[MISSION] Rottenburg - Assault and Battery - Printable Version +- Moonlight MvM Community (https://forums.moonlight.tf) +-- Forum: Content Creation (https://forums.moonlight.tf/forumdisplay.php?fid=1) +--- Forum: Retired Content (https://forums.moonlight.tf/forumdisplay.php?fid=6) +--- Thread: [MISSION] Rottenburg - Assault and Battery (/showthread.php?tid=28) |
RE: [MISSION] Rottenburg - Assault and Battery - Crosse?! - 03-02-2022 (02-25-2022, 03:34 AM)Package O' Lies Wrote: Judges present: Mo, A+Drew, Package O' Lies 6.0 CHANGELOG GENERAL FIXED: Sentry Busters now spawn on every wave like they should W1 CHANGE: Reduced first subwaves' total amount of Big-Heal Medics to allow both groups to spawn CHANGE: Moved Heater Heavies to use primary spawn with GPyros, now squadded W2 BUFFED: Mini-Kritz Medics to standard Kritz Medics W3 CHANGE: Moved Huntsman/Pyro subwave to use primary spawn because apparently Pyro is stronger against grouped commons than two AOE classes including a Beggar's Soldier W4 CHANGE: Replaced BBoxes with Normal Burstfire Soldiers ADDED: Added second group of Giant DH Spammer and Giant Banner Duo that spawn 20 seconds after the first group BUFFED: Removed HoldFireUntilFullReload from Banner Duo to afford themselves better offensive strength CHANGE: Tanks now use separate paths W5 CHANGE: Tank now spawns immediately NERFED: Reduced Giant Scouts' SpawnCount, TotalCount and MaxActive by half (10 total, down to 5) CHANGE: Reduced Giant Rapids and Big-Heals' SpawnCount and TotalCount by half (8 total each, down to 4, and only one per spawn rather than two, but now spawns more frequently and the groups are more spread out) ADDED: Second subwave with 2 Giant Heavies, squadded with Popping GMeds BUFFED: Made Support infinite to allow continued support through later subwaves W6 CHANGE: Adjusted overall pacing somewhat CHANGE: First subwave's Colonel Barrages into Giant Clusterbomb Demos to reduce blandness created by new Soldier groups CHANGE: Halved amount of first subwave's Umeds to allow more MaxActive, allowing both groups to be active at once ADDED: Grouped Soldiers to come out with first subwave, led by Extended Conch Pseudogiant Soldiers CHANGE: Second subwave's Giant Deflector Heavies into Colonel Barrages CHANGE: Second subwave's Normal Deflector Heavies to use primary spawn CHANGE: Boss reworked to use hitscan primarily, but now uses a Passive Shotgun that fires igniting Pomson Lasers at a rate similar to the minigun, effectively doubling his output and rounding out his weakness at a distance ADDED: Humorously inappropriate coat to boss, also on fire ~~~~~ 6.1 CHANGELOG W1 NERFED: Removed Teleporting Engineers NERFED: Reduced Heavies per squad in GPyro subwave from 4 to 3 FIXED: Increased WaitBeforeStarting on the last subwave to 15 seconds to fix wonky pacing W3 NERFED: Removed one more Pyro/Huntsman group to reduce straggling at the end of the wave W6 FIXED: Changed last subwave to use WaitForAllDead on the Colonels rather than WaitForAllSpawned on the Deflector Heavies, to better punish players for not killing the Heavies fast enough ~~~~~ 6.2 CHANGELOG GENERAL NERFED: Increased Sentry Buster spawn requirements from 15 kills/1,000 damage to 15 kills/2,000 damage FIXED: Added IgnoreEnemies attribute to all healing Medics. W5 BUFFED: Added one more Giant Heavy/Popping GMed group ADDED: Third subwave with Giant Burst Rapidfire Soldiers (herein referred to as GBRF Soldiers for brevity, and thanks mo), squadded with 4 Expert Skill (Airblast disabled) Pyros per group. ~~~~~ 