[MISSION] Rottenburg - Assault and Battery

23 Replies, 17750 Views
(02-25-2022, 03:34 AM)Package O' Lies Wrote: Judges present: Mo, A+Drew, Package O' Lies

Demo: https://us-testing.moonlight.tf:27107/de...89.dem.zip

No strike (but it was close)

Overall: Waves are too short to be of consequence, on a map as long as rottenburg, you will likely never lose unless you're being pushed throughout the entire wave.
The amount of flank spam is rediculous.
There are likely (definitely) more issues that have not been documented, but this is all we (I) have found

W1: Flank bots are stronger than what is coming out of the main spawn. Make finale waitforallspawned

W2: Mini-crit medics accomplish nothing, and will only confuse people because the minicrit buff is not visible, amek them regular kritz meds.

W3: same issue with the flanks.

W4: Wave is too short to be challenging. kritz does not belong on black box soldiers, reason, black boxes are a defensive bot with a damage penalty, keitz meds accomplish nothing, especially with what black box soldiers were designed for.

W5: too short, but strong, feels like an expert wave with the second half cut off.

W6: I'm just going to put it bluntly; this wave is bad.
The first subwave is slow and boring due to the single active giant squad.
The second subwave waits for the first one to all die, making the first subwave practically useless. On top of the fact that it is more flank spam and a bland subwave (giants and commons are both deflector heavies)
The boss: 99% of the time, bosses don't work as a finale (they work if they're gatebots however, but rottenburg isn't a gate map), they are either, not fun, or get trolled by everything, this one is the latter.
I would recommend reworking the subwave, but if you're really insistent on keeping it, make it a hitscan boss, as its ranged power is incredibly lacking.

6.0 CHANGELOG

GENERAL
FIXED: Sentry Busters now spawn on every wave like they should

W1
CHANGE: Reduced first subwaves' total amount of Big-Heal Medics to allow both groups to spawn
CHANGE: Moved Heater Heavies to use primary spawn with GPyros, now squadded

W2
BUFFED: Mini-Kritz Medics to standard Kritz Medics

W3
CHANGE: Moved Huntsman/Pyro subwave to use primary spawn because apparently Pyro is stronger against grouped commons than two AOE classes including a Beggar's Soldier

W4
CHANGE: Replaced BBoxes with Normal Burstfire Soldiers
ADDED: Added second group of Giant DH Spammer and Giant Banner Duo that spawn 20 seconds after the first group
BUFFED: Removed HoldFireUntilFullReload from Banner Duo to afford themselves better offensive strength
CHANGE: Tanks now use separate paths

W5
CHANGE: Tank now spawns immediately
NERFED: Reduced Giant Scouts' SpawnCount, TotalCount and MaxActive by half (10 total, down to 5)
CHANGE: Reduced Giant Rapids and Big-Heals' SpawnCount and TotalCount by half (8 total each, down to 4, and only one per spawn rather than two, but now spawns more frequently and the groups are more spread out)
ADDED: Second subwave with 2 Giant Heavies, squadded with Popping GMeds
BUFFED: Made Support infinite to allow continued support through later subwaves

W6
CHANGE: Adjusted overall pacing somewhat
CHANGE: First subwave's Colonel Barrages into Giant Clusterbomb Demos to reduce blandness created by new Soldier groups
CHANGE: Halved amount of first subwave's Umeds to allow more MaxActive, allowing both groups to be active at once
ADDED: Grouped Soldiers to come out with first subwave, led by Extended Conch Pseudogiant Soldiers
CHANGE: Second subwave's Giant Deflector Heavies into Colonel Barrages
CHANGE: Second subwave's Normal Deflector Heavies to use primary spawn
CHANGE: Boss reworked to use hitscan primarily, but now uses a Passive Shotgun that fires igniting Pomson Lasers at a rate similar to the minigun, effectively doubling his output and rounding out his weakness at a distance
ADDED: Humorously inappropriate coat to boss, also on fire

~~~~~

6.1 CHANGELOG

W1
NERFED: Removed Teleporting Engineers
NERFED: Reduced Heavies per squad in GPyro subwave from 4 to 3
FIXED: Increased WaitBeforeStarting on the last subwave to 15 seconds to fix wonky pacing

W3
NERFED: Removed one more Pyro/Huntsman group to reduce straggling at the end of the wave

W6
FIXED: Changed last subwave to use WaitForAllDead on the Colonels rather than WaitForAllSpawned on the Deflector Heavies, to better punish players for not killing the Heavies fast enough

