STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,956
IN-GAME
9,353
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 61-70 of 76 entries
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
43
1
[ACCEPTED] [MISSION] Coaltown - Computer Crash
Demo: https://testing.potato.tf/demos/mvm_coaltown_rev_computer_crash_judge-1648494410.zip

Strike, Pass, or No Strike?: Strike

Run 1/3

Team Lineup:
  • MIKObscura (Soldier)
  • dexc34 (Demo)
  • DaMno (Medic)
  • A+drew (Scout)
  • Skin King (Sniper)
  • Mudun (Heavy)

General Feedback:
  • Overall the mission feels very tedious as the massive sightline at the front gives a big advantage to RED and most of the fights are done in this area, it doesn't really feel like we are progressing through the map since once we get past the sightline most the wave is done and we just need to clear the hatch
  • Bots don't use flank route enough and just feel like they are put in one path which makes the flank routes very barren
  • I recommend adding bots that stay on the hatch or disabling/enabling the func_capturezone so players can't just uber their way through all the bots and win
  • The waves feel very repetitive as players spend 70% of the waves are trying to make your way through the projectile spam to pass the front
  • There's a spot near the left spawnpoint where you can use weapons
  • The fence blocking the roof at the front seems pretty pointless and only hinders BLU as it restricts them the access to some cover, if you don't want RED to use it you can put a func_nav_avoid at the stair so they don't go there
  • Some buildings have invisible walls inside them, we don't really see the point in those so you might remove them, if it's to prevent BLU from going there and spawncamping the red bots, you can give 2 seconds uber to the bots on spawn
  • The lack of healthkits at the front makes fighting there very tedious as you can't easily recover health

New Weapons/Rebalance Feedback
  • Cow Manger 5000+: i don't see the point in this second custom weapon, it doesn't feel different from the other custom Cow Mangler at all and just plays the same
  • Cow Mangler: already very cheap to upgrade so i don't really see the point in giving it Rocket Spec right off the bat. Speaking of rocket spec, it's also probably too powerful on that weapon as it allows players to completely stunlock giants in place by simply holding down m1. The non-existant blast radius also makes it feel pretty awkward to use

Wave 4:
  • Too many powerful giants that spawncamped us for a good chunk of the wave

Wave 5:
  • Way too short compared to the other waves

Wave 6:
  • Not sure why these fist heavies did so much damage, it cleary isn't necessary and just makes the boss fight frustrating since you can get one shot out of nowhere by those
  • The boss didn't really feel fun to fight against, felt like nothing more than a projectile hell with a lot of support
  • Way too short compared to the other waves
17
[ACCEPTED][MISSION] Cyberia - Arctic Arrangement
11
[ACCEPTED] [MISSION] Steep - Seismic Shakeout
17
[ACCEPTED][MISSION] Cliffside - Resolution
Demo: https://testing.potato.tf/demos/mvm_cliffside_b8_rev_exp_resolution_judge-1647369004.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • MIKObscura (Spy)
  • Yuugi Hoshiguma (Pyro)
  • DaMno (Medic)
  • Sntr (Heavy)
  • Sergeant Crwhips (Engineer)
  • Lackryx (Soldier)

General Feedback:
  • The two sentries on top of the building at the front are quite hard to approach for close-range classes and not very easy to see without entering their range, could remove one of them
  • Certain Subwaves could use WaitForAllSpawned like on Wave 2 as an example where around 4 Demoman and Scouts were straggling and we had to stroll around the map to find them before advancing.
  • The Last infinite support didn’t defend the bomb making blu players deploy the bomb very easily with no resistance
  • Red giants take huge knockback from backstabs, give them a 99% damage push force reduction to fix this

Wave 3:
  • Bit of a difficulty spike with the gheavies, could put a little more space between each

Wave 4:
  • The second subwave felt a bit underwhelming, Soda scout and airblast Pyro's needs some better support in order to sustain the difficulty
  • The infinite support and the blimp could use WaitForAllSpawned since there is a lot time between waiting for them to spawn
  • Soldiers in infinite support could use a MaxActive increase, 6 is pretty low and the other support isn't particularly strong

Wave 5:
  • The infinite support could use more Maxactive as they don't have enough resistance to push through to the hatch and made the bigrock burst/gburst demos very easy to solo for spy (could apply to other classes but Spy specifically destroys that subwave due to the near absence of commons)
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
V2
https://testing.potatomvm.tf/tf/scripts/population/mvm_swirl_rc1_rev_adv_robotic_avalanche_judge.pop
General:
-fixed InterruptAction on w4 and 5 (thx for that)
-gave 99% knockback res to all giants so they don't fly everytime they get backstabbed
-added 150% slower firing speed to the short circuit due to it being too powerful with infinite ammo
-added 25% damage penalty to the widowmaker so it doesn't overshadows every other option and has an actual downside
-gave 50% faster construction speed and 80% faster upgrade speed to the Engineer to make a building focused playstyle more dynamic without needing canteens
-fixed players being able to deploy after using bonk or uber canteen
-added a second upgrade station in the lower gate spawn
-fixed players spawning at the first spawn when either gate is capped
-fixed sentries not having infinite ammo
-fixed func_nav_prerequisite having incorrect coordinates, causing bots to go into spawn
-removed the sentry that can target players right out of spawn
-fixed players spawning inside the upgrade station in the upper right spawn
-removed Action EscortFlag from the vips to prevent griefing
-added light entities to some of the resupply lockers
-added icons to indicate sentries
-added a prop to jump back into the main spawn without needing explosive jump or jump height upgrade
-added custom nav to fix a connection that causes bots to get stuck on the fence near the tank tunnel
-added func_nav_avoid to prevent bots from flanking the upper gate
-added an entity that teleports player from first spawn to gate spawn if the gate is capped (made by Braindawg)
-fixed the angle of some blu spawns
-replaced custom upgrade file