6.3 CHANGELOG W5 BUFFED: Added one more group of GBRF Soldiers BUFFED: Increased GBRF Soldier groups' MaxActive, allowing two groups to be active at once UPDATED ASSETS: https://puu.sh/IMjIt.zip RE: [MISSION] Rottenburg - Assault and Battery - Yoovy - 03-04-2022 No strike. Assault And Battery Tested with: Heavy (Mo), Demoman (AverageGamer), Engineer (Retrowave), Scout (A+drew), Soldier (Yoovy) Judges: Yoovy, Andrew, Package, Mo Wave 1: -Mo: For the GPyros and GDemo/GMedic squad: Waitbeforestarting can be upped to like 10-15 seconds give or take Wave 2 -Mo: Increase WaitBeforeStarting on the wingers to 10-15 seconds, as the Giant Shotguns already spawn from the flank. Wave 3 -Mo: Decrease Flanking Demos from 5 to 3 or 4. Wave 4: Possibly needs to be a little bit longer. Wave 5: Felt Fine Wave 6 -Mo: Give support robots their bomb pickup back, make them spawn later as well. 30-40 Seconds for WaitBefore. Demo: https://us-testing.moonlight.tf:27107/demos/mvm_rottenburg_adv_assault_and_battery_1646368117.dem.zip RE: [MISSION] Rottenburg - Assault and Battery - Crosse?! - 03-04-2022 (03-04-2022, 05:07 AM)Yoovy Wrote: No strike. 6.4 CHANGELOG W1 NERFED: Increased WaitBeforeStarting on the GPyro and GDemo's subwaves from 10 and 15 seconds respectively to 20 seconds each. W2 NERFED: Increased WaitBeforeStarting on the Winger Support to 15 seconds. CHANGE: Also changed the Winger Support from WaitForAllDead on the Loch Shotguns to WaitForAllSpawned on the flanking Giant Shotgun Heavy, ensuring the giant always spawns first and always has ample time to run and drop down before they spawn to antagonize. W3 NERFED: Reduced Demo Support's SpawnCount and MaxActive from 5 and 7 respectively to 3 and 4 respectively, meaning less Demos per group, and meaning more Demos need to be dead before the next group spawns. W4 CHANGE: Increased spawn times here and there to somewhat artificially lengthen the wave. (A bit of a lazy fix, but I only really needed to squeeze an extra 20 or so seconds anyway to get the length up to par) W6 BUFFED: Support Demos and DH Pyros can now carry the bomb. UPDATED ASSETS: https://puu.sh/IMIWU.zip RE: [MISSION] Rottenburg - Assault and Battery - randomguy - 03-04-2022 judges present: wildjaydog, mo, randomguy, yoovy no pass no strike demo: https://us-testing.moonlight.tf:27107/demos/mvm_rottenburg_adv_assault_and_battery_1646374214.dem.zip team comp: pyro (randomguy) engi (averagegamer) soldier (mo) spy (wildjaydog) sniper (yoovy) w1: fine w2: first part has too much power, giant shotties should come from main spawn w3: last part just feels like tedious dps test (maybe increase max) w4: fast gpyros are weird and just feel like an arbitary buff, "giant direct hit spammer" is a burstfire and should be named accordingly. w5: fast shotgun heavies just feel like an arbitary buff. if you want a fast hitscan bot you can use scattergun scouts. the giant rapid bursts also don't need the damage bonus when anyone who gets shot will eat 4 rockets anyway. w6: most of this wave is an actually decent finale until the boss. this boss is best removed and replaced with just a bunch of giants but if you feel like you *need* to i'd recommend lowering the ring of fire damage and making it not alwaysfire. RE: [MISSION] Rottenburg - Assault and Battery - Crosse?! - 03-04-2022 6.5 CHANGELOG W3 BUFFED: Slightly increased last subwave's MaxActive, allowing second group to spawn as soon as the first group's Giant Medic dies, alleviating pacing issues. W4 FIXED: Changed Giant Direct Hit Spammer's