[MISSION] Rottenburg - Assault and Battery

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(02-18-2022, 04:19 AM)Poet Wrote: Assault And Battery
Tested with: Heavy(Poet), Demo(CreatorForce), Scout(Package O' Lies), Soldier(totally not Shalltear), Engineer(Skin King)
Judges: Poet, CreatorForce, Package O' Lies, totally not Shallertear

Wave 1
Tone down the support spam, becomes a real hinderancetowards the end of the wave
Wave 2
Way too easy, Consider changing the Giant Dragon Fury pyros to something else that isn't giant Heavies.
Wave 3
Change pyros so they don't have alwaysfire on, change the support soldiers at the end to scattergun scouts.
Wave 4
Remove crits on the blackbox soldier commons, replace the big heal medics on the black box soldier commons with kritzkrieg medics.
Wave 5
Its a wave, its fine.
Wave 6
Increase the damage of the final boss, try 2x damage for the final boss, otherwise the final boss is quite a pushover.

Demo: https://us-testing.moonlight.tf:27107/de...32.dem.zip

No Strike.

V4.1 Changelog

GENERAL:
Ported mission BACK to Rottenburg since Steep was causing too many balancing issues
Tweaked bot spawns across the board to fit Rottenburg better and (hopefully) improve gameflow, but I might have to adjust spawn times to reduce potential unforeseen dragginess, MaxActive moments, or spamminess. Will likely need further testing to adequately tune.

W1
-Changed Support Scattergun Scouts to Bat Scouts, temporarily disabled Shortstop Scouts in the last subwave, might re-enable them if the prior nerf gets the Support feeling less oppressive

W2
-Changed Giant Dragon's Fury Pyros to Giant Shotgun Heavies, which fill a similar role except they move somewhat faster, have more bulk and can reach further (even though their damage just falls off at about the same range as the DF dissipates)

W3
-Removed AlwaysFireWeapon from Pyros, added guaranteed ignition onto Rapid Fire Bowmen
-Changed Soldier support to Demoknights as it felt bland to be fighting GRapids AND normal Soldiers, but doubled the MaxActive to 10 to offset the reduced power and increase their swarming potential. Might revert MaxActive change if they feel too spammy.

W4
-Removed BBox Soldiers' crits and replaced their Big-Heal Medics with Kritzkrieg Medics, making the subwave slightly easier but still retaining the same core intention.
-Reverted Giant Burstfire Soldier during the last subwave to its previous design (Giant Burst DH) as its innate damage bonus caught players off guard too much, however, increased projectile speed compared to the original Burst DH to about normal Rocket Launcher speed to act as a middle ground of both previous designs. Essentially, it's the same as the previous Burstfire, except it uses a Direct Hit both to reduce the explosion radius and to visually convey the damage bonus. (Yes, the projectile speed is still slower than a normal DH. Suck it up, Andrew.)

W5
-Unchanged, balance-wise.

W6
-Boss' Flare damage increased to 3x, resulting in Flares dealing roughly 90 base and 270 crit (No Res), then 22.5 base and 40.5 crit (Max Res), though my math may be off. Basically, don't be a dummy, Res up and protect your fat tummy.
-FINALLY reduced Boss' Rage Generation rate by -90% (should've done this like, a longass time ago), making it more difficult to farm Banners, KR, Phlog, etc. off of him.
-Increased all Tanks' HP by 5k each, (15k > 20k, 15k > 20k, 20k > 25k) as they felt too squishy before, but might revert the change if they feel too.. *tanky*.

Updated assets:
https://puu.sh/IK8Gv.zip
(This post was last modified: 02-19-2022, 07:44 AM by Crosse?!.)

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RE: [MISSION] Rottenburg - Assault and Battery - by Crosse?! - 02-18-2022, 06:31 PM



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