Recurring glitches I've encountered and just a few opinions

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Shroomkaboom, September 27, 2010.

  1. Shroomkaboom

    Shroomkaboom New Member

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    I've been playing the game for awhile now, almost since the day it came out. And I've noticed these glitches happening to me a lot. More often then I can say is fair to attribute to the games young age.

    Getting stuck in the spawn room upon respawning. It happens about every other match to me. I'll be sitting there with a respawn timer of zero, but unable to do anything but stare at the back of my head. Sometimes, I'll simply be auto-respawned and other times I'll have to force quit out to the X-box dashboard and reload the game.

    Having a Supports leech gun stay locked onto me from distances across the map. Often happens after he gets blown away by a mine or I super jump away, but his beam will be attached from distances far beyond what it's supposed to reach and kill me.

    Skills resetting themselves. This happens as the assault. Often when I try and toss a grenade. Instead of throwing it, all my skills will reset their energy to zero and reload. It continues until I die.

    Skills not working at all or not recharging energy. Happens at least once a game, no matter what class I play. One or more skills won't work, even at full energy. Sometimes fixes when I respawn, but not always.

    Getting grabbed impossibly by a sniper. At first I thought this was due to lag. I did a super jump away from an enemy sniper as an assassin, near the apex of my jump I was suddenly being grappled by him back on the ground. Again, I assumed it was due to lag. But it's also happened after I've jumped away, from them onto a platform on another part of the stage, or dashed far away. I'll be teleported back to them and be grappled.

    Being unable to attack when juiced happens infrequently as every class.

    Those were all the glitches that have reoccurred on a semi regular to regular basis that I have encountered. The following are just opinions I hold on things I feel needs to be changed.

    The sniper is WAY to overpowered. He gets an extremely long range AoE sniper shot, multiple AoE freeze traps, and a ring out capable, rather damaging grab. He is more a threat at every range then any given character and that needs to change, potent long range and damage, and a plethora of deadly close range abilities. I feel it would be better if his grapple did no damage, but instead was perhaps a stun with a slow down effect added on, thus allowing him to escape. And his traps need to be destroyable. It's not like they're easily noticed, and a high level sniper will hide in a hard to reach corner surrounded by traps, preventing most classes from getting near him at all, making those with shorter ranges like the assassin, tank and support worthless against him.

    The support I feel also needs a serious debuff. He's a medic and an engineer all in one, with two ways to heal himself, an extremely potent homing capable AoE attack, and a deadly close range attack. Plus the ability to hack enemy turrets. He either needs to be changed to just being able to heal bots and turrets(I prefer this option), or be only able to heal his allies and not turrets or bots. In a game as fast paced as MNC, it makes more sense for him to be the defensive muscle, and focus on bots and turrets, more so then wandering up with the front line fighters anyway. A pair of Supports are able to perpetually heal themselves with each other and their firebases to the point no one can kill them, save a headshot. They are way to overpowered. They're one of my favorite classes and I feel this way about them even when i play them.

    The assassin I feel is abit to underpowered. She is all about grapples. Yet being she's extremely fragile, and you can get hurt during grapples, all to often I find myself being grenade'd or splattered apart with bullets while trying to grapple someone, especially the Jackbots, as the animation for them is several seconds long and most of the damage is done at the end. Either the amount of damage you take needs to be reduced, or you be invincible during a grapple, or it will simply stop being viable to play them cause a well placed shot can kill you before you do anything, and the intended victim is completely safe.
    Last edited: September 27, 2010
  2. Billy Rueben

    Billy Rueben New Member

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    When I get stuck in the spawn, I hit down on the D-Pad to select a new class, but just select the same class I was already using. It usually works and I can leave the spawn after a few seconds. Give it a try next time.
  3. Shroomkaboom

    Shroomkaboom New Member

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    Ok, that worked. Thanks.
  4. Red Shift

    Red Shift New Member

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    I'm pretty sure most of these bugs are being addressed in the patch... Pretty sure.

    I and many others agree with ya on all points you've made about Sniper.

    The only point you made that I don't quite see eye-to-eye with you on is Assassin. I personally don't believe Assassin's problem is being underpowered, I think the problem is the fact that the class is entirely built around her (cheap-***, mother*******) grapple. Again, just my opinion here, but I think the best solution for assassin would be to reduce the damage of her backstab and grapple moves, and in turn buff her standard attacks, abilities, and maybe even health a little.

    Assassin is not overpowered, Uber chose to balance Assassin's ludicrously powerful grapple by making just about everything else in her arsenal pretty weak.

    All in all though, good post. Sorry if I ranted there. :lol:
  5. Shroomkaboom

    Shroomkaboom New Member

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    No no, you brought up a point of view i hadn't thought of. If the assassin was actually, well, competent with her other methods of attack, and didn't have to rely on her grapple as her only real source of kills, then it would actually balance out well.
  6. Liefglinde

    Liefglinde New Member

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    I agree that the Assassin's suckish abilities are there to balance her grapple, but then let me pose the question: what is balancing the Sniper's grapple? Well actually, since you agreed with the post about the Sniper, I guess that's more of a general question.

    Anyway, the Support. What class is he? Oh right. The SUPPORT. Not the "oh look i have a shotgun that does massive damage and an OHKO Airstrike." I find that absolutely ridiculous.

    I do completely agree with the OP here. There are some major balancing issues that need to be fixed.
  7. Red Shift

    Red Shift New Member

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    Don't worry, it confuses me as much as it confuses you... The Sniper is a long range harasser, so that should be his main focus. But in truth, most of his abilities are "get away from me!" types of attacks. Traps, Grapple, and that very, very potent lil' SMG are all close range defensive moves.


    In my experience, I very rarely encounter a Sniper with the ability to pull off moving headshots. This being the case, I can either:
    a) Stay out of the tunnel-visioned Sniper's lane/field of view and find something easier to kill, or
    b) Stay out of the tunnel-visioned Sniper's lane/field of view and try to find a good view of the sniper's camp out and wait until he's vulnerable enough so that when I attack, he's away from his traps and the edge of the arena and my chances of winning are high.

    Paranoia and attrition help me against average snipers, but when you encounter a Sniper that knows what he's doing, its effectively impossible. Personally, I think Uber should have approached sniper a little bit different conceptually. If he is indeed a long-range fighter, what does he need all that speed for? If he's being played correctly, he shouldn't need high movement speed, and even then, he has more than enough ways to fight off attackers in a pinch. I think that Flak was intended as a long-range area-of-denial attack, but the fact that it is casually tossed like a dice gives the impression that it's to be used as yet another defense tool, or ever worse, an offensive tool when you're rushing with your smg. If it was fired from the weapon at a *nearly* straight path, people would very quickly realizing its intended purpose.


    Heh, there's already like 5 threads on the front page about this, there's not a lot more that needs to be said. If Uber won't fix the problem after seeing all that flak, they never will. :|

    Dammit, I ranted even worse this time!

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