Feedback from a somewhat new player

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

  1. MagicalElf

    MagicalElf New Member

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    Got this game on Steam a while ago and never got into it much until the free weekend when my friends all started to play. I have about 10 hours into the game so far and have generally been doing well and having a blast. However, there are a few problems with the game that get under our skin.

    Playing together: I feel like I am missing something, but it is relatively difficult to get in a game with my friends to play together. The easiest way to do this is to all join a game and play through an entire round before we can all switch to the same team. Even still, we may not be placed together if the game autobalances it differently. If we decide to leave that game or if one of us gets disconnected then we have to start all over with a whole new round in another match before we can try to switch to the same team again. Maybe I am missing something, but I have not found any easy way to follow players or switch sides in game.

    Grenades: Assault and Gunner grenade firing seems to be excessively powerful against turrets. Far too many games seem to have an assault or two just camping the turrets around the base from a far distance, making it very difficult to build new turrets. Because the grenade firing bounces around corners and has absurd range, it is very easy to camp in strange spots and ruin the turrets around a base making them virtually worthless to try to put up.

    Assassins: I haven't really been bothered too much by assassins, personally (since I normally play a gunner). My complaint with assassins is that they are way too versatile and, because of this, are by far the most overplayed class in any games I've been in. The game is a real treat to play in sometimes, but then I join a game where both teams have 3-4 assassins and it becomes very boring. Part of the problem is that their juice makes them able to take out 2-3 players relatively easily. By playing with the extra health custom build, you can easily nullify the disadvantage of being a fragile character and have plenty of time to dash away from any harm before you die.

    Overtime: If wins mattered more, this would be my primary concern. Overtime turns this game from a game of skill to a game of backdooring. Once overtime starts, many people seem to switch to an assault or an assassin just to backdoor the base. This happens on both teams and causes the whole first 15 min or so of the game to be tossed out the window in favor of seeing who can bd the other team's moneyball the fastest. As I said, I am glad that wins do not count for more in this game because performance throughout the game seems to have little to do with which team actually wins.

    Generally, I have loved this game. I really enjoy the new spin on a tired genre. However, I feel there are still some balance issues between assaults and juiced assassins being able to wipe out an entire base of turrets in seconds. It is also a shame that so many players end up playing the same class (assassin). In contrast, I rarely see any tanks or supports. Also, the ability to backdoor seems far too prevalent at the moment and really takes away from the buildup during the first 15 minutes of the game. This may be fixed by making overtime less dependent on bding the moneyball for 2 mins and more about pushing as a team, but it takes away from an otherwise brilliant game.
  2. vortexcontinuum

    vortexcontinuum Active Member

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    Playing together: Yes, it does seem quite difficult. There's been a lot of feedback on this, and they are probably working on something to make cooperation more efficient at least.

    Grenades: It's true that the Gunner and Assault make keeping turrets up quite the chore... But that's the point! You have to go up and take map control so you and your team can kill their turrets. Having a Support who knows how to fulfill his offensive and defensive roles helps too.

    Assassins: Once you play for a bit longer, you'll see that Assassins can only do so much because of the nature of her weapons and of course, her low health. The reason so many people play Assassin is because, well, she's unique. Each class has a direct counter to juiced Assassins except Support, but he can still grapple to stall the juice out. It's a team effort to stop rampaging Assassins, and the reason for your frustration is that (like yourself) most new players aren't trained Assassin hunters like some of the older players. I suggest playing Assassin yourself once people start to try out other classes so you can better counter them.

    Overtime: It can be frustrating to get the win stolen in overtime, but the game has got to end somehow. Pushing up is critical to being successful, and losing your grip when the moneyballs drop (That sounded so wrong) is punishment for playing stalemate for too long.
  3. MagicalElf

    MagicalElf New Member

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    I can agree with most of your points. I still think the backdooring is a little cheap. With no death penalty at all, it really makes all the efforts at the beginning of the game for naught and seems to place the game ending on a coin toss because nothing matters except bd-ing. I think an easy solution to this would be to raise the death timer during overtime--especially if someone is dying many times during overtime. Because of instant respawn right now, there is no penalty for kamikaze at the end of the game to sneak in a bit of damage on the money ball. It really bothers me to just see 3 assassins and an assault at the end of the game ignoring everything else and just running to the other team's money ball to blast at it with no regard for any sort of teamwork or anything else. A longer death timer just during the last 2 min of the game would help solve this I believe.
  4. Liefglinde

    Liefglinde New Member

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    Shouldn't this be in the PC section?
  5. DeadStretch

    DeadStretch Post Master General

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    You are correct buddy!

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