~~~~~

6.2 CHANGELOG

GENERAL
NERFED: Increased Sentry Buster spawn requirements from 15 kills/1,000 damage to 15 kills/2,000 damage
FIXED: Added IgnoreEnemies attribute to all healing Medics.

W5
BUFFED: Added one more Giant Heavy/Popping GMed group
ADDED: Third subwave with Giant Burst Rapidfire Soldiers (herein referred to as GBRF Soldiers for brevity, and thanks mo), squadded with 4 Expert Skill (Airblast disabled) Pyros per group.

~~~~~

6.3 CHANGELOG

W5
BUFFED: Added one more group of GBRF Soldiers
BUFFED: Increased GBRF Soldier groups' MaxActive, allowing two groups to be active at once

UPDATED ASSETS:
https://puu.sh/IMjIt.zip
(This post was last modified: 03-02-2022, 02:47 AM by Crosse?!.)
No strike.

Assault And Battery
Tested with: Heavy (Mo), Demoman (AverageGamer), Engineer (Retrowave), Scout (A+drew), Soldier (Yoovy)
Judges: Yoovy, Andrew, Package, Mo

Wave 1:
-Mo:
For the GPyros and GDemo/GMedic squad: Waitbeforestarting can be upped to like 10-15 seconds give or take
Wave 2
-Mo:
Increase WaitBeforeStarting on the wingers to 10-15 seconds, as the Giant Shotguns already spawn from the flank.
Wave 3
-Mo:
Decrease Flanking Demos from 5 to 3 or 4.
Wave 4:
Possibly needs to be a little bit longer.
Wave 5:
Felt Fine
Wave 6
-Mo:
Give support robots their bomb pickup back, make them spawn later as well. 30-40 Seconds for WaitBefore.

Demo: https://us-testing.moonlight.tf:27107/de...17.dem.zip
(03-04-2022, 05:07 AM)Yoovy Wrote: No strike.

Assault And Battery
Tested with: Heavy (Mo), Demoman (AverageGamer), Engineer (Retrowave), Scout (A+drew), Soldier (Yoovy)
Judges: Yoovy, Andrew, Package, Mo

Wave 1:
-Mo:
For the GPyros and GDemo/GMedic squad: Waitbeforestarting can be upped to like 10-15 seconds give or take
Wave 2
-Mo:
Increase WaitBeforeStarting on the wingers to 10-15 seconds, as the Giant Shotguns already spawn from the flank.
Wave 3
-Mo:
Decrease Flanking Demos from 5 to 3 or 4.
Wave 4:
Possibly needs to be a little bit longer.
Wave 5:
Felt Fine
Wave 6
-Mo:
Give support robots their bomb pickup back, make them spawn later as well. 30-40 Seconds for WaitBefore.

Demo: https://us-testing.moonlight.tf:27107/de...17.dem.zip

6.4 CHANGELOG

W1
NERFED: Increased WaitBeforeStarting on the GPyro and GDemo's subwaves from 10 and 15 seconds respectively to 20 seconds each.

W2
NERFED: Increased WaitBeforeStarting on the Winger Support to 15 seconds.
CHANGE: Also changed the Winger Support from WaitForAllDead on the Loch Shotguns to WaitForAllSpawned on the flanking Giant Shotgun Heavy, ensuring the giant always spawns first and always has ample time to run and drop down before they spawn to antagonize.

W3
NERFED: Reduced Demo Support's SpawnCount and MaxActive from 5 and 7 respectively to 3 and 4 respectively, meaning less Demos per group, and meaning more Demos need to be dead before the next group spawns.

W4
