MNC Terminology Guide

Discussion in 'Monday Night Combat 360 General Discussion' started by UpperFungus, February 1, 2012.

  1. the_feedle

    the_feedle New Member

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    Feedle base- this is a firebase which feedle usually throws on a high up area like a wall or glass or something really weird and it starts to bounce and spark then it undeploys and says BOooooYA!

    Also putting it in a place where feedle would could be considered a feedle base.
    (ie ammo mule dome)
  2. represent601

    represent601 New Member

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    haha that made me laugh really hard for some reason!

    as for the new teminology I think I will stick to just saying "umm guys... theres an assassin somewhere in the base... she is invisib... OH YUP! she found you. okay, well good luck!"

    I'm still trying to get caught up with this new junk, I dont like change. :/
  3. the_feedle

    the_feedle New Member

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    youve never played with me before or against me....
    i dont always come with a full deck of cards
  4. represent601

    represent601 New Member

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    I dont know, your name seems familiar I might have bumped into you in a pub match. Idk maybe not. :/ anyways, I want to test out the feedle base, see how I stand up to it! :D
  5. the_feedle

    the_feedle New Member

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    you play assassin so hows that going to effect you if your cloaked 99% of the time?
  6. represent601

    represent601 New Member

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    that 1% that I'm not. :lol: I actually dont use cloak unless I'm sneaking up for a kill or trying to take out a turret, so it would have a few good opportunities to pick me off.
  7. youcankillme

    youcankillme New Member

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    yo im always hittin on the ejaculator lol
  8. mncboxsox

    mncboxsox Active Member

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    Excerpt from the "Monday Night Combat Single Player Blitz guide" part 1:

    Appendix A – Glossary

    Active Skills – The yellow (Y), blue (X), and red (B) buttons on the controller are used to activate one of 3 unique class options.

    Air Strike – An upgradable Support skill. Calls in missiles to hit the designated area or person. Like the Assaults “Bomb” the Air Strike can be attached to bots and enemy clones. A “Ground Zero” signifies that the Air Strike has been successfully attached to something. Moving under walkways causes the Air Strike to hit the walkway and not the target. Upgrading the skill gives the clone 1 additional Air Strike per upgrade up to 3 Air Strikes and each upgrade increases the size of the strike area. Air Strikes are particularly effective against groups of bots (especially low armor bot such as slims and Gremlins. A single Air Strike can take out an entire group if placed and timed correctly.

    Annihilator – A special weapon that resides above the arena. By purchasing the annihilator pad (circle with an exclamation point surrounded by 2 lightning bolts), the annihilator actuates killing all non-Jackbot bots and significantly reducing the hit points (HP) of any Jackbots on the floor. Once purchased the annihilator must recharge before it can be used again. The annihilator symbol turns from red to green when fully recharged.

    Assassin – One of the six class types that players can choose from when playing Sudden Death. The Assassin is a light class known for its deadly grapple, speed, and smoke bomb which blinds bots and enemy pro’s and allows the Assassin to leap extremely high.

    Assault – One of the six class types that players can choose from when playing Sudden Death. The Assault is a medium class known for its ability to fly for short periods of time, its bomb skill which can attach a bomb onto an enemy pro or bot in most cases killing the target immediately.

    Assault Charge – An Assault Skill where the Assault uses his jets to speed forward, damaging any bots or enemy clones in his path. Upgrading causes the Assault to inflict additional damage. When upgraded to level 3, the Assault will grapple any enemies he hits with the charge and will use his weapon to knock them away. Hitting enemies causes additional damage and may knock them out of the arena.

    Assault Rifle – Primary weapon for the Assault class. The Assault Rifle is a high rate of fire, small clip size (so that’s what the kids are calling it these days) weapon. Upgrading the Assault Rifle adds a bonus to its critical shot chance and the amount of damage that each critical shot inflicts. These bonuses are in addition to any sponsor bonuses.

