Mission: Rock Bottom
Map: Underground
Difficulty: Expert
(This post was last modified: 01-24-2023, 08:07 PM by Yoovy.)
Map: Underground
Difficulty: Expert
Mission: Rock Bottom
(This post was last modified: 01-24-2023, 08:07 PM by Yoovy.)
Map: Underground Difficulty: Expert
DEMO: https://eu-testing.moonlight.tf:27107/de...99.dem.zip
Team Comp Nuq Soldier - Judge DaMno Heavy - Judge Oddschool Pyro - Judge Ronnie Mcnutt Gaming Scout MIKObscura Engineer Izzy Spy - After w5 NO STRIKE (1st run) Overall This mission doesnt respect players at all, its throwing max active 22 constantly with strong commons and strong giants with little money to work with. We had to panic wave 1-3 and w5 to even try playing another waves. Later waves were only doable with 6th player as a spy. Please test your mission multiple times to be certain this is at least PLAYABLE W1 Pyros with Shields are way too much for team to handle, there is no other option than just go EH/Stickies to even have chance in this subwave Scouts are too much of a support, reduce them or replace W2 GBurstShotgun is probably not working as intended, its just rapid gshotgun atm Remove dmg bonus off super scouts Replace GHeavies with anything else, too much firepower to handle with this money W3 Make blast soldiers either not armored or just remove umeds from them. Remove GMeds or replace with common uber medics. Huntsmen+Pyros feels like a joke comparing to the wave W4 Burst bombers are too strong combined with deflectors and Sydneys Colonels stacked making the wave pretty much impossible to beat W5 Replace GUbers with non popping gmeds Remove buffs off direct hits and samurais W6 Not bad W7 Replace pyros with anything else, AIRBLAST pyros shooting through tank is nothing fun to fight against Make conches non armored Remove GKritz off GHeater
Version 2: https://drive.google.com/file/d/1wbGjw8B...share_link
(This post was last modified: 11-16-2022, 02:56 AM by Yoovy.)
Wave 1: -Replaced QF Shield Medics with QF Regen Medics -Support Scouts dropped from 4 Spawn, 8 Max -> 3 Spawn, 6 Max -Support Scouts Skill Level dropped from Normal -> Easy -Demoknights dropped from 4 Spawn, 8 Max -> 3 Spawn, 6 Max Wave 2: -Removed the Custom Name and Icon off the Giant Shotgun Heavies -Replaced Super Scouts with Giant Bat Scouts -Replaced Giant Heavies with Giant Burst Fire Soldiers -Heavies Skill Level dropped from Normal -> Easy Wave 3: -Changed Giant QF Medics to Full Duration Uber Medics -Replaced Lead Launchers with a non-Sub Giant variant "Little Lead Launcher" Wave 4: -Replaced Cluster Fire Demomen with Regular Demomen, and dropped their Skill Level from Hard -> Normal -Moved Subwave 1 Deflector Heavies to spawn to the Right instead of the Upper Left -Replaced Subwave 2's Colonel Barrages with Giant Burst Fire Soldiers -Decreased Subwave 2's Deflector Heavies from 20 -> 15 Wave 5: -Removed Buff Banners off the Direct Hit Soldiers -Removed Samurai Warriors Wave 7: -Removed Armor off the Extended Conch Soldiers -Replaced Giant Kritz Medics with Giant QF Medics -Replaced all Airblast Pyros with non-Airblast Pyros -Decreased Heater Heavies from 24 -> 18
Demo: https://eu-testing.moonlight.tf:27107/de...72.dem.zip
Judges present: DaMeister, Nuq, Ronnie Mcnutt Gaming#killtf2, oddschool Class comp: Scout, Soldier, Heavy, Pyro, Engineer No Strike Overall: Consider giving most commons appropriate tags to fix the issues with flanking. Wave 2 - Demo Support is not great to fight against, please tone them down. Reduce amount of soldiers as they were really spammy. Wave 3 - Speed up pacing on the first subwave Wave 4 - Give Deflectors Normal AI Wave 5 - Change Direct Hit Soldiers to Normal Soldiers and reduce their count. Steel Gauntlet subwave feels weak as a result of being pushed by the soldiers. Wave 6 - Rapid commons do not need crits and halve their count, reduce MaxActive to 6 and SpawnCount to 2/3. Reduce MaxActive on GDeflector/GSHield Combo to 3. Wave 7 - Make the 2 "Big Heal" Meds not pop, make Heater commons be regular heavies, reduce overall intensity of commons, remove conches from the second half of soldiers.
