Design Monday Night Combat 2

Discussion in 'Monday Night Combat 360 General Discussion' started by ZOoo00OOm, November 22, 2012.

  1. RandomToon

    RandomToon Well-Known Member

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    This brings up an excellent point;
    In MNC2, I would have on-the-fly updated balance changes, just like GoME is doing at the moment.
  2. igotbannedagain

    igotbannedagain New Member

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    If I'm not mistaken, this already exists in MNC. They can tweak damage output and a few other values.

    They just choose not to.

    Probably a good thing though.
  3. RandomToon

    RandomToon Well-Known Member

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    Really? I did not know that. Neat!
  4. donut7577

    donut7577 Active Member

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    Slightly faster base movement speed and more things with knockbacks. Bigger maps designed for 10v10 instead of 6v6 could also be cool. Maybe even add some pros that were designed for SMNC to boost the roster.
  5. ZOoo00OOm

    ZOoo00OOm New Member

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    Does anyone know where I can find a damage chart for MNC? Just curious.

    I've been thinking a lot about the rebalancing for the Pros, turrets and bots of MNC2. If those stats for each we're changed, it would have to be slightly so the game doesn't become SMNC2. I thought up this:

    Let's say the Assault from the first MNC had 800 base health (I'm not sure if that's the real number, I'm making up an example). If that Assault we're to put on an armor endorsement it would give him 150 units of health rather than 300. That change ensures that players would not have to rely on armor as a primary endorsement and thus give them the freedom to craft a more diverse loadout.

    I'd also like to see the endorsement loadout reworked a bit (I remember someone had an idea about assigning points to endorsements they wanted).

    ---

    Juice is something that would carefully examined and fine-tuned to remain effective but not too effective.

    For this example I'm going to be making up numbers again (since I don't have an official damage/health chart):

    Let's say juice would normally increase a player's damage output by 70%. A bullet that inflicts 60 damage for example would be dramatically increased to 102 damage. That's a lot, especially for our 800 health Assault up there. The resistance to damage would also be increased by 70% as well. That juiced Assault would be hurt only by 18 damage.

    I'm proposing that damage output is lowered to 40% and resistance to 30%. A juiced player can still remain effective while not being too overpowering. Juice should be used to apply pressure to the enemy team, not be used as a "free kills" mode.

    I'm still working out the numbers but these are a couple of ideas I've been having.
  6. donut7577

    donut7577 Active Member

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    That's how it was patched in on the PC version. Squishes got less from armor endorsements. Did it not make it into the 360 version before updates got butchered?
  7. ZOoo00OOm

    ZOoo00OOm New Member

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    The 360 version did not receive any sort of endorsement nerf/buff. The only thing the patch added was the new map and a few bug fixes.

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