Charaters main issues

Discussion in 'Monday Night Combat PC Feedback and Issues' started by Combinecommando, July 20, 2011.

  1. Combinecommando

    Combinecommando New Member

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    I've started playing MNC ever since it got on steam, but during this time I've come across many issues that which I'd love to see fixed. Those issues as the title says are abouth the classes and not the maps, I'm very oblivious about what's happening around me, so map glitches are out of the question.

    Note that those issues may be approuved or disaprouved by many of you, so please with all due respect don't start a war.

    here goes,

    Assault: mostly alright, I haven't found many problems with him, except the fact his bombs should NOT burn players, they are already as strong as they are no need of adding more of it.

    assassin: mid-air grapple still exist that's all.

    gunner: while a very fair class he is also very Overpowered, many people complain about him having a gun that's way too fast and powerful for the league, my suggestion would be, the longer he fires his minigun the more innacurate he becomes, more fair and gives a better chance for others and as for it's damage, reducing it would be a good start.

    Tank: the one that which I see plenty of times, the tank's spin should have a REAL cooldown not just a reload, it should have a cooldown similar to a grapple but he can do another spin sooner of course and he shouldn't be able to do a spin after using his jet gun, even just one bullet (i know it's not bullets but I don't know how to call it) I mean he should have a 100% fukll clip and if that's not possible reducing the damage done by the spin would work too, for example, after using 3/4 of his clip his spin does 1/4 of it's usual damage. The tank's charge too is quite unfair it shouldn't knock the player out so that way it gives a better chance.

    sniper: The worst one in my opinion, in most games the snipers are fair because they always have to watch their backs but this one doesn't because of his traps and defense skills, and his sniper rifle with the gold rate of fire (total recoil) his gun literally becomes a super accurate machinegun, which of course is unfair, and what's worse is the fact he can bunnyhop WHILE HE'S AIMING WITH HIS SCOPE, I mean what the catch no sniper on earth would be able to move that much without losing their aim, my suggestion would to reduce the time of his traps, make his rifle a bolt action rifle and making for impossible for him to jump while using his scope, and the longer he aims with scope the harder it becomes to aim.

    Note that those were the most common things I've noted so far during my gameplay time if any of you guys have more things to add it would be a great help, all I ask from Uber is to consider those issues and my suggestion in order to make MNC a even more balanced game to enjoy, because right now I love MNC but I don't want to play a game that I know is clearly un-balanced.

    and if you do not approuve my point of view, please tell me what's right about them, perhaps that way It'll change mine.
  2. Z-UNIT

    Z-UNIT Active Member

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    this is a lag related issue and not an actual class bug

    gunners weakness is in his slow speed and even slower healing

    death blossom damage already does scale to the amount of ammo he has left and it does not do enough damage to need a cooldown ie. you can do more damage just shooting someone than you can do with 2 death blossoms
    tanks charge is fine although its cooldown may be a little fast

    more or less agree with everything you say here
  3. Combinecommando

    Combinecommando New Member

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    actually gunner may be slow but he's still able to get to the battlefield quite quickly and if he has or get speed boost he's really fast and also he regenarate as fast as the other classes it's just the fact he has much more hp than the others, just like tank when he regenarates, it takes some time to get to 100%

    so my idea stands, oh and thank you for clearing me about the mid-air grapple.
  4. Dubblebass

    Dubblebass New Member

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    Actually the gunner doesn't start regenerating as fast as many other classes. While the actual regen may be as quick (not sure as I haven't clocked it) the time between being out of combat and the time you regen is long. I know when I play support it is MUCH quicker to start healing.
  5. Lyrae

    Lyrae New Member

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    I get airgrappled consistently even when the assassin and I have pings under 40. If lag still causes it at -that- point, which is about as good a connection as you'll get within reason, the grapple system isn't good enough if the concept of not being able to grab someone who's not on the ground is going to be upheld.

    It also hardly ever seems to happen when any other class grapples me. Assassins regularly yank me back down when I'm halfway up into a jump with ~50 ping on both sides.
  6. Dachefin

    Dachefin New Member

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    Delay from last damage before regeneration cuts in:
    Light (Sniper, Assassin): 5 seconds
    Medium (Assault, Support): 6 seconds
    Heavy (Gunner, Tank): 8 seconds

    Watcha gonn do.

