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![]() Hey everyone and welcome to this evening's SUPER MONDAY NIGHT COMBAT! Those of you who aren't enjoying this thread should have coughed up more cash for the seats next time! If you're new here tonight let me tell you, Super Monday Night Combat is the spectacle of the century! A violent clash between two teams, for moneyball supremacy. In this brutal combination of bots, bombs and boobs players must escort their bots down one of two different lanes to the opponents money-ball. But it won't be that easy combat fans, as turrets will be waiting on each side to slow their advances. These turrets have a super-high-powered-pro-proof shiled that only bots can take down, allowing these giant laser guns to be taken down. Once the turrets are destroyed the bots can begin to take down the moneyball, because this too has the very expensive shielding mechanism. Once the money ball is down, any damage to the ball will lower its health until it is destroyed and that team loses. The team that utilizes the field best, will take home the prize. HIYO! ![]() Now Open For All!! SMNC Endorsement Calculator Goon steam group (join chat for invite) SMNC Trading Thread![]() Reticulated Splines (The main mumble) IP: vx38.commandchannel.com Port: 31463 Overflow Mumble Server provided by Eigo IP: 69.65.40.33 Port: 2187 Password: lljk Camping The Stairs TeamSpeak Server http://forums.somethingawful.com/sh...hreadid=3365295 ![]() Free to play? Purchasing!? Wait, is this pay2win? This game is free to play, with two currencies; gold and real money (via Steam wallet). You earn gold coins by playing matches. The amount is mainly determined by if you win or lose, but you can buy boosts with real money to have a multiplier. You can only use certain types of currency for certain things. Endorsements and Products can only be purchased with gold. Pros can be purchased with either gold or real money. Anything cosmetic like weapon skins, uniforms and taunts can only be purchased with real money. The game is not pay to win because anything that enhances skills is paid with gold. Real money will only expedite the process. How to play! / FAQ Super Monday Night combat has a bit of a learning curve, which can be especially brutal for old MNC players who are set in their ways. I highly recommend watching the Giant Bomb Quick Look and the Uber tutorial video found farther down the OP. Training Camp mode is also a great way to get familair with the characters. Good new player guide on Uber Entertainment's forum. Here are a couple pointers to help SMNC new comers.
![]() Classes Each class has a set of pros. ![]() Strikers - Strikers are sort of your everyman. They are average in almost all areas. I would argue that they skew more towards the pro killing side than the bot killing side they really do both great. Strikers don't have a ton of health but their added mobility makes up for it. ![]() Primary Weapon: "Rocket Ma'am" Primary Fire: Fires a rocket that travels in a straight line. Direct hits will cause knockback. Damaging herself will push her upwards for a possible rocket jump. Alternate Fire: Points a laser that all rockets in flight will track to the target location. 25% of the recharge is consumed when a rocket explodes. Can only be used when it is fully charged. Secondary Weapon: "Bearing Hates" Primary Fire: Fires a small ball bearing that ricochets once. Alternate Fire: Grapple throw Skill: "Derby Disku" Megabeth tosses out a disk that damages, slows Pros, and stuns bots and turrets. Disk will bounce off of targets. Skill: "Whirling Derbish" Megabeth spins around in circles doing damage and pushing back enemies. Skill: "Shoot The Moon" Megabeth uses her rocket skates to damage the area behind her, jump forward, and gain a short burst of speed. "Pro" Tips: Megabeth has a lot going for her. The mobility of a commando, with the damage output and health of a striker. She great for jungling early because she can easily rocket jump up there and shoot down onto the lanes. If she doesn't get a direct hit she'll get splash damage. Her secondary weapon ricochets so its great for cornering or killing a fleeing foe. "Shoot the Moon" and rocket jump makes her very good at escaping trouble as well. Since I only use "Shoot the Moon" as a getaway I normally do not focus putting points into it, but that is wholly dependant on your playstyle. Her "Whirling Derbish" can be great in confined spaces or to do damage while a pro is being grappled. I would suggest focusing mostly on damage and "Derby Disku", the Disku is great for stunning bots and turrets which greatly improves your push power. If the other team is not cursing you by the end of the round you are doing it wrong. ![]() Primary Weapon: "Handler" Primary Fire: Instant hit laser weapon Alternate Fire: Fires out a plama projectile doing extra damage and using extra ammunition Secondary Weapon: "Bouncing Buddies" Primary Fire: Bouncing Buddies are fired and will hit targets, drop straight down and bounce around for a short time before exploding. Alternate Fire: Grapple Throw Skill: "Short Circuit" Karl throws out a projectile that will damage and stun all enemies in an area around where it hits. Stunned enemies can't move, shoot or use skills. Upgrading Short Circuit reduces the cooldown and increases the damage. Skill: "Prop Hop" Karl uses his propeller to shoot himself straight upwards, damaging enemies around the area and pushing them away. Upgrading Prop Hop decreases the cooldown, increases the force of the push and increases the damage. Skill: "Junior" Karl throws out his little bot, Junior, which will hang in the air until it acquires a nearby enemy target and then chase after them and explode. Upgrading Junior decreases the cooldown and increases the damage. ”Pro” Tips: Karl is pretty great all around. He has quite a bit less mobility than the other strikers with his “Prop Hop” only giving him vertical movement. Keep this in mind because if you get into trouble you can easily get run down as you try to make your escape. Jumping up to the jungle (must jump then “Prop Hop”) or stunning your pursuer are your best bet. Be careful with the stun because if you are too close you can stun yourself aswell... while it does look funny, it's not something you wanna do. "Short Circuit" is also awesome for knocking people down off your Jackbots that are being grappled. (Shoot it at the Jackbot's feet) Karl’s “Bouncing Buddies” are really good for killing bots and firebases, but the delay on the explosion makes them not as effective on other Pros. It can be used for area denial or general spam if there are clumps of enemy pros. Karl’s “Junior” (lawl, get it?) is also really great for area denial. You can have multi "Juniors" out at a time. Super effective at the top of jump pads and on key points like the Annihilator. They will go after enemy bots so keep that in mind. I don’t really play this character so If I’m missing something important, let me know. In closing... taxes... am I right? ![]() Primary Weapon: "Assault Rifle" Primary Fire: Instant hit weapon. Steep damage drop off. Alternate Fire: Aim down sights, slowing Assault, increasing effective range and reducing weapon spread Secondary Weapon: "Grenade Launcher" Primary Fire: Fires out a projectile that will bounce off of walls, ceilings and the ground. Alternate Fire: Grapple Throw Skill: "Bomb" Assault throws out a sticky bomb that he manually triggers a short time after it is thrown. Bomb can attach to enemies and does extra damage when detonated Upgrading Bomb reduces the cooldown and increases the damage. Skill: "Fly" Assault can fly for a short time. Upgrading Fly decreases the cooldown, increases flight time and increases jump height. Skill: "Charge" Assault charges forward damaging everything in his path. Upgrading Charge decreases the cooldown, increases the damage and adds a slowing effect to damaged enemies. SMNC Change: Assault's Charge no longer does grapple ”Pro” Tips: A good Assault player can dominate in this game, and is extremely