    Bacon – Everything is better with Bacon. A power-up that immediately gives your clone Gold level sponsorship for all 10 endorsements simultaneously. Bacon is lost when the clone dies.

    Blackjack – Breach bot with medium level blaster and melee attacks.

    Blitz – A series of matches in which differing bots advance from “bot spawns” to destroy the “Moneyball”. There are 6 types of blitz matches with differing objectives

    Bomb – An upgradable skill for the Assault class only. Allows the clone to lay a bomb on the floor, attach the bomb to a wall, or Attach the bomb to a clone or bot. If the Assault “attaches” the bomb to another clone or bot, a significant increase in damage occurs. Any other clones or low level bots will be killed instantly from a triggered attached bomb. Jackbots have too many HP to be killed by an attached bomb but do suffer additional damage.

    Bots – Computer controlled enemies which are in one of two categories: Breach Bots or Eliminator Bots.

    Bot Spawn – One of 6 places on the Sudden Death map that generates bots (See Figure #6).

    Bouncer – A heavy attack, heavy armor eliminator bot that can grapple clones.

    Breakout – Term used to indicate what type and quantity of bot(s) is/are coming out of which spawn(s).

    Breach Bot – Follow the lighted paths to the Moneyball. Breach bots will attack turrets and pro’s if they come within range but will continue on toward the Moneyball while doing so. The primary function of the breach bot is to destroy the shields surrounding the Moneyball.

    Bullseye – The Monday Night Combat mascot. Bullseye cannot be killed but can be shot or hit causing him to drop money and/or power-ups. Grappling Bullseye will cause him to knock you back using his belly. After the specified time Bullseye falls over and disappears.

    Buzzer – Eliminator bot with flying kamikaze ability.

    Charge – An upgradable skill where the clone speeds forward causing damage to any enemy in its path. A charge that has been upgraded to level 3 causes the clone to grab onto any enemies in his path and launch that enemy away by hitting them with his weapon causing additional damage and possibly ejecting the enemy from the arena.

    Churro – A power-up that is dropped by bots or Bullseye that replenishes some of both health and skill points.

    Cloak – An upgradable skill that renders the Assassin nearly invisible. The cloak distorts the air around the assassin making them partially visible and makes a humming sound. The closer the Assassin is to an enemy pro, the louder and more visible the cloak is.

    Clone – Player character. Called a clone due to the fact that there is no finite amount available to the player. when killed, clones will re-spawn after a set amount of time. Should the player have acquired bacon, it is lost once the clone dies.

    Coin – A power-up that gives the clone an additional $6.

    Consecutive Jackbot – A term used to describe when there are 2 or more Jackbot rounds in a row.

    Controls – 1 of 4 pre-setup configurations for the controller. Changing to a different configuration will change the button layout and directions for the different axis of the controller.

    Critical Shot – A single hit from either a projectile weapon (gun) or hand weapon (dagger) that causes double the normal damage to the clone or bot that is hit. Also one of the 10 status modifiers (endorsements) that can be applied to a clone. When the endorsement is chosen, the critical shot chance and the damage received by each successful critical shot hit are increased.

    Dagger – The primary weapon used by the Assassin class. The dagger is a short, edged weapon which is replaced by the Katana when the Assassin skill is upgraded from 2 to 3.

    Dash – An upgradable skill giving an Assassin a small burst in speed. A higher skill number reduces the skills usage rate and gives the Assassin more time in which to continue using the skill.

    Death Blossom – A maneuver that causes the Tank to activate his Jet Gun and spin 360⁰ dealing extensive damage to any enemy clones or bots around the Tank. Performing a Death Blossom empties the weapon of all ammunition and causes an automatic reload. If the clip is not full when the Death Blossom is performed, the amount of damage will be less than if it had been. Killing an enemy clone with a Death Blossom while juiced awards the player the “Spin ‘n Juice” pro tag.

