Wildman's Big *** Competitive Gunner Guide Revised

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by WildmanX2k, October 9, 2011.

  1. WildmanX2k

    WildmanX2k New Member

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    Competitive Gunner Guide

    1. Clawing - DON'T hold A in all the time. There may be a few times where it's viable, but if you do it all the time everyone knows exactly where you are heading. By bunnyhopping (tapping A / Holding for less than a second) it's much harder to track your movements. Throw in jumping left and right or diagonal, people will find it a lot more difficult to kill you.

    Try to be constantly off the floor. Tap A, and then hold it in. You should be just gliding along the floor. This way assassins find it much harder to backgrapple you, plus you may miss icetraps that you didn't realise were there.

    2. Communication - Vital in a pm. If you aren't communicating with your support, you're definately doing it wrong. Tell them when you're going to juice so the can tend to firebase hacking / healing others. Tell them where to meet-up to after dieing. Tell them if you are going to get the anillihator and need an airstrike ready to counter their assassin from getting it etc. Nag the crap outta them :lol: It's better to be talking too much than to not talk at all.

    3. Builds - Not as flexible as other classes unfortunately, which is probably one reason the Gunner is the most "basic" class (point, aim, shoot, reload, repeat).

    Successful builds :

    Armour / Rate / Acc - Good against people outside of minigun range and medium / light classes. Great at mopping up kills from across the map. With a slight overheal (20%) you can survive a sniper headshot or an assassin backgrapple.

    Rate / Armour / Acc - Miniguns spin up slightly faster and your rate of fire is increased slightly, but your health is noticebly less. Good at ambushing people for the quick minigun spinup.

    Armour / Rate / XXX - What most people use. I've seen people use Reload, Health Regen and Crit Hits. These have done fairly well in private matches, but the above two I find the best (I prefer top one for the armour)

    Pretty much any varient of Armour / Rate / Acc is decent.

    RoF affects how quickly your minigun's rev up, so if you get caught by surprise whilst you haven't got your minigun(s) spun up, Gold RoF will be able to kill them quicker (in theory).

    5. Corner shooting - Corner shooting is where you place most of your body against the left side of a wall / cover and you poke the minigun out of cover.
    Last edited: January 12, 2012
  2. WildmanX2k

    WildmanX2k New Member

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    Re: Wildman's Big *** competitive Gunner Guide: Updated

    6. Know your Minigun - In the right range, the minigun can pretty much slay quicker than any other weapon. Make sure to keep enemies near the edge of this range (roughly 1 1/2 lunges as an assassin). This way you're out of range from a Support completely, away from an assassin's grapple, out of range from a Tank's Jetgun, just out of range from a sniper's SMG and out of the range where the assault rifle out damage's the minigun.

    Use left trigger after you jump. This way you keep your speed and you get insta-revved minigun :D .

    When you upgrade to dual minigun's, you refill your ammo, so you don't need to reload and then upgrade.

    Make sure you almost always have your miniguns spun up, who knows when you'll get ambushed.

    7. Know your Mortar - At long range, mortars can easily kill. Using them at the start of the match can give your team a slight advantage if you damage anyone. Using them to clear out bots at long range is pretty efficient as well rather than the minigun, but don't do this unless bots will get on the ball.

    Grappling bots when they are about to jump on your moneyball is another useful thing. Slamming into a wave of bots, which stuns them, you can easily grapple 2 and shoot the other one before they can move anywhere.

    8. Shooting - Don't hold in RT and hope for the best. If the enemy is out of your reticule, stop shooting!!! Unless you are blinded, take your finger off the trigger and try to get back into the rythm. Otherwise, you'll find yourself reloading at the worst of times.

    9. Reloading - Learning when to reload is crucial. The last thing you want to happen is to get the drop on someone, shoot them to red health and then start reloading. Keep looking at your ammo so you can tell when to reload and when not to. Try to keep it more than 1 "bar" of ammo. A good time i've found is right when your juice is about to end. Your reload then is under 2 seconds, so when you retreat whilst juiced, you can reload and be back in the fight in no time.

    10. Slam - An under-rated skill. It is great for stopping yourself getting rung out against charges and bomb's . If you are on a higher elevation from your enemy e.g on a slope, turret nub or glass, you can ring out people who would have otherwise been able to jump over your slam. It can also stop you from taking fall damage if you use it right before you hit the floor. Great against juiced pros

    If an assault has a bomb on the annihilator and you can get it, jump onto the annihilator from above (Hold A and try to stay out of the bomb's range, assuming it's bomb 3) and slam onto it. As soon as you slam mash down on the d-pad. You can't get knocked away from a bomb if you are in the middle of the slam, so you should be able to get it every time if your team for some reason can't.

    11. Deploy - A "meh" skill. Using it around corners is pretty much the only way to use it to get the drop on someone who thought you were an easy kill. Don't deploy if you are near an enemy support or assault (for obvious reasons) and NEVER deploy where a sniper can see you.

