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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 1-10 of 34 entries
16
Coastrock - Inclusion Exclusion
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1686604177.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • https://cdn.discordapp.com/attachments/1100158909194448898/1117924664392552588/image.png

General Feedback:
  • Difficulty scaling is all over the place, with waves 2 and 7 being the hardest and the others being non threatening a majority of the time.

Wave 1:
  • swap gflares and gdemos, and replace gflares with stock gsoldiers, the gflares are too weak, especially as a followup to the gdemo subwave. Wave needs more area denial and engi pressure, so adding mission supp snipers and/or spies with a decently high cooldown would benefit it greatly.

Wave 2:
  • The dps requirement in the 1st subwave is too high for this early into the game, especially on advanced, reduce the amount of giant scouts by one and gpyros by 1, and spread them out a bit more. Similar story with the last gmed, replace the gmed with some umeds, if it becomes too weak, replace the gcharged with a rapid fire.

Wave 3:
  • First sub is pretty problematic, it only pushes due to the presence of bonks since the gsoldiers have very little firepower, I would replace the bonks with regular bat scouts and gmanglers with rapids or other strong giant template. Make the homing soldier sub wait for all spawned, it will easily straggle if you get pushed even a moderate distance out of the front. The support giants serve little more purpose than eating damage, aside from that they're simply annoying, I would replace them with support gauntlets that are not mobber.

Wave 4:
  • "All fat no meat", this wave is hard to be concise with since it's a problem with the wave as a whole, there is a huge dps requirement, yet very little firepower from the bots, whole wave needs to be changed with this generalization in mind, though what to do specifically I'll leave up to you.

Wave 5:
  • The bisons are nothing more than a useless gimmick, no capability to support the bots (well tanks in this case) that they spawn with. The following Gheavy subwaves are too weak and need more support density, as well as not being easy ai. The final subwave should have some normal ai scouts as area denial, as is it's not remotely punnising nor fitting as a final subwave since it relies entirely on projectile spam to push.


Wave 6:
  • First sub needs more firepower, as is it's just umeds spammed on super weak hitscan bots, making it overall too weak to get anywhere even with the giant scouts coming with it. Replace the natascha heavies with a stronger bot, reduce their quantity, and add some minor hitscan support to come with it. The support giants are a similar story to the ones on wave 3, a similar solution would work here.

Wave 7:
  • For the giant support, refer to wave 3 and 6 feedback. Very underwhelming for a final wave. The gmeds should not pop over 150 hp, as they are now, they are next to impossible to avoid popping. Everything combined with the low firepower of the bots and final boss, this wave is likely due for a complete overhaul, the bots need decent survivability (but not too much as it is now) and enough firepower to realistically kill players, please keep this in mind when remaking the wave.
11
[MISSION] Shank - Mourning Star
24
[MISSION] Decay - Dipetra Dash
11
[MISSION] Shank - Mourning Star
24
[MISSION] Decompose - Ghoulish Genesis
Demo:
https://testing.potato.tf/demos/mvm_decompose_rc6b_adv_ghoulish_genesis-1663781725.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Pyro)
  • Package O' Lies (Spy)
  • Nuq (Engineer)
  • Mudun (Sniper)
  • MIKObscura (Medic)

General:
  • Mission still has the issue of so many bot types that every single icon needs to be stacked, making the mission less memorable (and also making it harder to give feedback on)
  • A large amount of issues the mission has are due to the map being in development limbo, consider porting to a different map. (like swirl :p)
  • It would be more useful to separate uber/bigheal med icons rather than have the bison soldier icon visible. - Damno
  • The voice lines for the breaks don't match when the breaks actually start, that should be fixed.

