Gunner's health regen....

Discussion in 'Monday Night Combat PC Discussion' started by Salad Snake, March 2, 2011.

  1. Salad Snake

    Salad Snake New Member

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    Am I imagining things, or is Gunner's health regen the slowest and worst of all classes?

    And if so, why? He's suppose to be a heavy class that has a hard, if not impossible time running away. It's quite easy as Assault to trade bullets with him, retreat a bit, wait for my health to regen about half or so, and finish off the Gunner. Likewise, the Gunner's high health is a moot point if the enemy always gets 1.5 health bars due to a quicker regen and the ease with which you can run from Gunners.
  2. Heegu

    Heegu New Member

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    It's just one of his weaknesses. The gunner's weapons deal massive damage to players and turrets but he is slow, has no skills for escaping and his hp regen is horrible. This is why I run bronze hp regen, makes it a bit more bearable.
  3. Salad Snake

    Salad Snake New Member

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    Yeah me too, but I find that the build of gold armor and bronze regen doesn't have enough umph offensively. So now I'm trying gold armor, silver ROF, and bronze accuracy.
  4. ohknee

    ohknee New Member

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    The Assault is probably the strongest and most full featured class. I wouldn't call him broken, but he's overpowered in the sense that almost every thing he does is high reward with low risk, similar to the Sniper. Using the Assault to prove a point about any class is pretty much moot.

    I think you just need to keep the mindset as a Gunner that it's over the moment you get greedy or cornered. Retreating should come before it's necessary, not after. You're not a class that can pick your fights at a distance, so you need to work off your advantage, which thankfully happens to be anyone who gets too close to you. If you see that Assault make an escape with low health, chasing him usually isn't the best idea even if it's your first instinct. Never forget your secondary either, it's great for harassing at the range your primary is useless at.

    Uh, to get back on topic, I think his health regeneration could use a tiny boost since it's hard to actually fit the endorsement into a good custom, but nothing too dramatic.
  5. eternal

    eternal New Member

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    I think that the Assault is alot less safe than you are giving him credit for. His damage drop off range on rifle is pretty pitiful and his grenade launcher is finicky at best for dealing damage to pros.

    The thing about the assault is that he is extremely well rounded. He has tools for most situations, situational but high mobility thanks to bombs/charge/hover, and good damage vs all things.

    However he doesn't really shine in any area except moneyball damage. His damage output against pros and bots is low compared to every other class except support, his turret damage is low BUT very safe. He can't do as much damage to turrets as gunner/assassin/tank and he is close to on par with sniper when the sniper uses level 3 flak. However he is very consistent, his mobility allows him to do some damage to a target and be difficult to counter before he moves on to another target.

    His juice build up is low if you don't take gold clipsize.

    He is a jack of all trades. He does everything well but is a master of none. His safety however is lower than either sniper or assassin as if he doesn't have skill regen level 3 he is going to be less likely to escape a bad situation like an assassin with lunge/dash/smokebomb/ect and he has to get into range of those bad situations to be effective, unlike sniper.
  6. Heegu

    Heegu New Member

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    I'm using gold armor and silver accuracy with the regen. You don't need more bullets fired if they don't land on the target, I rarely lose minigun duels with this build.
  7. Terry

    Terry New Member

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    About Gunners Health regen... I tend to think that it's not that big of an issue. Either run gold regen or none, as all regen does is cut the time before their health starts going up. It's still going to go up very, very slowly, when it starts, so I feel its an 'all or nothing' route. I'd think... Gold Regen, Silver RoF, and Bronze Clip/Accruacy. I don't know how well this will do. All I know is, either Gold or Silver needs to be RoF. I don't find Bronze Regen to be useful. You could try: Gold Armor, Silver Rof, Bronze Regen... maybe? I don't know. Experiment with it.

    I run Gold Crits, Silver RoF, and Bronze Accuracy/Clip. Deploy shreds through everything with that setup, and because of the Sniper bodyshot nerf, level 3 deploy is incredibly useful now if there's a sniper on their team. I find that when I do play gunner with this setup, and my health is low, I just take cover and reload the mini. By the time the minigun reloads, I have most of my health back. Clip allows me to go full auto for a third longer than normal. Accuracy means I rarely will have to go full auto.. especially with Deploy working in tandem, making me super accurate.

    The best thing to do is find a medic buddy. That way you wont need the regen endorse.

    ------------
    Assault rant following. Not much to do about the topic.

    The assault is great at killing Assassins that don't have: Armor, Rate of Fire, and a speed pick up. They're practically immune to grabs when they jump, cancel their landing with jets, land, jump, and repeat. That means to kill an assault as an assassin, you either need to get very lucky with a grab, or you need to out damage them with the katana or be a God with the shuriken.

    If you go the katana route, you need to have Gold/Silver armor, anything less and you're going to lose if he has even level 2 charge off cooldown. If you don't have at least bronze Rate of Fire, you're not going to be able to out damage him. Its much, much easier if you have a speed pick up also. A well played assault is pretty much an Assassins bane. I tend to avoid them more than any other class. So, at least one class they're pretty good against. They're also good against Snipers because a lot of the good assaults use Gold or Silver armor, which means it takes quite a bit to kill them with bodyshots, especially after the nerf. Headshots are incredibly hard, due to them jump spamming and erratically canceling their rise and fall with their jets.