difficult to kill. His “Fly” and “Charge” abilities give him great mobility, and he can easily escape ringouts, and beat a hasty retreat if in danger of being killed. “Fly” also makes him immune to grapples which makes him a really tough match up for throw-centric pros. “Fly” has a gradual cool down so you can save what you don’t use; recharging from there. His “Bomb” is a great tool as well. He can stick it to anything including players (leave it there for a while for maximum trollage) and detonate it whenever he chooses. Works very well in aiding escape, or as an area denial tool. You can even use it to propel yourself up into the jungle. Place one on the Annihilator and pop it if the enemy is buying. Keep in mind that the bomb will only start it’s cool down once its detonated. In closing Assault is a cocky dick for a reason.... he has a big penis. ![]() ![]() Commandos utilize fast movement speeds with low health and high damage. They're job is generally ambushing and or picking off weak targets. They are glass canons, high damage output but they can't take much damage. ![]() Primary Weapon: "Blades" Primary Fire: Bladed weapon that does damage directly in front of the Assassin. Upgrading the passive offense to the top level will change the dagger into a sword. Pressing R to lunge. Alternate Fire: Damage Grapple *Note: Grapples done from behind do more damage Secondary Weapon: "Shuriken Launcher" Primary Fire: Weapon fires a burst of shurikens that can bounce off of walls. Alternate Fire: Damage Grapple *Note: Grapples done from behind do more damage Skill: "Cloak" Assassin cloaks making her a non-target to turrets and bots. Upgrading Cloak decreases the cooldown, increases cloak time and decreases time it takes to get fully cloaked. SMNC Change: Cloaked Assassins are now very visible to all players. Skill: "Mega Jump" Assassin jumps high into the air. The direction of the jump is determined by the directional keys pressed when the jump is executed. Upgrading Mega Jump reduces the cooldown. Skill: "Smoke Bomb" Assassin slams the ground producing a smoke cloud that blinds, slows and causes weapon spreads to increase. Upgrading Smoke Bomb decreases the cooldown and increases the radius. SMNC Change: Smoke Bomb no longer allows the Assassin a high jump after use. ”Pro” Tips: Assassin in the prototypical ganker of the lot. Good players descend out of the jungle picking off retreating pros, back dooring bot lanes, and punishing any out of place opponents. Both of her weapons have damage grapples and a good Assassin can easily chain them together. She is really good at pushing lanes as her “Shuriken Launcher” and “Blades” when cloaked are very good against bots, and can also stun them with “Smoke Bomb”. The key to the class is to know when to fight and when to run. Kenny Rogers would have played a mean Assassin. Once this class clicks with you... oh man, you can kick some serious rear end and make the other team really hate life. Might be a good idea to use “Can’t Slow This” since being slowed now affects your “Mega Jump” ability. In closing, don’t call her Sin, unless you like being a douche bag. ![]() Primary Weapon: "Coin Launcher" Primary Fire: Launches a burst of coins that explode on contact. Alternate Fire: Fires tofu bacon that will slow enemy pros. Secondary Weapon: "Heart Breaker" Primary Fire: Melee weapon attack Alternate Fire: Damage Grapple Skill "Crook Hook" Wascot throws out a grappling hook that will pull him to the wall, floor bot or Pro that it attaches it to. Hitting a pro with it will stun that Pro for a short time. Upgrading Crook Hook decreases the cooldown and increases the damage. Skill "Shifty Shuffle" Wascot gains life steal for all damage he does and will counter any grapple. Upgrading Shifty Shuffle increases life steal and decreases the cooldown. Skill "Party Pooper" Wascot gets the crowd to jeer his enemies lowering their damage and reducing their accuracy. Upgrading Party Pooper decreases the cooldown and increases the damage. ”Pro” Tips: Wascot players recently got hosed over. "Shifty Shuffle" now is canceled out after a grapple counter, which also stops the life leech. If you are still inclined to play this pro you should almost exclusively be using your “Heart Breaker” when fighting other Pros, only swapping to the coin launcher to spam the lanes. His skills are fairly self explanatory. Try to hit the target with “Party Pooper”, then “Crook Hook” (or save it for your retreat or to chase them down after the inital encounter), use “Shifty Shuffle” if they’re a grappler or if you need to leech some health. Be sure to be using your R lunge. It’s as simple and as hard as that. ![]() Primary Weapon: "Voltage Spike" Primary Fire: Swing melee weapon, adds charge upon damaging enemy Alternate Fire: With 3 charges on the Voltage Spike, fires off an array of high damage projectiles Secondary Weapon: Ray Gun Primary Fire: Fire projectile Alternate Fire: Damage Grapple Skill: "Megahurtz" Captain Spark damages, slows, and blinds targeted opponents. Upgrading Megahurtz decreases the cooldown and increases the damage. Skill: "Arc Flash" Captain Spark teleports a set distance in front of him. He can Arc Flash through walls, floors and ceilings. Upgrading Arc Flash decreases the cooldown. Skill: "Flip Switch" Captain Spark can grapple enemies and throw them behind him. Upgrading Flip Switch decreases the cooldown and increases the damage. ”Pro” Tips: Captain Spark is generally a pubby retard magnet (at least when he’s free). In the right hands he can be awesome, or at least hard to kill being able to teleport away instantly. His “Flip Switch” is decent for ring outs but you have to put yourself in danger in order to use it since it throw behind him... its best to try to use it after you’ve blinded somebody with “Megahurtz”. Sparks seems to be fairly OP in the right hands at the moment, but I am awful with him. When I play him I always think to myself ”Must get their moneyball... but how?” ![]() ![]() Defenders excel that supporting the team and maintaining territory control! These guys do below average in direct confrontations but are generally supportive roles, healing allies and utilizing deploy-able turrets. Any team is only as good as its best Defender, and that's a fact! ![]() Primary Weapon: "Mona Laser" Primary Fire: fires a light beam that damages a target and then splits to do area damage behind the target. Alternate Fire: builds up a charge as damage is done from the Primary Fire. Using the Alternate Fire will heal everyone on the team depending on the amount of charge built up. Having a full charge gives a large bonus heal. Secondary Weapon: "Balestra" Primary Fire: fires three arrows in a spread. Secondary Fire: is a damage grapple Skill: "Bot Code-X" All allied bots in an area around Leo are granted increased fire rate and speed. Upgrading Bot Code-X increases the fire rate granted and decreases the cooldown. Also grants Leo a short burst of health regeneration. Skill: "Adoration of the AI" Leo throws out an Drillocopter that will explode 2 seconds later unless it encounters an enemy bot. If it encounters an enemy bot it will track that bot, turn it to his team and force it to attack an enemy player. Leo can manually self destruct a controlled bot by repressing the skill key. Drillocopter can not attach to player spawned bots. Skill: "Venice Defense" Leo throws out a defensive turret with long range tracking missiles. The turret has an allied armor regeneration aura and a console that any allied player can use it to recall back to the player spawner. ”Pro” Tips: He's weird, only thing I can say for sure is he's not a replacement for a normal healer. If you try to use him like that you'll probably have poor results. Huge falloff on his "Mona Laser" so be aware. In reguards to his "Mona Laser" heal its best to charge it up then switch to the Balestra if nobody needs to be topped off. Watch the upper left corner to see if somebody mgiht get in trouble. Remind your teammates to call out if they need it, as it can get them out of a pinch. The