[MISSION] Steep - Catastrophic Carnage

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STRIKE ONE
Judges Present: M1, PDA, Poet, Quantum, Meister
Demo Link: https://us-testing.moonlight.tf:27107/de...39.dem.zip

Wave 1:
-There was next to no firepower during this wave. See quantum's feedback.
-The giant squads made them stall for a while. See quantum's feedback.
-Remove the razorbacks on the snipers, they do nothing

Wave 2:
-The wave was extremely weak.
-The giant demos straggled for a long time after the commons had all died.

Wave 3:
-The direct hits don't need to be crit. See quantum's feedback.
-There was a very long period where we waited for a few burst demos to spawn. Put them in support limited.

Wave 4:
-The spy part did absolutely nothing. Remove it or integrate it further with the wave.
-Once the heavies spawned, they immediately stacked on top of one another and made an overly potent pushing force. Separate them slightly.
-The last heavy took ages to spawn in and move to the front.
-Many straggler huntsman and pyro squads.
-Replace the nataschas and scorch shots with bots that don't limit mobility as heavily, like heavies and flare pyros. See quantum's feedback.
-Remove squadding on the sun on a stick scouts and scorch shot pyros. See quantum's feedback.

Wave 5:
-Squadded commons again. See quantum's feedback.
-The battalion's soldiers were entirely unnecessary and only served to make pyro's life even more hell. Replace them with bannerless soldiers.

Wave 6:
-Broken deflector template. Do not use. See quantum's feedback.
-Unnecessary stat changes on many bots, like increased health. Remove these and balance around normal bots.
-The wave was not particularly lethal, and felt like it was just a bunch of health to chew through.

Wave 7:
-The vacc medics healed one another and were a pain to deal with. Make their resistance level 75% instead of 100%, and remove their healing bonus.
-The boss was not interesting at all, and once it pushed past the front, it was easy due to the medics needing to walk for a while to catch up to the boss.

Overall:
-The mission was entirely unbalanced when it comes to how various classes are able to deal with it. As soldier, I was able to easily stomp the mission, whereas the pyro and scout on the team did literally nothing.
-The mission massively overused full duration uber medics, and it was not very interesting to simply wait 3 extra seconds on bots that aren't even able to kill you.
-A lot of bots have seemingly random AI levels placed on them. A good rule of thumb is to never use expert on commons, give hard AI on more powerful projectile commons and hitscan commons, give normal AI on fodder projectile commons and pusher hitscan commons, and easy AI on fodder hitscan commons.
(This post was last modified: 05-03-2023, 09:40 PM by M1.)

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RE: [MISSION] Steep - Catastrophic Carnage - by M1 - 05-03-2023, 09:40 PM



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