I think we could get a nice discussion going here What would you change about MNC? Just a quick note; No "Oh you only play Class X, you would try to nerf that" sort of crap, please I'm sure you've all had experiences with all 6 classes
I'll go through each class first and make some suggestions as I go along. I regularly play all 6 classes, so I'll try not to be biased Gunner: The Gunner is a KILLING MACHINE. My main problem with the Gunner is that both of his weapons are super-powerful. I really think that the Mortar needs a big nerf. That thing can take out turrets in one shot while juiced. The only thing that the Gunner is bad at is pushing bots. I'd much prefer if the Mortar did a lot more damage to bots, and a lot less to turrets. Not a huge nerf, but maybe it'd do 60/70% of the damage that it does now? It's not that Gunners get juiced too often anymore anyway. A potential problem is that the Gunner would pick up more juice pick-ups this way, although the Mortar should be used at long-range. However, I like the Grapple upgrade. Keep it at level 3 to get the throw Tank: I think Tank is pretty good as he is. Hella slow, but lots of Armor to back him up. Level 3 Charge takes care of any pesky Assassins. Support: To be honest, I'd actually prefer if the Support kept the increased recharge Airstrike time. It can be quite frustrating when a Support lobs 3 airstrikes onto a turret. However, there needs to be a better system. As it is, the Support has taken a huge nerf. I think the time to hack an enemy turret needs to be cut by a little less than half. It just takes ridiculously long to hack one, and it's even more dificult now that you don't randomly get health back while juiced. If it's going to take the same length of time to hack, then it should take an enemy Support the SAME time to hack it back to friendly. I've successfully hacked ONE turret since the time to hack was increased, and an enemy Support just hacked it back in about 2/3 seconds with his Hack 3. The Support needs an Assist system. If he hacks one of the two RockIt turrets at the start of a game, then he should get assists for every kill from that turret as long as it is hacked. He should also get assists for any other turret that he hacks. A problem that I have with the Support is that another friendly support can hack my turret, and decrease it a level. I'll have a forward 2.2 Firebase, he'll hack it to 2.1. This NEEDS to be fixed if there's going to be an assist system Shotgun is fine, he needs it. Frustrating when a Support sneaks up on you with it, but that's your own fault for not being aware of your surroundings Assault: I have no major problems with the Assault. Endorsements can make or break an Assault. My only annoyance is at Assaults that spam grenades down the narrow walkways on Spunky Cola :evil: Sniper: My only problem with Sniper is that he can shoot friendly bots and take out enemies with Passive 3. There are some excellent, excellent Snipers in this game... and others that just shoot their own bots in busy lanes... Assassin: My biggest gripe here is that you can't shuriken grapple an enemy when in Dash. Smoke bomb fails a little too often. Assassins gain juice very fast, but I think it's necessary. Even a juiced Assassin is extremely weak now, often dying to strong turrets. TURRETS: LazerBlazer turrets: These have been nerfed a little too much. If a Tank can deploy in front of a 3.3 and juice up, then there's something wrong. I actually think they were perfect before the title update; cheap, powerful, but easy to destroy. RockIt turrets: Perfect. Much more affordable now. Longshot turrets: I think these need a complete overhaul. Spunky Cola was the only arena that I began building them on, yet they only seem to shoot at the centre of the field, so I no longer build them at all again. ShaveIce turrets: Like Longshots, I would like these turrets to be a little more protected against sneaky Assassins. Perhaps a level 3 ShaveIce would sporadically shoot out a few ice traps to stop Assassins? If other turrets aren't hacked, Assassins can come up and destroy these turrets with no retaliation. BOTS: Gremlins: Perfect. Easy to avoid, but they will maul you if you let them sneak up on you when you're caught in a fight Bouncers: Perfect. Grapple does the right damage, and they have the right amount of health Gapshots: Very powerful attack, but weak health. Quite balanced. Scramblers: Better that you can spawn 2, but still pretty useless (to me). However, I've seen at least 10 Scrambler kills in the past few days, which is just hilarious Buzzers: I'd like to see these overhauled as well. Too often, they get caught in walls and just end up doing nothing. Could be a very useful bot if overhauled I'd like to see this game putting more emphasis on turrets and not Team Deathmatch. Every update has been crawling towards it, it just needs a little bit more work
I think nearly everything in the game is fine now. Some bugs here and there and some performance issues, but balance wise, everything seems to be as close to perfection as it is going to get. Although I could always go on a rant to tell people why their level 3 Lazor Blazor is worse than a level 1 RockIt turret. $175 < $200 Wow, that rant sucked.
oops. Well, now that I think about it, I think I would prefer a hacked 3.3 Lazor Blazor over a 1.3 RockIt turret. I don't know, it's a close call.
While I think of it, please fix all throw grapples. I just had a game where all I was doing was getting ring out's with the Tank grapple. Every single one was an assist because either someone else shot them last, or it counted as suicide for some reason
I think the game balance is in a good place, but there's quite an issue with some poor, dead weight skills and upgrades that needs to be worked on.