heal charges off in range hits not by damage done so upgrading Leo's damage might not be the best thing to do. More hits equals more heals. Leo is one of the best pros for pushing lanes. His “Adoration of the AI” skill can easily wipe out a group of enemy bots, and at later levels can take over Fujis. Using “Bot Code-X” on a Jackbot, friendly Fujis or captured Fujis will rip up lanes and pros alike. Captured Fujis with “Bot Code-X” are especially hazardous to enemies because they fire so fast and can be blown up once they get close. The best tactic for his turret seems to be putting it a little out of harms way, just to provide armor and quick retreat teleports. If you are pushed back down to your rocket turrets can be nice to zip back to the spawn, get full health and get right back into the fight. ![]() Primary Weapon: "Combat Healer" Primary Fire: Heals up to five targets in front of her. Will break connection with target if it goes behind her. Alternate Fire: Harms up to five targets, giving her back a small percentage of the health she drains. Secondary Weapon: "Nail Gun" Primary Fire: Insta-hit weapon doing damage with enemies it hits. Alternate Fire: Damage grapple Skill: "Fortify" Fortify increases fire rate and range of all allied turrets in a radius around Combat Girl. Upgrading fortify decreases cooldown and effectiveness of the skill on turrets. Skill: "Combat Kitty" Combat Girl throws out a small combat kitty, a turret that can stick on walls and ceilings and will attack any enemies that get into range. Upgrading the Combat Kitty skill decreases the cooldown, increases the effectiveness of the Kitties and increases the number of kitties the Combat Girl can have out at any one time. Combat Kitties will be destroyed when the owning Combat Girl dies. Skill: "Combat Laser" Combat Girl charges and fires a giant laser in the direction she is pointed when the skill is activated. Upgrading Combat Laser decreases the cooldown, increases the damage and increase the radius of the laser. ”Pro” Tips: Combat Girl (AKA Kreczor Boner Fuel) is pretty awesome. Her multi heal beam makes it easy to spread out the love to pros and bots a like. Not being able to focus heal is a bit of a downside making it harder to bail somebody out (why was that dickhead overextending anyway? gently caress that guy). The main attraction is her “Combat Kitties” and “Combat Laser” When placing a “Combat Kitty” don’t be afraid to throw it up on the wall, or up under a lip so harder to destroy with an air strike. Placing them around the corner when trying to cover lanes is good also a good idea. This causes enemy pros to expose themselves to try to destroy them and you can slam them in the face with a laser. It's important for everybody to be aware of the Annihilator status, but even more so for a defender. Be sure to seed some "Combat Kitties" well before its time to rock. Remember to pop fortify when things get hairy, it will also affect normal turret emplacements. I personally prefer Support, but stroke/folks ya know? HI BOYZ! Combat Girl Skillplay http://www.youtube.com/watch?v=M95YNC5CzpY&hd=1 ![]() Primary Weapon: "Heal/Hurt Gun" Primary Fire: Heals target pro or bot Alternate Fire: Hurts and slows target pro or bot and returns some of the damage, healing himself. Enemies being hurt become the target of the Support's Firebase. SMNC Change: Turrets can not be healed Secondary Weapon: "Shotgun" Primary Fire: Instant hit, short range, high damage weapon Alternate Fire: Damage Grapple Skill: "Over Clock" Support increases the fire rate and range of the Firebase. Upgrading Over Clock increases the fire rate and range bonus granted to the Firebase. Skill: "Firebase" Support throws out a small, powerful fire base that will attack nearby enemies. No cooldown happens while the Firebase exists. Upgrading Firebase decreases the cooldown, increases the power and health of the Firebase and creates a health recovery aura around it. Skill: "Air Strike" Support throws out a flare that can attach to enemies which calls in a powerful airstrike a short time later. Upgrading Air Strike decreases the cooldown, increases the damage and increases the radius. ”Pro” Tips: A good Support is a huge asset to their team. You can focus heal to charge up armor or save a teammate from certain death while retreating. Be sure to check in the upper left of the hud, it will tell you who needs health quickly. I normally start off putting points into the “Firebase” or Offense (which helps you heal better). I don’t really put points into “Over Clock” because I don’t really find it as useful as the other abilities. I try to get the level 4 “Firebase” ASAP because the heals it provides really help when trying to get enemy rocket turrets down. Be sure to be checking the clock and relaying Annihilator info as you should be making sure your “Firebase” is set up in there and ready to go when its time. If you have a Veteran on your team its good to put the “Firebase” near them. Anybody they pull and grapple with start getting nailed. If you are nearby at the time put yourself in between the enemy pro and their escape route. Pull out your shotgun and get 1 or 2 point blank hits while they’re being grappled and right after you can get the followup grapple... this is affectionately known as “Grapple Banging” (if you sit there doing hurt beam instead of this you are a chump). Throwing a bomb on their head is also an acceptable practice, it'll no damage them even if they're under clover. To reiterate... don’t be afraid to whip out the shotgun. Since heals give you money (much less so now) and you can actually be an effective killing machine with this class you should be one of the richer pros on your team, easily affording the 1st annihilator. In closing, Support is the conductor on the gravy train.. TOOT TOOT. ![]() ![]() Sharpshooters are this games sniper! As such they're worthless! Just kidding (kind of)! Sharpshooters are pro's who have low health, average mobility, and high damage output at range depending on accuracy. Snipers gain headshot bonus's which slow and deal double damage when they land a headshot on an opposing enemy pro or bot! Managing several shots to the dome kills quickly, perhaps faster than any other class can! But they are no good in close range combat so be weary! This class absolutely cannot over extend itself. ![]() Primary Weapon: "Lucinda" Primary Fire: Instant hit sniper rifle that fires through allies and enemies and can head shot. Alternate Fire: Aims down sights decreasing the spread Secondary Weapon: "Love Pistol" Primary Fire: Instant hit weapon that fires from the hip Alternate Fire: Damage grapple Skill: "Trigger Happy" Trigger Happy increases the rate of fire on both of the Gunslinger's weapons for a short time. Upgrading Trigger Happy reduces the cooldown and increases the fire rate bonus. Skill: "Gun Flurry" Gun Flurry damages the area in front of the Gunslinger for a short amount of time. Upgrading Gun Flurry decreases the cooldown, increases the damage and the range. Skill: "Knee Cap" Gunslinger fires multiple shots into multiple enemies, instantly damaging them and slowing them. Upgrading Knee Cap decreases the cooldown and increases the damage. ”Pro” Tips: The Gunslinger is a fresh take on a typical head clicker class, being that she is deliberately stunted to be closer to the enemy than you might be used to. This is because her abilities - which are all quite effective - Have a reasonably short effective range until you level them. Her lock-on slow ability (Kneecap) can completely ruin an over-extended pubbies day, while her Gun Flurry damage cone scales stupidly well for an AoE ability, easily shredding a third of even the toughest mother hubbard's health. If someone is intent on getting in your face, mashing Trigger Happy and peppering them with your Revolver is a great way to cave someone's face in. Her rifle doesn't have a proper scoped zoom, so seeing heads at great distance can be a pain in the rear end, but if you want to only click heads you'd be better off playing sniper. A