CHANGE: Increased spawn times here and there to somewhat artificially lengthen the wave. (A bit of a lazy fix, but I only really needed to squeeze an extra 20 or so seconds anyway to get the length up to par)

W6
BUFFED: Support Demos and DH Pyros can now carry the bomb.

UPDATED ASSETS:
https://puu.sh/IMIWU.zip
judges present: wildjaydog, mo, randomguy, yoovy

no pass no strike

demo: https://us-testing.moonlight.tf:27107/de...14.dem.zip

team comp:
pyro (randomguy)
engi (averagegamer)
soldier (mo)
spy (wildjaydog)
sniper (yoovy)

w1: fine
w2: first part has too much power, giant shotties should come from main spawn
w3: last part just feels like tedious dps test (maybe increase max)
w4: fast gpyros are weird and just feel like an arbitary buff, "giant direct hit spammer" is a burstfire and should be named accordingly.
w5: fast shotgun heavies just feel like an arbitary buff. if you want a fast hitscan bot you can use scattergun scouts. the giant rapid bursts also don't need the damage bonus when anyone who gets shot will eat 4 rockets anyway.
w6: most of this wave is an actually decent finale until the boss. this boss is best removed and replaced with just a bunch of giants but if you feel like you *need* to i'd recommend lowering the ring of fire damage and making it not alwaysfire.
6.5 CHANGELOG

W3
BUFFED: Slightly increased last subwave's MaxActive, allowing second group to spawn as soon as the first group's Giant Medic dies, alleviating pacing issues.

W4
FIXED: Changed Giant Direct Hit Spammer's name to Giant Direct Hit Burstfire
NERFED: Removed Axtinguisher Pyro Support

W5
CHANGE: Replaced Fat Scouts with Light Armored Scouts, who're 25% slower, have 300 HP and deal 16% less damage. Effectively, they're identical to the Fat Scouts from before.
NERFED: Giant Popping Medics into Giant Regen Medics
NERFED: Removed Giant Burst Rapidfire Soldier's damage bonus.

UPDATED ASSETS:
https://puu.sh/IMQ6G.zip
judges present: randomguy, PDA expert, DaMeister, Mo

no strike (but it was close)

team comp:
dylan_is_legend (sniper, huntsman)
randomguy (pyro)
PDA expert (scout)
DaMeister (heavy)
Mo (Engineer)

demo: https://us-testing.moonlight.tf:27107/de...34.dem.zip

w1: felt fine

w2: burst demos do not need a damage bonus on wave 2. first subwave is still too powerful.

w3: direct hit doing 5x damage to buildings is extremely stupid. they already do a good job on them. pacing on the final subwave is still super slow.
replace giant deflector with regular giant heavy (dylan)

w4: fast gpyros are weird and just feel like an arbitary buff.
umeds on banner "trio" are questionable (DaMeister)

w5: the armored scout name is dumb. "Armored Scout" works fine.
super scouts spawning when the tank is in the tunnel are worthless (PDA expert)
tank is a little bit too much (DaMeister) (recommended 30-35k)

