STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,640
IN-GAME
8,117
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 238 entries
9
Casino City - Gambler's Paradise Tycoon
13
Sequoia - Collision point
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point_juj-1694372547.zip

Strike, Pass, or No Strike?: Strike 2/3

Team Lineup:
  • Dr. Cactus (Soldier)
  • Cariles (Scout)
  • Sntr (Engie)
  • Crilly (Demo)
  • Lemonee (Heavy)

General Feedback:
  • Multiple waves end with weird 20 payouts. Please round these down to their nearest hundred
  • In general this mission feels like it was not solo tested, let alone publicly tested, as there are multiple weird subwaves, and W4 just flat out ended after 45 seconds.
  • Outside of a complete rework, many of these waves just do not have any meaningful compositions to them, making them feel both unengaging and non-memorable.

Wave 1:
  • poor bot placement at the end. the wave caps off with 20 bat scouts with no other robots, and thus blue has 0 hope to accomplish anything
  • The natasha heavies do little more than nerf scout and pyro. They should be swapped to stock or tomislav if you want them to do less damage
  • This mission really favors heavy over most classes, as there are large amounts of single giants, as well as reflect pyros and deflector heavies which counter aoe classes like soldier and demo

Wave 2:
  • Deflector heavy giants this early simply nerf soldier and demo, classes who already struggle at lower cash, while making heavy feel mandatory
  • Green tanks should be merged into one if they are taking the same route. They should also not have a special icon if they have no unique function. Also, why are they green?
  • milk scouts are redundant as the main wave doesnt really have the firepower or health pool to capitalize on heal on hit

Wave 3:
  • Giant brass heavies add nothing, and should just be regular giant heavies
  • gas pyros can reflect, once again making soldier and demo worse while barely affecting heavy
  • do not squad the giant soldiers, as they wait for each other in spawn
  • The soldier/knight subwave is easy fodder with no giants of any kind to support them and vice versa
  • The scout bots do not drop money, making it quite annoying for scout

Wave 4:
  • Wave was not solo-tested and ended in 45 seconds

Wave 5:
  • DF pyro max active needs to be much lower, as they steamroll everything
  • barely any pushing power after the DFs, as the flare pyros have 0 hope of accomplishing anything.
9
Casino City - Gambler's Paradise Tycoon
6
Yiresa - Omega Machine
12
[Rejected] Oilrig RC5 - Enchanted Metal
5
[REJECTED] Motel - Motel Madness
7
Shiverpeak - Bytes and Blizzards
20
5
[WITHDRAWN] Cliffside - Technological Triumph
13
Sequoia - Collision point
16
Calico RC1A - Emerging Errors
Showing 1-10 of 238 entries