feedback:
  • Remember that having multiple wavespawns active at once, all having a maxactive lower than their totalcount WILL result in stragglers, as red getting pushed means that one wavespawn will finish up earlier than the other(s). This was most notable in wave 1 with the Soldiers/Crossbow Medics taking significantly longer to finish spawning than the giants, but it also occurred multiple times in other parts of the mission.
  • Similarly, wavespawns with a low maxactive that spawns slow bots (usually giants) will also straggle if red gets pushed, since between each set of spawns red is given a lot of time to push back as said slow bots will take quite a while to travel the map, and in some cases red may have enough time to even push back all the way from hatch to spawn. This was most notable in wave 3 with the Colonel Barrages, but it also occurred multiple times in other parts of the mission.
  • Not quite sure what the reasoning for having two bombs at once is, knowing that both bombs take the same path in contrast to other maps with multiple bombs like Mannhattan that have each bomb take a different path. All this accomplishes is mess with the bomb compass and increase the likelihood of a lonely bot sneaking to hatch with the bomb. It never feels fair to lose to that and the last thing you want to do is to enforce the mentality that somebody needs to babysit bombs and never move from it.
  • Ghost ship spawn forcefully kicks bots out so fast that Soldierbots with banners don't even get to deploy before being vulnerable.


Wave 4:
  • You don't have to force player camera when everyone is most likely in front of bot spawns anyways. It's nice to be able to look at something from different prespectives, and the fade in and fade out timings aren't too polished.
  • Tanks don't tend to do much when it's unlikely that they spawn with a headstart with its current delays OR when it doesn't give other bots a headstart. In this wave, red only needs to take out the two giants that spawn with it and they'll have the entire map to take out the tank

Wave 5:
  • Don't hide snipers having uber medics from the wavebar, I'm sure I don't need to explain why.

Wave 6:
  • Pre-boss warmup feels unnecessary and only there to pad the mission duration or mildly increase the punishment for losing at best.
  • Remember that some weapons and even classes rely on crits in order to not be completely outclassed by others of its kind. Suddenly giving everybody full crits without saying so on the wavebar can feel unfair to those using weapons such as Kritzkrieg, Frontier Justice, KGB etc. At least if red was told beforehand that this happens, they can switch off said weapons.
37
[ACCEPTED][MISSION] Downtown - Gang Wars
Showing 51-60 of 158 entries