w6: fast gpyros are weird and just feel like an arbitary buff. the boss's ring is stupid and the damage needs to be reduced or the ring be removed.
(This post was last modified: 03-04-2022, 10:45 PM by DaMeister.)
(03-04-2022, 09:53 PM)randomguy Wrote: judges present: randomguy, PDA expert, DaMeister, Mo

no strike (but it was close)

team comp:
dylan_is_legend (sniper, huntsman)
randomguy (pyro)
PDA expert (scout)
DaMeister (heavy)
Mo (Engineer)

demo: https://us-testing.moonlight.tf:27107/de...34.dem.zip

w1: felt fine

w2: burst demos do not need a damage bonus on wave 2. first subwave is still too powerful.

w3: direct hit doing 5x damage to buildings is extremely stupid. they already do a good job on them. pacing on the final subwave is still super slow.
replace giant deflector with regular giant heavy (dylan)

w4: fast gpyros are weird and just feel like an arbitary buff.
umeds on banner "trio" are questionable (DaMeister)

w5: the armored scout name is dumb. "Armored Scout" works fine.
super scouts spawning when the tank is in the tunnel are worthless (PDA expert)
tank is a little bit too much (DaMeister) (recommended 30-35k)

w6: fast gpyros are weird and just feel like an arbitary buff. the boss's ring is stupid and the damage needs to be reduced or the ring be removed.

7.0 CHANGELOG (Chunkier one, this is.)

GENERAL
Wave 6 has been massively overhauled overall, and as such will be split up further into each subwave in these notes.

W2
NERFED: Changed Loch Shotguns to Burst Fire Demos.

W3
NERFED: Removed DH Soldiers' building damage bonus.
NERFED: Giant Shield Regens to just Giant Regens
BUFFED: Increased MaxActive of GDef/GMed subwave to improve pacing.

W4
CHANGE: Replaced Giant Polycount Veteran Pyros with normal Giant Pyros.

W5
NERFED: Tank HP from 40k to 30k
FIXED: Light Armored Scout's names.
CHANGE: Increased WaitBeforeStarting on the Supers from 30 seconds to 45 seconds.

W6 (also known as the fire res check)
BUFFED: Changed Normal Soldiers into Burstfire Soldiers from earlier waves.
ADDED: 3 Giant Force-a-Nature Scouts
BUFFED: Added one more group of Soldiers and Giant Clusterbombs to increase overall wave length.

BUFFED: Added 3 Big-Heal Medics for each Crit Colonel Barrage
CHANGED: Increased Colonels' WaitBeforeStarting to 5 to more accurately alternate between Deflectors and Colonels' spawns
NERFED: Reduced TotalCount of Deflector Heavies from 30 to 20, increased MaxActive to 10 and increased WaitBetweenSpawns to 10 to fix wonky pacing.

REMOVED: Boss, Giant Vacc Medics and Giant Polycount Veteran Pyros (Rest in peace, Heat Wave. I tried to make you work, but you're just not suited to non-gatemaps.)
ADDED: 4 Giant Burstfire Mangler Soldiers that ignite healed by Giant Regen Medics, 3 Giant Pyros to act as cannonfodder to try and further ignite players, and 10 Rapidfire Bowmen that can, guess what, ignite players, healed by one Quick Uber each.

