[MISSION] Rottenburg - Assault and Battery

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STRIKE ONE
Judges in attendance: M1, Poet, CreatorForce, Ciaran
Demo link: https://us-testing.moonlight.tf:27105/de...47.dem.zip

Wave 1
-The first giant demo/medic pair stacks with the last giant pyro. Try increasing the waitbeforestarting value.

Wave 2
-The flank spawn giant shotgun heavy wasn't very fun to deal with; put it in the main spawn.

Wave 3
-The first subwave (crit bison shotgun + direct hit commons) did nothing to kill anyone but the heavy. Try using a bot such as a giant shotgun heavy to be able to kill the rest of the team.
-The giant heavy/medic pair has too many supporting demoknights and makes approaching the medic impossible.

Wave 4
-The first subwave is an absolute bore. Even crits could not save this subwave; a tank would make pure commons actually somewhat interesting.
-The detonators throughout the wave are extremely annoying and apply constant pressure on a wave that does not need it.
-Once the minigiant spam starts to kick off, the bots just generally push by means of there being so many and with a tank existing. When there's a tank, it should be fairly straightforward to hold with one less player due to having to focus on the tank.
-The conches on the pyro make them ridiculously fast and is annoying to counter due to the conches being minigiants.
-The duo-banner + giant direct hit burst squad is mere food for soldier and scout, while being annoying as hell in combination with constant supports for any other class, and they take far too long to spawn, giving the entire wave an anticlimactic ending.

Wave 5
-The entire wave was just pure, unadulterated support spam. With a pyro, this would be FAR more manageable, but we had no pyro on this test.
-While the rest of the mission may need further changes, there's just too many supports and the fact that they're scouts with extra health makes them very annoying to handle for any class that isn't pyro.

Wave 6
-It was a fairly boring finale, with an especially uninterested last section.
-The cow mangler burst fires are extremely weak; even a bigrock burst can work on this cash.

Overall
-This mission has gotten through most testing with a pyro, and it would be a very good idea to restrict pyro in future tests of the mission. The latter half of the mission was completely intolerable without a pyro to clear all supports.
-Without snipers, soldier is able to have a field day on every single wave. I'd recommend adding snipers to:
-Wave 1, with only 1 spawning and a 45 second (or so) cooldown. This wave doesn't punish hard enough for being pushed, but it shouldn't be overdone.
-Wave 3, replacing the spies. There's enough in the wave to counter heavy and engineer on this wave, so it's best to use snipers as the support bot here.
-Wave 4, replacing the spies. A tank wave without snipers can often be uninteresting; snipers add constant pressure to smaller teams of players that may not have the resources to expend killing a sniper.
-Wave 6, sent aggressively (2-3 spawn, low cooldown)

Messages In This Thread
RE: [MISSION] Rottenburg - Assault and Battery - by M1 - 03-20-2022, 04:19 AM



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