I am thinking of creating a guide that covers everything in MNC (yes I am that weird). In order to make this work I would not use the chapter setup like I did for the blitz guide but would go with just a basic flow structure like you see in other strategy guides. In order for this to work I would need some major help from the MNC community (especially with PM's and how to use the classes effectively in crossfire). attached is the new structure that I was thinking about for the manual. If anyone can take a look and give me some much needed criticism/advice like "ARE YOU INSANE!!!" or "you should include "x" as well", I would be very grateful. Also, If there are any resident guru's out there who would be willing to let me pick their brain for information I will give them full kudos in the guide.
theres way too many things to list in this game.. all the glitches.. bugs.. sweet spots and even under the map shenanegans. Helmet clan, anni strikes, spawn strikes, trolling spawn, how to juice from your own teamates, killing your own teamates.. invisible firebases... bot glitches.. sumo games, bumper cars.. getting on the anni each map.. invisible ledges... headcrabs 101.. air strikes 101.. shurikens 101.. grenade launcher 101.. mortars 101.. way too many things to list. Its almost a giant infomania of hell.. it would take years to complete. Youd also need me, jon #, and most of the private match community to contribute.
On top of that then theres load outs for being a general douche or staying alive to juice chaining to protag hunting. Certain types of players and play styles.... map control (don't ask me about it) Counter classes... Communication and call outs Public match vs private match Trolling 101 Again this would be at least 10x bigger then your blitz guide.. way too much info. Bot spawning.. Jackbots and their glitches Juicing from turrets Also this guide will make this game 100% broken and youll have everyone doing what i know to ruin it even more... If this is the chance you want to take then ill help you
I can help you with how you want to play each class in Private Matches. The truth about pubs is theres some variety within the unorganized structure. Your assault can play any role and be successful really and I have maybe played one or two matches in the history of this game that were actually balanced and fun in a pub. I feel I have a pretty good understanding of what classes should be doing and looking for in PM's.
Thank you for the feedback Feedle. Don't worry, I was not planing on going into major details with actual game play (I only have 1 brain cell left and I would like to save that until I'm 50). For public matches I was going to cover communication, important aspects of each arena, general class roles, basic offense and defense, plus map/bot control for each map. For private matches I would go into far more detail about map strategies by class but they would not include tips and tricks, only about class strengths and weaknesses for each map and what the roles and focus for each member of the team are. Later if I am feeling frisky I may create short documents, each outlining tips, tricks, or methods but probably not since my head will most likely have exploded by then.
Awesome Teapot, I really appreciate your help. The Pubs section will not be like the PM section at all so what you have just offered is exactly what I will need. I am still trying to lock down the sections for the guide (I don't want to have this one get out of hand like the blitz guide did). If you could send me a private message with a list of the top 5 to 10 most crucial factors in PM's; I will be forever in your debt and will take back at least some of the things that I said about you. Also, I will rename my daughter Ananda so that her name is Teapot (OK so I won't really do that because I like her name so much). If I can get one or two more senior players to help me to add more perspective I will be as giddy as a schoolgirl (sorry for the mental picture). With that info I can finish the layout and structure for those sections and understand what info I need to look up or beg people for to make sure that this doesn't suck horribly. By the way, you have just been promoted to one of the cool people now (because I am so incredible and important that my opinion matters).
Why would I ask for team strategy information from a player who doesn't care at all about his team? That would be like getting advice about s*x from a nun.
So I guess that she is screwed one way or the other. Well, that is definitely the "half full" way to look at it. NOTE: I tried being an optimist once but my mom told me that I was just being half full of it: (lame pun like quote of the day).