great teamfight changing combo is approaching clumped enemies from a surprise angle, and opening with a Gun Flurry to soften fools up, then followed by a kneecap as your team runs in and finishes off whatever poor saps are still hanging around. Alternatively, kneecapping first can keep someone in your flurry longer so judge what would work best depending on the situation. Stick behind your team, and let the cool destruction of human life COMMENCE. Thanks, a cock shaped fruit ![]() Primary Weapon: "Sniper Rifle" Primary Fire: Fires a powerful instant hit shot Alternate Fire: Looks through scope, greatly increasing the accuracy and allows headshots Secondary Weapon: "SMG" Primary Fire: Rapid fires instant hit shots Alternate Fire: Damage Grapple Skill: "Flak" Sniper throws out a projectile that stops in mid-air and damages the area around it. Upgrading Flak reduces the cooldown, increases the radius and increases the damage. Skill: "Traps" Sniper throws out a trap that detects nearby enemies, triggers and slows all nearby enemies. Upgrading Traps decreases the cooldown, increases the number of traps available, adds in a freezing effect and adds in a skill blocking effect. Skill: "Sniper Grapple" Sniper grapples a nearby enemy player. Upgrading Sniper Grapple decreases the cooldown, increases the damage and adds in a throw. ”Pro” Tips: The Sniper has been changed the most of out any character from MNC. One hit kills no longer exist, so you now have to score multiple headshots to take somebody down. This fact makes the sniper harder to play with since it demands such high accuracy. Be sure to use your traps to freeze enemies thus giving you an easy target. The sniper rifle is very good at clearing bots. Use the SMG if a pro gets in your face or you have to clear out closeby bots. Use “Flak” for area denial. Great for pushing pros back to your bots can take down turret shields, and for pushing bot lanes in general. In closing be sure to protect your Sniper at all cost, he's clearly your greatest asset. ![]() ![]() Enforcers, there's lots to know but first, there is a dapper gorilla. Secondly, enforcers are the class which push. They generally will be on the front lines of the offensive because they are high health, high damage (but only up close) pro's. Their skills are almost entirely offensive. A good group of enforcers can be the strongest force in this game yet. As an enforcer you should never be trying to attack at range, you should always be right in the poo poo. ![]() Primary Weapon: "The Flying Falcon" Primary Fire: Fires a digital falcon head that will track targets it gets close to. Alternate Fire: Slams the falcon on the ground slowing all pros around him. Stuns bots and turrets. Secondary Weapon: "The Hot Seat" Primary Fire: Veteran has a spiked stool that he swings and does damage to targets in melee range. Alternate Fire: Damage grapple Skill: "Ka-Claw" Veteran throws out a digital claw that will grab enemy Pros, damage them and pull them to the Veteran. Upgrading the Ka-Claw reduces the cooldown. Skill: "Skid Row Throw" Veteran grapples nearby enemies, damages them and throws them. Skill: "Freight Train" Veteran charges forward, damaging anything he hits and grapples enemy pros. Upgrading the Freight Train decreases the cooldown and increases the damage. ”Pro” Tips: The Veteran is my personal favorite. He’s a game changer, an X factor. His Ka-claw is the best ability in the game. You should be attempting to pull enemy pros into your team, or turrets. Pulling pros down from and up to the jungle is awesome also. If you have competent teammates they’ll get the 2nd grapple and stand in the way of their retreat. After I get a pull I normally use “Freight Train” to close the gap and get the 1st grapple (timing is important on this, its possible to knock your victim back the way they came). Immediately after the grapple swap do your “Hot Seat” (assuming it wasnt already equipped) for melee and followup grapple. If they are trying to flee be sure to hit R for your lunge (you actually can grapple and melee while doing it). Veteran is not the best at killing bots but he does quite well against turrets because his “Flying Falcons” will do a little bit of homing making you able to hit turrets that are just around a corner. I normally do not put points into his “Skid Row Throw” , which I only find useful when trying to ring out pros, hit them back towards turrets, or when my normal grapple and “Freight Train” are on cool down. It’s a good idea to use skill regen endorsements with this class. Fire rate is also useful because the debuff to accuracy doesn’t matter. In closing the Veteran is the abyss that gazes into you!. Veteran Skillplay http://www.youtube.com/watch?v=UlAw_EhfMKY&hd=1 ![]() Primary Weapon: "Jet Engine Gun" Primary Fire: Damages enemies and sets enemy Pros on fire. Alternate Fire: Tank Spin, does damage to enemies in an area around him doing damage based on the amount of ammo left in the magazine. Secondary Weapon: "Rail Gun" Primary Fire: Fires an instant hit laser that passes through bots and Pros Alternate Fire: Grapple Throw Skill: "Product Grenade" Tank fires out a product grenade that damages targets. Upgrading Product Grenade reduces the cooldown, increases damage, adds in a product splash blinding effect to targets and adds in splitting grenades Skill: "Tank Shield" Tank targets an enemy playerer and deploys a shield that will stay between him and that enemy, negating any bullet fire and decreasing radius damage. Shield will last for 30 seconds or if it takes enough damage. Upgrading Tank Shield increases the shield strength and reduces the skill cooldown. Skill: "Tank Charge" Tank charges forward damaging enemies. Upgrading Tank Charge decreases the cooldown and increases the damage. ”Pro” Tips: Tank is a monster when it comes to turret killing. His product grenade stuns them at any level and you have a personal shield which will block it’s damage. I normally put points into product grenade, offense and defence. His dash is actually fairly useful, can give you that extra damage to finish somebody off or knock them back into your turrets or ring them out. Very usefull for escaping aswell. Only use the rail gun if you are at distance, mostly on bots, and trying to pick off fleeing pros. One good tactic is go get into the jungle jump down behind the enemy and “Tank Charge” them towards your friends. Be sure to use your “Tank Spin” which makes you immune to throws and does descent damage lighting enemies on fire. I normally do not level "Tank Shield" until the end. I do like it for the psychological factor and it can also easily tell you where a pro is since it always points towards them. The Tank is extremely slow... take care to not over extend because you can easily get run down. Be sure to get upclose with the jet gun, for maximum damage. Again his best uses are for pushing lanes and turrets. Level 4 product grenade is amazing at killing bots since it stuns then splits into several bomblettes. In closing, yes... it is, in fact, dump on the Tank day. Tank Skillplay http://www.youtube.com/watch?v=1kzLTreIXms&hd=1 ![]() Primary Weapon: "Tommy Gun" Primary Fire: Fast fire instant-hit weapon that increases spread as you fire Alternate Fire: Drops a banana that enemy Pros can slip and fall on Secondary Weapon: "The Family Jewel" Primary Fire: Melee weapon Alternate Fire: Damage Grapple Skill: "Exploding Barrel" Cheston rolls a flaming barrel forward that will explode on enemies and walls, lighting the area on fire. Upgrading Exploding Barrel decreases the cooldown and increases the damage. Skill: "Roar" Cheston roars healing and speeding up himself and his allies while slowing enemies in the area around him. Upgrading Roar decreases the cooldown and increases health healed. Skill: "Rampage" Cheston goes down on all fours and charges forward damaging and throwing enemies he gets near. Upgrading Rampage decreases the cooldown and increases the damage. ”Pro” Tips: Cheston is pretty straight forward. Because of its massive spread use his “Tommy