Version 3: https://drive.google.com/file/d/1wbGjw8B...share_link
Overall: Gave most robots flank tags, some will continue to flank W1: -Nothing W2: -Demomen decreased from 4->8 to 3->6, Skill Level also decreased from Hard->Normal W3: -Increased MaxActive of Blast+Uber squad from 4->6 W4: -Deflector Heavies Skill Level decreased from Hard->Normal W5: -Replaced Direct Hits Soldiers with Soldiers W6: -Removed Crits off the Rapid Fire Soldiers -Replaced Giant QF Shield Medics with Giant QF Medics W7: -Replaced Giant BH Medics with Giant QF Medics -Removed Ext. Conch Soldiers -Increased Subwave 2 Soldiers from 3->6 (18 Total) to 4->8 (24 Total) to compensate
No strikes
Judges present: Oddschool, Ronnie Mcnutt Gaming#killtf2, DaMno Demo : https://eu-testing.moonlight.tf:27107/de...56.dem.zip Overall: -Remove the RandomChoice from the sentry busters. It's not being indicated in the wavebar whenever they appear. There's no reason to make them randomchoice, when both of your busters do the same thing. -Cut the time of the respawn. We're having some Machine Massacre tier here. Make the RespawnTime 5 or less Wave 1: The CooldownTime of spies is way too low. Make it 30 Wave 5: Cut down the last subwave, it straggles.
Version 4: https://drive.google.com/file/d/1wbGjw8B...share_link
(This post was last modified: 11-22-2022, 10:16 PM by Yoovy.)
Overall: -Removed funny no seeing buster icon -Respawn time cut in half Wave 1: -Increased Mission Spy between time from 15->25 Wave 5: -Made Subwave 2 Pyros into Support -Decreased Gauntlet Squads from 12->10 Wave 7: -Adjusted Support Pyros SpawnCount and WaitBetween Spawns SpawnCount: 3 -> 1 WaitBetween: 6 -> 1
Version 5: https://drive.google.com/file/d/1wbGjw8B...share_link
Wave 2: -Moved first Giant Bat Scout from the left spawn to the right Wave 3: -Decreased Subwave 1 Bat Scouts from 36 -> 30 -Moved Subwave 1 Bat Scouts from the left spawn to the right Wave 5: -Moved Soldiers and Extended Conch Soldiers from the left spawn to the right Wave 6: -Moved Subwave 1 Heavies from the left spawn to the right -Replaced Crit Bat Bonk Scouts on Expert Skill -> Crit Scattergun Bonk Scouts on Normal Skill
Demo: https://eu-testing.moonlight.tf:27107/de...67.dem.zip
No Pass/Strike Judges present: DaMeister, DaMno, Ronnie Mcnutt Gaming#killtf2, oddschool Class Setup: Scout, Soldier, Heavy, Engineer, Pyro (Feedback written by DaMno as honestly most of us had no idea what to say or write) Overall there are a lot of issues ive noticed this run, being super short (17 minutes expert) is one of those too, every wave took 2-2.5 minutes without that much of a try from team Tanks are there to just say hi and just die instantly, we had phlog and scout on tanks and they killed it before the first bridge, this needs a significant buff if you want to keep the tanks w1-w2 are pretty boring, holding m1 simulator to win, even as tomislav heavy, mission tried to counter heavy or medic by spamming spy support with short cooldown, which didnt have that much of a success w3-w4 are p fine, nothing too severe W5-W6-W7 have the same start of the wave which is lame and tame, it gets old super fast Main spawn used too much faith in demos or heavies, they cant do much there, perhaps replace em or exchange them with some of the top spawn bots W5 if im correct with 4 burst finale was very boring, 1 minute of fighting same giant type Tank finales are not really entertaining and they are not giving players that much of satisfaction from winning the mission, this should be looked into All judges agreed that map is very unsatisfying and should be changed, please take that to consideration |