Monday Night Combat - What is it? Monday Night Combat is a futuristic game show that's in the form of a Class Based Third Person Shooter / Moba. It's developed by UberEntertainment, and was release on the XBLA in August of 2010. It has two game modes, Crossfire and Blitz. Blitz is your standard turret defense mode, while Crossfire is the PVP mode that I’ll be going over. The objective of the game has been compared to DoTa, for lack of a better comparison. Players control one of six classes and each class excels within a certain niche. The objective of the game is to escort and push your computer generated robots into the enemy’s base. From there, two of those robots need to jump on and attack the enemy's "Money Ball" (base's HP). The ball floats within the base, but when the robots jump on it, they disable the shields and drop the ball. From that point, players need to damage the ball as quickly as possible or once every 30 seconds to keep their shields from going back up. This creates interesting battles, as it's often hard to get the ball back up, just as it's hard to keep it down. How the game works. The game has changed a bit throughout the 4 years playing. We’ve changed a few things such as the ability to turn buy class specific robots, the ability to have more than one class per team, and the option of buying “Juice” which is extremely similar to Uber in TF2. It provides close to double the damage, double the damage resistance, instant full health and a speed boost. Juice can still be earned in various ways on the map, and come in the form of juice boxes scattered throughout. These are all done for balance reasons, as well as an attempt to draw the most skill out of the game as possible. Other pick-ups on the map include Churros, which regains a portion of your skills that are on cool down, as well as about ¼ of your health, Bacon, which grants you every sponsorship in the game at it’s highest form, Coins, which increases the money available to spend on skills and turrets, and lastly speed boots, which grants a temporary speed increase. (up to 3x) Churros, Juice Boxes, and Coins are all randomly dropped from destroyed robots. Juice, Coins, and Speed are randomly dropped from slain Pro’s. Bacon is randomly dropped from “Jackbots” which is the “boss” of the computer bots. Regular bots spawn from the bot spawns roughly every 10 seconds. However after about 4 minutes, regular bots seize to spawn while the bigger, stronger, and more powerful Jackbots come out. Teams progress throughout the game fighting for map control while escorting their robots into a safe position. Players often look for “pick” or an over-extended enemy that they feed off of. It looks rather chaotic, but experienced players can feel how slow the meta can be in such a fast paced shooter. There’s essentially an order of operations, which can work into place, allowing a team a guaranteed push. The push usually starts when the support gets separated from the gunner, allowing either one to be finished off easily. With the slaying power out of the way, the sniper becomes an easy focus for your assault, while the rest of your team can focus on their assault and tank. It’s rather difficult to understand in the heat of the moment, but it’s very similar to a game of CTF on the Pit in Halo 3. One last thing to mention is that about 3 minutes and 30 seconds into the game, a special weapon becomes available for use, called the annihilator. The annihilator, or anni, can be purchased for $250, and destroys all the enemy robots on the field, while also doing a small amount of damage to enemy pros. This weapon is located in the middle of each map. Classes - Pick your Pro! There are 6 classes that make up the Pro list in Monday Night Combat. Each Pro comes with two weapons, and 4 upgradable skills. This allows you lots of freedom in playing your class, as it provides you with a combo of skills to outplay your opponent. Skills range from passive skills, offensive skills, and defensive skills, and can each be upgraded twice. First time costs $150, while upgrading again costs $400 Despite what the developers tell you, there's a noticeable influence that Team Fortress 2 left in the classes, art style, and animation. Classes vary from Heavies, Middle, and Light classes, or squishies. They claim it was coincidence, and they cited Halo 2/3 as being more influential which is a pretty difficult comparison to see until you play the game at a top level. Assault – This is the playmaker and the MVP of the game. He's the equivalent of the Master Chief in this game, and is argued as the class that's the most OP. At a top level, he's not OP, but he is the most accessible and effective class to learn the game with, due to his high mobility and firepower. He's the quarterback of the field, and requires the most situational awareness. Weapon #1 is an Assault Rifle, that is limited by drop off damage, making it important to get within a medium range. When