Gun” in controlled busts. Be sure to spamming bananas near jump pads or escape routes also (you can even stop a grapple with them I've heard). “Rampage” is good to use if there are groups but you can be grappled out of it fairly easily so be aware of that. You can jump and hammer the button quickly twice for an air dash or sorts. Doing that with roll and "Roar" you have excellent mobility. Rampage does do some knockback so can be extremely useful in Annihilator battles. Spam your “Exploding Barrel” down the lanes. Normally focus on offense defense and barrels. ![]() Primary Weapon: "Mini Gun" Primary Fire: Fires instant hit tracers. Upgrading offensive passive to the highest upgrade changes the Mini Gun into a Dual Mini Gun. Alternate Fire: Slows Gunner but spins up or keeps the spin up on the Mini Gun. Secondary Weapon: "Mortars" Primary Fire: Fires a projectile forward that does area damage. Upgrading the offensive passive allows the mortars to split in mid air, up to three times. Alternate Fire: Grapple Throw. Skill: "Ground Slam" Gunner slams the ground damaging and slowing enemies. Slamming on top of an enemy player will do extra damage and will pancake on a kill shot, which grants you a bonus similar to getting a grapple kill. Upgrading Ground Slam reduces the cooldown and increases damage. Skill: "Gunner Deploy" Gunner deploys increasing the effective range of his Mini Gun and adding armor over time as well as an Armor Aura, which adds armor to any nearby friendly pros at the same at as you. Upgrading Gunner Deploy adds in increased critical shots, and decreases the cooldown of Rocket while increasing the range while deployed. Skill: "Rocket" Gunner locks on to a target and fires a tracking rocket that does damage. Upgrading Rocket decreases the cooldown, increases the speed and turn radius of the rocket and increases the damage. ”Pro” Tips: Gunner with some support can be a killing machine. High damage output but not a lot of tools for escape other than his slam. He is probably the hardest matchup for a Veteran because If pulled he can hit the jump jets or do his slam. It’s important to not over extend due to limited mobility, but hopefully you will have a defender backing you up with heals. Deploy is a pretty good tool for the Gunner. When you deploy you instantly get 250 armor, ammo regen, face shield preventing headshots, the ability to fire off two rockets (may require skill upgrades, not sure), you generate armor for you and your teammates, and get increased accuracy and crits. It’s extremely useful when pushing turrets especially if you have a healer. Be sure to undeploy if you start taking too much damage as the other team tends to focus on a deployed Gunner. Play smart and stay close to your allies and there isn’t much to it. If possible be sure to do it Tiki Style. ![]() Bots ![]() These bots spawn out of your base's bot-gates and follow the lane to the enemy money ball. They can do some damage with their little lasers on them but are incapable of meleeing players and can be torn apart by the lightest breeze. Four spawn in every wave. ![]() These bots spawn at the front of every bot wave, can melee players, shoot out energy balls that can hurt but are still realtively weak in terms of damage output. They have much more health than slim bots and can take a bit longer to take down in the early stages of a match. These bots also follow the bot lane to the money ball. ![]() These bots can spawn at the front of bot-waves later in the match, around the 10 minute mark. Players can also buy them buy purchasing the $500 bot next to their base's bot spawner (the player also receives two scramblers). Fuji's cannot melee but they shoot an orb that does extremely high damage and can kill some of the weaker classes fairly quickly. Fuji's also have a ton of health, meaning they don't fall down so easily. They also follow their bot-lane to the money ball. ![]() Jackbot XL's are the game closers. They are giant walking robots. Player's can purchase them for $4000 dollars at their base's bot-gate, when team A gets team B's moneyball down, Team A is rewards with jackbot spawns while their ball is down (staggered about every 40 seconds it seems). Finally after 20 minutes into the round jackbots begin to spawn on both sides. Jackbots follow bot-lanes to the moneyball, and can also one-shot every other bot in their path (except other jackbot XL's). They can shoot pro's with their huge main plasma gun which does extreme damage, or they can slam the ground, throwing and damaging any pro caught in its radius. Unlike most other bots, however, jackbots can be grappled by pro's. When grappled a jackbot loses all its offensive capability. Grapples can be chained against a jackbot. ![]() Two scramblers spawn out of each base's bot-gate when a player purchases a fuji bot and do not follow the bot-lane but instead go for the nearest pro's. They swipe at pro's when they are close enough but more importantly, if any pro's are within their skill radius, they will drain that pro's skills, increasing their cooldown and rendering the pro unable to do anything but attack with their primary fire until either the scrambler is dead or they are out of its skill-drain radius. ![]() Blackjacks can be spawned at the midfield bot-spawns, they cost $500. Blackjacks also do not follow bot-lanes but instead go straight for the nearest enemy pro. They shoot lasers when at range, and melee for great damage when up close. A more powerful jungle variant spawns in the jungle around mid-game. ![]() Bouncers are dog(gorilla)-like bots that can be spawned at the midfield bot-spawns for $1000 dollars. They also do not follow bot lanes and instead go straight for the nearest enemy pro. They have a grapple (that has its own cooldown) that grabs a pro and slams him into the ground for serious damage. When that is on cooldown he just swipes but even his normal melee does quite a bit of damage. These bots are known for their pro-slaying abilities. A strong jungle variant spawns in the jungle late-game. ![]() Gremlins are jungle only bots. They spawn throughout the entire match in the jungle, have high damage, but low health. A swarm is deadly but alone they are not much of a threat. ![]() Media Uber Trading Video http://www.youtube.com/watch?v=cOumEnvdpnU&hd=1 Tutorial Video by Uber http://www.youtube.com/watch?v=7Q0wujrO18U&hd=1 Uber's Announcement Trailer http://www.youtube.com/watch?v=319RXdha-Ig&hd=1 Giant Bomb’s Quicklook (Hour long rundown of the game) http://www.youtube.com/watch?v=-YnjQJk9mq8&hd=1 The Lblitzer Super Sexy Fanart Corner ![]() - Parabolic Aka Grand Larceny ![]() - Chippzz ![]() -Fauntleroy Previous SMNC Thread Taiso fucked around with this message at May 21, 2012 around 03:27 |
| # ? Feb 15, 2012 16:14 |
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| # ? May 18, 2013 23:31 |
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Product Info http://mondaynightcombat.wikia.com/wiki/Products ![]() Spawn -Massive Air: Grants full air control when falling, jumping, or jetting. -Note: Conditional product, can be good in certain situations, makes you harder to ring out. Best with flying characters or people using Jumpy Spunky. -Clean Slate: Refreshes all skills every respawn. -Note: Stupid product, do not use it. -Snappy Comeback: Gives a 10 second burst of +200 speed every respawn. -Note: Stupid product, do not use it. ![]() Money -All Magnets: Instantly collects all pickups from a distance. Shorter range that Money Magnet. -Note: Sort of a dickish product. Fixed so it wont suck up things you don't need, but you can still grab armor and churros that might have been better for another pro to get. I still wont be using this. -Investing for the un-enhanced: Earns 0.5% interest on your current cash, up to a maximum of +10$ per activation. -Note: Stupid product, do not use it. Not worth it, you get very little money. -Money Magnet: Instantly collects a coin from a distance, but no other pickups. -Note: Essential product. Money = Exp. I use this product on every one of my pros. ![]() Bots -Bot Buster: Every bot kill increases your Bot Rating by 1. -Note: Conditinal, check the FAQ, good for lane pushing pros. ![]() Death Don't use death products.![]() -Blaze of Glory: Upon death, releases a firey bomb with a 2.5 second fuse for 25 damage and burns nearby enemies for 5 seconds for 100 damage. Damage scales with level. -Note: Stupid product, do not use it. -Death Wave: Upon death, releases a bomb with a 2.5 second fuse that knocks nearby enemies back 768 units. -Note: Stupid product, do not use it. -Parting Gift: Upon death, releases a bomb with a 2.5 second fuse that restores +400 health to nearby allies. Health scales with level. -Note: Stupid product, do not use it. -Slow Death: Upon death, releases a bomb with a 2.5 second fuse that slows nearby enemies -50% speed for 3 seconds. -Note: Stupid product, do not use it. -After Shock: Upon death, releases a bomb with a 2.5 second fuse that stuns nearby enemies for 2 seconds. -Note: Stupid product, do not use it. -At 'Em Bomb: Upon death, a bomb with a 2.5 second is dropped for 6000 damage to all bots with a 2048 unit radius. Damage scaled with level. -Note: Stupid product, do not use it. ![]() Defensive -Death Dodger: Teleports you back to your spawn if you can survive for 3 seconds with 10% health. -Note: Can be good for getting you out of really bad situations. I prefer other products over it, espeically if you have a Leo which will give you an instant respawn that is more reliable. -Asbestos: Quickly puts you out when you are on fire. -Note: Could be useful, but I don't use it. Consider it if you find yourself burning to death a lot. Regenital doesnt work while on fire aswell. I prefer other procuts over it. -Health Inverter: When you health is below 20%, you gain 13% of all your damage to enemies back as health. -Note: Can be good for gunner or other high damage output classes. Helps you survive to get the hell out of dodge. -Critical Armor: Adds +10% to your critical chance while you have full armor. -Note: Conditinal product, seems fairly stupid because you wont spend much time at 100% armor. May be good if you have a deployed gunner, Defender, Leo turret nearby, and/or over armor. -Can't Slow This: Every charge stops a single incoming slow -Note: Essential product, I use it on most of my builds. There are many things that will slow you resulting in a swift death. -Can't Stun This: Every charge stops a single incoming stun -Note: I do not find this to be all that useful as stuns are rare. -Over Armor: While at full health, automatically adds +25 armor per second -Note: Great product, I use it on most builds. It kicks in at level 10+, which is great because it'll beef you up for late game when respawns are stupid long. ![]() Grapple -Hot Hands: Grapples with you burn enemies for 5 seconds for 100 damage, regardless of who started the grapple. Damage scales with level. -Note: Useful for grapplers obviously. Fire will stop regenital or juice from healing. ![]() Juice -Juicy Spunky: Increases all damage done by 150% when juiced. -Note: Stupid product, do not use it as it only works at level 15. Not worth it. -Lime Spunky: Upon Juicing, instantly restores +300 health. Health scales with level. -Note: Great product! If somebody grapples you and can retaliate even harder breaking the grapple with a huge life boost. -Jumpy Spunky: Increases jump height by 400% when juiced. -Note: Great product. Works for Assualt because of his "Fly" skill. Leo is also great since he can float. Essentially guarentee your escape. -Awesome Spunky: Upon Juicing, knocks all nearby enemies by 768 units. -Note: More like Stupid Spunky, dont use it. Certain annihilator fights could make this useful, or for escapes. -Spunky Energy: Increases skill recovery rate by 200% when Juiced. -Note: This seems like a poor choice over the other options you have. May be good for support in conjunction with over clock to rain death from above with air strikes. -Spunky Lightning: Grants +250 speed boost while Juiced. -Note: Seems like a waste considering the existance of Metabolightning. ![]() Kill Usually best to use these on pros that are not Assist heavy. *duh -Critical Kill: Upon killing an enemy player, adds 10% critical shot chance for 10 seconds, for you and allies near you. -Note: Can increase your ability to roll through your enimes so can be useful. I don't use it. -Generous Kill: Upon killing an enemy player, restores +100 health to you and allies near you. Health scales with level. -Note: Not a bad choice, and can really help top off your buddies, if you are -Cold Roll: Upon killing an enemy player, slows enemies near you -50% speed for 3 seconds. -Note: Has a nead graphicly effect, but seems to not be that useful. -Inspire: Restores +200 health when you score a kill. Health scales with level. -Note: This can be very useful for a ganker because they get a life boost to aid in escape. Since they're low HP to begin with 200 points is pretty significant. Not bad for high kill pros too like Gunner, can help sustain you if a healer is not up your butthole. ![]() Level Up -Leg Up: Upon level up, restores +200 health and +250 armor. Health scales with level. -Note: Seems good but also a bit random, I don't use it, but I could see why some might. -Critically Late: Reduces base critical shot chance to 0% but adds 1% critical shot chance per level. -Note: Really good product. Base crit is 7% so will slightly detrimental before level 7, but will give you a nice boost after that. Awesome for late game. A favorite of any high DPS pro. ![]() Weapon -Crack Shot: Increases weapon accuracy by 80% for 5 seconds after the first shot. -Note: Seems good. I could see how a Support could greatly benefit from this as they normally only pull out their shotgun when poo poo gets real. ![]() Taiso fucked around with this message at May 14, 2012 around 05:23 |
| # ? Feb 15, 2012 16:14 |
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Updates / Patch Notes This game is generally updated on Thursdays with the occasional Friday followup if they break something. Check the link to see the latest update info. Taiso fucked around with this message at Jun 1, 2012 around 17:23 |
| # ? Feb 15, 2012 16:15 |
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Which pro is recommended for a new player to start with? I've tried out a few, but I still find myself completely confused by the mechanics of the game.
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| # ? Feb 15, 2012 16:46 |
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Zorro KingOfEngland posted:Which pro is recommended for a new player to start with? I've tried out a few, but I still find myself completely confused by the mechanics of the game. Any of the pros with high health, generally you won't be punished for mistakes as harshly, but you'll still need to learn your boundaries. Gunner or Tank I think. Support isn't a bad choice if you are content to hang back a bit more and provide heals and he can be quite deadly if you play him well.
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| # ? Feb 15, 2012 16:52 |
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Zorro KingOfEngland posted:Which pro is recommended for a new player to start with? I've tried out a few, but I still find myself completely confused by the mechanics of the game. SMNC divides pros up by class and most pros within a class play fairly similar. For instance, I like to play Wascot, who is a commando, but I can also play Assassin and Captain Sparks, who are also commandos, fairly well because of my familiarity with Wascot. That said, I would stick to Defenders (Support, Combat Girl), Enforcers (Tank, Gunner, etc.) and Strikers (Assault, Karl). You will spend most of your time pushing the lane with them and you can get a good feel for the game. Commandos and Sharpshooters aren't incredibly difficult or something, but having a general idea for how the game is supposed to go helps a lot. But honestly, also play whatever you have fun with. I would definitely make sure to try out every character on free rotation.
