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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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31 March, 2017
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Showing 21-30 of 200 entries
27
Bronx - Point Of Impact
15
Quetzal - Banana Barricade
4
[REJECTED] Coastrock - Sunny Side Up
27
Bronx - Point Of Impact
53
Doppler - Object Oriented Obliteration
27
Bronx - Point Of Impact
After a lot of thinking and putting heart into this, its finally getting an update

General:

Shields and Reflector Scouts are gone, only slower and weaker Deflector scouts remain in w3 in relatively weaker form (slower swing speed)

Giant Medics being forgiving is pretty much intended, 2k hp Old Valve Template to compensate tight front and strong commons, i want to make the mission forgiving to all skill level players

Starting Cash got buffed to $1000 from $800

W1:

Removed crits off Direct Hits
Bumped Their Ai to Expert
Lowered Their DMG to 100% so it has normal RL DMG

Backups never gave GPyro buff as they have 0 range buff ("Self Backup Soldier")

W2:

Giant Burst Soldier has no crit dmg bonus, it deals just no fall off nor ramp up dmg making him more forgiving but still strong on distance

Giant Scouts ai got lowered to Normal

GBlackBoxes got sped up and count lowered to 4 total instead of 6

Heavies MaxActive got lowered to 2 from 6

W3:

Shield Meds got replaced with slowcharged umeds

Scouts ai lowered to easy from normal

Black Box conches have regular buff range to speed up GHeavies spawn rate from main
long spawn

W4:

Seems like projectile smoke is there even after i have put "no self dmg" 1, which im not sure why doesnt work, if you know what can potentially fix this, please tell

GHeavy count lowered to 2 from 4

Giant Inf Burst FIres were mistake on my end, they work properly and well now, they have -95% backup duration as well to be forgiving to pushed players (They doot mid fight to give that chance to kill it)

W5:

GFaN Scouts are Expert ai now and they use Melee Threat Prioritization to be more useful

GBrass Combo now spawn in double count from both sides at once to fill up the empty space that they used to have and generally speed up the wave

Second wave of small tanks got moved to spawn them faster (They could gatecap reset bomb/stun in last subwave)

Did couple of testing, both solo and public and went pretty fine, should be ready to be judged

point_of_impact_judge.pop is ready on servers
18
Lotus - LED-Motif
27
Saxford - Streetway Sections
Demo: https://testing.potato.tf/demos/mvm_saxford_b7a_adv_streetway_sections-1680372932.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Engineer)
  • Skin King (Demoman)
  • Birchly (Scout)
  • Yuugi (Soldier)
  • Hell-met (Medic)

General Feedback:
  • The main issue about the mission is rather an inconsistent difficulty, we did run pretty bad loadouts but it helped us gather information what pushes and what not the most.
  • The last 3 waves have a big difficulty spike and anything the red team gets pushed are unable or have very little chance to recover.
  • Please test your mission more than once (including solo testing) before pushing the update. The Judges do not have the patience if the wave is broken and have to wait for a fix to be made.
  • On a side note, its worth mentioning the lack of custom tank's deploy animation, this is rather awkward to look at.

Wave 2:
  • While first wave had Giant KGBs and demos, this wave had GPyros and Black Boxes as a first subwave? See general feedback.
  • Considering previous subwaves power, giant slowfire demo is super weak and should be replaced with something more offensive like giant rapid demo, this will require testing, probably removing either kritzkriegs or bigheals.

Wave 4:
  • Brass Beast Heavy Icon seems to have an artifact in it, a little white square.

Wave 5:
  • See General Feedback.
  • This wave Has Humongous DPS requirement, 2 poppers with 2 gdemos with knights right at the start made us go to hatch hold position instantly.
  • Replace umeds with big heals, not having a consistent med picker and the fact that some bots decide to flank on the map sometimes make it really frustrating to hold the bomb or trying to get back the ground.

Wave 6:
  • Subwave with widowmakers and enforcers have rather very low pushing power for the wave 6, entire subwave dies to one sentry, and they dont deal that much to anything else at this money.
  • Tanks and GDeflector+GMed combo at the hatch made us panic, delay the spawn rate of either Giant Combo or tank.