in range, this weapon is lethal, and will be one of the driving slaying factors of the game. Weapon #2 is literally the Halo 2 Brute Shot. Long range grenade that is capable of bouncing off walls and surfaces, allowing it to finish players behind corners. Adds a lot of depth to the game and is often under utilized. Great at forcing the sniper to back up. Skill #1 is his passive skill, or white skill. Upgrading his white skill greatly increases his jump height, which is the first priority. It also increases your chance of firing critical shots. Skill #2 is an offensive skill, and is the "blue" skill. The assault get's a bomb he is able to throw and detonate at any point. It sticks to walls and surfaces, and increases in size an damage when you upgrade it. The best part of the bomb is how the blast can knock you off the map depending on where you stand within the blast radius. Skill #3, or the Yellow Skill, is a stationary hovering jet pack. When activated, the assault will hover at whatever height off the ground he is. Lastly,Skill #4 or his red skill, is a charge based attack, that can be used offensively or defensively. When upgraded once, it does more damage, when upgrade it's final time, at the end of the charge, you'll receive a grapple throw bonus capable of knocking players off the map. Due to it's high mobility, assaults play a supportive slayer role in private matches. It's also the assault's job to keep damaging the ball once it goes down, which is easy when you combine all the skills you have. (Example, Respawn, throw a bomb down outside of the spawn, jump and detonate it launching you into the air. While in the air, activate your jetpack in order to hover, then use your last skill to charge across the map and into the enemies base) <-- Sound's cheap, but we've played for so long that we understand what to do in these situations
Gunner – The Main Slayer, Pro Killer. I'm talking about your Ogre 2 going 40+ and 0 on lockout. Gunner is the hardest class to properly learn in this game, and can be the most stressful. Gunner has the highest DPS of all the classes, and has the ability to "melt" (what we call instantly killing players) the whole team in just about 6 seconds. *CLAWING IS PRACTICALLY NECESSARY TO BE A SUCCESSFUL GUNNER* This is due to the fact that the gunner comes equipped with a default jet pack. Unlike the Assault, this one provides limited vertical movement, to a similar height of the assault's jump. This allows player's extra mobility that was not intended by the developer, which thankfully makes the gunner a viable class in competitive play. You are the class that the enemy Gunner, Sniper, and Assault are targeting at any given moment, with all the other classes doing what they can to take you do. Weapon #1 is a mini-gun, that requires a second to "rev" up. ALT fire keeps it rev'd while the standard fire shoots it's bullets. The weapon isn't all that amazing until you spend $550 on your passive skill, which upgrades you to Dual min-guns. Weapon #2 is a type of Motar Cannon, capable of doing long range damage, but is projectile based. Again, rather weak until you upgrade the passive skill, which splits the mortar from one shell, into three, making it 3x the damage. Great for taking out turrets and bots. The skill's aren't impressive or versatile, but can offer some purposes. Skill #1 would be your passive, or white skill. All it does is upgrades your mortars, and gives you a dual min-gun doubling your damage output. Absolute priority. Skill #2, or the blue skill grants the gunner a Slam ability. The gunner pounds the ground and sends a shockwave out that pushes players away, and sometimes out of the arena. Easy to avoid, which makes it hard to use in a smart manner, but can be a huge skill that saves map control. Upgrading it increases the shockwave radius and the distance players can be launched. Skill #3 , or the yellow skill, is called "deploy". It makes the gunner a stationary turret, offering better accuracy, higher DPS, and less damage taken. As great as it sounds, it's rarely used due to the success of high mobility gunner's being able to fly around while slaying. This skill is often only used in a disadvantageous gunner vs gunner battle. Upgrading it to it's final level gives the gunner a protective helmet that prevents him from being headshotted while deployed. Skill #4 is the final skill, and one often unused. It's a skill that a few classes have, and is a grapple skill. Stock skill grapples your opponent and does some damage, then release him. However, when upgraded, the grapple becomes a throw and you can ring your opponent right out of the arena. At it's highest level, it does high damage and throws the enemy even further. Sniper – Pro Containment, Bot Support Some have differed opinions on how to be the most effective sniper, but often it's summed up as a containment class. I find that playing against a great sniper is the most annoying class to deal