name to Giant Direct Hit Burstfire NERFED: Removed Axtinguisher Pyro Support W5 CHANGE: Replaced Fat Scouts with Light Armored Scouts, who're 25% slower, have 300 HP and deal 16% less damage. Effectively, they're identical to the Fat Scouts from before. NERFED: Giant Popping Medics into Giant Regen Medics NERFED: Removed Giant Burst Rapidfire Soldier's damage bonus. UPDATED ASSETS: https://puu.sh/IMQ6G.zip RE: [MISSION] Rottenburg - Assault and Battery - randomguy - 03-04-2022 judges present: randomguy, PDA expert, DaMeister, Mo no strike (but it was close) team comp: dylan_is_legend (sniper, huntsman) randomguy (pyro) PDA expert (scout) DaMeister (heavy) Mo (Engineer) demo: https://us-testing.moonlight.tf:27107/demos/mvm_rottenburg_adv_assault_and_battery_1646427734.dem.zip w1: felt fine w2: burst demos do not need a damage bonus on wave 2. first subwave is still too powerful. w3: direct hit doing 5x damage to buildings is extremely stupid. they already do a good job on them. pacing on the final subwave is still super slow. replace giant deflector with regular giant heavy (dylan) w4: fast gpyros are weird and just feel like an arbitary buff. umeds on banner "trio" are questionable (DaMeister) w5: the armored scout name is dumb. "Armored Scout" works fine. super scouts spawning when the tank is in the tunnel are worthless (PDA expert) tank is a little bit too much (DaMeister) (recommended 30-35k) w6: fast gpyros are weird and just feel like an arbitary buff. the boss's ring is stupid and the damage needs to be reduced or the ring be removed. RE: [MISSION] Rottenburg - Assault and Battery - Crosse?! - 03-08-2022 (03-04-2022, 09:53 PM)randomguy Wrote: judges present: randomguy, PDA expert, DaMeister, Mo 7.0 CHANGELOG (Chunkier one, this is.) GENERAL Wave 6 has been massively overhauled overall, and as such will be split up further into each subwave in these notes. W2 NERFED: Changed Loch Shotguns to Burst Fire Demos. W3 NERFED: Removed DH Soldiers' building damage bonus. NERFED: Giant Shield Regens to just Giant Regens BUFFED: Increased MaxActive of GDef/GMed subwave to improve pacing. W4 CHANGE: Replaced Giant Polycount Veteran Pyros with normal Giant Pyros. W5 NERFED: Tank HP from 40k to 30k FIXED: Light Armored Scout's names. CHANGE: Increased WaitBeforeStarting on the Supers from 30 seconds to 45 seconds. W6 (also known as the fire res check) BUFFED: Changed Normal Soldiers into Burstfire Soldiers from earlier waves. ADDED: 3 Giant Force-a-Nature Scouts BUFFED: Added one more group of Soldiers and Giant Clusterbombs to increase overall wave length. BUFFED: Added 3 Big-Heal Medics for each Crit Colonel Barrage CHANGED: Increased Colonels' WaitBeforeStarting to 5 to more accurately alternate between Deflectors and Colonels' spawns NERFED: Reduced TotalCount of Deflector Heavies from 30 to 20, increased MaxActive to 10 and increased WaitBetweenSpawns to 10 to fix wonky pacing. REMOVED: Boss, Giant Vacc Medics and Giant Polycount Veteran Pyros (Rest in peace, Heat Wave. I tried to make you work, but you're just not suited to non-gatemaps.) ADDED: 4 Giant Burstfire Mangler Soldiers that ignite healed by Giant Regen Medics, 3 Giant Pyros to act as cannonfodder to try and further ignite players, and 10 Rapidfire Bowmen that can, guess what, ignite players, healed by one Quick Uber each. ~~~~~ 7.1 CHANGELOG W1 NERFED: Increased WaitBetweenSpawns on Bison Support in final subwave from 0 to 5 seconds CHANGE: Replaced Heater Heavies in second subwave with Shotgun Heavies, except for the final