Gunner's Minigun should take longer to spin up

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Cornstalk, August 31, 2010.

  1. Cornstalk

    Cornstalk New Member

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    Against anything except another gunner, I almost never need to keep my minigun spooled (holding LT).

    Support comes running at me, maybe I'll eat one shotgun hit, but point-shoot-win with double mini-gun.

    Tanks? Point-shoot-win. Seriously, unless they flank me I'll beat a fully HP'd out tank more then half the time. That's just stupid if my gun isn't spooled ahead of time.

    Assault are only problem if they get really lucky crits or actually know how to use their bomb and/or fully upgraded charge.

    Snipers, unless they're a great heatshotter are usually a quick kill too if I ever actually get close enough. They're a decent counter to gunner, but still pretty easy to avoid.

    Assassins that you actually catch out of cloak or foolish enough to run around in front of a gunner cloaked are just fodder too. They die so fast they're only option is to face grapple the gunner in most cases. Then they still die anyway.


    The point is, catching a gunner with his minigun un-spun should be a disadvantage for the gunner. The pay off is keeping it spooled with LT at the cost of speed. As it is right now in public games, gunner is an easy win class. Good gunners keep their gun spooled when they're readying for a fight, so a nerf to spin up time wouldn't really effect them.


    Disclaimer: This is from a public game point of view where most players are average at best. Gunner is the king of kills in this case because the minigun is so easy to slaughter people with. This would also help make 4+ gunners on one team rushing your base be a little more manageable for teams with a diverse class make up.
  2. Hiero Glyph

    Hiero Glyph New Member

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    Agreed, although Rate of Fire should offset this spool time slightly. I also think that the number of mortars per clip should be halved to 5 (from 10). This would give them the following with a clip size endorsement: B:7, S:8, G:10.
  3. UberGunner

    UberGunner New Member

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    MNC is based around team play, not individuals. Please bear that in mind. The gunner is very well balanced when you start playing with people who work together. One freeze trap and a sniper round to the face will always end you. Smart people put them on nearly unavoidable places.

    Three of the four maps make it very easy to flank a gunner no matter where he is fighting. I can walk up behind you and airstrike or 2 shotgun hits to the back of the head= game over. Or how about I hit you with one shotgun blast point blank, grapple you and spam the trigger for the death shot as we come out of the grapple.

    An Assassin with the sword can easily kill you if they aren't stupid. An assault that understands he is a hit an run class can pick you apart or force you to retreat. There again most people playing assault don't ever utilize his mobility properly.

    A tank with the proper upgrades will kill you in close quarters combat. But if he tries to fight you at range with the rail gun he is asking for +1 death.

    So basically I get the idea that you want the minigun in this game to work like the one in unreal tournament? That game had the most ridiculous weapons I've ever seen in a fps; all of them were terrible.

    It's always dangerous to equate real world concepts to video games, but here goes. Are you familiar with the Dillon Aero? All that spin-up nonsense doesn't exist. So be happy that the gunner has a slight spin-up delay at all.

    Why stop at nerfing the mortar? Let's nerf everyone's clip sizes! how about 4 shots in the stock uzi, and 5 rounds in the sniper rifle? Let's say you only get 2 shots in the shotgun now too! /rolleyes.
  4. Hiero Glyph

    Hiero Glyph New Member

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    Funny you should mention it but the Sniper Rifle clip should also be halved. I use a mortar 90% of the time as a Gunner and I will gladly admit how overpowered it is. With such a massive clip I rarely need to reload and even when taking down a RockIt turret I use 4-5 shots at most. The difference is that I can admit to something being unbalanced when I see it whereas you want to retain all of your advantage. I'm not afraid to lose some power as a Gunner because my skill will compensate for it. What's your reason for being so against the change(s)?
  5. Cornstalk

    Cornstalk New Member

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    This is true, and also why a small increase in the time it takes to reach full speed won't effect the gunner at the competitive level. I'm talking like 1 extra second, -maybe- 2. I think the double minigun only takes 2 seconds to reach full speed as it is.

    I'm bringing this up specifically for the sake of public games, where people don't coordinate well and a good sniper or assassin are almost non-existent. As someone that plays Tank, Support, and sometimes gunner, I've had several games on Grenade III, Ammo Mule, and especially SteelPeel where it seems like the only counter to gunners is to be a better gunner. Again, good snipers, assassins, and assault that can lock down a mediocre gunner are rare in public games.


    I wouldn't say the mortar needs a nerf, I'd actually say the other classes could use a slight buff to their turret killing power. Part of the fall back for gunner... Not only can they rake in kills with half the effort of the other classes, they can also level turrets with virtually no effort if not constantly hassled.
  6. jjcpockets

    jjcpockets New Member

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    I have actually died walking out of the spawn because I couldn't figure out what was hitting me; two shots later, when I died, I saw a gunner sitting just outside his spawn door, staring at the sky.

    Gunner's passive skill is by far the most valuable upgrade in the game, and I play assault so I cherish my passive skill. I don't think it would be a bad idea to increase the spin-up time, but I also think it would be fair to lower it a little with his first passive upgrade. I know, I was just complaining how good it is already, but it just seems fair and there is no other reasonable way to fit that in there.
  7. Cornstalk

    Cornstalk New Member

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    That's actually a really good idea. Increase the spin up time a noticeable amount, then change the passive to decrease it while still upgrading the mortar. The gun starting double wouldn't be that big of a deal since most gunners have it in the first 2 minutes anyway.

    That way gunner wouldn't feel like they -must- go passive first while still keeping the passive valuable.
  8. vintoks

    vintoks Member

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    Yes there should be an actual spin up before bullets go down range when a gunner fires the minigun cold, although the trade off when upgrading gunner passive could be a way to help balance it too.
  9. sokoto

    sokoto New Member

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    A good assault can easily destroy a gunner nearly every time, personally I have no problem with gunners every now and then though I do get demolished by their dual minigun.
  10. Cornstalk

    Cornstalk New Member

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    While this is true, sokoto, assault ultimately is very hard pressed to do move the lane and knock down turrets.

    The gunner just needs one decent strech of said owning assault to not be there to tear down one side of the base and get some bots in to the ball.


    For public games without friends I feel like I have to play gunner because he can defend himself easily AND get get the ball down. Maybe the other classes need better turret kill options? Or maybe gunners turret kill power is what needs the nerf instead...

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