    Gunner is fine, he's just strong against bad players.

    The only class that has balance issues is sniper, but most good snipers don't play a lot of MNC anyway.
  7. Dubblebass

    Dubblebass New Member

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    AHA! This is what I was looking for. Thanks Dachefin!!! I knew there was more of a lag time but I missed this info.
  8. zodiark1234

    zodiark1234 New Member

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    Considering how Gunner is so easily backgrappled while firing his minigun, I'd say he isn't an issue. Turn cloak off + R + right click = win.

    Tank's Charge, I actually do have some issues with that and I have to lump it in with grapples in terms of being affected by latency. Occasionally, when I see a Tank charging, I would get hit from 5 feet away from the Tank itself. This is, obviously, most noticeable as Assassin. While bad players should get punished for going into the Tank's ideal range anyway, the huge knockback, high power, quick cooldown, and lengthy stun time are too much.

    One idea would be to return the jump jets to where they had no cooldown, to address the issue of mobility, or lack thereof, especially against decent Assaults; but in return lessen the power of Tank Charge. For Gunner, the minigun will cut off the jump jets when they start firing.
  9. Dachefin

    Dachefin New Member

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    I fix'd that for you because there was an obvious logical flaw.
  10. zodiark1234

    zodiark1234 New Member

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    Why is it a flaw, turning the cloak off before I get close prevents the potential target from being able to hear the otherwise loud cloak, coupled with the slowing effect that firing the minigun does. A slam is pretty easy to read and avoid if I somehow fail the grapple, and worse comes to worse, I can always smokebomb or lunge my way out before the minigun spins up.
  11. Dachefin

    Dachefin New Member

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    Lunging makes a sound.

    Fact: If you get slammed away by me as an assassin you are dead, because you suck.
  12. zodiark1234

    zodiark1234 New Member

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    Given how high Assassins can jump (without Smokebomb), they should be able to avoid a Slam very easily, I'd have to agree. :lol:
  13. Dachefin

    Dachefin New Member

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    Seeing as how you can't jump while lunging and that is your tactic to deal with gunners, I'd have to assume you're bad then.
  14. DeadStretch

    DeadStretch Post Master General

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    Good thing the Assassin can lunge off of anything without a ledge and attack from any direction and still get the back grapple.

    As for Tank's charge it's barley a powerful attack unless it is at level 3.
  15. zodiark1234

    zodiark1234 New Member

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    Barring latency issues, Gunner's Slam from the ground actually has a delay of a split second to a full second, during that time, I normally have the Gunner in a grapple. If a Gunner is in the air, then for obvious reasons, I jump out of the way of the impending Slam. In fact, the only times I've been killed with Slam is if I jump into a game where I'm already being seiged, and I'm scrambling to kill what bots I can.

    The reason I favor lunging in as opposed to walking in is due to the third person aspect of the game, which means if I am directly behind you, I will likely be seen before I can even get the grapple in.

    While an Assassin's cloak is very audible, even with laptop speakers, never have I heard another Assassin's lunge until they actually hit/miss.

    @ Deadstretch: It is Charge 3 I was referring to. My biggest (and only) issue with it is the complete stun. I just find it to be a bit ridiculous to have the complete stun instead of a slowing effect instead.
  16. Dachefin

    Dachefin New Member

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    Then you don't know what to listen to.
  17. sunnydove

    sunnydove Member

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    It's more like a reflex-type reaction than a, "I hear the lunge sound, let me think about the best way to deal with this assassin." If your reaction to the sound is quick and appropriate (and you have a good ping), you can usually avoid getting grappled (and maybe even lunge damage too). I do it all the time.
  18. L-Spiro

    L-Spiro New Member

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    But if the Assassins ping is high enough, you wont be able to avoid the dreaded
    Dun dun DUN
    Air-grapple!!


    But dont worry for her ping works against her much more than for her.
    Recently I just walked up behind an Assault who has just standing there and tried to back-grapple.
    I was right against him and grappled 3 times with no luck until he just took off.
    It was like I was giving him a back-massage but I was the one groaning. :(


    L. Spiro
  19. Z-UNIT

    Z-UNIT Active Member

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    have had this happen a hell of a lot

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