Giant Pyro group, which still uses Heater Heavies CHANGE: Replaced Bat Scout Support in final subwave with Heavyweight Champs, and increased their WaitBetweenSpawns from 1 to 5 seconds W2 NERFED: Removed Winger Support's firing speed bonus but retained the reload speed and damage penalty to reduce irritation CHANGE: Last subwave now uses WaitForAllSpawned rather than WaitForAllDead to improve pacing W3 NERFED: Made Support Demomen only spawn if the Pyro/Huntsman groups are all dead, to prevent reduce annoyance FIXED: Added WaitBetweenSpawns 20 to the last subwave, because I just kinda forgot to when I increased their MaxActive FIXED: Giant Regen Medics not being named "Giant Regen Medic" and not using their intended hat W4 CHANGE: Removed Giant Bonk Scout's custom name as it felt somewhat redundant W5 CHANGE: Increased Light Armored Scout Support's MaxActive from 7 to 8, but reduced their SpawnCount from 5 to 4, and increased their WaitBetweenSpawns from 1 second to 10 seconds BUFFED: Decreased Crit Bowmen Support's WaitBetweenSpawns from 5 to 0 (They're still SpawnCount 3 MaxActive 3 though, so they shouldn't prove to be too spammy. Maybe.) NERFED: Increased Giant Heavy/Medic subwave's WaitBeforeStarting and WaitBetweenSpawns from 10 and 15 seconds respectively to 30 and 20 seconds respectively, affording players more time to recover after the first subwave, and hopefully preventing the groups from stacking quite as easily W6 NERFED: Removed Giant Regen Medics from last subwave NERFED: Removed Flare Pyro Support as they weren't really doing a whole lot of anything NERFED: Reduced TotalCount of Giant Mangler Burstfires from 4 to 2 NERFED: Reduced TotalCount of Giant Pyro from 3 to 1 NERFED: Downgraded Rapidfire Bowmen into commons (they're still Rapidfires, just without the increased HP and size and decreased speed) BUFFED: Giant Pyro into Giant Dragon's Fury Pyro FIXED: Giant Mangler Burstfires's icon (thanks random) CHANGE: Rapidfire Bowmen and Quick Uber Medics during finale are now Support Limited to prevent potential pacing issues caused by the Giant's reduced TotalCounts ~~~~~ 7.2 CHANGELOG W1 ADDED: 30 Easy Skill Scouts that start with the first subwave instead of the Demoknights from before NERFED: Removed 10 Demoknights (The ones that use the mainspawn, now there's just the 10 flanking Demoknights) CHANGE: GDemo/GMed subwave now uses mainspawn BUFFED: Added second GDemo/GMed group W2 ADDED: Fourth subwave with one Giant Tomislav Heavy and 3 Uber Medics W4 BUFFED: Giant Banner Duo are now Rapidfire Banners to improve their individual combative ability W6 BUFFED: Giant Mangler Burstfires are now squadded with 3 Buff Banner Pseudogiant Soldiers BUFFED: Giant Dragon's Fury Pyro now has AlwaysCrit ~~~~~ 7.3 CHANGELOG W2 BUFFED: Added 2nd Giant Tomislav group W4 NERFED: Giant Soldiers at the end of the wave use WaitForAllDead on the GPyros to prevent stacking ADDED: 3rd Tank (15k) that only spawns with the final subwave W5 CHANGE: Pyros grouped with Giant Rapid Burstfires can now airblast but have had their Skill reduced from Expert to Normal W6 NERFED: Removed 4 Buff Pseudogiants from the final subwave (In other words, each Giant Burst Mangler only has 1 Buff Pseudogiant squadded with them) NERFED: Increased Giant Burst Manglers' WaitBetweenSpawns from 15 seconds to 30 to prevent stacking and to reduce their strength REQUESTED BANS: No Phlog, no crit/uber cans, no simultaneous Heavy/Medic, no Spy and no Mo on Sniper UPDATED ASSETS: https://puu.sh/INqGp.zip RE: [MISSION] Rottenburg - Assault and Battery - Package O' Lies - 03-08-2022 Judges present: Mo, Yoovy, Me No Strike Phlog and crit canteens were used in this run. Demo: https://us-testing.moonlight.tf:27107/demos/mvm_rottenburg_adv_assault_and_battery_1646719321.dem.zip Overall: Don't increase the base health of kunai spies, reduce it to 125 (they get like 360 hp on stab) W1: fine W2: please use the valve huntsman template instead of this weird one with no damage penalty. give the tomislav heavies heavy_accurate (icon standardization) W3: fine W4: make last subwave not waitforalldead please, is stacking is an issue then increase the waitbeforestarting. W5: (OPTIONAL SUGGESTION) I think it would be fun if there was a second tank after all the gmed combos spawn, would probably need to nerf something to compensate W6: The main reason this is not pass with changes. Give conch soldiers an armored conch icon because mini-giants. Remove/replace the dragon's fury supports, they are incredibly annoying.The constant support spam pouring out of the flank makes holding front impossible (this implies either change the spawn or only have the bots come during a single subwave). The final subwave doesn't feel like a good closer, but it could be, remove the huntsman + umed support (aids) and turn up the giant spam a few notches maybe about 4-6 more giants (not all at once though, 2 at a time at a moderate interval). You can remove the buff soldiers and just give the giants the banner instead if you decide to remove the supports. If the ending becomes too weak, there may have been a good reason nobody has done a fire based finale yet. RE: [MISSION] Rottenburg - Assault and Battery - Crosse?! - 03-08-2022 (03-08-2022, 06:51 AM)Package O' Lies Wrote: Judges present: Mo, Yoovy, Me 8.0 CHANGELOG GENERAL NERFED: Leech Spies now have 125 base HP (70 after Kunai debuff), down from 175 (120 after Kunai debuff) W2 NERFED: Huntsmans have been changed to the Valve template as they were much stronger than intended to be FIXED: Giant Tomislav Heavy now correctly uses the "heavy_accurate" icon W3 FIXED: Reorganized wavebar slightly to more accurately convey that the Demoman Support only comes out late in the wave, if and when the Rapidfire Bowmen/Pyro groups are all dead W4 BUFFED: Giant Pyros now have singular Conch Pseudogiants squadded with them, both to educate players on their existence prior to Wave 6 but also to try and further curb the giant stacking issue FIXED: Giant Soldiers during final subwave are actually squadded now to prevent them from splitting up, hopefully no cool banner man nonsense occurs CHANGE: Last subwave now uses WaitForAllSpawned again but uses a doubled WaitBeforeStarting (10s > 20s) to absolutely not allow stacking to occur CHANGE: Split the two groups of GSoldiers during the final subwave into separate WaveSpawns to allow more consistent spawning with the 3rd Tank CHANGE: With the GSoldiers now squadded and in separate groups, the 3rd Tank now uses WaitForAllSpawned on the first group of Giant Soldiers to ensure more consistency as to when it spawns (In other words, the 3rd Tank spawning is now the players' indication that the Giant Soldiers have spawned and are approaching) W5 ADDED: Second Tank (15k) that spawns with the final subwave (Giant Burst Rapidfire Soldiers) and uses the Alternate tankpath W6 BUFFED: Giant Mangler Burstfires now have AlwaysCrit (Cow Mangler automatically downgrades the crits into mini-crits) BUFFED: Giant Mangler Burstfires have had their SpawnCount increased from 1 to 2, and their