    Deploy – An upgradable skill immobilizing the clone. When deployed, the clone gains a boost to accuracy and critical shot while all walking is disabled and side-to-side panning is reduced. While deployed, the clone can still use its jump jets (without jumping into the air) to damage enemies that approach it from the rear, catching them on fire. A level 3 deploy places a protective shield in front of the clones head preventing sniper headshot kills. The clone will still take damage from, but cannot be instantly killed by the “headshot”.

    Ejector – An area on each map where, if the ejector pad is purchased for $50, a shockwave is triggered causing damage and knocking the effected target up and away. The direction the target is knocked is determined by where they are in relation to the center of the ejector. Turreted clones and Jackbots are not knocked away but still receive damage. The ejector can launch enemy clones and bots off of the map.

    Ejector Pad – A designated point where an ejector can be activated provided that the clone has the required $50.

    Eliminator Bot – Eliminator bots focus primarily on clones. Eliminator bots will attack the Moneyball if there are no clones within range.

    Endorsement – Tiered status modifier. Gives the clone an increase to one of the 10 statuses (i.e. Armor) based on the level (Gold, Silver, or Bronze, with Gold giving the greatest boost) and sponsor (i.e. GobiNumb).

    Firebase – A portable turret carried by the Support class. A Firebase can be placed anywhere that a standing clone can be. Should a Firebase be built on top of a turret nub, it will remain there once the turret has been built. If on a jump pad, it will be destroyed once the pad is purchased.

    Flak – An upgradable Sniper skill that sends a flare out. The size and damage of the flare increase as the skill is upgraded. The flak also shows cloaked bots or enemy clones that pass within its area.

    Flapjack – A term used to describe when a slam is performed directly over an opposing clone. The slam flattens the clone instantly killing them. A “Flapjack Master” pro tag is earned upon the successful execution of a flapjack

    Fly – An upgradable Assault skill that allows the clone to be suspended in the air for short periods of time. The amount of time depends on how many skill points the clone has and the usage rate. The higher the skill level is, the lower the skill point usage rate, and the longer the flight time.
  9. mncboxsox

    mncboxsox Active Member

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    Excerpt from the "Monday Night Combat Single Player Blitz guide" part 2:

    Gap–Shot – Eliminator bot that sends mortars to attack clones and turrets.

    Grapple – An upgradable skill for the Gunner and Sniper classes that allows the clone to grab an enemy target and slam them to the ground causing the target damage. A fully upgraded grapple will cause the clone to finish the grapple by hitting the target with their weapon, sending the target flying away. Sometimes a level 3 grapple will eject the target from the arena. Other classes can also grapple opponents but not with the ability to upgrade its effectiveness.

    Gremlin – Eliminator bot with cloaking ability.

    Grenade Launcher – Secondary weapon for the Assault class. The grenade launcher hurls exploding grenades. Grenades can ricochet off walls and bounce off the ground to hit targets that are out of the Assaults line-of-site.

    Gunner – One of the six class types that players can choose from when playing Sudden Death. The Gunner has the second highest amount of native armor of all 6 classes allowing him to go toe-to-toe with heavy bots even without bacon. The Gunners heavy short and long range weapons do significant damage to even the mighty Jackbot making him an ideal choice when playing Sudden Death.

    Hack – An upgradable Support skill that allows him to improve the range and rate of fire of friendly turrets. Upgrading to level 2 reduces the hack time and increases the amount of time that the turrets stay in their hacked state. Upgrading to level 3 further reduces the time it takes to hack and allows the Support to take control of enemy turrets (the time to hack enemy turrets is longer than the time it takes to hack friendly turrets).

    Head Shot – A headshot is awarded when a Sniper hits an opposing clone in the head while using the Sniper Rifle. The clone is immediately killed regardless of how many hit points remain. A fully upgraded deploy skill places a shield in front of that players head preventing head shots. The clone will however still take damage from the shot, even in this state. A head shot that is made without the Sniper looking through the scope is called a “quick scope”.

