[MISSION] Rottenburg - Assault and Battery

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8.2 CHANGELOG

W6
FIXED: FINALLY fixed the uneven money count from 1450 total to 1500, by adding the extra 50$ to the last subwave's support bots, increasing their TotalCurrency from 50 to 100. Shouldn't affect the balance.. much at all, really, but it makes it more aesthetically pleasing because 1450 W6, 7950 Total is bad, 1500 W6, 8000 Total is cool B)
FIXED: Giant Burstfire Manglers firing infinitely instead of, you know, burstfiring.

UPDATED ASSETS:
https://puu.sh/IOoo5.zip
Rottenburg

Demo: https://us-testing.moonlight.tf:27107/de...88.dem.zip

Judges Present: Myself, M1, Package O Lies, Ciaran

Overall, it was okay(?), but there's a big elephant in the room that was a wave to be considerably depressing and unfun to fight against without an engineer.

No Strike

W1

- The beginning Giant Pyro begins to stack with the last Giant Rapid set, consider upping the WaitBeforeStarting to 15 or 20 seconds.


W2

Currently there are 3 subwaves in this wave, and there is a lot to go through as to how this is purely unfun

- Burst demos on this wave exploit the amount of cash you get early on, making it obvious that they're meant to simply destroy anybody in their path, and ultimately getting really easy and cheap kills early on in.

- Crits on knights. You can already glare on that "crit on kill" stat for it being useless. Also, having crits on melee bots early on in a mission to amp up their severity is also relatively cheap, especially on a knight that would not benefit anything from its given template attribute (aside of the obvious speed + hp boost on kill). They quite literally cleaned the house at every given opportunity.

- Dragon Furies that have a MaxActive of 10, and spawn at a considerably large bulk. Refer to previous bullet point regarding the burst demo situation.

- Cluster bombs have the same issue with the burst demos. Low cash, easily exploitable on weaker teams. They also fire considerably faster and reload faster than the valve template counterpart. You can already assume as to why it is not fun to fight against 

- Tomislavs in general are just significantly far more annoying to approach simply due to that accuracy stat on top of the general 50% damage bonus majority of the Giant Heavies tend to usually have. Easily exploitable for cheesy kills.

I'd say to rework this entire wave since it does give a really horrifying feel of how much one has to go through such amount of pain.


W3

- Increase TotalCount on the support Demoknights. Them dropping the current money instantly means that anyone playing scout and having to fight against them would simply get disintegrated if there is no robot that drops money.

W4

- Remove crits on the popper scouts. They're already sufficient enough to fight with that Normal AI, and there really isn't any more room for them to be any harder to deal with.

W6

- For consistencies sake, you can set the Deflector commons to Hard AI since it is a finale after all.

- On the topic of finales, the finale itself still doesn't have enough "oomf" to it. Consider adding some stronger bots on there.
[Image: yjlNbE5.jpeg]
(03-17-2022, 05:12 AM)✪ totally not Satori Wrote: Rottenburg

Demo: https://us-testing.moonlight.tf:27107/de...88.dem.zip

Judges Present: Myself, M1, Package O Lies, Ciaran

Overall, it was okay(?), but there's a big elephant in the room that was a wave to be considerably depressing and unfun to fight against without an engineer.

No Strike

W1

- The beginning Giant Pyro begins to stack with the last Giant Rapid set, consider upping the WaitBeforeStarting to 15 or 20 seconds.


W2

Currently there are 3 subwaves in this wave, and there is a lot to go through as to how this is purely unfun

- Burst demos on this wave exploit the amount of cash you get early on, making it obvious that they're meant to simply destroy anybody in their path, and ultimately getting really easy and cheap kills early on in.

- Crits on knights. You can already glare on that "crit on kill" stat for it being useless. Also, having crits on melee bots early on in a mission to amp up their severity is also relatively cheap, especially on a knight that would not benefit anything from its given template attribute (aside of the obvious speed + hp boost on kill). They quite literally cleaned the house at every given opportunity.

- Dragon Furies that have a MaxActive of 10, and spawn at a considerably large bulk. Refer to previous bullet point regarding the burst demo situation.

- Cluster bombs have the same issue with the burst demos. Low cash, easily exploitable on weaker teams. They also fire considerably faster and reload faster than the valve template counterpart. You can already assume as to why it is not fun to fight against 

- Tomislavs in general are just significantly far more annoying to approach simply due to that accuracy stat on top of the general 50% damage bonus majority of the Giant Heavies tend to usually have. Easily exploitable for cheesy kills.

I'd say to rework this entire wave since it does give a really horrifying feel of how much one has to go through such amount of pain.


W3

- Increase TotalCount on the support Demoknights. Them dropping the current money instantly means that anyone playing scout and having to fight against them would simply get disintegrated if there is no robot that drops money.

W4

- Remove crits on the popper scouts. They're already sufficient enough to fight with that Normal AI, and there really isn't any more room for them to be any harder to deal with.

W6

- For consistencies sake, you can set the Deflector commons to Hard AI since it is a finale after all.

- On the topic of finales, the finale itself still doesn't have enough "oomf" to it. Consider adding some stronger bots on there.

