STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,252
IN-GAME
6,906
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 41-50 of 51 entries
45
[ACCEPTED] [MISSION] Underworld - Demonic Dominance
12
[ACCEPTED] [MISSION] Null - Baneful Harvest
22
[REJECTED] [MISSION] Underworld - Demonheim
I have been asked by Blacky to review this mission and give my opinion on it so here goes.

Wave 1
-Right off the bat I can already point out something bad, and that is the way conch soldiers are handled. The way they are handled, there's at least one alive at any given moment. This makes all bots and giants alike way faster, which is very problematic, as the wave consists of a lot of high power / tanky giants. My proposal would be to make those conches spawn like snipers, with about 20-30 seconds in between spawns and in pairs or groups of 3-4 (please notice to use WaitBetweenSpawnsAfterDeath instead of WaitBetweenSpawns) infinite conch is not ok in any way. The conch support on the last subwave can stay.

-Next, I will tackle the RS Giant Soldiers. Restricting any means of playing the game (movement, visibility, dealing damage) should be used very sparingly, sometimes even not used at all. Those giant soldiers, as of now, aren't very threathening, but they do act as mosquitos that simply annoy you and thus they serve no push in Expert. My suggestion is to replace them with a more threathening giant, like Giant Burst Soldiers, since their support isn't really a big threat to begin with.

-The pistol scout subwave didn't had any threats at all. My proposal would be to mix it with the tank subwave, albeit not at the same intensity.

-Everything else was fine

Wave 2

-Wave 2 looks like "buy crit res or die" which is a very bad thing for this amount of money. I'd say that only the samurais should have crits, to create a sense of dread, while also allowing the teams to risk it by not buying crit res. All other commons should have their crits removed, booster heavies included. Just turn then to regular deflectors. Also remove crits from Giant Tomislav Heavy. Crits have no falloff on miniguns and getting obliterated by a Giant Heavy from a distance isn't fun. You can boost spawn rates in turn to account for the removal of crits (Giant Pyro crits can stay).

-The boss feels like a total bitch to kill. I saw that you already did something to him, but additionally, please remove AlwaysFireWeapon from him and make him unable to airblast. Could also reduce his regen or remove it and give it slight HoK maybe (like 1000 or 2000).

-Everything else is fine

Wave 3

-Overall the wave was ok, but still I picked up some flaws.

-Once again, Giant RS Soldiers. With the Giant Natascha Heavies, it's the annoying duo. I suggest replacing the g soldiers with something else. Hot take: Giant Battalion Soldiers.

-Main issue of this wave are the bosses. As of now they are 3 same bots with little variety, which makes things very boring. Also their smoke screen is a very shitty thing, because of the ranged support bots which come with them, and their pills. My sugesstion is to keep the smoke exclusive to the last guy, make it fire less frequently (the smoke balls) and give all the other g demos some unique attacks. I'm sure you can cook something up, like fires more frequently but deals less damage for example.
12
[ACCEPTED] [MISSION] Null - Baneful Harvest
4
tr:ujel:
12
[ACCEPTED] [MISSION] Null - Baneful Harvest
4
Ignorant teammates
Showing 41-50 of 51 entries