~~~~~

7.1 CHANGELOG

W1
NERFED: Increased WaitBetweenSpawns on Bison Support in final subwave from 0 to 5 seconds
CHANGE: Replaced Heater Heavies in second subwave with Shotgun Heavies, except for the final Giant Pyro group, which still uses Heater Heavies
CHANGE: Replaced Bat Scout Support in final subwave with Heavyweight Champs, and increased their WaitBetweenSpawns from 1 to 5 seconds

W2
NERFED: Removed Winger Support's firing speed bonus but retained the reload speed and damage penalty to reduce irritation
CHANGE: Last subwave now uses WaitForAllSpawned rather than WaitForAllDead to improve pacing

W3
NERFED: Made Support Demomen only spawn if the Pyro/Huntsman groups are all dead, to prevent reduce annoyance
FIXED: Added WaitBetweenSpawns 20 to the last subwave, because I just kinda forgot to when I increased their MaxActive
FIXED: Giant Regen Medics not being named "Giant Regen Medic" and not using their intended hat

W4
CHANGE: Removed Giant Bonk Scout's custom name as it felt somewhat redundant

W5
CHANGE: Increased Light Armored Scout Support's MaxActive from 7 to 8, but reduced their SpawnCount from 5 to 4, and increased their WaitBetweenSpawns from 1 second to 10 seconds
BUFFED: Decreased Crit Bowmen Support's WaitBetweenSpawns from 5 to 0 (They're still SpawnCount 3 MaxActive 3 though, so they shouldn't prove to be too spammy. Maybe.)
NERFED: Increased Giant Heavy/Medic subwave's WaitBeforeStarting and WaitBetweenSpawns from 10 and 15 seconds respectively to 30 and 20 seconds respectively, affording players more time to recover after the first subwave, and hopefully preventing the groups from stacking quite as easily

W6
NERFED: Removed Giant Regen Medics from last subwave
NERFED: Removed Flare Pyro Support as they weren't really doing a whole lot of anything
NERFED: Reduced TotalCount of Giant Mangler Burstfires from 4 to 2
NERFED: Reduced TotalCount of Giant Pyro from 3 to 1
NERFED: Downgraded Rapidfire Bowmen into commons (they're still Rapidfires, just without the increased HP and size and decreased speed)
BUFFED: Giant Pyro into Giant Dragon's Fury Pyro
FIXED: Giant Mangler Burstfires's icon (thanks random)
CHANGE: Rapidfire Bowmen and Quick Uber Medics during finale are now Support Limited to prevent potential pacing issues caused by the Giant's reduced TotalCounts

~~~~~

7.2 CHANGELOG

W1
ADDED: 30 Easy Skill Scouts that start with the first subwave instead of the Demoknights from before
NERFED: Removed 10 Demoknights (The ones that use the mainspawn, now there's just the 10 flanking Demoknights)
CHANGE: GDemo/GMed subwave now uses mainspawn
BUFFED: Added second GDemo/GMed group

W2
ADDED: Fourth subwave with one Giant Tomislav Heavy and 3 Uber Medics

W4
BUFFED: Giant Banner Duo are now Rapidfire Banners to improve their individual combative ability

W6
BUFFED: Giant Mangler Burstfires are now squadded with 3 Buff Banner Pseudogiant Soldiers
BUFFED: Giant Dragon's Fury Pyro now has AlwaysCrit

~~~~~

7.3 CHANGELOG

W2
BUFFED: Added 2nd Giant Tomislav group

W4
NERFED: Giant Soldiers at the end of the wave use WaitForAllDead on the GPyros to prevent stacking
ADDED: 3rd Tank (15k) that only spawns with the final subwave

W5
CHANGE: Pyros grouped with Giant Rapid Burstfires can now airblast but have had their Skill reduced from Expert to Normal

W6
NERFED: Removed 4 Buff Pseudogiants from the final subwave (In other words, each Giant Burst Mangler only has 1 Buff Pseudogiant squadded with them)
NERFED: Increased Giant Burst Manglers' WaitBetweenSpawns from 15 seconds to 30 to prevent stacking and to reduce their strength

REQUESTED BANS: No Phlog, no crit/uber cans, no simultaneous Heavy/Medic, no Spy and no Mo on Sniper

UPDATED ASSETS:
https://puu.sh/INqGp.zip
(This post was last modified: 03-08-2022, 03:02 AM by Crosse?!.)
Judges present: Mo, Yoovy, Me

No Strike

Phlog and crit canteens were used in this run.

Demo: https://us-testing.moonlight.tf:27107/de...21.dem.zip

Overall: Don't increase the base health of kunai spies, reduce it to 125 (they get like 360 hp on stab)

W1: fine

W2: please use the valve huntsman template instead of this weird one with no damage penalty. give the tomislav heavies heavy_accurate (icon standardization)

W3: fine

W4: make last subwave not waitforalldead please, is stacking is an issue then increase the waitbeforestarting.

