Changes needed to the gimped gunner/tank jumpjets

Discussion in 'Monday Night Combat PC Feedback and Issues' started by zarakon, January 9, 2011.

  1. Mibuwolf

    Mibuwolf New Member

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    You wouldn't miss it if Gunners got a small jet boost/charge like Tank does. I almost feel like they deserve a way to avoid oncoming fire. Assaults got it... Tanks got it, why not gunners?

    I guess Tiki-style isn't always the best style if it doesn't get you a "get me outta here" skill. :lol:
  2. Providence

    Providence New Member

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    I agree that this nerf hurt gunners alot more than tanks. It is simply less fun to play now. The only class that benefits from this change is assassins and I feel they should get some sort of air grapple instead of nerfing jetpacks.
  3. velo

    velo New Member

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    That cuts both ways, though. Sure it's easier to fly and shoot at the same time, but it's also easier to shoot the people that are flying when using a mouse and keyboard.

    Excessive time in the air can actually put one at a disadvantage in that your movements become predictable. I was destroying Gunners who spent too much time in the air.

    The change seems pretty unnecessary to me. I don't hate it, but I don't understand the reasoning behind it. It seems like you guys are trying to find a solution to a problem that doesn't exist. Even prior to the change, the Z-Axis did not play too huge a role in typical combat.
  4. Mastah

    Mastah New Member

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    Ahah, thanks!! :D And yes I have more trouble against tanks now ... :-/

    Yep, 100% agree. Now every close-range combat class but gunner has an escape skill. That nerf is a bit too strong indeed...

    Maybe it would be a good solution to replace our quite useless grapple skill by a jetpack upgrade or a small boost. I wouldn't mind paying for that at all :)
  5. velo

    velo New Member

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    If Assassins having trouble grappling was the reason for the jetpack change, I would revert it and instead suggest something like adding a significant damage bonus to shurikens when your target is airborne. It would give another use to a weapon that I pretty much never see Assassins use vs other Pros (with the exception of finishing off distant opponents.) It would also be easier to balance, I think.
  6. Terror

    Terror New Member

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    yeah support has low jumps and.. umm. run into gunners and tanks blocking paths.
  7. DeadStretch

    DeadStretch Post Master General

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    But the Gunner doesn't need an escape skill, he has a get away from me skill. The Slam. :D
    ;)
  8. Col_Jessep

    Col_Jessep Moderator Alumni

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    I tried slamming sniper rounds, didn't work out for me... ;)
  9. Mastah

    Mastah New Member

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    That's why I specified "close-range combat class" ;)
  10. DeadStretch

    DeadStretch Post Master General

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    Col, I never knew the Sniper was a "close-range combat class?" Mind = Blown. I guess you learn something everyday. :D
    :ugeek:
  11. Terror

    Terror New Member

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    the range on the h/h(wont kill anything unless juiced.) and shotgun is pretty short.
    and camping by a firebase all day long doesnt work too well.
  12. Col_Jessep

    Col_Jessep Moderator Alumni

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    Freeze trap + grapple? That is a pretty strong combination for a long-range class, isn't it. Anyway, my point is: Sniper needs a nerf badly!
  13. DeadStretch

    DeadStretch Post Master General

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    Oh please you just hate being owned by them. :p
  14. Col_Jessep

    Col_Jessep Moderator Alumni

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    Na, I'm just saying that they are incredible boring. Sitting on their freeze trap all day, head-shooting innocent Gunners who can't get anywhere anymore... :p
  15. Mastah

    Mastah New Member

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    Hey, after all, support is meant to be a support right?

    For me, best supports are the one which always overheal and hack their turrets, and keep healing or overhealing their teammates. I see their other weapons as a defensive tool, except when juiced.

    "Offensive support" sounds like a paradox :geek:

    (Sorry for off-topic)
  16. Terror

    Terror New Member

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    For me, best supports are the one which always overheal and hack their turrets, and keep healing or overhealing their teammates. I see their other weapons as a defensive tool, except when juiced.
    How does that change Support not having any escape tools at all and having no long range weaponry apart from air strikes and the deployed firebase?
  17. Mastah

    Mastah New Member

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    This is going totally off-topic :?

    The answer is in my first statement. Supports, as their name implies, are NOT a close-range combat class. Reason why they should avoid most of the heavy fire from enemies, reason why they're less in a need of a quick escape than, let's say, gunners. They're meant to stay behind the real fighters, support them and protect the base. Now if you want to go and rush every gunner, tank or assault you see, fine, but that's not how the class works :D

    /End of off-topic for me
  18. ricefrog

    ricefrog New Member

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    That makes me curious. You got any footage up anyplace?
  19. Mastah

    Mastah New Member

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    I have never recorded my games, but I can easily sum up this type of gameplay: use jetpacks as much as possible in order to avoid grapples, ejectors, bombs, charges, headshots, mortars shots etc. This would grant me a good survivability. And of course learn the perfect timing when the jetpacks would stop.

    And in order to better take enemies by surprise, use jetpacks to get on higher elements of the decor. Then just jump on the poor dudes and unleash Hell fire :-D
  20. m0nkeyb0y77

    m0nkeyb0y77 New Member

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    Whew, Thank goodness. If this happened on console, I'd find something else to play.

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