STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,670
IN-GAME
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Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 225 entries
26
Jungleworks - Euterpeprecatoriaffray
19
Steep - Claire De L'aube
26
Jungleworks - Euterpeprecatoriaffray
19
Steep - Claire De L'aube
26
Jungleworks - Euterpeprecatoriaffray
Not an actual judging session. Only 1 judge.

A revolving door of testers makes the results inherently inconsistent.

Myriad of skill issues across the board. Soldier often shoots from far away, whips out melee to attack deadly melee bots and dies. Heavy sometimes gets into bad positions to feed and deal little to no tank health. Engineer uses stock shotgun and pistol. Huntsman sniper not outputting impressive damage and does not help tank at all. Wave 1 demoman buys heal on kill with 250. There are many more issues with these testers that I have not yet mentioned but you get the point.

Observe more. Wave 1 can be easily dealt with as you can see from the winning attempt. Use buster demoman to your advantage - Skin King used it to kill a group of soldier medic squad.
Wave 5's chief scout gimmick is conveyed via its icon. The first giant heavy squad is almost unsupported and gives plenty of breathing room for the 2nd one.
The tank can be easily dealt with if Red didn't just sit at hatch waiting for the tank for no reason. In one of the attempts I see the huntsman sniper instantly dealt with the engineer, resulting in a free map to push forward to. The pyros are not a huge threat due to red having at least 4.5k cash not countinh bonuses. But no, Red chose to stay at hatch after killing the remaining giant pyros. The tank got so far in and ONLY then most of you guys started shooting at it. I also saw a soldier doing only 5k tank damage, with sniper and heavy contributing little to no tank damage, then you tell me the finale tank is too much. Seriously?

The BBoxes is only supported by scouts by the way. The soldiers wait for them to die, and the 4 maxactive Demomen wait for them to be all spawned. There's only weak fodder support with them.
Boss can get affected by slow, stun, and knockback rage. Kill its common supports. You have 7.5k cash at that point.

Please remember that 5 people judging advanced is because its assuming the 5 players are capable. Do not handicap yourselves using all stock engineer (At least use Short Circuit for projectile spammy waves like w1 for god sake), tomislav, gunslinger, pulling out melee vs minigiant KGBs and giant ball scouts, not running engineer for some reasons on some waves, using natascha on waves with no fast giants, knocking bots into pits so they all stack up, idle scout with no damage at 7.5k cash jumping around and not helping boss damage, pulling low IQ plays like these, then come and tell me the mission is too much to handle.

Evaluate the players skill level and do a rejudge. That is - if this even counts as a judging session with only 1 judge.

Here's a demo link to 6 complete randoms having less trouble beating this mission than you guys, with only 1 fail for wave 6 due to the same mistake of just waiting for the tank to come to red: https://sgp.potato.tf/demos/mvm_jungleworks_rc1_adv_euterpeprecatoriaffray-1693403570.zip
Note that red has an almost idle spy and the infamous YY who is just airblast spamming with degreaser and throwing gas. Mind that both run had judging restrictions active, and it took them way less failed attempts beating the mission not counting wave 8 - because apparently you guys didn't even bother try beating it fair and square. The randoms didn't even have too much trouble with the BBoxes.
19
Steep - Claire De L'aube
Showing 1-10 of 225 entries