    Heal / Hurt Gun – Primary weapon for the Support class. Pressing the right trigger when in range of friendly clones, bots, or turrets causes a beam to extend from the weapon to the target. Anything that is hit by the beam (leashed) begins filling up hit points (HP). When full, if the beam is kept on the target, the target will become over-healed (health bar will begin to be filled with a white bar instead of a green bar) up to 200% of the targets maximum health. If the leash is removed from the target, the over-healing will slowly dissipate until the target is at 100% health. Leashing a target also mitigates fire damage. Pressing the left trigger when in range of enemy clones, bots, or turrets causes a red beam to extend from the weapon damaging the leashed target.




    Health Bar – Gauge showing the amount of hit points (HP) that remains. As the amount of HP reaches 0, the color of the bar changes from green to yellow, and then from yellow to red. If over-healed by a Support, the bar becomes white on the percentage of health that is greater than 100%. Over-healing dissipates after a short time even if no damage is received. The Moneyball cannot be healed by the Support and neither the Moneyball nor Jackbots can be over-healed.

    Hit Points (HP) – The amount of life that a clone, bot, turret, or the Moneyball has. Hit points are denoted as “Armor” when attributed to clones. When the HP of something is reduced to 0, that thing is destroyed. In the case of clones, after a set amount of time the clone will re-spawn in its base. If no damage is received for a short period of time, anything with reduced HP will automatically start to regenerate it. The delay and rate is dependent on the type of target (i.e. clone class type, bot, or turret).

    Jackbot XL – A super heavy breach bot with ground slam ability.

    Jet Charge – A Tank skill where the Tank uses his jets to speed forward, damaging any bots or enemy clones in his path. Upgrading causes the Tank to inflict additional damage. When upgraded to level 3, the Tank will grapple any enemies he hits with the charge and will use his weapon to knock them away. Hitting enemies causes additional damage and may knock them out of the arena.

    Jet–Gun – Primary weapon for the Tank class. The Jet-Gun is a short range high powered weapon that sends a stream of flame out in front of the tank. The continuous stream inflicts damage on anything within its range. Pressing the left trigger with the Jet-Gun selected will cause the tank to perform a death blossom empting the weapons ammunition clip and instigating a reload of the weapon.

    Juice – Steroids for Monday Night Combat clones. Juice can be acquired by taking damage, inflicting damage (melee attacks gain more juice than projectile attacks), collecting Juice Box power-ups, and by buying it at designated Juice stations. Juice temporarily increases specific attributes greatly (Wikia, MondayNightCombat.Wikia.com, 2011). To activate juice, press the “RB” and “LB” buttons at the same time (when using the standard controller setup).

    Juice Box – A power-up that increases the juice gauge. Having “Juice” as one of the endorsements increases the amount received per box depending on the level of sponsorship.

    Juice Station – One of two places where juice can be purchased for $500. The two juice stations in are located under the spawn below the two side exits. They are angled forward and toward the outer wall on both the left and right side. While juice stations in crossfire take time to reload when purchased, juice stations in Sudden Death and Super Sudden Death are always available should the player have the required money.

    Jump Pad – A designated section of the arena that once activated (purchased for $50), Will launch any clone that walks on it, up and over to its landing area. There are two types of jump pads. One type of pad will launch the clone up to a higher level while the other type launches the clone across a gap to another walkway or area on the same level.

    Katana – Primary weapon for the Assassin class. This weapon is originally the dagger but becomes the Katana when the “Assassin” skill is upgraded to level 3. Upgrading to the Katana mitigates all fall damage received by the Assassin.

    Laser Blazer Turret – A Low cost, low armor, high rate of fire turret.

    Long Shot Turret – A medium cost, low armor, high damage turret.

