I got MNC on Steam a while ago and have been recommending this to my friends to get some more people playing. However, I will no longer be doing that because of the enormous problems with the way the DOTA-style gameplay works. I have read many forum posts that claim that this game plays similar to DOTA and, as such, you cannot just die needlessly and play carelessly. However, this game plays like League of Legends and not DOTA because there is no death penalty and no respawn timer. In DOTA or HoN, dying means losing gold, giving a significant amount of gold to the other team, and waiting about a minute or more to respawn to continue helping your team. In this game, people kamikazee the turrets and money ball all game with virtually no penalty. This is the reason I stopped playing League of Legends and why I am on the borderline of no longer playing MNC (and certainly not recommending it to more friends to buy). In many forum posts, people claim that there are counters to everything and that I am just whining, but I have played MANY games where the other team goes entirely negative in Killseaths and still wins by a landslide because they all pick assaults and assassins and juice in our base. How is it balanced that one juiced assault can come into the base and kill 3 turrets, resulting in a loss of about 1500 gold (if they are all lvl 2 rockit turrets--very likely) and then give the 1 player who kills him 50 or 75 gold. This is a problem with MNC as well as LoL that turrets are just gold for the other team. Until you have a base packed with level 3 rockit turrets and ice turrets, the turrets are fragile and hard to defend. This would not be a problem if it weren't for the assault who can just sit in some ridiculous spot most of the game and jump up and down shooting his grenade launcher. It makes my blood boil to join a game and see assaults and sometimes gunners just firing their grenade launchers from halfway across the map to hit the turrets far outside their range. Extremely frustrating on top of this is that I frequently play on the "winning" team if you go by kills/deaths. Before QQing in this post, I played 2 consecutive games where 1 of the 6 people and 0 of the 6 people on the other team were positive in K/D and they still won both games because of the damn assault grenade launcher and juice. I understand that Killseaths are not everything in this game and there is a strategy to pushing the lanes and such, which is fine, but this is not how the games go. People do not push lanes or use any team strategies, it just boils down to who has more assaults and juiced assassins to backdoor turrets over and over again until overtime is finally reached. I think it is a real shame that a game with so much potential and so much good class balance in PvP can fall victim to so many criminal shortcomings. The reason there are so many rage threads about juice and assaults and so forth is because it IS outrageous and it's not fun to play against. Sure, I can occasionally get a good grapple on a juiced assault in my base, but just as often he turns and fires 1 or 2 shots at me and then kills 3 turrets and 25% of the moneyball health. It is not fun even to WIN when the game just boils down to which team has more assaults firing their secondary weapons at the turrets and moneyball all game.
I guess it was a bad move for some to dub this a "DOTA type game." Btw it's an objective based game. The objective is to escort your bots to the enemy base to drop the Moneyball shields so the Pros (players) can do the damage. KDR does not equal a win.
Most maps in this game are incredibly "sloped", where once you reach a certain point, you have a massive height/positioning advantage. While the respawn timer isn't a minute long, would you honestly recommend it to be? People would only play the anti-pro classes and then have free reign on your base. There is a penalty, but it has to be reasonable with the rest of the game. How did they get that juice? Is it because you were playing too defensively? If you were so obviously dominant, you should have had them locked in their spawn, unable to even get out of their base. Juiced players are not all that difficult to control except Assaults, and I highly doubt a contested Assault has the time to kill two of your turrets, let alone three. Everything else you said is meh. Stop playing stalemate and win the game.
QFT 1. Define "many" 2. the logic there doesn't work the math seems right show me a vid of you solo a turret at level 1 in LoL fyi you're supposed to defend the turrets you yourself just identified the reason you lost i don't really see a lot
Alright, I've recommended this game to every person I've met with any interest whatsoever in video games for several reasons. One is that k/d means little. Kills ARE important, and deaths are as well, but not because pvp is the central element. When I get kills, it is for one of two reasons. Either the person is stupidly open, or they have become a problem for my team. I end most games with an even/negative k/d, I also end most games as mvp. If you find k/d important go play TF2. Economics are important. Money is everything in this game. Money funds your offense, money funds you defense, money is what makes this game go round. Bot kills generate money way faster than kills, but kills deny opponents money. The balance generated by this is staggering. A team can not survive without both money generation and money denial. So long as the investments you make cause a positive turnout, you win. Games can turn around in a heartbeat. If you properly defend a good rush, the other team gets pushed back immediately. So long as your assassins capitalize on that opportunity, your team just went offensive. EVERYTHING has a counter. I absolutely love this. Every single thing in this game can be countered effectively. The level of strategy in this metagame is fantastic. The art style. It's solid gold. The game manages to promote a drive to win whilst maintaining a lighthearted atmosphere. The characters are beautiful, the taunts are amazing and the maps(especially after that last patch) look awesome. The audio has the perfect level of distractions to create an air of clutter, while not so much as to make important sounds impossible to hear. Your ears need to be just as open as your eyes at all times. I do not see the issues you have mentioned. Backdooring gets pushed aside the second pressure is put on the person doing it. Turrets get me nothing but kills/assists so long as I keep them moderately defended and our support falls back every once in a while to "bring the rain." I urge you to continue playing the game and recommending it to other people. It's awesome. You know what, I'm going to go post this comment in the positive feedback thread(with a few alterations), Uber needs to see this.
Someone told me this game was like Super Mario Bros., but I cant get double my size by eating juice, so I hate it and wont recommend it to my friends. This game is this game. Stop comparing it to DotA Allstars. If we wanted the same game mechanics as DotA Allstars we would play DotA Allstars. If we wanted our deaths to cost us money and give the other team a ton we would play DotA Allstars. If juice spamming hurts your team so much, it probably hurts the other team so much too. Why not do it right back to them? I dont see any valid points here. L. Spiro
I can understand the issues you are having, this game is not fun for new people. It certainly isn't "easy" by any means and there is quite a bit to learn about each class. The main reason people buy this game and give up on it is because it is not forgiving.
Yeah. I think, like street fighter, a lot of things are easy and rewarding, while others are hard to learn but even more rewarding. Just try to look into better strategies than assault rushdowns. Supports and tanks are now very solid counters against assaults since patch. They also have quite a few tricks against juicers. Check my signature guide, see if the support, tank, and juice/counter-juice sections makes sense. Control the map. Assaults can fly around all zippy, but they can't physically make the map safe for their team easily. Same with assassins. So, if you have map control and can use it's safety to stay alive and juice their base yourself, then you should do good. Turrets just assist your push and keep an eye on your home. They were never designed to win on their own, just help you out while you do the work yourself.
If you want to win because your team has a higher KDR, go play a TDM game like CoD. If, instead of spending 1500 on turrets, you had bought juice, you could of pushed your bots in to the enemy base, destroyed a turret in your way, and annihilated the pros stopping you. This is called pushing bots. When you push bots to the enemy moneyball, you can attack the moneyball to win. That is your objective. Your objective is not to build turrets, building turrets does not win the game. If you play defensively, you can't win an offensive mission. EVERY MISSION IS OFFENSIVE. Perhaps, if you pushed bots, instead of deathmatching the enemy and playing sim city with turrets, you would win some games. Also, as a mostly assault player, I can tell you from personal experience that you will not kill more than 2 turrets, and that is level 1 rockits. With a gold RoF, assuming you don't have to reposition at all, you have roughly enough time to fire 1-2 grenades after killing 2 full health level 1 rockit turrets, less if they are overhealed.