Wave 1:
-halved the amount of crit shotgun heavies, increased their WaitBetweenSpawns to 20 seconds (from 14) and toned their AimTrackingInterval down to 1 (from 0.25)
-replaced sentries by some kind of minis (smaller lvl 1 sentries with 75hp)

Wave 2:
-replaced gknights by gshotgun heavies and increased their count to 3
-replaced lvl 2 sentries by lvl 1
-removed explanation text
-fixed robots from the second subwave not spawning where they should
-decreased the amount of heavies at the end

Wave 3:
-splitted the squads into 6 banner vips instead (2 of each)
-replaced lvl 3 sentries by lvl 2
-removed explanation text
-changed the way rapid fire bowmen spawn
-made the rapidfire bowmen spawn later
-fixed giant natascha heavy not having random crits disabled
-made the gnatascha spawn later
-replaced armored umeds by regular umeds

Wave 4:
-decreased the amount of warrior heavies
-replaced crit knights by skullcutter knights
-added slowcharge meds to the grapid buff soldiers and increased their waitbetweenspawns to 16 seconds (from 7)
-added sentries
-replaced tanks by one 90k hp tank
-edited explanation text
-slowed the tank to 65

Wave 5:
-doubled the amount of gburst demos
-removed 70% damage bonus off brass beast heavies
-added sentries
-replaced tanks by one 125k hp tank
-removed explanation text
-slowed the tank to 65

Wave 6:
-increased the amount of gcharged soldiers and gdf pyros
-added one more gbrass gmed pair
-made the gauntlets spawn 20 seconds later
-made the gauntlets spawn in bursts instead of streams
-removed explanation text
-increased vips hp by 3k
-changed super regen med to regular regen
44
2
[ACCEPTED] [MISSION] Legerdemain - Castle Crush
Demo: https://testing.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1646768863.zip
https://testing.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1646771330.zip

Waves length:
1st run (with uber medic)
[Wave 1] Time spent: 2 min 28 sec (Success)
[Wave 2] Time spent: 3 min 14 sec (Success)
[Wave 3] Time spent: 3 min 52 sec (Success)
[Wave 4] Time spent: 3 min 16 sec (Success)
[Wave 5] Time spent: 3 min 26 sec (Success)
[Wave 6] Time spent: 3 min 16 sec (Success)
[Wave 7] Time spent: 2 min 35 sec (Success)
[Wave 8] Time spent: 4 min 4 sec (Success)
Total: 26 minutes
2nd run (without uber medic)
(didn't copy w1 time, me stoopid)
[Wave 2] Time spent: 4 min 2 sec (Success)
[Wave 3] Time spent: 4 min 19 sec (Success)
[Wave 4] Time spent: 4 min 39 sec (Success)
[Wave 5] Time spent: 3 min 26 sec (Success)
[Wave 6] Time spent: 4 min 1 sec (Success)
[Wave 7] Time spent: 2 min 40 sec (Success)
[Wave 8] Time spent: 4 min 2 sec (Success)
Total: 31 minutes

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Dr. Cactus (Medic)
  • Yuugi Hoshiguma (Heavy)
  • MIKObscura (Sniper)
  • Whurr (Engineer/Pyro)
  • Mudun (Soldier)
  • Dylan_is_Legend (Scout)


General Feedback:
  • Very good mission overall, we were impressed with the amount of work put into it, a bit on the easy side but it's not really an issue considering the length of the mission.
  • The rebalanced weapons need some work, a lot of them are either too powerful or too weak with very few being balanced.
  • Stock uber is too powerful as it builds crazy fast and usually results in waves being rolled (took us 5 less minutes to beat the mission with uber), it could use a build rate penalty to make it on par with other medi guns
  • Kritzkrieg could use some kind of defensive buff to make it on par with the other medi guns
  • The hatch is generally too easy to push through, adding some sentries in that area could help
  • Most painted weapons don't get the upgrades their non-painted counterparts have

New Weapons/Rebalance Feedback
  • Hitman's Heatmaker: way too strong, extra firing speed and reload speed combined with focus and explosive headshots can potentially shut down a whole subwave in the right hand
  • Machina: could use a small buff to the charge rate and/or reload speed
  • Bazaar Bargain: pretty weird to have similar perks than the hitman's considering the extra firing speed doesn't do anything unless you only do noscopes, if it was your intention then you could remove EH and add some damage bonus
  • Huntsman: the extra health and firing speed are already very powerful, it doesn't need arrow mastery
  • Sniper Rifle: lvl 5 EH is overkill, consider toning it down to lvl 3
  • Brass Beast: could use a small nerf
  • Tomislav: straight upgrade from stock. 25% Damage bonus and 50% Bullets per shot makes the stock minigun look weak.
  • Holiday Punch: tickling commons isn't very useful
  • Liberty Launcher: seems to be able to knockback giants, which can be a bit disruptive to gameplay (noticeable as a medic, where giants were suddenly able to air strike me due to LL)
  • Phlogistinator: the nerf is way too harsh as it forces you to hug robots and on commons it feels random as when you hit them or not

Wave 1:
  • Felt much easier than the other waves, we didn't get pushed much most of the time, only the hatch put some amount of resistance

Wave 7:
  • Boss felt quite lonely at the beginning, could make the support come a bit earlier

Wave 8:
  • Merasmus is too tanky and does a lot of damage, making him almost unkillable, consider a big hp nerf
Showing 61-70 of 76 entries