    Melee Attack – An attack not using projectile weapons. A melee attack is performed by pressing down on the right joystick. This causes the clone to swing their weapon at the enemy instead of firing it. Using this type of attack gains the clone more juice than firing their weapon. Should a melee attack kill an opposing clone, a “Humiliation” pro tag is earned.

    Mini–Gun – The mini-gun is the primary weapon for the “Gunner” class. As the mini-gun barrels spin up the weapons rate of fire increases while its damage decreases. When upgraded to level 3 the mini-gun gains an additional barrel doubling its rate of fire.
  10. mncboxsox

    mncboxsox Active Member

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    Excerpt from the "Monday Night Combat Single Player Blitz guide" part 3:

    Moneyball – A suspended ball located within the players base. When the Moneyball shields are active, the Moneyball remains in the air. When bots either shoot at or jump on the Moneyball they damage its “shields”. When the Moneyball shields are destroyed, the Moneyball drops to the ground (Some damage to the Moneyball is taken at that time). When the Moneyball shields are down, it can take damage from enemy bots. If the Moneyball receives no damage for a period of time, the Moneyball shields will become active (although weakened for a short time). If no further damage is taken for a short time, the shields will return to their full state. The visual indication that the shields are in their weakened state is that the rectangular panels that make up the skin of the Moneyball expand away from it. A crunching sound also accompanies a weakening of the shields. Note: Should the Moneyball have only 1 hit point remaining, the shields will not raise and the Moneyball will remain in that state until the end of the game.

    Moneyball Shields – Defensive cover over the Moneyball. The Moneyball will not take damage so long as its shields are in place. The Moneyball shields can take several direct hits either from projectile or melee attacks. When in place the Moneyball is suspended in the air. When the shields take damage, portions of it separate from the Moneyball. After enough damage is taken, the shields fail and the Moneyball drops to the ground. Should the Moneyball not take any damage for a time, the shields will activate (so long as there is more than 1 hit point of health left). The shields will remain in a weakened state once recovered for a short period of time. Should the Moneyball remain free from damage for that period of time, the shields will return to full strength.

    Mortar Launcher – Secondary weapon for the “Gunner” class. This is a high powered weapon that lobs motor rounds to a distant target. Upgrading the “Gunner” skill to level 2 adds an additional mortar round to each launch for a total of 2. Upgrading the “Gunner” skill to level 3 adds one more additional round for a total of 3 rounds every time the weapon is fired.

    Multi–Jackbot – Term used to describe when there are 2 or more Jackbots in a single round.

    Passive Skill – A skill that is always in use once purchased, without using SP’s or actuating any buttons.

    Power–Up – An item that is dropped by a bot or Bullseye that increases either a status or the money of a clone.

    Product Grenade – An upgradable Tank skill that launches a ball away from the Tank. Either when the ball hits a target or reaches a set distance from the Tank, it explodes. The explosion sends product information flying in a sphere away from the center of the explosion. Any clone hit by shrapnel from a product grenade are blinded with endorsements, Upgrading increases the radius of the explosion. A fully upgraded Product Grenade causes damage to the target as well as temporarily blinding them. Note: Clones while blinded by the Product Grenade can still move and fire.

    Rail–Gun – Secondary weapon for the “Tank” class. The Rail Gun is a very long range, very high powered weapon.

    Rockit Turret – A high cost, high armor turret that also deals very high damage.

    Round – A single disbursement of bots. Can be in either 1 or 2 waves.

    Round Matrix – A Microsoft Excel application designed to pinpoint strengths and weaknesses in Sudden Death.

    RPM – Rounds per minute or the total number of bullets that would hit the target if continuously (without having to reload) shooting for 1 minute.

    Scrambler – Breach bot with skill draining aura.

    Shave Ice Turret – A heavy turret with high armor that generates a slowing aura. The slowing aura reduces the speed of any enemy clones or bots within its area and makes any clones or bots within its aura that are cloaked visible.

