STEAM-RYHMÄ
Potato's Custom MvM Servers potatomvm
STEAM-RYHMÄ
Potato's Custom MvM Servers potatomvm
1,901
PELISSÄ
9,187
PAIKALLA
Perustettu
31. maaliskuuta 2017
Kieli
englanti
Sijainti
United States 
Näytetään 21–30 / 76
13
[MISSION] Null - Call of the Void
20
[MISSION] Decay - Deathwish
17
[MISSION] Madhattan - City Of Evil
8
[REJECTED] [MISSION] Ghost Town - Eternal Doomination
Demo: https://eu.potato.tf/demos/mvm_ghost_town_adv_eternal_doomination_judge-1661949649.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • MIKObscura (Soldier)
  • UltimentM (Engineer)
  • Mudun (Heavy)
  • Seelpit (Spy)
  • Aluminium Botkiller (Medic)
  • Dylan_is_legend (Scout)

General Feedback:
  • We strongly recommend that you playtest your mission before submitting an update, playing your mission yourself helps a lot in finding issues and improving it
  • The mission feels more like a random mishmash of bots rather than structured subwaves with thoughts put into how bots interact with each other
  • Sentry Busters currently have a cooldown of 16 seconds which is very short and makes playing Engineer a nightmare if you add all the spam on top of that. For reference, Caliginous Caper (valve's 666) has a buster cooldown of 120s
  • Crit and heal on kill bots are overused in this mission and some of them need to be axed down, while it is fine to have a few of them, putting too much of these bots leads to the mission being too punishing for the average player
  • This mission still lacks of cash, the difficulty notably spikes mid-wave as the robots get exponentially stronger with a lot of hitscan bots which destroy everything on a map as open as ghost town. On top of that, players get very few cash to put into both resistances and offensive upgrades which makes the mission nearly impossible without heavy+medic
  • Don't put arbitrary buffs to robots that aren't similar to what valve does, it feels unfair to get killed by a giant scout that deals double damage because you couldn't know that. It's an example but this applies to most of the custom bots in this mission
18
[MISSION] Ghost Town - Phantasm
29
[MISSION]Lostvalley - Spine Thief
19
[MISSION] Swirl Event - Revolving World
27
[MISSION] Shadows - Bauernhof Der Toten
Demo: https://testing.potato.tf/demos/mvm_shadows_b3_adv_bauernhof-1660752802.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sergeant Table (Engineer)
  • AnanAs (Heavy)
  • Seelpit (Demo)
  • MIKObscura (Engineer)
  • totally not Junko (Pyro)
  • Mudun (Sniper)

Custom upgrades approved:
  • Dispenser Health & Ammo Regen

General Feedback:
  • Dying late game punishes you too harshly as you respawn with just the default weapons you had, which is especially bad for engineer which only has his wrench and pistol, with how much zombies spawn there isn't much you can do before you get overrun
  • Revive powerup seems good on paper but being revived with 1hp essentially means you'll quickly die right after unless there's a medic right next to you when you respawn, adding a large healthkit in spawn could fix this
  • Grapple zombies felt too punishing considering they have a pretty high attack speed for the damage they can deal and their ability to grapple people
  • Adding an indicator of how far into the round you are would be a great QoL improvement

Custom Weapon Feedback
  • Buying raygun's damage upgrade is pretty much shooting yourself in the foot since it deals so much damage you instantly die from self damage even at full health

Custom Upgrade Feedback
  • Uberweapon upgrades aren't very clear in what they do and sometimes feel like they didn't change anything at all, which is very bad considering these upgrades cost 5000$
  • Grenade Launcher damage upgrade could use a more gradual increase instead of just one 5000$ upgrade so you can have more freedom to buy other upgrades instead of saving up everything for that one
25
[MISSION] Night Sky - Condemned Conflict
2
Is it safe to play TF2 yet?
Näytetään 21–30 / 76