with. The sniper rifle is the only weapon that has a 1 shot headshot capability. However, this is one of the hardest games on console to land headshots in for sure. The only thing a sniper can't 1 hit kill is a fully over-healed gunner. This class requires a better shot and better position than it does experience, or awareness. Weapon #1 is your standard sniper rifle. Huge reticule size to completely prevent no-scoping, but can be rather easy for quick-scoping. No charge up time like TF2. Upgrading this weapon allows for shots to penetrate players and robots, but slightly messes up hit registration. Upgrading the last time allows for explosive rounds, that damage anything within a close proximity of your target. Explosive shots are high damage, quick in earning juice, and often kill players unintentionally who are weak near bots. At level 3, it messes up your registration even more, especially for headshots. Weapon #2 is a sub-machine gun. The SMG is a weaker, less accurate version of the assault rifle with a lowered ammo count. Great for finishing players and applying quick damage to back up an opponent. Now comes the skills, which some consider rather cheap. Skill #1 is the passive skill, which is the skill used to upgrade your sniper. Level 2 penetrates, Level 3 is explosive shots. Skill #2 is your flak grenade, which is a floating pulsating grenade. It's sort of a similar idea to Halo 4's pulse grenade, but executed very differently. Leveling this up increase the size and damage of the flak. Skill #3 is what makes people rage. Ice Traps that freeze your enemy from moving, but still allows firing/grappling. The traps last about 2-3 seconds, which makes for an easy headshot. Leveling this up grants you a second ice trap, but leveling it up again grants you a third ice trap, along with the ability to slowly drain the frozen player's skills. Skill #4 is a basic grapple skill. Leveling it up is similar to the gunner, where it grants a throw ability but does medium damage. Leveling it up once more provides a stronger throw.
Tank – Objective/Support Probably one of the most fun classes to play. The gunner is your offensive main slayer but the Tank is the king of defense. One of the slowest and most powerful close range classes, with devastating firepower, range, and a lethal ability to close up long distance battles. Like the gunner, the Tank has the temporary jetpack equipped, allowing him make high jumps, and utilize the ledges and walls. It’s very similar to a Pyro in TF2, but way more versatile. He excels at slaying bots and escorting his own bots, while containing the ability to take out all the slayers. Weapon #1 is a Jet Gun, which is a high-powered flamethrower. It’s primary fire shoots the flame within a straight line, creating a solid beam that can burn pro’s and bots rather quickly. His alternate fire is called the “Death Blossom”, as he performs a 360 spin with his jet-gun creating a circle of flames capable of dealing mass damage. The damage output is directly related to the amount of ammo in the clip, so full clips death blossoms result in max damage, where half clips results in 50% damage. Death blossoming a medium class pro is enough to get them to run for their lives and rethink their positioning. Weapon #2 is one of my favorites in the game. It’s a simple rail gun that is highly lethal, highly accurate, and highly difficult to use. I’m not talking Halo CE pistol difficult, or shadowrun rifle difficult, but definitely harder than battle rifle difficult. Small clip size and a slow rate of fire make this a high-risk vs. reward, but utilizing a gold endorsement like “Rate of Fire” makes it into one of the best weapons in the game. His alternate fire is a grapple/throw combo, great for throwing away players who are juiced. He has some of the best skills in the game as well. Skill #1 is his passive skill, and it grants him an additional health gain, as well as grants him immediate full health. He can use this twice throughout the match, and are usually saved for near death moments. The term “clutch passive” has been coined from tanks who used their passive skill in certain death situations only to out-play the enemy chasing. Skill #2 is a great and annoying skill, called the product grenade. I’ve mentioned endorsements/sponsorships before, but the nature of this game is a futuristic gameshow/sport. There’s various companies in this world that endorse the game, and they often come with their own logos, slogans, and jingles. The grenade doesn’t do much at stock level, but leveling it up once freezes robots, and blinds players with ad spam. All product logos pop on the screen and simultaneously state their jingles. At level 3, the product grenade splits into multiple other grenades, dealing high damage. Clutch grenades are a matter of life and death, as well as a huge part in saving the objective. Skill #3 for the tank is rather boring. It’s yellow skill is a deploy feature that allows