Best friends of support

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by drunken feedle, September 25, 2010.

  1. drunken feedle

    drunken feedle New Member

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    Ok when it comes to healing and blitzing the money ball

    heres what i find best for overhealing and sticking with a player
    much like team fortrerss 2 the medic can turn a player into a power house

    sniper: honestly this is the best player to heal and move in to kill
    You keep him alive and he has gold for armor.. youll end the game really quick

    tank: my second choice for healing buddy... the only problem is hes an easy target and most people will try and kill him. If you heal him and he has high armor he is pretty impossible to kill. Close range kills turrents and bots with ease.

    support: having another support heal you while you hurt others makes you almost unstoppable. when your being attacked tell your buddy to change beams...
    doing this is a great way to hack turrents while being shot at. LEt them hack while you heal or move around and drain the turrents. make sure you make use of your air strikes when being ganged up on. Support is best played as chicken to make people fall for your traps.

    assault: not really a super combination but will keep them alive longer when they are flying and being shot at.

    assassin: great to heal but impossible to keep up with... if they grapple someone and are about to get countered by a tank healing them will give them the advantage. also they are the best to heal killing money ball.

    Gunner: the only problem here is everyone will try and take this guy out right away
    so he wont stay alive long even if your healing him constantly
  2. peachypony

    peachypony Active Member

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    6 player support teams must be godlike then if 2 of them are unstoppable ;)
  3. Im Hudson

    Im Hudson New Member

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    I'd say that the gunner is the best person to heal who is rushing the moneyball. While the tank and sniper can kill the money ball the fastest, they are capable of doing so from range with the sniper rifle and railgun.

    The gunner actually has to get somewhat close to the money ball to do his damage, and will either be deployed under cover or walking slowly due to his mini gun spinning. He would benefit the most from health. Juiced gunners are insane, and an overhealed one is nearly unstoppable. He does great damage, has great survivability, and an anti grapple move in slam, making him extremely resistant to crowd control. He would get my vote.
  4. drunken feedle

    drunken feedle New Member

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    hes prone to headshots though
    if hes deployed he cant really move well
  5. Im Hudson

    Im Hudson New Member

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    That's my point. The gunner has high survivability and is not very susceptible to grapples and ring outs due to slam and deploy (grapples and ring outs are the best ways to deal with juiced/tough players). If you are in healing range of the gunner, you should be throwing airstrikes under the snipers/their spawn points. The sniper will have to pop off a clutch headshot against a minigun at close range while you are droping bombs on his perches.
  6. eido740

    eido740 New Member

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    I love rolling with a good tank as support. They've got good coverage of long and short range, and are hard as hell to kill, so enemies have to stay in range of my firebase longer.

    Not to mention bouncers. Nothing better than overhealing a bouncer and following it on a killing spree through an opponent's base. Turrets, etc will attack the bouncer rather than me, and he'll go and hunt down the nearest player in case someone tries to come up behind me.
  7. SaTaNiCxCaRnAgE

    SaTaNiCxCaRnAgE New Member

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    Gunner hudson ? seriously ?

    Support does more damage to money ball then gunner does.

    My buddy plays gunner and does the money ball rush.

    He goes to money ball with one purpose. To keep the enemy off a class that can actually do decent damage to the money ball !

    Gunners are great at dropping pros suck at MOST of the other stuff :)

    And as far as original post. I think you are SEVERELY confused. why would u ever constantly over heal a sniper ? they do damage from afar which means you would be afar as well.

    Which also means your doing NOTHING for your team.

    Try healing someone who is actually up close and personal with the money ball. then you can do other things such as throw a fire base so u can do some damage as well or hack a enemy turret.

    This way you actually do something for your team
  8. Im Hudson

    Im Hudson New Member

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    I was under the impression that he goes to the money ball to kill its turrets, kill the pros, and keep the ball down. I've run a gunner/support combo that ends games consistently between 1:10 and 1:30 into the game. (Granted, I have the pleasure of running with one of the best support players I've ever seen.)

    A gunner parked in the base is hard to crowd control, hard to ring out, can kill pros the second they leave their spawn, can do effective damage on both the ground and catwalks, and can do good damage to the money ball during his down time (enemy respawns). He is no where near top tier for money ball destroying speed, but the two best classes in terms of speed do not need a support to do their work (Sniper and RailTank).

    He is able to breach and maintain control of the money ball the quickest.

    Tank/Support can breach quicker, but have a harder time with the spawn trap that results.

    Gunner/Support breachs slightly slower, but has much better control.

    Assassins can breach quickly, but if the assassin is moving slow enough for the support to always be in healing range, she is doing it wrong (mobile S-launcher = win). She is also easily rang out.

    Assaults are terrible at breaching, but I don't know how much damage they do to the money ball.

