STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,186
IN-GAME
6,512
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 31-40 of 76 entries
24
[ACCEPTED][MISSION] Isolation - Desolated Death
Demo: https://testing.potato.tf/demos/mvm_isolation_rc3_rev_exp_desolated_death_judge-1655800832.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Dr.Cactus (Pyro)
  • MIKObscura (Scout)
  • Whurr (Demo)
  • Sntr (Engie/Medic)
  • RC Polygons (Sniper/Engie)
  • Dylan_is_legend (Heavy)

General Feedback:
  • VIP escort as Giants is kinda frustrating, and when you lose a wave it often feels like it was out of your control. If you want to keep the current VIP lose cond, consider at least buffing the VIPS or just flat out adding more to each wave

New Weapons/Rebalance Feedback
  • Homing projectiles in general are kind of a lame upgrade. Feels brainless while also taking away your ability to choose targets
  • Construction Crusher still seems a bit meh. One idea I had was to also include a lower damage bonus vs. Tanks, so 1 tick is +50% building damage, and +25% tank damage
  • Medic in this mission is quite frustrating to play, as you die to all of the souped up robots, and the sheer ammounts of robots coming from all sides generally leaves your patients to be forced to tunnel vision and ignore you. Currently big heal seems like the only "Viable" option on Medic
  • Engineer still feels frustrating and pointless. His buildings in their current state dont offer much to the team. The sentry does not do enough damage to keep up with players, the dispenser does not heal enough to be useful. Try giving engineer inherent building bonuses (if he already has some, give him more) and maybe add some upgrades to further boost thesean example: Building specialist: $X per tick: adds +X% Sentry damage, and +X% dispenser heal rate, and teleporter gives X seconds of speed boost
Wave 3:
  • Give amplifiers some kind of radius indication, like eve's holographic control points for example
  • Lower amp hp a bit, as 850 still seems quite tanky
  • Severely lower boss damage, getting one shot all the time as giants is even less fun than with commons

Wave 5:
  • Buffer overflow on wave victory
  • Uber tank lose cond mostly exemplifies the issues with VIP escort. As the tank is so weak he gets insta-killed by the red bots once the suicidal vip dies

Wave 6:
  • The giants spawning by the 2nd RED control point needs tweaking. Try spawning them further away, as the current spawn method feels a bit cheap.
  • Typo at the end "secrure"
  • Cpt punch boss could deploy his minigun earlier, by the time he deploys it he's almost dead so he can't really do anything with it
6
progress isn't logging anymore + randomly got kicked.
12
[ACCEPTED][MISSION] Teien - Shogun Slaughter
24
[ACCEPTED][MISSION] Isolation - Desolated Death
Demo: https://testing.potato.tf/demos/mvm_isolation_rc3_rev_exp_desolated_death_judge-1654093626.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • MIKObscura (Demo)
  • DaMno (Scout)
  • Mudun (Heavy)
  • Hell-met (Medic)
  • CEO of Fortknight (Soldier)
  • Sergeant Table (Pyro)

Custom upgrades approved:
  • Berzerk canteen

General Feedback:
  • The mission is in a decent spot but still needs a lot of work, especially for the custom weapons/upgrades

New Weapons/Rebalance Feedback
  • Clusterbomb upgrade is very OP and makes the other modules pointless since it does the same things as burstfire module but way stronger and for only 200$ more
  • Knight upgrades are nice but they are very expensive and knight is very painful to play when he doesnt have a lot of upgrades, consider reducing the cost of HoK, damage and maybe firing speed upgrades (crits on kill and cleave seem fine)
  • Reprogrammed canteen isn't very useful since commons have very strong giants coming along with them most of the time so when they get reprogrammed they just get instantly killed 90% of the time
  • Drill minigun is very questionable as fighting at melee range for a giant heavy isnt worth it since his speed makes closing the distance and escaping a bad situation very difficult
  • Kritzkrieg is too powerful, very long uber and very fast recharge on top of that, consider greatly reducing either of these
  • Scout should probably have a smaller damage bonus, even if he's fragile, 900 damage meatshots (with crits) is huge considering he can get reload and firing speed on top of that
  • Banner duration probably doesnt need two ticks, +450% is already almost infinite

Wave 3:
  • Beginning of the wave is very brutal and not very fun to play, battalions combined with a swarm of crit hitscan is almost guaranteed to spawncamp BLU for most of the subwave

Wave 4:
  • RED Players are way too strong considering the other bots that come with them, consider removing their ability to use uber canteens so they are less frustrating to fight

Wave 5:
  • The drill tank was too bulky and almost guarantees a loss if the whole team isnt constantly on it

Wave 6:
  • Final boss isn't very engaging to fight nor is he strong, he just got bullied in a corner and died without anyone dying from him
8
[ACCEPTED][MISSION] Encounter - Backup Security Protocol
37
[ACCEPTED][MISSION] Downtown - Gang Wars
18
[ACCEPTED][MISSION] Autumnull - Codename Omega
Showing 31-40 of 76 entries