9.0 CHANGELOG

GENERAL
REMOVED: Unused 7th wave to reduce file size and popfile clutter.

W1
NERFED: Increased GPyro subwaves' WaitBeforeStarting from 10 seconds to 20 seconds.

W2

NERFED: Removed GKnights' critboosts.
NERFED: Giant Tomislavs' damage bonus from 50% to 20%, and downgraded their Medics from Quick Ubers to Big-Heals.
NERFED: Changed Giant Clusterbomb Demos into Valve Giant Burstfire Demos
CHANGE: Replaced Burst Fire Demo subwave with Common Soldiers (Normal AI) and Giant Scattergun Scouts.
CHANGE: Replaced Dragon's Fury Pyros with Rapidfire Sandman Scouts.


W3
CHANGE: Increased Demoknight Supports' TotalCount to 50 to match TotalCurrency, providing a more consistent stream of money for Scouts to heal with over the course of the wave.

W4
NERFED: Removed Soda Popper Scouts' critboosts.
BUFFED: Increased Soda Popper Scouts' TotalCount from 30 to 50, MaxActive from 6 to 8, SpawnCount from 3 to 5 and kept WaitBetweenSpawns set to 2s to counterbalance the removal of their crits, as simply removing their crits made the subwave feel rather underpowered due to the lack of any other bots besides the Giant Bonks.

W6
BUFFED: Common Deflectors from Normal to Hard AI.
BUFFED: Increased Finale Support's MaxActive from 4 to 12, and their SpawnCount from 4 to 6. WaitBetweenSpawns is still 5s.
CHANGE: Replaced Flare Pyro Support with Hard Skill Heater Heavies, and adjusted the weight distribution to spawn more Demoknights than Heater Heavies. (In other words, their SpawnCount is 6, and it spawns 4 Demoknights, and 2 Heater Heavies per group.)
CHANGE: Finale Support's TotalCount from 12 to 60 for the same reason as W3, ensuring Scout has a more consistent stream of money for health.

~~~~~

9.1 CHANGELOG

W2
BUFFED: Added one more Giant Scout to improve pacing.

W4
NERFED: Reduced Popper Scouts' TotalCount from 50 to 40 to improve pacing.

W6
FIXED: Finale Support coming out sooner than intended

UPDATED ASSETS:
https://puu.sh/IPmXg.zip
(This post was last modified: 03-18-2022, 12:34 AM by Crosse?!.)
STRIKE ONE
Judges in attendance: M1, Poet, CreatorForce, Ciaran
Demo link: https://us-testing.moonlight.tf:27105/de...47.dem.zip

Wave 1
-The first giant demo/medic pair stacks with the last giant pyro. Try increasing the waitbeforestarting value.

Wave 2
-The flank spawn giant shotgun heavy wasn't very fun to deal with; put it in the main spawn.

Wave 3
-The first subwave (crit bison shotgun + direct hit commons) did nothing to kill anyone but the heavy. Try using a bot such as a giant shotgun heavy to be able to kill the rest of the team.
-The giant heavy/medic pair has too many supporting demoknights and makes approaching the medic impossible.

Wave 4
-The first subwave is an absolute bore. Even crits could not save this subwave; a tank would make pure commons actually somewhat interesting.
-The detonators throughout the wave are extremely annoying and apply constant pressure on a wave that does not need it.
-Once the minigiant spam starts to kick off, the bots just generally push by means of there being so many and with a tank existing. When there's a tank, it should be fairly straightforward to hold with one less player due to having to focus on the tank.
-The conches on the pyro make them ridiculously fast and is annoying to counter due to the conches being minigiants.
-The duo-banner + giant direct hit burst squad is mere food for soldier and scout, while being annoying as hell in combination with constant supports for any other class, and they take far too long to spawn, giving the entire wave an anticlimactic ending.

Wave 5
-The entire wave was just pure, unadulterated support spam. With a pyro, this would be FAR more manageable, but we had no pyro on this test.
-While the rest of the mission may need further changes, there's just too many supports and the fact that they're scouts with extra health makes them very annoying to handle for any class that isn't pyro.

Wave 6
-It was a fairly boring finale, with an especially uninterested last section.
-The cow mangler burst fires are extremely weak; even a bigrock burst can work on this cash.

Overall
-This mission has gotten through most testing with a pyro, and it would be a very good idea to restrict pyro in future tests of the mission. The latter half of the mission was completely intolerable without a pyro to clear all supports.
-Without snipers, soldier is able to have a field day on every single wave. I'd recommend adding snipers to:
-Wave 1, with only 1 spawning and a 45 second (or so) cooldown. This wave doesn't punish hard enough for being pushed, but it shouldn't be overdone.
-Wave 3, replacing the spies. There's enough in the wave to counter heavy and engineer on this wave, so it's best to use snipers as the support bot here.
-Wave 4, replacing the spies. A tank wave without snipers can often be uninteresting; snipers add constant pressure to smaller teams of players that may not have the resources to expend killing a sniper.
-Wave 6, sent aggressively (2-3 spawn, low cooldown)



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