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| # ? Feb 15, 2012 17:22 |
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Taiso posted:Any of the pros with high health, generally you won't be punished for mistakes as harshly, but you'll still need to learn your boundaries. Gunner or Tank I think. Support isn't a bad choice if you are content to hang back a bit more and provide heals and he can be quite deadly if you play him well. We need some fancy fan art in the OP or it won't look proper. Also put up Eigo's mumble as the official mumble for teams. Regardless of how much we all love woof, it's his personal mumble so let's not abuse it. IP: 69.65.40.33 Port: 2187 Password: lljk
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| # ? Feb 15, 2012 17:35 |
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There are also several people that play on Camping The Stairs TS Server (512 person cap) but we don't need to be "official" http://forums.somethingawful.com/sh...hreadid=3365295
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| # ? Feb 15, 2012 17:46 |
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Zorro KingOfEngland posted:Which pro is recommended for a new player to start with? I've tried out a few, but I still find myself completely confused by the mechanics of the game. Definitely try a Gunner or Tank, they have a ton of health and can deal a lot of damage at close range. They don't have a good way to avoid or escape danger so stick together. STICK TOGETHER ALL THE TIME. It takes a while to understand your boundaries against other players so don't take on soloing a lane until you feel confident you understand the risks involved with each character. Especially the Veteran, who can pull one person and change an entire game.
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| # ? Feb 15, 2012 17:50 |
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LumberingTroll posted:There are also several people that play on Camping The Stairs TS Server (512 person cap) but we don't need to be "official" http://forums.somethingawful.com/sh...hreadid=3365295 Thanks for extending your limb to our crippling community. Albeit, that's due to me mouth breathing over how hot Combat Girl is, I take no responsibility. Face it, she's a babe. Lblitzer posted:Definitely try a Gunner or Tank, they have a ton of health and can deal a lot of damage at close range. They don't have a good way to avoid or escape danger so stick together. STICK TOGETHER ALL THE TIME. It takes a while to understand your boundaries against other players so don't take on soloing a lane until you feel confident you understand the risks involved with each character. Especially the Veteran, who can pull one person and change an entire game. Some characters I WOULDN'T advise playing until you know a bit more about the game: -Any commando -Veteran Commando isn't unnecessarily hard, but it takes a lot of getting used to. As for veteran, it's much easier if leave him to a more experienced player as his pull can be quite difficult to use. Once you get used to the aiming in this game and understanding enemy movements better (a la sniper is best to learn this) you should consider trying him. We could host a few practice matches this week for new comers to learn how to play some classes.
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| # ? Feb 15, 2012 18:01 |
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Kreczor posted:Commando isn't unnecessarily hard, but it takes a lot of getting used to. As for veteran, it's much easier if leave him to a more experienced player as his pull can be quite difficult to use. Once you get used to the aiming in this game and understanding enemy movements better (a la sniper is best to learn this) you should consider trying him. We could host a few practice matches this week for new comers to learn how to play some classes. I'll agree with this mostly and add that because of their limited mobility you can make an easy target if outnumbered, BUT they can lay down some heavy fire power and their offensive abilities can wreck one person if they're not expecting it. I wouldn't mind being a teacher or mentor or just offering bits of advice to newbies, but why not just do ranked matches? Stats will get reset upon release and they can start saving their coins. Also Taiso you should get my artwork up into that OP haha.
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| # ? Feb 15, 2012 18:18 |
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What's the procedure for getting a beta invite? I signed up and everything!
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| # ? Feb 15, 2012 18:23 |
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I'd love a newbie teaching game. I don't think I'm awful but then again I've been in zero winning games (all quick matches).
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| # ? Feb 15, 2012 18:24 |
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I really need people to play with, won't somebody friend me? I will use any VOIP because I like to flirt with cute boys and drive my constant need for attention http://steamcommunity.com/id/confuseray
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| # ? Feb 15, 2012 18:24 |
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Plavski posted:What's the procedure for getting a beta invite? I signed up and everything! That's all you have to do. You'll eventually get an email. You could also beg for an invite from someone.
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| # ? Feb 15, 2012 18:25 |
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I'm in the beta and I don't like this game. It's like they took everything I liked with MNC and got rid of it and then gave me money that really does nothing in the match. Also, I'll probably never be able to unlock any characters because gently caress the matchmaking in this game.
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| # ? Feb 15, 2012 18:32 |
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Plavski posted:What's the procedure for getting a beta invite? I signed up and everything! Beta invites are sent out Thursday nights. I think they send them to pretty much anyone who has signed up that week. You'll get two additional invites along with that. Highly recommend playing with goons for your first weekend as the pubstomp pros (including us) are usually out in full force on weekends. Scionix posted:I really need people to play with, won't somebody friend me? Join Steam chat, ask for group invite. To play with goons, get on Mumble or TS, that's how we're currently organizing. Usually we message chat if we need extra bodies in the group. Alternatively, ask in chat if any groups are running or if someone wants to start one. Dimix posted:I'd love a newbie teaching game. I don't think I'm awful but then again I've been in zero winning games (all quick matches). We really ought to have a gigantic sign in the OP that says, "JOIN STEAM CHAT, MUMBLE AND/OR TEAMSPEAK YOU GOONS." There's not a gigantic goon community, but everyone is really friendly and I've never seen anyone turn away or get seriously angry with a new player. You can ask all the questions you want and you'll get to play with reasonable competent teams. e: But no seriously, if anyone wants to play with goons, check Camping the Stairs TS or Mumble. Join occupied channel, ask if there's room or if people want to play. Very simple. Also, if Woof no longer wants us on his, we should really move to Eigo's. Not personal/political/whatever, just courtesy. Eejit fucked around with this message at Feb 15, 2012 around 18:38 |
| # ? Feb 15, 2012 18:35 |
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There are a few different Mumble/Teamspeak servers we all use, but from what I've gathered they have people on them fairly frequently. If you jump into any of those, simply say you aren't new or are looking for help I'm sure there will be people who are open to that.
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| # ? Feb 15, 2012 18:37 |
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Lblitzer posted:There are a few different Mumble/Teamspeak servers we all use, but from what I've gathered they have people on them fairly frequently. If you jump into any of those, simply say you aren't new or are looking for help I'm sure there will be people who are open to that. We need to have a play with goons section of the OP. And it should stress that the best way to find a group is to join Camping the Stairs or Eigo's Mumble (as soon as we stop making GBS threads up Woof's).
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| # ? Feb 15, 2012 18:40 |
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Eejit posted:We need to have a play with goons section of the OP. And it should stress that the best way to find a group is to join Camping the Stairs or Eigo's Mumble (as soon as we stop making GBS threads up Woof's). He wont mind if we continue to use it, my non-goon friends use it also so I'll still be on there most likely
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| # ? Feb 15, 2012 18:42 |
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I haven't had a chance to hop in game yet, but do the characters handle in a similar fashion to the ones in MNC? By that I mean is the movement fluid etc?
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| # ? Feb 15, 2012 18:44 |
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Eejit posted:Join Steam chat, ask for group invite. To play with goons, get on Mumble or TS, that's how we're currently organizing. Usually we message chat if we need extra bodies in the group. Alternatively, ask in chat if any groups are running or if someone wants to start one. I tried jumping in mumble a couple of times, no one was ever there I'll keep trying!
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| # ? Feb 15, 2012 18:48 |
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Grinspork posted:I'm in the beta and I don't like this game.
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| # ? Feb 15, 2012 18:56 |
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In the current gamemode, you cannot build turrets, its more of a traditional moba. they have said there will be more game modes though, other than that, the Products and Enhancements are pretty much the only changes. oh and new pros.
