STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,891
IN-GAME
9,327
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 231-238 of 238 entries
17
[ACCEPTED][MISSION] Cliffside - Resolution
28
[ACCEPTED] [MISSION] Swirl - Robotic Avalanche
11
[ACCEPTED] [MISSION] Steep - Seismic Shakeout
12
[ACCEPTED] [MISSION] Steep - Sentinel Searing
22
[ACCEPTED] [MISSION] Bigrock - Denominator
Disclaimer: Server did not save demo, and we do not remember what Marblemyth played during our run.
I replaced A+drew who was present for W1

Demo: N/A Brain says its lost to the void(?)

Strike, Pass, or No Strike?: No Strike

Run 3/3

Team Lineup:
  • Dr. Cactus (Heavy W2 onwards)
  • Averagegamer (Sniper)
  • UltimentM (Soldier W5 Medic)
  • beeabee (Engineer)
  • Skin King (Spy)
  • Marblemyth (???)

Balance changes approved:
  • -3 Uber duration


Custom weapons approved:
  • Chainsaw
  • Riot Gun (Heavy)
  • RPG

General Feedback:
  • Time spent in mission is very relative to team performance.
  • New teams will have trouble with waves, and most likely end up slogging through, while experienced teams will fly through most of them.
  • to add to this, certain subwaves drag on, and can do with a slight totalcount reduction

New Weapons/Rebalance Feedback
  • Chainsaw - Chainsaw is a high skill ceiling Heavy primary. Incentivizes heavy players to buy passives, and play like a melee class.
    While more difficult to wield than the base minigun, it allows for great dps potential, and has fun movement tech to further the skill ceiling.
  • Riot Gun (Heavy) - riot gun is a powerful secondary that allows heavy to have powerful movement nearly on par with soldier. It's long range, but low damage makes it a good compliment to the chainsaw.
  • RPG - Solid weapon, allows for unique combat options for soldier.

Wave 1:
  • Demo + Gknight subwave near the end drags on a bit. Lower the total count by a small margin.

Wave 2:
  • Crit bowmen + uber combos can be a bit problematic to pacing. I recommend either removing their always crit, or converting the uber medics to big heal.

Wave 3:
  • Make the barricade busting tank spawn a little faster. There is an akward pause between the subwave ending and tank spawning, where players will just stare down the giants.
    This confused some of our new testers. Making it spawn a little earlier should alleviate this issue.

Wave 4:
  • Crit Batts subwave is mostly fine, but can drag on a bit. Lower the total counts by a small margin.
    This hopefully shouldn't lower their power too much since most of their damage is generally done at wave start.
  • Gshotun horde at the end is a bit problematic without a medic. Huge Damage sponges, and do massive burst damage, even with resistances. Either lower total number, or spread out their spawn locations, or spawn times.

Wave 5:
  • Most of the wave is good. Most problematic part is the finale (I know, I'm sorry)
  • Crit soldiers are a lot to deal with for most players, and the escort gauntlets aren't really that fun to defend.
    Perhaps instead of a normal FoS as the escort, make it into a weak captain punch? increase his vulnerability to melee to keep
    the red FoS as a threat, and lower his damage so he cant just run over opposition.
18
Hexadecimal Horrors extreme action or worst campaign ever?
45
[ACCEPTED] [MISSION] Underworld - Demonic Dominance
22
[REJECTED] [MISSION] Underworld - Diamanthandel
Showing 231-238 of 238 entries