W5: (OPTIONAL SUGGESTION) I think it would be fun if there was a second tank after all the gmed combos spawn, would probably need to nerf something to compensate

W6: The main reason this is not pass with changes. Give conch soldiers an armored conch icon because mini-giants. Remove/replace the dragon's fury supports, they are incredibly annoying.The constant support spam pouring out of the flank makes holding front impossible (this implies either change the spawn or only have the bots come during a single subwave). The final subwave doesn't feel like a good closer, but it could be, remove the huntsman + umed support (aids) and turn up the giant spam a few notches maybe about 4-6 more giants (not all at once though, 2 at a time at a moderate interval). You can remove the buff soldiers and just give the giants the banner instead if you decide to remove the supports. If the ending becomes too weak, there may have been a good reason nobody has done a fire based finale yet.
(This post was last modified: 03-08-2022, 06:52 AM by Package O' Lies.)
(03-08-2022, 06:51 AM)Package O' Lies Wrote: Judges present: Mo, Yoovy, Me

No Strike

Phlog and crit canteens were used in this run.

Demo: https://us-testing.moonlight.tf:27107/de...21.dem.zip

Overall: Don't increase the base health of kunai spies, reduce it to 125 (they get like 360 hp on stab)

W1: fine

W2: please use the valve huntsman template instead of this weird one with no damage penalty. give the tomislav heavies heavy_accurate (icon standardization)

W3: fine

W4: make last subwave not waitforalldead please, is stacking is an issue then increase the waitbeforestarting.

W5: (OPTIONAL SUGGESTION) I think it would be fun if there was a second tank after all the gmed combos spawn, would probably need to nerf something to compensate

W6: The main reason this is not pass with changes. Give conch soldiers an armored conch icon because mini-giants. Remove/replace the dragon's fury supports, they are incredibly annoying.The constant support spam pouring out of the flank makes holding front impossible (this implies either change the spawn or only have the bots come during a single subwave). The final subwave doesn't feel like a good closer, but it could be, remove the huntsman + umed support (aids) and turn up the giant spam a few notches maybe about 4-6 more giants (not all at once though, 2 at a time at a moderate interval). You can remove the buff soldiers and just give the giants the banner instead if you decide to remove the supports. If the ending becomes too weak, there may have been a good reason nobody has done a fire based finale yet.

8.0 CHANGELOG

GENERAL
NERFED: Leech Spies now have 125 base HP (70 after Kunai debuff), down from 175 (120 after Kunai debuff)

W2
NERFED: Huntsmans have been changed to the Valve template as they were much stronger than intended to be
FIXED: Giant Tomislav Heavy now correctly uses the "heavy_accurate" icon

W3
FIXED: Reorganized wavebar slightly to more accurately convey that the Demoman Support only comes out late in the wave, if and when the Rapidfire Bowmen/Pyro groups are all dead

W4
BUFFED: Giant Pyros now have singular Conch Pseudogiants squadded with them, both to educate players on their existence prior to Wave 6 but also to try and further curb the giant stacking issue
FIXED: Giant Soldiers during final subwave are actually squadded now to prevent them from splitting up, hopefully no cool banner man nonsense occurs
CHANGE: Last subwave now uses WaitForAllSpawned again but uses a doubled WaitBeforeStarting (10s > 20s) to absolutely not allow stacking to occur
CHANGE: Split the two groups of GSoldiers during the final subwave into separate WaveSpawns to allow more consistent spawning with the 3rd Tank
CHANGE: With the GSoldiers now squadded and in separate groups, the 3rd Tank now uses WaitForAllSpawned on the first group of Giant Soldiers to ensure more consistency as to when it spawns (In other words, the 3rd Tank spawning is now the players' indication that the Giant Soldiers have spawned and are approaching)


W5
ADDED: Second Tank (15k) that spawns with the final subwave (Giant Burst Rapidfire Soldiers) and uses the Alternate tankpath