    If you know you are about to die to a juiced pro, deploy and shoot at them. This'll slow down their movement speed for 4 seconds, so it limits the amount of carnage they can do.

    Deploying whilst in ice traps can net you a ton of kills (enemy snipers can vouch for this :lol: ). Most snipers take a good 2 seconds to turn around, aim in and shoot you in the face (except for Zatchmo :evil: ). Sometimes it takes 2 shots for the sniper to kill you as they panic from getting deployed on :roll: Don't deploy on them though if you aren't in an ice trap. Common sense should tell you why.
    Last edited: January 12, 2012
  3. WildmanX2k

    WildmanX2k New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    12. Grapple - Literally the worst skill in the game for the Gunner. Unless you use it in conjuction with a team-mate (e.g ice-traps), you will almost never be able to grapple someone with half a brain. The only times you may find it useful is against juiced assassin's and supports if they don't kill you in 0.1 seconds. Grappling black-jacks who are about to jump on the moneyball is probably the only time you'll ever use it.

    13. Upgrade order -

    Passive
    Passive
    Save money for annilihator at 12:07
    Juice a few times. Slam 2 is recommended against juiced pros (mainly supports). Deploy 2 if on Spunky is also good
    Save money for annilihator at 9:07
    Juice a few times
    Save money for annilihator at 6:07
    Juice a few times
    Save money for annilihator at 3:07
    Juice a few times
    Save money for annilihator at 0:07
    Juice a few times
    Juice a few times
    Juice a few times

    You should always save money for the annilihator incase the assassin is dead and you need to buy it. If you don't have the money, be a meatshield and try to keep your team-mates alive and soak up the enemy bullets so that your team-mates can buy the annilihator.

    14. Meatshield - If anyone on your team is nearly dead and they are getting shot at, jump inbetween them and shoot back. The Gunner has a lot of health and if you have a support healing you then you will probably be a successful meatshield. Don't do it however if you think you are going to die since the Gunner has the highest priority (unless your team-mate can buy the annilihator). Try to use good judgement to only take a few hits.

    If you are about to die and you are reloading, try to use someone on your team as a meatshield (preferably the tank or support). Otherwise bunnyhop back to your base and pray that you'll get there :lol:

    15. Priorites -

    1. Someone on a very high kill streak.
    2. Gunner
    3. Whoever your team-mates keep bitchin about
    4. Everyone else
    5. Assassin

    DON'T chase the assassin. Unless she is very nearly dead and she smokebomb's up (usually netting you an easy kill as you know she is going straight up in the air), don't bother. It's a waste of time 95% of the time and you'll lose map control and possibly get ambushed by Gunner and / or assault.

    By high kill streak, I mean someone who is going 10+ kills without any deaths (usually assault) and has juiced / about to. If you have no map control, it's up to the assault to sneak out and for you to distract them.




    Gunner Vs :

    Pros :

    Assassin - . Ignore her unless you can easily kill her within 2 seconds. Otherwise she'll just waste your time by running around the map and get you killed. Always hover along the ground (so they can't grapple you). Unless they are juiced you should have no problem killing / avoiding them. Grapple them when they land or time your slam when they land.

    Assault - You should be able to kill them easily once you get your Dual Miniguns. look out for them at the start (where their assault rifle beats a single minigun) and later on in the game (around 2 black jack spawns where they will have bomb 3). Keep a look out for them and get your support to call out whenever he see's him, as the assault can easily kill your support and charge away afterwards.

    Gunner - Try to get the drop on them and kill them asap. They are your top priority to kill, as he'll try to do the same to you. Flanking and outsmarting your opponent is the only way you'll win. Always go for him at the start of the match. Keep asking your team-mates where he is so you that you rarely get ambushed.

    Support - Just say out of shotgun range and you'll have nothing to worry about. If you get the drop on a Support and a Gunner, you can take out the support first and go back to cover, wait for your support to overheal you and then go back and kill / push back the Gunner. When juiced, don't get close to the support, as he'll try to sui-strike you. Otherwise they are usually a free kill.

    Sniper - Hide from them at all costs. Unless they are up close and in minigun range, don't even bother. Mortaring at long range is a waste of time and makes it even easier for someone to ambush you. Leave this one to the assault.

    If you get stuck in a level 2 ice trap, spam your B button to move your hitbox slightly if they are at long range. If they are close, deploy and shoot. You can kill them if they don't quickscope you asap (they may have there back to you). If it's a level 3 ice trap and there's nobody shooting / looking at you save the sniper, you can use your mortar grapple to move your hitbox.

    Tank - At the start of the game they should be fairly easily to kill (in minigun range and no passive). Once the match progresses however make sure they never get close. The Tank will easily beat you with Charge 3 , Jetgun and product grenade up close. Slamming can stop a Tank charge in it's tracks however, so that can be used to your advantage.

