[MISSION] Decoy - Dissolution

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Demo: https://eu-testing.moonlight.tf:27107/de...43.dem.zip

Judges present: None

TL;DR
- Everything comes out at once; there is hardly any pacing or structure. Most waves are quite short, lasting between 2-3 min each.
- Too much overuse of tanks and giant scouts that it gets repetitive and boring by the time wave 3 comes around. Limit to no more than 3 tank waves and 3 giant scout waves out of 7 total waves.
- Why does every wave have support snipers and spies?
- There's way too much over-reliance on squads of giants. Giants felt more like a DPS check than an actual threat.

Best case scenario: A team with a medic shield can complete this mission in under 20 minutes including setup time lulls.
Worst case scenario: Most teams will give up after wave 4 or so from being overwhelmed with spam.

The demo file contains further comments in the game chat. Overall, this mission is far from event-ready.

Quote:if I was given that pop file and told to fix it
I'd spread the spawns out more and only keep max 2 of either giants, tanks, or giant scouts active at the same time
and cut some unnecessary giants that served mostly as damage sponges
and remove tanks from like 3 of the waves
and also remove giant scouts from like 3 of the waves and replace them with something else
(This post was last modified: 05-23-2022, 09:54 PM by Pineapple Medals Bot.)

Messages In This Thread
RE: [MISSION] Decoy - Dissolution - by Yoovy - 05-21-2022, 09:33 PM
RE: [MISSION] Decoy - Dissolution - by Pineapple Team - 05-23-2022, 08:42 PM
RE: [MISSION] Decoy - Dissolution - by Yoovy - 05-28-2022, 05:24 AM
RE: [MISSION] Decoy - Dissolution - by A+drew - 05-28-2022, 05:25 AM
RE: [MISSION] Decoy - Dissolution - by Yoovy - 05-29-2022, 01:28 AM



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