W6
BUFFED: Giant Mangler Burstfires now have AlwaysCrit (Cow Mangler automatically downgrades the crits into mini-crits)
BUFFED: Giant Mangler Burstfires have had their SpawnCount increased from 1 to 2, and their TotalCount increased from 2 to 6, WaitBetweenSpawns is still the same (30s).
BUFFED: Increased Giant Dragon's Fury Pyro's TotalCount and MaxActive from 1 to 2, and their WaitBetweenSpawns has been set to 30 seconds. SpawnCount is still 1.
NERFED: Huntsman/Umed combos have been removed
NERFED: Buff Pseudogiants have been removed
FIXED: Conch Pseudogiant now correctly uses the "soldier_conch_armored" icon
CHANGE: Tweaked Giant Mangler's passive Shotgun to make every Mangler salvo after the first initial one only fire about 3-4 rockets (Due to the nature of how they function, 100% consistency with how many rockets they fire is somewhat difficult to achieve, though I'm constantly testing to try and get as close as possible), making them function more closely to standard Giant Burstfire Soldiers. They do also retain a comparatively large 'initial' salvo, however it is much shorter now.
CHANGE: Dragon's Fury Pyro Support replaced with Flare Gun Pyro Support
CHANGE: Common Demoman Support replaced with Demoknight Support
CHANGE: Support now comes from Main Spawn, and now only spawns with the Finale, but their SpawnCount has been increased from 2 to 4 (Both to increase their grouped presence, but also to MaxActive-cap them and reduce spamminess overall), and their WaitBeforeStarting has been reduced (30s > 0s)

~~~~~

8.1 CHANGELOG

W5
CHANGE: Made Light Armored Scouts and Crit Bowmen Support Limited but increased their TotalCounts both to 50. SpawnCounts, MaxActives and WaitBetweens are still 4, 8, 10s, 3, 3 and 0s respectively. Yes, it doesn't divide evenly. I know.

REQUESTED BANS: No Phlog, no crit/uber cans, no simultaneous Heavy/Medic, no Spy and no Mo on Sniper

UPDATED ASSETS:
https://puu.sh/INAn1.zip
(This post was last modified: 03-09-2022, 12:39 AM by Crosse?!.)
So this mission's on Rottenburg now, huh? It's probably for the better because bots have a better chance getting out of this front than Steep's gutter.

Team lineup:
- Randomguy (Pyro) J
- Sntr (Demo) J
- Oddschool (Sniper, Soldier on second run) J
- Watermelon (Engineer)
- Ciaran (Scout)

Yea we ran this mission twice due to Sniper completely demolishing it the first time, just to see how much his absence affects the mission. Not a whole lot, as it turns out:
-- First run with Sniper --
[Victory] Time spent on Wave 1: 2 min 22 sec
[Victory] Time spent on Wave 2: 3 min 31 sec
[Victory] Time spent on Wave 3: 2 min 22 sec
[Victory] Time spent on Wave 4: 2 min 47 sec
[Victory] Time spent on Wave 5: 2 min 57 sec
[Victory] Time spent on Wave 6: 2 min 57 sec
Total success time in mission: 16 min 56 sec (100%)

-- Second run with Soldier --
[Victory] Time spent on Wave 1: 2 min 28 sec
[Victory] Time spent on Wave 2: 3 min 32 sec
[Victory] Time spent on Wave 3: 2 min 39 sec
[Victory] Time spent on Wave 4: 2 min 57 sec
[Victory] Time spent on Wave 5: 3 min 50 sec
[Victory] Time spent on Wave 6: 3 min 4 sec
Total success time in mission: 18 min 30 sec (100%)

Wave 5 was the only wave that had a noticeable change with him gone since the Giants could push a lot better with their support and all.
We voted to Pass the mission after that second run since there wasn't much that needed to be said.

But you could probably do something funny like replacing the three Rapid Bursts on w5 with just one Rapid Burst with two Giant Medics?
That's entirely optional and if you don't do it then the mission passes as it is. If you do, we'll run this wave again and see if it still checks out. Ball's in your court now.

First run's demofile
Second run's demofile



Users browsing this thread: 1 Guest(s)