    The assault is good against Snipers and Assassins. Gunner health doesn't matter if they outrange the mini with a grenade (no damage drop off, and its easy to nail them since they're so big), or they can stick you with an insta kill (also easy because Gunners are again, huge). Did I mention the same explosive practically one shots snipers/assassins that don't carry some form of armor endorse? Yeah.

    So that leaves Support, and Tanks. Both of which are actually damn good at killing assaults. If the charge is on cooldown, and a support gets within shotty range, they can two shot them. Even if they get out of range, you can't dodge the leech gun. Tanks are good if they get the level 3 charge off first, and get up in their face with the jetgun. Or, if they just totally outrange them with the railgun. Product grenades are also worth their weight in gold.

    In short, the assault is really good against Sniper and Assassin in all situations, Gunner in some. They don't do too well against Support or Tanks if the Support/Tank gets within their effective killrange.

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  8. goathax

    goathax New Member

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    I think it's actually a great class to use to make a comparison to the Gunner because it makes the class's weaknesses all the more glaring. Nobody disputes, as far as I know, that the Gunner can be played well and can be effective in the right hands. But assault is just mechanically superior.

    Put Gunner and Assault in the hands of equally good upper-tier players and not only is the Assault going to have the edge, he's going to contribute more to the team. In a game where mobility and one-shot kill opportunities trump long-term staying power in a fight, Assault is built to take advantage of it, and Gunner is not. His terrible health regen and nerfing his jumpjets on the transition to PC are just an unnecessary kick in the teeth
  9. eternal

    eternal New Member

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    High mobility is indeed what makes the Assault shine in the hands of a good player. However the gunner simply dishes out significantly more damage and is a much better support teammate than assault.

    Not saying gunner doesn't have problems, but he is better at building juice/killing bots/killing turrets than the assault. The problem is that he has to commit to any battle he starts, he simply doesn't have the mobility to retreat or chase like the assassin or assault. I think the gunner's damage makes up for the majority of his weaknesses, but I'd like to see Deploy get a buff that makes it quicker to un-deploy (leave the deploy speed the same but make it faster to undeploy and get to cover if being harassed.)
  10. killien

    killien Active Member

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    No, it speeds up the regen as well
    Gold regen is 40% less time for it to kick in and 40% less time to reach full
  11. vortexcontinuum

    vortexcontinuum Active Member

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    I don't see the Gunner as a class that really needs Regeneration. I usually play the anchor of my team, using my Mortar Cannon to control turrets and bots from afar, and punishing anyone who tries to break my team's offensive line with the Minigun. I've found some success in playing a Support role, considering it's hard to be Rambo when the enemy team has a Sniper.
  12. Mastah

    Mastah New Member

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    Where did you get that from? Gunner's DPS totally outmatches Assault's DPS. Good Assaults are not such a big deal, believe me.

    Plus, Assault is less efficient at killing bots and destroying turrets, so no, he won't contribute more.
    Last edited: March 3, 2011
  13. zarakon

    zarakon Active Member

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    What the gunner REALLY needs is a transparent body so he can actually see what he's shooting at. When I play assault against gunners, I just get up in their face and laugh as they fail miserably and I get a near-stationary target to mow down. I'll intentionally MISS with charge just to get up close where they're mostly helpless.


    When I play gunner, it's a real mixed bag. If I'm on the better team, I just amplify that advantage tenfold and dominate the game. If I'm on the worse team, or if the other team has a good assault or a good sniper, I feel pretty useless with gunner.
  14. killien

    killien Active Member

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    That drives me nuts with all classes if you back into a wall >_<
  15. grimbar

    grimbar New Member

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    Anticipation helps.
  16. ohknee

    ohknee New Member

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    I didn't write that... :?:
  17. eternal

    eternal New Member

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    It is on the internet. It must be true!

    fyi it was goathax who said it. I guess you two look alot alike.
  18. Mastah

    Mastah New Member

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    Sorry ohknee, I deleted the wrong quotes. Fixed it :)
  19. Myrkabah

    Myrkabah New Member

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    Gunner health regen is slow. As a gunner main, it doesn't cripple me *too* much because I tend to hang back with my mortar launcher and can retreat to somewhere close, if not quickly. I don't usually venture past midfield unless I'm literally shelling inside of their base, if then.

    If this is something that needs to be fixed (and I'm not really convinced that it is, although I would love it) a good way to do it would be to add a health regen buff to Deploy similar to the Tank.

    All in all, though, I'd rather have my jumpjets back. I never even got to use them before they got nerfed. :(
  20. s0cks

    s0cks New Member

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    To the OP. It's just the gunner getting themselves into bad situations. Placement and situational awareness is hugely important as gunner. You need to know where the enemy is and what cover you have.

    Standing out in the open or picking a fight with nowhere to fall back is asking for trouble. I main assault and gunner so I'm pretty up to speed with both classes. As a gunner I never take on an assault when he knows I'm there. You have to take them unawares from behind, as they jump up, or when he's preoccupied.

    As assault I see gunners get into these situations far too often. Flanking them while keeping cover is just too easy. Throwing a bomb on their head is usually the quickest way.

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