The Wave:
  • The commons in the 1st subwave are a far larger threat than the giants the come with, replace the giants with something stronger (I would suggest some form of gsoldier) and the commons with something weaker.
  • 2nd subwave has too many giants, if you don't have a heavy you will just get pushed by the sheer amount of them. At least halve the number of gscouts.
  • Ignite on hit hitscan is incredibly annoying to fight and should be removed.
  • Giant Umeds should pop at 50 hp as they will almost always pop from anything but a demo, spy, or charged sniper.
  • Multicolor bisons are an incredibly overused gimmick and should be removed.
  • The 1st sub after the last break has a similar issue to the 2nd sub, too much giant spam. Once again, halve the number of gscouts.
  • gheavies in said subwave should be gatebot.
  • There is a subwave in this part of the wave that is a carbon copy of the 3rd subwave but the giants have crits, rework this subwave.
  • The gbrass heavies in the 2nd to last subwave should be gatebot
  • The giant squads in said subwave are just sniper food and should be separated.
  • The boss is incredibly uninteresting and an unsatisfying finale, should be reworked.
24
[MISSION] Decay - Dipetra Dash
Demo: https://testing.potato.tf/demos/mvm_decay_rc1_int_diptera_dash_judge-1663776538.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Engineer)
  • Package O' Lies (Scout)
  • President of the United SEX (Demoman)
  • Perinha222 (Sniper)

General:
  • TEST, YOUR, MISSION, PLEASE.
  • Overall mission seems like valve normal difficulty early but later oscillates instantly to semi advanced difficulty, most notably in w5-w6. - Damno
  • Every wave from w4 onwards has giant scouts in them, making the mission quite repetitive while also being questionable for the intended difficulty. it is recommended to rework some subwaves that contain them.
  • Despite previous feedback there is still big lack of flanking force, even light one could be a distraction for engie clearing everything from top position. - Damno

Wave 1:
  • The 1st subwave is weaker than valve's actual decoy normal and is in dire need of a buff, Changing the minigiant demos into rapids and increasing their ai would be a potential solution.
  • the qf meds on gru heavies are not very satisfying to fight, removing the meds and replacing them with more gru heavies would be better.
  • Giant pyros are useless if the support that comes with them has no range, consider replacing them with giant soldiers/demos.


Wave 2:
  • Too overtuned, the only real thread could be considered blimp which died almost instantly even without good tank busters, 8k is too big of a nerf, replace it with tank with around 15k HP.
  • The giant soldiers would work much better if sent towards the end of the wave rather than the beginning, making most of the push force come immediately and having the rest of the wave be a drag with fairly weak commons.

Wave 3:
  • This wave is absolutely pathetic. The sheer amount of melee bots makes the wave a boring grind where the bots pose absolutely no threat at all, the 1st sub attempts to have some force with the conch + dragon's fury pyros, but falls completely flat if red has an engi. I would suggest cutting out the dfuries and sending out larger bursts of conch soldiers, around the size of 5-6.
  • The 2nd subwave has a threat level of 0, all melee and some pomson engis that are effectively worse soldier commons with ignoreflag and interruptaction stuff for some reason?? In its current state, this subwave is unsalvageable and needs to be completely redone.

Wave 4:
  • the gdemo can spawn a few seconds later, it comes out quite early after the gheavy squad, making the common subwave drag out a bit.
  • Under no circumstances should any subwave in an intermediate difficulty mission contain umeds and giant scouts simultaneously, remove one or the other.
  • the heavies straggled, instead of doing the waitbetweenspawns 0 trick, significantly increase their maxactive and add an actual waitbetweenspawn.

Wave 5:
  • Swap the order of subwaves. have the gscouts come first with the burst demos or a weaker common, and end with the tank + gsoldiers. If this is done, replace the soldier support with scouts.

Wave 6:
  • I would recommend reworking this 1st subwave since there have been giant scouts every wave for 3 waves now.
  • Do not use pistol scouts above easy ai in int.
  • The unload demos are not a fun bot. As is, they're just a burst demo with way worse dps and are way less satisfying to dodge due to the high quantity of super weak projectiles, consider having them fire less pills that do more damage (similar to a colonel barrage)

Wave 7:
  • This wave is actually pretty alright for the finale.
  • increase the maxactive for the bat scouts in the final subwave, fighting one group at a time, especially in the final wave of the mission, is quite boring.
  • Decrease blimp hp by 1-2k each to compensate for the increased amount of support bots.
11
[MISSION] Shank - Mourning Star
Showing 1-10 of 34 entries