STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,423
IN-GAME
7,342
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 139 entries
23
Akure RC1A - Gold and Grit
27
Akure RC1A - Bronze and Bristle
Generally when I watch the demos I tend to find extra bits of feedback that were missed in the main feedback post, and while that was the case here, all that you seemed to do in it was complain about how you couldn't play Demoknight any time there was melee or bullet damage on the field. Then you'd pick Engineer and act surprised that the intermediate waves with a lot of cannon fodder are suddenly easier to clear.

Originally posted by Bazooks:
Even though it is Intermediate, missions should try to balance out matchups for each class. Try to make things easier for other classes and less favorable for Engineer.
Would you prefer everything be balanced for Demoknight instead? Because apparently any source of melee or bullet damage is "Anti Knight Propaganda"

Originally posted by Bazooks:
Giant Scattergun Scouts are not to be underestimated. They can very easily take out most classes with their high accuracy and medium damage. Not something that belongs in an intermediate, and exacerbates the issue said in general feedback.
Bullet damage! They weren't a problem in the demo though, as they only got one kill on a player who was already retreating. I will ask Ultimaximus to change them because they can be potentially dangerous, but you didn't seem to struggle with them any.

Originally posted by Bazooks:
Giant SMGs make the issue said in general feedback even worse, and is generally an unpleasant bot to fight against. High accuracy with medium damage tends to kill a lot of classes except those who invest into tanking attacks, usually Heavy and Engineer.
Bullet damage! They weren't a problem in the demo though, as they only got zero kills and died upon reaching the team anyway.

Originally posted by Bazooks:
Ideally there should always be something threatening on the field at all times. Engineer bots help with improving pacing on most subwaves due to how large the map is and how many subwaves have slow giants. Of course, subwaves would need to be balanced with Engineer bots in mind.
While I do agree with this for advanced and especially expert missions, I also think it's a good idea to give players the ability to move forward after being pushed early on in a wave, or give them time to prepare for a stronger subwave that's about to enter. I will tell Ultimaximus to shorten or speed up some parts of waves 2 and 3, but sometimes lulls are intentional.
Mods:
Added:
  • Shotgun Barrage (Soldier Reserve Shooter)
Removed:
  • Hell's Chamber (Soda Popper)
  • Sharpened Bullets (Scout Pistol)
  • True Steel (Fan O'War)
  • Lingering Torment (Soldier Shotgun, Reserve Shooter, Panic Attack)
  • Armoured Agility (Shovel)
  • Scattering Inferno (Pyro Panic Attack)
  • Ammo Stock (Sandvich)
  • Flechette (Family Business)
  • Shell Shock (Heavy Panic Attack)
  • Accelerated Deflection (Jag)
  • Conductive Blade (Conniver's Kunai)
  • Infiltrate (Big Earner)
The following mods mimic DrCactus' overclocks:
  • Narrow Barrel (Baby Face's Blaster) mimics Vintage Model
  • Vicious Spread (Back Scatter) mimics Expanded Crit Module
  • Insatiable (Pretty Boy's Pocket Pistol) mimics Dairy Mags
  • Blazing Steel (Flying Guillotine) mimics Hot Knife
  • Equilibrium (Bat, Atomizer) mimics Support Swing
  • Volcanic Edge (Sun-on-a-Stick) mimics Soul Scorcher
  • Fulmination (Direct Hit) mimics Extra Gunpowder
  • Metal Auger (Black Box) mimics Tank Buster
  • Shock Absorbers (Gunboats) mimics Titanium Soles
  • Shotgun Barrage (Soldier Reserve Shooter) mimics Paratrooper Mode
  • Provoked (Equalizer) mimics Survival Training
  • Spoiled Strike (Market Gardener) mimics Titanic Toppler
  • Blaze (Flame Thrower) mimics Caustic Flames
  • Healing Return (Dragon's Fury) mimics Leech Valve
  • Scattering Inferno (Pyro Shotgun, Reserve Shooter) mimics Trench Gun
  • Target Cracker (Flare Gun) mimics Volcanic Compound
  • Toxic Blight (Gas Passer) mimics Australian Gas
  • Buzz Kill (Axtinguisher) mimics Serrated Axe
  • Jolt (Powerjack) mimics Exposed Battery
  • Volcanic Edge (Sharpened Volcano Fragment) mimics Hell-Forged Head
  • Shocking Touch (Third Degree) mimics Draining Coils
  • Voltaic Strike (Neon Annihilator) mimics Grordbort Capacitor
  • Runtime (Hot Hand) mimics Team Bonding
  • Shock Absorbers (Ali Baba's Wee Booties) mimics Cash Magnet
  • Adhesive Blast (Stickybomb Launcher) mimics Extra Adhesive
  • Sure Footed (Ullapool Caber) mimics Cushioned Explosive
  • Spoiled Strike (Scottish Handshake) mimics Gardener Module
  • Shred (Brass Beast) mimics Defense Framework
  • Agile Aim (Tomislav) mimics Optimized Barrel
  • Martial Fury (Gloves of Running Urgently) mimics Improved Robo GRU
  • Grim Fury (Warrior's Spirit) mimics Warrior's Code
  • Heavy Trauma (Fists of Steel) mimics Heavy Duty Steel
  • Berserker Fury (Eviction Notice) mimics Brute Bracers
  • Fetch (Engineer Shotgun) mimics Custom Engineered Shotgun
  • Split Chamber (Pomson 6000) mimics Burst Lens
  • Sanctuary (Gunslinger) mimics Mobile Processors
  • Insatisable (Crusader's Crossbow) mimics Support Bolts
  • Vitality (Medi Gun) mimics Broken Shield Lens
  • Continuity (Quick-Fix) mimics Prototype Module
  • Lightning Rod (Bonesaw, Solemn Vow) mimics Battery Leech
  • Vital System Bypass (Amputator) mimics Vampirism Module
  • Terminal Velocity (Fortified Compound) mimics Rubber Compound
  • Adept Surge (Knife, Your Eternal Reward) mimics Cash Vacuum
  • Aviator (BASE Jumper) mimics Improved Parachute
All specific changes are listed in overclocks_tindall.pop; I refuse to list them all here because there's a lot.
8
[MISSION] Whitecliff Event - Dirge Disunion
8
[MISSION] Bloodlust - Terminal Lucidity
Showing 1-10 of 139 entries