STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,887
IN-GAME
9,301
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 181 entries
15
1
[ACCEPTED] [MISSION] Silentsky Event / Nightsky - Nightsky Nightmare
11
[ACCEPTED] [MISSION] Silentsky Event - Death Con One
8
[ACCEPTED] [MISSION] Shank - Scorched Earth
16
[REJECTED] [MISSION] Outlands - Occult Occlusion
Demo: https://testing.potatomvm.tf/demos/mvm_outlands_rc2_adv_occult_occlusion-1628011560.zip


Lineup:
Medic (soggy flaps)
Huntsman Sniper (gettysburg)
Scout (PDA Expert)
Demo (Creatorforce)
Soldier (Lysithea)
Engineer (MIKObscura)


Strike 2


General:
Someone suggested to remove the ball-o-bats spell from the pool of possible spells since it blasts bots everywhere, but that's your choice.

The Kritzkrieg buff isn't necessary, and in it's current state gives players kritz for the entirety of the ubercharge effect even if the beam is removed from them. Remove the change.

The Pocket Pistol change just makes it a better Mad Milk against giant bots. It's also a change that can be removed.


Wave 2:
The wave ends almost exactly how it begins except in place of huntsman snipers it's carbine snipers. Change the first or final subwave to be distinct from eachother because right now 75% of the wave feels like the same subwave.


Wave 3:
The Wheel of Doom effect feels kind of just tacked on. The wave isn't built around players having extra speed and this is the only time in the entire mission that a meaningful effect comes from the wheel. The wave was generally easy and would probably play better without the wheel effect.


Wave 4:
Give the Bushwacka giants Mobber

Giant Demoknights combined with shotgun heavy support at this point in the mission will never get anything done and have no pushing power whatsoever. The heater part of the wave was good.


Wave 5:
The tri-rocket charged soldiers feel generally weak and spawn too slow to be a threat. Consider either spawning them faster, increasing their active numbers, or something else to get them into the action quicker, because how they are now they can be soloed by one player while the rest of the team focuses on the sticky tank.


Wave 6:
Reduce the amount of support skeleton bots that are active at once. There were a lot of straggling syringe medics and amby spies because the robot limit was constantly being hit by the support.

I'm not sure if I saw the giant heavies cast a spell. Regardless, give them StripItemSlot 0 and 1 so they're not constantly trying to swap to their minigun and looking dumb in the process.

Give the deflector heavies back their u-clank-a.
22
[ACCEPTED] [MISSION] Skullcove - Call of Cthulhu
22
[REJECTED] [MISSION] Underworld - Demonheim
45
[ACCEPTED] [MISSION] Underworld - Demonic Dominance
36
[PASSED] [MISSION] Casino City - Vindicated Vices
41
[DQ][MISSION] Steep - Keen Shootdown
43
[PASSED] [MISSION] Skullcove - Slaughter ScreamHouse
Showing 1-10 of 181 entries