[MISSION] Rottenburg - Assault and Battery

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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.
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RE: [MISSION] Rottenburg - Assault and Battery - by ✪ totally not Satori - 03-17-2022, 05:12 AM



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