MNC MATCH guide sponsered by AMMOMULE!

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by X tweaker IGC, November 27, 2010.

  1. X tweaker IGC

    X tweaker IGC New Member

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    START OF A GAME. (picking class)
    When you start a game you need to be aware of the map which you are playing on. This will help with choosing your class.
    FOR EXAMPLE: The map im playing on is ammomule and should try to play with a long range class like the sniper.

    Now you probably have a few classes in mind for this match. To elimate it down to one. Look at your teamates classes. If your playing Steelepeel arena chances are you will have either 2 or 3 snipers in this case be a Support or Assault.

    OUT OF THE GATE
    As of now the game has just started. Now upgrade one skill.
    Now go build either a fully upgraded Laser turret. or wait for your $50 which should be gifted a few seconds into the game and build a rocket turret.


    PICKING YOUR ROLE
    So are you now going to go offensive or defensive?
    For a example im going to use the assault he can do both very well so his my example

    OFFENSE
    If your going offense you need to upgrade a skill that would help at getting in your enemys face or to get a easy fast kill. SO A ASSAULT would upgrade its charge to level 3

    Now establish a point about 3/4s to your enemys base and get familar as this will be your main area of battle. If possible find a corner of elevated area. Now as robots pass use your secondary. In most cases is better against BOTS and turrets.



    DEFENCE

    If your going defense you need money I suggest sitting near your front turrets and killing bots
    for money. Now make sure to either build or upgrade your front turrets this will make you take credit for there kills. Now your main goal is to keep the turrets up and make sure know pro's get to close keep them moving. You dont want a enemy to set up camp near your moneyball or turrets.

    WILL BE UPDATED SOON :D PEACE!
  2. X tweaker IGC

    X tweaker IGC New Member

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    lets kill them pros!!

    So by now you have probably got into a sutiable area and are eating out the other teams bots (i dont know if the bots are girls though? o_o

    ...Anyways now here comes a PRO what are you going to do? Sadly i dont have the time to do this for every single class so i will just give you a ogeverall.
    Assassins and snipers are lightweight and can be killed in a grapple/charge and there done. So try that if there long range keep on moving because a sniper can take your head of and a Assassin can lunge. (JUMP assassins cant grapple you if your in the air)

    Supports dont get near them or follow them if you do they might lead you into a firebase or airstrike so if you see a support and dont have a upperhand on him (Behind him, above level 3 charge assault) and at the sight of you he runs away or you weaken him and he runs away just let him go. But keep your eye out he might come back for more.

    Updated soon PEACE! :D
  3. Rev Rabies

    Rev Rabies New Member

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    stopped reading as soon as you said upgrade one skill and buy a turrent, for instance, gunner and assassin need to upgrade passive twice before buying anything (except ejectors or the anhi) all strategies for maps depend on your class
  4. Jraw20

    Jraw20 New Member

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    I agree with the Gunner statement, but the Katana is not a requirement imo. I rarely upgrade to it and I do just fine. Even against Tanks.
  5. Rev Rabies

    Rev Rabies New Member

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    The AMAZING thing about these two classes is that after upgrading passive twice, you're as effective as a tank with deploy2 and bomb+charge3, at the cost of 550 instead of 1250. Be it as it may that you can do well with the dagger alone, it's very foolish not to upgrade, let alone buy a turrent early game.
  6. Im Hudson

    Im Hudson New Member

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    Yeah, the tank gets progressively more scary when mid game hits. The assassin/gunner really only need their Passive to do most of their damage (and can get it with minimal farming and 2 kills +taunts.

    Rushing skill 3 of charge leaves you without a blind which will screw you over when fighting mid/long range targets, rushing grenade 3 leaves charge on too Long a cd and does no damage compared to the other ranks of it, and rushing passive gives you a ton of health but no damage. (and no opportunity to clutch passive later in the match when u need to keep a streak up. )
  7. mute

    mute New Member

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    Not anymore. A firebase? Possibly, but that should be obvious if you are aware of your surroundings but Airstrikes are no longer a continuous threat because, well they barely have any and using it would be a waste. Run em down. Mow em over. Support sucks.
  8. MojoTeq

    MojoTeq New Member

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    Hey, where is the part about getting stuck in your spawn because 3 dumbasses decided to run into multiple tunnels and skill pick in the center of it before exiting the spawn? THAT'S MY FAVORITE PART!!!
  9. X tweaker IGC

    X tweaker IGC New Member

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    SORRY i dont have time to go over every class and why not hellp your team out and make a turret? if no one does your screwed

    thats your opinion. i prefer level 3 charge.
  10. X tweaker IGC

    X tweaker IGC New Member

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    dont dis the support its my ALT and i can take down close range tanks and gunners. and just this morning i saw some kid make this mistake and people still spam airstrikes.
  11. DeadStretch

    DeadStretch Post Master General

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    Imo, building a turret at the start of a game is a waste of money. About mid game, or if the team has a nice push, is when you'll need turrets. That money could be put to better use, if not skills then for hazards.
  12. MojoTeq

    MojoTeq New Member

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    Stretch is completely right. If you need more turrets at the get go, you are probably already in deep doo doo.

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