Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://testing.potato.tf/demos/mvm_marsbase_b3_adv_secret_struggle-1663783858.zip
Strike, Pass, or No Strike?: Strike
Team Lineup:
I'll try and get another mission update in a day or two.
It was originally a port from the non-event version. Making quite a few changes to make it better
All active submissions have 3 days to be updated (10/15 at 11:59pm EST).
If your submission has not been updated by this time period, it will be rejected.
If you cannot update your submission within this time frame for a good reason, please let us know. We can extend this deadline under special circumstances.
Strike, Pass, or No Strike?: no strike
Team Lineup:
mvm_marsbase_rc1_adv_secret_struggle_judge
Note: also moved to the Rc2 version of the map
Strike, Pass, or No Strike?: no strike
Team Lineup:
mvm_marsbase_rc3_adv_secret_struggle_judge
Strike, Pass, or No Strike?: Pass With Changes
Team Lineup:
Nerfed the flare minigun pyro's damage against players, and nerfed the fire rate slightly
ALL pistol scouts are Normal skill
MOST common heavies are easy skill
Icon changed for skeletons
Starting Direct Hits changed to Normal skill
Rounded the third tank's health to 20k
Updated the rc3 version of the mission with those changes.
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc3_adv_secret_struggle_judge-1665889600.zip
Strike, Pass, or No Strike?: no strike
Team Lineup:
- In general this mission does a good job respecting the layout of this map (no easy task by any means)
- Pacing is rather slow early on, and there is usually a long break between "intense" segments in the first half of the mission, as most of your time will be spent shooting at weak commons who can't really fight back
- add medics and maybe engineers. Engineers will help with pushes, and medics will help counteract how oppressive heavy can feel in this mission
- The Giant Conch sub lasted a bit too long for our liking
```