further distance for the jet gun. At level 1, it’s useless. It’s only a viable option at level 2, as there isn’t much need for level 3. Level 2 provides faster health regeneration, which is great when it can be used in safe manner. However, being deployed means you are stationary, and that’s not a good idea in a game like this. Level 3 provides you with unlimited ammo in your deploy, however you will die before you get a chance to really experience it. The best and last skill, Skill #4 is the red skill or the tank charge. This is one of the most frustrating skills in the game. Level 1 and level 2 charges boost the tank forward while doing damage. However, the tank can combine his charge and jetpack guns to cover large areas in a split second, giving it much more range than intended. A fast charge off a ledge, combined with a jetpack and death blossom means death in 2 seconds. The amazing thing about this skill is when it is leveled up to it’s max level, 3. It provides a knockdown and stun effect, capable of destroying just about anything hit by it. Follow up the charge with a blossom and a grenade and you can kill anything in this game instantly. Assassin – Main Objective / Stealth Support This one is a lot of fun to play as well, as no other game offers a class that specializes with more of a fighting game mentality within a shooter. The assassin is the fastest, weakest, sneakiest pro of them all. The class excels in pushing the objective, as well as becoming a nuisance that the enemy is forced to deal with. There have been many times my team was out-slayed in a match, only for our bot players to break out with an aggressive objective push. This forced their slayers to deal with them giving us more breathing room to leave the base. I give the assassin a stealth support role because his slaying role should really be limited to sure picks. Too often to new assassin’s get carried away with kills. As the weakest class, you need to be perfect in getting kills that have you out-matched. It’s just not beneficial to go for the tank, gunner, or assault ever without juice. However, there may be some times in the match you find it safe to leave the bot lane and grab a pick on the sniper who has your team pinned, or their support who is the life-line of establishing map control. Weapon #1 is a melee weapon called the dagger. It’s rather weak against pros, but does moderate damage against bots. Upgrading the weapon fully provides you with a Katana, that does higher damage and has a longer attack range. Pressing the right trigger uses your standard melee slash, while pressing the left trigger activates a grapple. An important feature is the lunge, which is activated by pressing the reload button. It lunges the assassin roughly 10 meters forward and finished with a slash. Depending on the weapon, a lunge attack combined with a face grapple is often enough to kill assassins, snipers, assaults and supports. A lunge attack is also highly lethal against waves of bots. The assassin’s class has a rather deep grapple system. You can do face grapples, and back grapples, depending on the position you are relative to your enemy. Face grapples do medium damage and back grapples can range from high to lethal damage. Depending on the class you grapple, as well as your weapon and their armor endorsement, you can one hit kill every class in the game. There are 3 things you cannot fully kill with an upgraded grapple. 1) A full health, level 3 passive, gold armored tank. 2) A fully leashed, over-healed gunner. 3) Full health Juiced players. Weapon #2 is called Shurikens, which are projectile-based ninja stars. Rather ineffective against bots, and can do decent damage to pros. They can be hard to use but can also make for clutch plays in interesting shots. Leveling up your yellow skill to its max provides you with fully critical Shurikens when coming out of your cloak ability. Skill #1 prevents you from taking fall damage when leveled up the first time. When leveled up again it provides you with the Katana. Skill #2 is the sprint feature, which lets the assassin run faster for a short period of time. Upgrading this increases the duration of the sprint. Skill #3 is the important cloak feature. It provides the assassin with a near impossible to see cloak when standing still. However, the assassin provides a light hum when cloaked near a player, and can be seen easier the closer you are. There is also a cloud of smoke trailing a sprinting assassin’s footsteps. Upgrading this increase the length of the cloak feature. Upgrading this again changes your Shurikens into permanent critical shot stars and also prevents your cloak skill from draining while standing still. Skill #4 is the smoke bomb, which isn't anything like it sounds. Pressing the B button makes your character perform a jump similar to a super-bounce from Halo 2. Upgrading it provides a flash, blinding enemies close to you as well as reduces the cool down time.