Wave 7:
  • While the boss is creative and innovative, it has issues that need to be fixed:
  • Boss makes Engineer/Spy/Sniper life very hard, a lot of giants/common support, projectiles and visual effects all over the place. Sentry Buster has pretty weird headshot hitbox and is very hard to even hit it in thehead, this can be looked into.
  • Engineer cannot make his sentry alive for more than 5 seconds, even with wrangler and canteens, a lot of projectiles makes it really hard to even pick up your sentry due to constant knockback, giants and commons blocking the view of sentry even while wrangling making boss really hard to hit for engineer, i switched to widowmaker playstyle in the middle of the wave because i couldnt do much otherwise.
  • Visual indicator of explosion is visible way before animation starts, could delay the visualizer a little.
21
[REJECTED] Doppler - Drastic Danger
```
Demo: https://testing.potato.tf/demos/mvm_doppler_b12_adv_drastic_danger_judge-1679256722.zip

Strike, Pass, or No Strike?: STRIKE

Team Lineup:
  • DaMno (Demoknight)
  • MIKObscura (Engineer)
  • Hell-met > Lemonęe (Pyro > Sniper)
  • Cutea (Spy)
  • Sofia (Scout)

General Feedback:
  • Overall this mission is very underwhelming to play, both map and mission is unfun to play on as it has following problems if you didnt take them yet:
  • Map is cramped, maze'y like and has badly placed layout, 2 paths and terrible nav in some moments can lead to unfair waves lost. Especially when waves are this long!
  • Giant Demos having super bouncy grenades on map this tight is a death sentence for everyone who isnt heavy. Randomchoiced ai can lead to unfair balancing as some teams might occur to fight normal ai bots while other team will fight easy ai.
  • This mission would play better with 5 or more waves, not 3 long + boss wave, its just tedious and easy to forget. Speaking of which waves, notably 2 and 3 do just blend together and last longer than they should, some subwaves are way more punishing than others, we were holding front but then some random subwave at the end of w2 pushed instantly.
  • Not sure why would you use airstrike rocket jumpers when they cant even jump reliably, they block on every ceiling and wall because of the map being like that, they dont need to be there.
  • Giant Blast Soldiers are super unfun to play especially when there are 3 of them at once, it feels like a forced gate cap.
  • Wave 2 seems to have giant scouts that deal crit damage without any indicator? Take this with a grain of salt as i just looked at kill feed notification and i am pretty sure demoknight has no way of self marking.
  • Its worth watching the demo as it might have more detailed feedback.
  • You could consider porting the mission to another map.

```
Wave 1:
  • First subwave demos are still super punishing and unaware teams might get pushed to hatch in no time.

Wave 2:
  • See general feedback.

Wave 3:
  • See general feedback.

Wave 4:
  • Boss seem to only counter reliably classes like demoknight and maybe spy, projectiles being so slow and attack intervals so predictable make him just a big bag of hp that gives up to heavy+milk.
44
Nox - Enraged Emerald
Demo: https://eu.potato.tf:27020/demos/mvm_nox_b3_int_enraged_emerald_judge-1678902123.zip

Strike, Pass, or No Strike?: No Strike.

Team Lineup:
  • Whurr (scout)
  • DaMno (demoknight)
  • Sargent Table (engineer)
  • Perper (sniper)

Custom Weapon Feedback
  • The Outpacer: with almost none direct damage, the main damage source of this gun is the bleeding. To be efficient you need to spread the bleeding damage to as many robots as possible, and that makes the weapon too dependent on the upgrades of explosive headshot and projectile penetration, and it doesn't have any more scaling besides that. It's a side grade to other rifles at the start of the mission when the amount of credits is low, then quickly becomes worst than any other primary option when more money starts flowing in.
    Conclusion is that The Outpacer gets very easily... outpaced.

Wave 1:
  • A little too many demoknights, could probably reduce the amount active/in general by 1/4.

Wave 3:
  • Make tanks use the same path as the robots.

Wave 4:
  • There's a sharp but brief difficult spike when the giant armored sandman scout and the big group of banner soldiers spawn at the same time, suggestion is to somewhat lower the amount of soldiers spawned initially then slowly increase their spawn rate
  • Remove 1 uber medic from each of the giant soldiers in the last subwave, or make it so that both of the medics on each giant are quick-uber

Wave 6:
  • Make tank use the same path as the robots.

Wave 7:
  • The subwave with giant heavy + 3 uber medics has a very weird pace, with nothing else spawning, and a wait of almost 20 seconds with nothing in the field before the next heavy and uber medics appear. it could very well be a subwave you put in the first or second wave of an intermediate mission, not in the last. this needs a severe support buff and fixing the spawn timings.
  • Make the boss and his medics have robot skins. It looks very out of place.
Showing 21-30 of 200 entries