NO STRIKE
Judges in attendance: M1, PDA, Pasta, Skin
Demo link: https://us-testing.moonlight.tf:27107/de...77.dem.zip
Wave 1:
-The pacing was completely murdered after the tank subwave. Consider making the remaining robots spawn in faster.
-The last subwave's scouts should not be normal skill.
-The wave is generally too reliant on uber medics.
Wave 2:
-Add spies
Wave 3:
-Engineer hints seem to be fucked up. It would be best to make them teleport instead of battle engineers.
Wave 4:
-For this wave and wave 5, the mission relies far too heavily on commons. Open areas become impossible to navigate as a result. Consider changing it around so the difficulty comes instead from other sources (mission support, tanks, etc)
-Engineers are spammed way too heavily. I don't know if this applies to later waves because we stopped bothering to kill the engineers after this wave.
Wave 5:
-Same as the previous wave, this wave is overreliant on commons (blast instead of bullet this time).
Wave 6:
-Pyros should not be alwaysfire.
-The scouts do nothing and could potentially have crits.
Overall:
-The general reliance on commons makes the entire mission soldier food. None of the rest of the classes had to do much.
Judges in attendance: M1, PDA, Pasta, Skin
Demo link: https://us-testing.moonlight.tf:27107/de...77.dem.zip
Wave 1:
-The pacing was completely murdered after the tank subwave. Consider making the remaining robots spawn in faster.
-The last subwave's scouts should not be normal skill.
-The wave is generally too reliant on uber medics.
Wave 2:
-Add spies
Wave 3:
-Engineer hints seem to be fucked up. It would be best to make them teleport instead of battle engineers.
Wave 4:
-For this wave and wave 5, the mission relies far too heavily on commons. Open areas become impossible to navigate as a result. Consider changing it around so the difficulty comes instead from other sources (mission support, tanks, etc)
-Engineers are spammed way too heavily. I don't know if this applies to later waves because we stopped bothering to kill the engineers after this wave.
Wave 5:
-Same as the previous wave, this wave is overreliant on commons (blast instead of bullet this time).
Wave 6:
-Pyros should not be alwaysfire.
-The scouts do nothing and could potentially have crits.
Overall:
-The general reliance on commons makes the entire mission soldier food. None of the rest of the classes had to do much.