    Shotgun – Secondary weapon for the Support class. The shotgun is a very high power, short range weapon. The amount of damage increases with the percentage of the shot that hits the target. The shotgun can hit multiple targets simultaneously dealing a solid amount of damage even when spread across 2 or 3 targets.



    Shurikens – Secondary weapon for the Assassin class. Shurikens, like Assault bombs, can ricochet off walls dealing damage to enemies that are out of sight.

    Skill Points (SP) – The amount of energy either remaining or required to use one of the 3 active skills. SP are shown using the rectangle bars around the clones skill display. Each skill has 10 bars with 10 SP per bar for a total of 100 SP’s for each skill.

    Skills – Abilities that can be upgraded with money to improve the clones’ performance. The 2 types of skills are active and passive. Active skills must be activated by pressing one of the 3 active skill buttons (X, Y, or B). Once activated, that skill loses either some or all of the skill points depending on which skill is used. Most skills are unavailable until all of the skill points have recharged (skills such as “Fly” can be used without all of the skill points being replenished). Unavailable skills are lighter in color. Each active skill is surrounded by 10 skill bars. Each skill bar contains 10 skill points each for a total of 100 skill points. Skill points are regained on their own naturally depending on the skill and any relevant endorsements, and by eating churros which are dropped from killed bots and Bullseye. Passive skills (green (A) button) are always active once they are purchased. Upgrading a clones’ passive skill from level 2 to level 3 replenishes all of the clones’ health.

    Slam – An upgradable Gunner skill where the clone jumps up and forces his body down causing a ripple of damage to spread out stunning and damaging bots and enemy clones. The duration of the stun and the amount of damage are dependent on the skill level. Should the clone perform a slam directly on top of an enemy clone, a “Flapjack” will be performed flattening the enemy clone and instantly killing them and a “Flapjack Master” pro tag will be earned. Enemy clones can jump over the slam thereby avoiding its effects.

    Slim – A very light breach bot that attacks in groups.

    SMG – Secondary weapon for the Sniper class. The SMG is a high rate of fire short range weapon.

    Smoke Bomb – An upgradable Assassin skill that causes an explosion. The explosion produces a cloud of smoke and increases the jump height of the Assassin if timed correctly. An upgraded Smoke Bomb will temporarily blind any bots or clones within its area.

    Sniper – One of the six class types that players can choose from when playing Sudden Death. The Snipers low native armor and low bashing power make him a difficult class to play sudden death with however, his traps and flack abilities when used properly can help immensely especially when used with other players in X-Box live sudden death matches.

    Sniper Rifle – Primary weapon for the Sniper class. A highly accurate high powered weapon with the ability to zoom in on targets. When aiming the sniper rifle the Snipers visibility is limited. Hitting a clone in the head with a shot from the sniper rifle results in an immediate kill called a “head shot”. Tanks and gunners with a fully upgraded “deploy” skill are immune to headshots due to a protective shield being in place. A chance exists with the sniper rifle to get a head shot on an opposing clone without aiming by firing (right trigger) immediately after the left trigger (aim) is pressed. This action is called a quick scope. A level 3 adds explosive damage to the ammunition.

    Speed Boost – A power-up that gives the clone a temporary increase in their base speed. Multiple speed boosts can be collected at the same time lengthening the duration of the boost.

    Sponsor – There are 30 sponsors in Monday Night Combat. Each sponsor gives a specific boost to one of 10 clone attributes by way of endorsements. Sponsors are categorized into 3 separate tiers, Gold, Silver, and Bronze with Gold being the highest tier. A clone can only have 3 sponsors at a time, Those 3 sponsors must be set up as 1 Gold sponsor, 1 Silver sponsor, and 1 Bronze sponsor. The higher the sponsorship level, the greater the boost to the attribute it affects.