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| # ? Feb 15, 2012 18:58 |
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Grinspork posted:I'm in the beta and I don't like this game. Use the cash you pick up for Spawning support bots ($500 spawns) or Jack Bots ($4000 spawns) or the product terminals during the game, ($250 vending machines) I personally like the support bots more than the jackbots, as the Jacks are really easy to stop, just grapple chain them and they are gone, but a few of the support bot spawns can be a real pain when they are coming constantly, especially the fuji bots. The vending machines will save your rear end if used properly, I use the speed once after I die to get back into the fight, or the Reginital for a quick heal when there is no support around, and then the Juice term when Im low and either we want to make a heavy push, or there are a lot of enemy players around - Gunner Juiced is a very scary thing, more so than any other I think.
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| # ? Feb 15, 2012 19:28 |
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What is a good gunner product build? I'm thinking the 80% accuracy increase for 5 seconds, since his falloff is not bad.
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| # ? Feb 15, 2012 19:39 |
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Bottom Liner posted:What is a good gunner product build? I'm thinking the 80% accuracy increase for 5 seconds, since his falloff is not bad. that, critically late, and maybe a juice or on-kill effect. Scionix fucked around with this message at Feb 15, 2012 around 19:57 |
| # ? Feb 15, 2012 19:54 |
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mpaarating posted:I haven't had a chance to hop in game yet, but do the characters handle in a similar fashion to the ones in MNC? By that I mean is the movement fluid etc? Yes... mostly. There are a few strange behaviors I've noticed, but overall the game is very fluid, the animations are still great and hit detection is really good. The weirdest stuff is rolling (use reload button holding melee weapon) off edges or into jump pads and being super accelerated. Also, Sparks' warp, Wascot's Crook Hook and Vet's Ka-Claw will occasionally behave strangely, but for the most part the game is very smooth. If you liked the feel of movement in MNC, you'll like it in SMNC too. LumberingTroll posted:Use the cash you pick up for Spawning support bots ($500 spawns) or Jack Bots ($4000 spawns) or the product terminals during the game, ($250 vending machines) I personally like the support bots more than the jackbots, as the Jacks are really easy to stop, just grapple chain them and they are gone, but a few of the support bot spawns can be a real pain when they are coming constantly, especially the fuji bots. Don't discount Jackbots though, because a well-timed Jackbot can be game winning. They obliterate all bots in their path and are extremely useful for downing the Rockit turrets defending the Moneyball (and then down the Moneyball shields and spawn another Jackbot). They also are the one bot spawn that really, absolutely requires the enemy team to send a pro or two to deal with which can be useful if you spawn a Jackbot in the opposite lane the enemy team is heavily pushing or early camping the annihilator. Also don't forget the mid-map bot spawns. The midbots specifically hunt enemy pros. Blackjacks are significantly stronger in SMNC with a powerful ranged and melee attack and the Boucers are very, very strong. They have a grapple that will seriously gently caress you up and their melee damage is also quite dangerous. Adding a Bouncer into a push is essentially like buying a 6th pro for $1000. Also, there are several very useful flavors of Juice products that make purchasing Juice worthwhile. Juicy, Lime, Jumpy and Energy Spunky Cola flavors are all pretty great. And on top of that, the Annihilator costs money. So if you have lots of money in each game and you're not spending it, you need to start doing that. Plavski posted:I was a big fan of MNC, so what's so radically different? Beyond that, lethality has been lowered, so fights last much longer. That is, you have characters/skills/weapons that can be described to have burst or sustain. There are no one-hit-kill moves aside from ring outs. Pro levels are super-important and you can most definitely lose a game from having (or being) a feeder. Teamwork is significantly more important. The annihilator is crucial because pushing lanes is probably the most important aspect of the game. Basically, it's like a 3rd person DotA/LoL/HoN with MNC flair. League of Defense of the Ancient Heroes of Monday Night Newerth Combat Legends. And it is incredibly fun, and moreso with an organized pubstomp team.
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| # ? Feb 15, 2012 20:00 |
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Assault for life! I can't wait fro them to come out with another striker, I love both Karl and Assault for their mobility and the jack-of-all-trades feeling to them.
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| # ? Feb 15, 2012 21:33 |
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Ah, new thread. I'll be here to post patch notes as they happen if nobody minds.
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| # ? Feb 15, 2012 22:06 |
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Grinspork posted:I'm in the beta and I don't like this game. They've stated multiple times that matchmaking was yet to be added, right now it's just dropping you into whatever lobby is available. I just hope they add it soon because getting steam rolled by people 10 times better than you is never fun. Fauntleroy posted:Assault for life! They said on twitter that they're working on one who has roller skates and a rocket launcher, in the files it says her name is roller girl. Lucinice fucked around with this message at Feb 15, 2012 around 22:16 |
| # ? Feb 15, 2012 22:08 |
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Lucinice posted:They've stated multiple times that matchmaking was yet to be added, right now it's just dropping you into whatever lobby is available. I just hope they add it soon because getting steam rolled by people 10 times better than you is never fun. Apparently it's about 3 updates out, so 3 weeks? It's ready but they're waiting on more players, according to some random dev.
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| # ? Feb 15, 2012 22:25 |
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Kaboobi posted:Apparently it's about 3 updates out, so 3 weeks? It's ready but they're waiting on more players, according to some random dev. They also said they might not bother with implementing it until it's in open beta. I really hope Roller Girl is a cutie.
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| # ? Feb 15, 2012 22:30 |
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Kreczor posted:They also said they might not bother with implementing it until it's in open beta. I really hope Roller Girl is a cutie. Scathis told me she is 'Hawt'.
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| # ? Feb 15, 2012 22:33 |
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What do those donut looking items that the jungle creeps drop do?
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| # ? Feb 15, 2012 22:35 |
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washow posted:What do those donut looking items that the jungle creeps drop do? That might be the armor pick-ups.
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| # ? Feb 15, 2012 22:44 |
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washow posted:What do those donut looking items that the jungle creeps drop do? Shoulderpiece looking items are armor. The purple boxes that look like they might be an ammo case are juice. The kebabs are, well, churos. Bullseye occasionally drops bacon. So you're either thinking of coins or armor I'm thinking. (Or I'm really really dumb) a cock shaped fruit posted:Scathis told me she is 'Hawt'. Woo hoo! New mater- er I mean new pro!
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| # ? Feb 15, 2012 22:46 |
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Oh Kreczor!
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| # ? Feb 15, 2012 23:29 |
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Not as sexy as this http://www.youtube.com/watch?v=hyU5mfV58gc
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| # ? Feb 15, 2012 23:43 |
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| # ? May 18, 2013 23:31 |
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I gave this game a shot, but the first impression was really underwhelming. The interface was confusing. I didn't notice that I was supposed to spend level up points on my guy's abilities until I was already level 8, and even when maxed out, the assault rifle guy's little airdash ability barely performed any differently. I was annoyed by having to go and grab the coins that fell out of the enemy robots, and I never did figure out how to spend money at the hologram upgrade booths. Shooting at players on the other team didn't have any feedback, so I really couldn't tell if I was doing any damage to them. Near the end of the game the melee guys would just run up and kill me in about 3 seconds, while I was powerless to stop them. The art style and humor didn't appeal to me either. It seemed overly campy and "trailer-trash", like some Nascar version of TF2, complete with obligatory 'funny-ethnic guy' stereotypes for each character. I understand that every game has a learning curve and I'm not supposed to be great the very first game, but nothing about the game really grabbed me.
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| # ? Feb 15, 2012 23:59 |






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