    Bots :

    Slimbot - Melee these for juice, otherwise just shoot 'em

    Buzzer - Shoot a couple of minigun bullets at them for money, otherwise just ignore them

    Black Jack - Just put a bullet in these when you can so you get a little money for the assist. If they are near the ball : Slam , grapple, mortar grapple and shoot.

    Gremlin - Slam 2 or higher will kill them. These are high priorty though, so immediatley tell your team where the are so that they can deal with them.

    Scrambler - Zatchmo's favourite ;) . Just minigun them.

    Bouncer - Grapple 2 / Mortar grapple will nearly kill them. Slamming is also very effective (stun). Use minigun if absolutely necessary.

    Gapshot - Mortar these bad boys from close or afar. They aren't a threat at all though as they are as slow as fvck and you won't build turrets anyway.

    Jackbot - Just fire a few bullets into these as you can't really kill them quickly. If they are on your ball then multi-grapple it to make it stop shooting the ball and make it easier for the assassin and assault to kill him :mrgreen:
    Last edited: January 12, 2012
  4. WildmanX2k

    WildmanX2k New Member

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    Re: Wildman's Big *** competitive Gunner Guide

    Where to go to on each map.

    Ammomule - Which ever side of the dome the sniper isn't on. Try to keep control of the dome at all costs. Shoot a few bullets in the bots at the start to get the assist for when they die (you get between $5-$10 for each one that dies) so you can get your dual minigun's quicker. Drop underneath if you are low on health and deploy incase anyone decides to chase you.

    Grenade iii. Stick to either side that the sniprt isn't on unless you need to clean out the other side if their Gunner is distracted and needs to be killed. Hide behind the glass and corner shoot people who try to go up the jump-pad. Keep an eye out on bots and keep helping out the assassin by saying where they are.

    Lazer Razer - Lots of cover to hide behind, sniper's worst map, lots of close quarters, don't need to buy a jump-pad. This is easily the Gunner's best map. Keep talking to your support as he'll have a nightmare trying to follow you around. Accuracy can be scrapped on this map if you really think another endorsment could be better.

    DO NOT GO STRAIGHT AHEAD OUT OF SPAWN AT THE START OF THE MATCH!!!!! The amount of times i've seen the support die because he was by himself at the bottom middle makes me sad inside. Always go out to the right jump-pad at the start.

    Spunky Cola - Stay in the hallways on the top of the map. Only drop down if it's very important (like killikng the Gunner), otherwise stay at the top at all times. Sniper's are a b!tch on this map so stay out of line of site as much as you can. Juiced pros are more of a problem on this match (since they have a juice station in their half).

    Steel Peel - Let someone else buy the jump-pad unless everyone has already updraded skills. Go to the dome and try to go round to the right side if their sniper can't shoot you. If you clean out the middle, go to the enemies bridge and set up base there. Look out for the Gunner voming out the bottom or from elbow. Don't forget you can drop towards the bottom of the dome and come out underneath if the dome starts getting swarmed. If you are getting spwantrapped, DO NOT go over the jump-pad. Go to the right and fly to the walkway from your spawn ring and ambush them from behind.
    Last edited: January 12, 2012
  5. timmy TED

    timmy TED New Member

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    Re: Wildman's Big *** competitive Gunner Guide

    reserved
  6. crimsonautumn

    crimsonautumn Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    <33333
    and I just read the clawing part. :roll:
    Well it's thanksgiving dinner as I type this doubt I'll finish reading it.
  7. crimsonautumn

    crimsonautumn Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    Reserved.
  8. CCSoloist

    CCSoloist New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    So...I honestly stopped reading at this point. Why would you have Speed on any level in competitive play? Seems ... less than legit.
  9. Laser Dragon

    Laser Dragon New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    just referring to 3 foot pickups.
  10. timmy TED

    timmy TED New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    pickups yo, and
    which was before you stopped reading
  11. Laser Dragon

    Laser Dragon New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    can you please elaborate on the differences between pointing and aiming? i think this is where my gunner falls short...
  12. CCSoloist

    CCSoloist New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    Pointing:


    [​IMG]





    Aiming:


    [​IMG]


    You're welcome.
  13. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    juice / speed / reload speed is new best build
    gold health recovery is also viable
  14. HazeTheRipper

    HazeTheRipper New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    He mean Speed 3 with pick ups mate

    Nice guide wildman just need to check out the vids when i have more time
  15. JON10395

    JON10395 New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    I don't know you so I choose to believe Tom's reply.
  16. desertfalcon

    desertfalcon Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    CHAAAAAAAAAA
  17. WildmanX2k

    WildmanX2k New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    Another stupid question incoming :

    How do I upload an image if I just edited it in paint :oops:
  18. timmy TED

    timmy TED New Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    here
    or photobucket

    Attached Files:

  19. desertfalcon

    desertfalcon Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    MS.Paint users UNITE!!!
  20. crimsonautumn

    crimsonautumn Active Member

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    Re: Wildman's Big *** Competitive Gunner Guide

    Wildman u should make this into a poll so u can know if it's good or not.

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