    Sprintz Arena – The arena where the Exhibition, Season, Playoff, and Sudden Death matches take place. One major difference between the Sprintz arena and Crossfire arenas are the juice stations. Both Juice stations are just below the exit to the spawn and unlike in Crossfire, do not have a reload time.
  11. mncboxsox

    mncboxsox Active Member

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    Excerpt from the "Monday Night Combat Single Player Blitz guide" part 4:

    Support – One of the six class types that players can choose from when playing Sudden Death. The Support is the medic of Monday Night Combat. The Supports primary function is to keep his team and turrets alive. The Supports ability to over heal clones and turrets as well as his ability to hack into turrets either to improve his own, or to take control of enemy turrets, makes him an indispensable member of the team. In sudden death, the Supports firebase is an integral part of any successful game.

    Survivitol Arena – The arena where the Super Sudden Death takes place. Dreaded for its very short bot paths and raised non-connected spawns which generate Buzzers, Gap-shots, and Jackbots.

    Tank – One of the six class types that players can choose from when playing Sudden Death. The Tank is known for its firepower and excessive native armor. The Tanks heavy armor does reduce its maneuverability and speed. The tank is also equipped with jet packs and has very powerful offensive weapons.

    Traps – An upgradable Sniper skill that places a marker on the ground. When a clone or bot come within range of the marker they are slowed or stopped. A fully upgraded Trap skill renders the target immobile and drains skill points from them for a short period of time.

    Turrets – Defensive hardware that can be purchased to protect your base/Moneyball. There are 4 types of turrets varying in general purpose and utility. Turrets can only be built on unused active turret nubs (the Supports firebase does not require a turret nub but can be placed anywhere a standing clone can be.

    Turret Nub – A designated place where a single turret can be built. When a turret is destroyed, a damaged turret base is visible and no new turret can be built there. After a set amount of time, the turret nub resets and a new turret can then be built.

    Unit(s) – A measured distance equaling 1 pixel on the monitor. All distances are given in units to standardize them regardless of the display that is being used.

    Upgrade – An option to use money to increase the statistics of either a clone skill or a turret.

    Wave – A group of bots. A single wave of bots can come out of multiple spawns. Some fixed rounds have 2 separate waves of bots.
  12. mncboxsox

    mncboxsox Active Member

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    And yes, I really did need to pimp my guide here... and everywhere else for that matter.
  13. leov1993

    leov1993 Post Master General

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    Jesus, I thought you were kidding about the guide..
  14. mncboxsox

    mncboxsox Active Member

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    No, I really have no life left. So far it is 148 pages.
  15. leov1993

    leov1993 Post Master General

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    How long have you been writing this?
  16. mncboxsox

    mncboxsox Active Member

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    I've been working with Uber on it for about a year now. It's actually in final editing with some youtube strategy videos still needed (4 out of 36 I believe).
  17. mncboxsox

    mncboxsox Active Member

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    BTW, I did change the guide terminology in the class names from "sudden death blitz" (this guide was originally the MNC sudden death blitz strategy guide) to "blitz matches". This is why it is still in type editing.
  18. mncboxsox

    mncboxsox Active Member

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    Now I've gone and done it. I decided to post the entire 147 page guide to a drop box folder. I will try to keep this as updated as possible for anyone who actually reads it. Since it is a non-finalized release, there will be some changes to the guide when it is finalized. P.S. most of the links do not work due to the 8,417 changes recently and the TOC plus the index page numbers are off in some cases.

    https://www.dropbox.com/s/tmzkgiudu7fcmtr/Monday Night Combat Single Player Biltz Guide R1b2.pdf
  19. motherfknskill

    motherfknskill Member

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    1 Shot- A pro that has little to 0 health left.

    Smelly- someone who thinks they are good, but isnt. (see Shammas)

    Locals- people who live next to other gamers.

    Dooooooooooh!- every other word out of murkys mouth.
  20. xshammas

    xshammas Well-Known Member

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    Guess my Ubies votes are hitting that nerve. Better start making some alt accounts Bush.

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