Support – Medic/Support (Duh) This is the easiest class to play, but not the most exciting. I still find it’s a very fun class and most veterans enjoy taking a break from slaying. The class is simple in terms of depth, but requires a strong mental awareness, especially considering how lethal this game is. You’re the lifeline of your team, and will be a high priority focus. This makes your positioning important due to the assault who will constantly be trying to bomb you, and the sniper who can pick you off from far. The theory of the support is to use your hurt/heal gun to over-heal your friendly gunner up, allowing him to sponge as much damage as possible while delivering as much as well. You also want to utilize your other skills in ways beneficial to the team, while making sure you don’t let go of your heal too often. Weapon #1 is called the Hurt/Heal gun, and is comparable to the medic’s gun in TF2. Pressing the RT will create a small blue healing beam that can be attached to your teammates, robots, and turrets. It’s important for supports to make their gold endorsement slot Rate of Fire, that way they can heal their team at the fastest rate possible. Pressing the LT or alternate fire, unleashes the hurt aspect of the weapon. It unleashes a red beam that drains players, turrets, and robots, while replenishing some of your health in the process. This gun has earned the nickname, “the no-aim gun”, due to how it locks onto the players easily. Using this gun with juice usually means incredibly easy kills. Weapon #2 is your standard shotgun, which just destroys up close. This gives the support a chance in close situations, as long as he lands his shots. Since supports take very little gun skill, knowing when to switch weapons and when to utilize your skills become a major part of the skill gap. Now its skills are rather basic, but can again be used in various ways offensively and defensively, that most supports struggle to do. Skill #1 is your passive skill, which upgrading it allows you to recover your health at a faster rate. Upgrading it again provides you with more base health, as well as refilling your health bar once. Skill #2 is a feature that lets you hack turrets in the game. They make turrets more effective in terms of fire rate, and distance. Stock hack doesn’t improve the turrets too much except for their distance. Level 2 hack makes a noticeable difference, but also reduces the time it takes to hack the turret itself. Upgrading to level 3 provides the biggest improvement to turrets, as well as an extremely reduced hack duration Skill #3 is a portable firebase that can be automatically targets pro's and robots. It's a useful tool for locking down map control and creating a safe zone for your team. The firebase is rather weak until you upgrade and hack it. Upgrading it once increases it's firerate, while upgrading it again gives the firebase a healing aurora. Skill #4 is called the airstrike, and acts as an insta-kill bomb. Supports are able to throw beacons that stick to the ground, walls, and ceilings. The beacon then indicates a blast radius, and makes a slight beeping noise for roughly 2-3 seconds before exploding. This often gives players enough time to get out of the blast radius. However, when teams are fighting for map control, players usually won't pay much attention to them. Feel free to use whatever you like, or if you would like for me to tailor what I wrote towards anything specific just tell me. This was written up for some Halo friends so it makes some comparisons that they could recognize. I would say they are more class descriptions and less private match mentality. If you want a more in depth private match mentality for these classes, let me know I don't mind expanding.
Everything is good about this guide but what about roles when moneyball goes down or your own teams ball go down? Which classes and weapons do the most damage. Does my class try to kill the ball or defend the base? Im just saying this as the common new player will want to know. My thoughts. Support w juice, assault, assassin should attack Gunner, tank, sniper defend. Gunner deply and slam, sniper ice traps, tank charge are critical for stopping attacks.