Class Selection and Use for the Begginer.

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by BroTranquilty, October 24, 2010.

  1. TankShadows

    TankShadows New Member

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    I will admit while playing today I did find a use for level 3 charge the I'm not sure if you mentioned(I don't want to reread the thread) If aimed correctly this skill is incredibly effective at ending a juice rush. Just aim towards the crowds and hit your opponent with one. 9 times out of 10 you'll ring out a juiced player
  2. BroTranquilty

    BroTranquilty New Member

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    yes, i indirectly stated that there are a number of ways to kill players "the quickest", faster than a traditional weapon kills.

    since a headcrab or a ringout is a scripted death, they epically win. EPICALLY WIN! EPICALLY WIN!

    put a headcrab on someone about to juice or has juiced, and you have just caused a kid to beat their fists on the floor of their bedroom crying... but you shouldnt feel bad, its their fault for juicing...

    im proud to say, i did this 4 times in a row a few days ago. thats right, 4 headcrabs back to back. no kills between them. within the same minute. gold skill regen, as soon as i had a bomb, i slapped it onto the head of a support, a sniper, a tank, and a gunner (with juice lines is the best part)
  3. Xx Tikki xX

    Xx Tikki xX New Member

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    i am calling hax purely because i can't that bomb for sh*t! seriously i played Assault for a while and never really used the bomb but now i realize what i was missing out on its awesome i just can't aim it....
  4. Cheesecakecrush

    Cheesecakecrush New Member

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    Juiced gunners can survive headcrabs. I would assume juiced tanks could too. Just so you know. :p
  5. BroTranquilty

    BroTranquilty New Member

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    its like a nade on cod. the original cod. where you had to aim at a 45 degree straight up to throw.

    so put the reticle way high to headcrab a gunner or tank, if you wana give it another try. like an assault rifle fight, make sure to get the jump on them because it helps when they are still in the initial run-at-you/spin-up mode of combat.
  6. TheRealBowser

    TheRealBowser New Member

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    I disagree on your choices for tank.

    Reloading is amazing for tanks.
  7. TheRealBowser

    TheRealBowser New Member

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    QFT
  8. BroTranquilty

    BroTranquilty New Member

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    everyone should use their own endorsement set-up. i use gold rate on my tank. i find it less cheap to expend quick rounds down the map with a railgun than a sniper (pluz a tank is more offencive skilled, a sniper is more defencive skilled).

    these setups should at least help you get a feel for what you would perfer when you use them. i immediately noticed all the things i could use for my play style using these.

    now it is very noticeable when i dont have the right endorsements for some reason. the assault i have the bomb regen time down, so if i dont have regen, i find myself trying to use a bomb or charge thats only 3/4 regenerated. if i dont have reload/clipsize/rate on my tank, it doesnt seem like his weapons work right. if i dont have gold armor on the assassin, well i usually am smart enough to stay out of fights i cant win quickly and i usually abuse shurikens, but check this out...

    ...when i start losing fights because the enemy remembers i dont have gold armor and is expecting low health, change to gold armor the next game and they will underestimate damaging you, and that moment of hesitation can lead to lunge-grapple.
  9. PlumbumTheEpic

    PlumbumTheEpic New Member

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    I call smokebomb on that.
  10. BroTranquilty

    BroTranquilty New Member

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    smokebomb... hmm, let me phrase this in a street-fighter-move frame-data analysis...

    smokebomb: stationary for 2 seconds, not active until 1.5 seconds, when active begins to blind people for a second, allows horizontal distance traveled up to 1 charge-length (tho it can go over walls, so lazorrazor is obviously a better-than-charge scenario for this, however a roof also nerfs this unlike a charge), cooldown of 12 seconds

    charge: active immediately, once active it causes knockback damage (perhaps a knockback grapple), can travel 2x the distance of a lunge (which is about the max distance you can travel from a smokebomb jump or a lunge-dash after a smokebomb), travels 2x the speed of a tank charge for 2x the distance, cooldown of 7 seconds

    its like comparing a meaty fierce-punch and a back-jump, to a jab and a dash-back. half the time to cover distance with half a cooldown timer. plus, if your not too experienced and accidentally land near an enemy, then kills with just rain from the sky for an enemy gunner (and youll be the rain)
  11. Scented Midget

    Scented Midget New Member

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    uhmmm
    Last edited: December 1, 2010
  12. Scented Midget

    Scented Midget New Member

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    /not knowing how to play the gunner

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