    It is on this basis I made my call on the gunner. If you are over healing someone for the money ball rush, I would value spawn control/breach speed over money ball damage (since the classes that do the best damage don't depend on the support at all to do such damage, AND they do it from range). The gunner is the class that is the most augmented by a support in a juice rush IMO.
  9. DeadStretch

    DeadStretch Post Master General

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    Being an Assault player myself I'd say he is more using keeping other pros at bay while the other lay waste to the Moneyball. He is also good to add the little amount of damage to keep the money ball down. Also since his grenade launcher bounces off walls it's also good to pester the MB from a medium distance to get other Pros to chase you.

    That's the main reason I stay with Charge 2. Anyone in my path gets pushed back/aside.
  10. Mastah

    Mastah New Member

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    Woah, dude, you're quite wrong. Actually they are really versatile. Mortar is really nice vs bots and even more turrets... And a juiced gunner can take down the moneyball, really, really fast thanks to his large ammo clip :geek:
  11. Im Hudson

    Im Hudson New Member

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    I approve. :)

    And by terrible at breaching, I meant turret + bot killing speed in comparison to other pros. He is still capable, but much slower than a tank/gunner and support combo, or even a lone assassin.
  12. SaTaNiCxCaRnAgE

    SaTaNiCxCaRnAgE New Member

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    Oh where to begin.

    Firstly : you quoted me so you must know i capitalized "MOST"

    Secondly : Juiced or not its a simple fact that assault / GUNNER do the LEAST damage to money balls out of all classes .
  13. SaTaNiCxCaRnAgE

    SaTaNiCxCaRnAgE New Member

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    Agreed. Mis understood your previous statement.

    Would like to add that with a full team gunner should NEVER have to breach solo or support/gunner for that matter.

    I would also like to add that i play assassin most of the time buddy of mine plays gunner. And if for some reason i die in initial push i ALWAYS ask where he is at. It is much easier for me to destroy money ball with gunner watching my back.

    Point is i understand the control a gunner provides.

    Assaults serve as very good pro control as well ;) that nifty bomb they have that can knock them off the top of the spawn as soon as they walk out the door ;)
  14. Mastah

    Mastah New Member

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    Replace "most" with "nothing", that was my point :-]

    Then, I don't have any numbers to prove my arguments, but I think juiced supports are not as effective against moneyball... Then, assaults have to reload way more often than gunners, which means they're less efficient... As for juiced snipers, I have made some comparisons and I would say it's quite even. And tanks/assassins beat gunners at that game of course. Now I may be wrong... Didn't see any "official" numbers on this, only speak from my own experience.
  15. CStubing

    CStubing New Member

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    Yeah, the mortar is a real pain in the *** to deal with when you're support trying to keep a rocket turret alive on Ammo Mule...
  16. sxd24

    sxd24 Member

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    You're welcome.

    As for the topic at hand, I've found that the two that would benefit the most from overhealing prior to juicing are the Gunner and, surprisingly, another Support.

    From my experience with the Gunner, yes, he does the least amount of damage to the Moneyball compared to other classes. However, a juiced Gunner is unmatched in his ability to crowd-control, as he can even tear through Tanks like they were paper, and his mortars can even take down overhealed Rockits in 2-3 shots. Suppressing the opposition is key in winning a match, for if there's nothing stopping you from getting to the moneyball, then (more than likely) you're going to win.

    Now, as a regular Support player, I completely disagree with that statement and will actually go out and say they are (IMO) the BEST class for taking down the Moneyball. Why? Well, with a Gold ROF endorsement, a single clip of shotgun ammo will take down (get this) around 75% of the Moneyball's health. Also, should someone try and pester you, one shot of shotty will kill anyone. Tank, gunner, assault, whatever. Then, after you go take care of them, you can go right back on to destroying the ball as if nothing happened, and the extra health will help accomplish that.

    Juiced snipers (with Gold ROF) can tear through the Moneyball as well, but really wouldn't benefit from the overhealing, as they can just sit from a distance and shoot. Same applies with Tanks and their Rail Guns.
  17. Im Hudson

    Im Hudson New Member

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    Awkward... I was not talking about you. :( (I was talking about Greggyyyy).

    Granted, you are probably second place if I had to make a list (which would mean you ARE one of the best supports I've ever seen) :)

    (Greg's air strikes are legendary though, and I'm biased because I've gamed with him across most of my XBL library, and he introduced me to MNC).

    Oh, your turtling on Grenade 3 last night was something to behold. Your base was untouchable without juice.
  18. IlliniJen

    IlliniJen New Member

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    He has a Peyton Manning arm on his air strikes. How he got me across the LazeRazer map still baffles me.
  19. Im Hudson

    Im Hudson New Member

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    While my Saints are World Champions, it is known as a Drew Brees arm. (Yeah, I'm from LA. The hick one.)
  20. IlliniJen

    IlliniJen New Member

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    I'm more than fine with this, as I hate anything Manning. And in my world, we call him "Drew Brees, BITCH!" (just something we started calling him in FFB when he started getting good with the Chargers).

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