TotalCount increased from 2 to 6, WaitBetweenSpawns is still the same (30s). BUFFED: Increased Giant Dragon's Fury Pyro's TotalCount and MaxActive from 1 to 2, and their WaitBetweenSpawns has been set to 30 seconds. SpawnCount is still 1. NERFED: Huntsman/Umed combos have been removed NERFED: Buff Pseudogiants have been removed FIXED: Conch Pseudogiant now correctly uses the "soldier_conch_armored" icon CHANGE: Tweaked Giant Mangler's passive Shotgun to make every Mangler salvo after the first initial one only fire about 3-4 rockets (Due to the nature of how they function, 100% consistency with how many rockets they fire is somewhat difficult to achieve, though I'm constantly testing to try and get as close as possible), making them function more closely to standard Giant Burstfire Soldiers. They do also retain a comparatively large 'initial' salvo, however it is much shorter now. CHANGE: Dragon's Fury Pyro Support replaced with Flare Gun Pyro Support CHANGE: Common Demoman Support replaced with Demoknight Support CHANGE: Support now comes from Main Spawn, and now only spawns with the Finale, but their SpawnCount has been increased from 2 to 4 (Both to increase their grouped presence, but also to MaxActive-cap them and reduce spamminess overall), and their WaitBeforeStarting has been reduced (30s > 0s) ~~~~~ 8.1 CHANGELOG W5 CHANGE: Made Light Armored Scouts and Crit Bowmen Support Limited but increased their TotalCounts both to 50. SpawnCounts, MaxActives and WaitBetweens are still 4, 8, 10s, 3, 3 and 0s respectively. Yes, it doesn't divide evenly. I know. REQUESTED BANS: No Phlog, no crit/uber cans, no simultaneous Heavy/Medic, no Spy and no Mo on Sniper UPDATED ASSETS: https://puu.sh/INAn1.zip RE: [MISSION] Rottenburg - Assault and Battery - Sntr - 03-12-2022 So this mission's on Rottenburg now, huh? It's probably for the better because bots have a better chance getting out of this front than Steep's gutter. Team lineup: - Randomguy (Pyro) J - Sntr (Demo) J - Oddschool (Sniper, Soldier on second run) J - Watermelon (Engineer) - Ciaran (Scout) Yea we ran this mission twice due to Sniper completely demolishing it the first time, just to see how much his absence affects the mission. Not a whole lot, as it turns out: -- First run with Sniper -- [Victory] Time spent on Wave 1: 2 min 22 sec [Victory] Time spent on Wave 2: 3 min 31 sec [Victory] Time spent on Wave 3: 2 min 22 sec [Victory] Time spent on Wave 4: 2 min 47 sec [Victory] Time spent on Wave 5: 2 min 57 sec [Victory] Time spent on Wave 6: 2 min 57 sec Total success time in mission: 16 min 56 sec (100%) -- Second run with Soldier -- [Victory] Time spent on Wave 1: 2 min 28 sec [Victory] Time spent on Wave 2: 3 min 32 sec [Victory] Time spent on Wave 3: 2 min 39 sec [Victory] Time spent on Wave 4: 2 min 57 sec [Victory] Time spent on Wave 5: 3 min 50 sec [Victory] Time spent on Wave 6: 3 min 4 sec Total success time in mission: 18 min 30 sec (100%) Wave 5 was the only wave that had a noticeable change with him gone since the Giants could push a lot better with their support and all. We voted to Pass the mission after that second run since there wasn't much that needed to be said. But you could probably do something funny like replacing the three Rapid Bursts on w5 with just one Rapid Burst with two Giant Medics? That's entirely optional and if you don't do it then the mission passes as it is. If you do, we'll run this wave again and see if it still checks out. Ball's in your court now. First run's demofile Second run's demofile |