Just a few things...

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Kaptain K Rool, November 12, 2010.

  1. Kaptain K Rool

    Kaptain K Rool New Member

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    I don't know if this is intended, or even that big of a deal, but if a skill is used right when the game ends, it could result in some unavoidable deaths. If this has already been said, I apologize.

    There also seems to be a problem with hit boxes. Best example I can give is with a Sniper. When sniping someone, mainly it's with Assassins, bullets go through them completely. I'm not talking about a moving target. They'll be standing still, and bullets will seem to go through...completely. Also, head shots will sometimes result in body shots, and body shots result in head shots. For example, if someone is hiding behind something, and you can ONLY see there head, it will be a body shot sometimes. And just the opposite, you'll body shot someone sometimes, and you wonder how you just got a head shot.

    Another issue that might be an issue is the tanks passive ability. When upgraded fully it will heal the tank full if he is weak. I don't think this happens with the Supports passive ability. I don't even know if this is intended.

    Another issue with the tank as well. Tanks are supposed to be resistant to fire damage, but Assault's bombs will set them on fire for the normal duration whereas the Jet Gun does not.

    Edit: Also, with the fire base. Again, I don't know if this is intended, but when you're detected by a fire base, the range at which it takes to get undetected seems to be greater than the range it takes to get detected. For example, if you walk JUST into the range of a fire base, and then back up, it doesn't stop shooting you until you get pretty far from it.

    Does anyone else experience any of these issues (if they are actually issues)? If so, speak up.
  2. Leonyx

    Leonyx New Member

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    First, I love your name. Second, can you elaborate more on the unavoidable deaths thing? I don't think those get added to your score after the game ends.

    I wasn't aware the tank was more resistant to fire.
  3. Kaptain K Rool

    Kaptain K Rool New Member

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    Okay. For example, if I throw a Flak Grenade, an Air Strike, or a Fire Base RIGHT when the game ends, it has a possibility of killing someone. I have died from a fire base after the game. At the end, everything seems fine, and then once it's built up it started shooting me and eventually killed me. I've seen them count in the post game report at the end of the game, but I don't know if they actually count with your stats.

    Yes, I believe tanks are more resistant to fire when battling with other tanks. They get set on fire, but it wears off almost immediately. But with the Assault bomb, the fire stays on them for the full duration.
  4. Leonyx

    Leonyx New Member

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    Oh, then it screws up the ending scene, right? Like the "you got killed" HUD thing pops up over the screen. That's happened before. It's kind of annoying.

    I haven't noticed the fire stop early before. It might be true.
  5. mintycrys

    mintycrys New Member

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    Bullets going through immobile Assassins? Check.

    It's gotten to the point where I don't even aim for the head anymore, because it won't register, and I'll get no damage AND give away my advantage. I just aim at the body and hope it connects. Post-hit detection boost, Assassins are still slippery buggers, even if they aren't even moving.
  6. Billy Rueben

    Billy Rueben New Member

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    I'm not sure if this is intended, but I use that to my advantage all the time. It works when upgrading the Tank's passive both times, upgrading the S.upport's passive the second time, and if you are a Gunner and you upgrade your passive for the second time, the upgrade will cause you to come out of the skill upgrade menu with a full clip without reloading. My guess: this is intended, since it happens with those three classes.

    Are you sure? I've been set on fire by bombs multiple times as the Tank and I've never noticed that.

    This is intended. It is the same way with all turrets (not 100% sure about Longshots).
  7. PohTayToez

    PohTayToez New Member

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    Yep, definitely intended, and it does add to the score.

    Yep, noticed this too. It seems especially noticeable when headshotting assassins, supports, or other snipers. It's best to aim center head or even upper neck on these classes to ensure the shot connects.

    I find this really annoying, especially with 3.3 Laserblasers, because if you're a sniper and you accidentally get within range of one of these, sometimes you can't get out of range before getting killed.
  8. Kaptain K Rool

    Kaptain K Rool New Member

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    I've been testing the bomb fire on the tank and it is definitely the normal duration. Test it out for yourself.

    Also, about the turret detection thing. This method seems kind of broken. They want to reduce the damage of turrets on pro players, and I feel that a lot of people die because of this issue. They should just make an area of detection, you get in it you get shot, you leave it, it stops shooting.
  9. AARPS

    AARPS New Member

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    I like the way it is, if you wander into a FB's range without any nearby cover you weren't paying enough attention.
  10. CStubing

    CStubing New Member

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    Speaking of firebases, has anyone noticed how they will sometimes completely ignore pros these days? There are some times, and I haven't a clue why, where enemy pros can just walk right up to my firebase, which is sitting there shooting at nothing at the time, and destroy it without it even shooting at them. When it happens, multiple enemy pros get a free pass to walk right by it. Why is my firebase forsaking me???
  11. Kaptain K Rool

    Kaptain K Rool New Member

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    The solution I posed has nothing to do with this. Obviously if you're not under cover in the turrets range, you'd get shot. The issue is with the range of detection. The range of getting undetected is greater than the range of getting detected. They're nerfing the damage of some turrets on pros, and this is a solution. Although, I'm sure their solution is just fine. This thread is old.
  12. sensitivepsycho

    sensitivepsycho New Member

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    Agreed. I come from the land of Team Fortress 2, where our Sentry guns would shoot the nearest target, and have an easily-defined range. I think the shoot order for Firebases is supposed to be Pros - Bots - Turrents - Moneyball, but it rarely seems that case.

    K Rool, you are an awesome boss and a terrifyingly good Sniper. Anyway, yes, bombs set you on fire for longer. Jump jets don't, as far as I've noticed. The Tank passive upgrade seems intended, as upgrading skills for other classes has the same effect - Passive 3 refills the Minigun, for example.
  13. Kaptain K Rool

    Kaptain K Rool New Member

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    Thanks. You should play with me more. I don't want people to think I play one class, though. Sniper is just a small amount of what I play. See you soon.

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