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.
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.