Most Underpowerd Class (Post DLC)

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by An Artic Fox, December 3, 2010.

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Most Under Powered Class

  1. None

    56 vote(s)
    26.4%
  2. Assault

    8 vote(s)
    3.8%
  3. Assassin

    28 vote(s)
    13.2%
  4. Support

    80 vote(s)
    37.7%
  5. Sniper

    5 vote(s)
    2.4%
  6. Tank

    24 vote(s)
    11.3%
  7. Gunner

    11 vote(s)
    5.2%
  1. Leonyx

    Leonyx New Member

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    Um, why else would you support someone? You certainly don't do it so you can get a kill. It helps them stay alive so that they can kill again. It can be very beneficial. Juice is just a small bonus if you heal enough.

    Someone needs to be healing turrets, or your opponents will just steamroll your base. It's not like any other class can do the job a support can. Sure, they can kill someone in two shots, but a hacked turret can kill with almost the same speed, and can do it from a much longer distance.
  2. CLD

    CLD New Member

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    Why even have support in the game then?... Support gets virtually NO money from healing not even an assist for healing someone that kills another Pro, what incentive is there to play one? you have to give the support a way to get money, otherwise they can get no skill upgrades, no money to build turrents, no money for anything and ppl who like to play support cant even begin to think about making the leader board with anything other than wins. If the support is suppoed to heal, why the hell did they nerf the healing? Why did they not increase the money obtained from healing? Why have they not fixed the heal/hurt gun so that it actaully puts control in the hands of the player instead of keeping it targeting whatever they heck it wants too? its hard as heck to hack enemy towers now days and even when you do you get no money from the hacked towers kills...So if people are going to continually complain about every thing that a support has, even after it got beat down with the nerf bat to near death...why have it in the game at all?
  3. xX Ript3r Xx

    xX Ript3r Xx New Member

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    Agreed as you have seen we dont gunner support combo any longer. And when was the last time you seen me play mine??? I loved playing him but I can't no more.
  4. harpy515

    harpy515 New Member

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    Because people want to play the support as an offensive class. So they complain when airstrike is nerfed.
  5. Fighter4Christ

    Fighter4Christ New Member

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    I think people would be fine playing it as a defensive class, IF it could be done! and right now, with the supports financial problems...it can't.
  6. hostileparadox

    hostileparadox Well-Known Member

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    That's the problem, with currency being needed to build turret and upgrade your skills, being defensive doesn't pay the bills. :roll:
  7. Leonyx

    Leonyx New Member

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    I would have to disagree. I tend to make enough money to make due.
  8. ManaCorporation

    ManaCorporation New Member

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    I play as a pure defensive support and I make more than enough money. (and sometimes even get MVP!)

    Your arguments fail, people.
  9. Jet Magnum

    Jet Magnum New Member

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    Either you're in a good team/party or haven't met an assassin, gunner or good tank whose entire purpose in the match is raping the life out of your turrents.

    I cannot argue that there's still some people with impressive outcomes in matches as a support because I have seen them. but on a personal experience I do far better going on the offense or try holding the middle of the arena than to be a sitting duck and give the other team money while receiving none.
  10. Bambam Bm

    Bambam Bm New Member

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    I'm surprised people think the Support is the most underpowered, considering they have the strongest/most overpowered turret in the game, the Firebase.
  11. Jet Magnum

    Jet Magnum New Member

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    It can be taken down quite fast, and its cooldown is rather horrible unless at level 3. Once it's taken out, options are really limited.
  12. Im Hudson

    Im Hudson New Member

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    The firebase is insanely routine to deal with in 99% of locations. The tank and gunner can usually solo the firebase AND the support overhealing it.
  13. Grec

    Grec New Member

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    If I'm a support or a fellow clan member is playing as a support I like to place my Firebase with a camping Assault/Sniper or camp around their firebase. It helps them out by giving them health, and it helps me out because their trap/bomb protects my firebase from those tanks that wanna product grenade my firebase. It can also serve as a point of control, which I think controlling parts of this map is one of they most important things in this game. Like controlling the ledge closest to the enemy base on Grenade 3. It makes it difficult for the enemy team to buy turrets and it gives our team a point were they can go back to. It's also way to important on Spunky for Assassins because there's only one bot lane, and since the only safe way to kill bots as an Assassin on Spunky is to have your team control the other side of the map or wait for bots to come to your team's side of the map.

    And really, it's a support. It's not supposed to kill people. It's supposed to support people with a portable turret and overhealing people. But I guess that's just what I think. All in all I think the support is a little bit more reasonable, but it can use a little boost in offensive power. But what I'm noticing is that supports are using their skills more carefully, like using their airstrikes for running away and crowd control, not just for killing people and spamming them if they don't feel safe.
  14. Cardboardwarior

    Cardboardwarior New Member

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    An idea I've been toying with: Shaveice turrets generate money for the Support when hacked, at a slow rate. An unpopular turret gets used more, the support has easier money troubles, everyone is happy! Except for Assassins... maybe give low level Laserblasers the effect as well, so that we now have a reason to build them?
  15. Fighter4Christ

    Fighter4Christ New Member

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    Exactly. I know when I am matched up against a good player because they make my firebase a priority and have no problems taking it out. I HAVE seen the dual-support combo be more effective though...two overhealed supports and two firebases are more complicated to deal with.

    Then again, when I know there are competent people on the other team I will change classes. A competent player in any other class will always overpower me as a support...What's that you say, stick to your teamates and overheal them? Yeah, sounds like a great idea until somebody like Billy takes out your fully overhealed gunner and you too.
  16. Nayr

    Nayr New Member

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    How is the support not winning this poll? He's gotten so many nerfs and even when he didn't have these nerfs he was still the least powerful class. Not by as much as he is now, but by a little.
  17. Bambam Bm

    Bambam Bm New Member

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    His firebase is just as strong as it was before.. which still many people think is overpowered for a NON-PLAYER.. thats why he's not winning this poll
  18. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    I still think the firebase's range is ridiculous. I've been killed on top of the juice station on Lazor Razor by a firebase next to the bot spawner. Does it even have a range limit when hacked?
  19. DigitalArchmage

    DigitalArchmage Member

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    I think the answer is not everyone plays a support, and most people vote for the class they prefer because they want to to be stronger and for everyone else to be weaker. So when I weigh that in and look at the poll, it looks like support *is* winning (it's 3x higher than the next classy).

    I'm glad I'm Hudson weighed in the way he did - I know he doesn't mainly play support, and he's another serious bringer of death to us "randoms".

    Also I think people haven't appropriately separated the two discussions: 1) what is over/under powered if there are newbies involved and 2) what is over/under powered if everyone is skilled.
  20. Im Hudson

    Im Hudson New Member

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    Thats the main "issue" with firebases: They seem incredibly overpowered when you play an assassin with no armor that runs straight at them without cloak or without knowing that your smoke bomb does more than give you a l33t super bounce ala halo 2.

    When I first started playing this game, I thought supports were ridiculously easy to play and incredibly overpowered. I hated those bunny hopping no skill, no aiming POS little Italian turds with OHK bombs they could throw all the freaking time.

    Then I started realizing the limitations of fire bases.

    Then I started understanding how LITTLE damage the heal hurt gun does compared to every other weapon you have to aim in the game.

    Then I started understanding how easy airstrikes were to predict and dodge (after they patched the roof clipping issue)

    Etc.
    ------------------------------------------------------------

    The only true OP things in my mind were:
    -Insanely high juice rate despite seeing zero combat time/infinite juice gain off of slimbots (nerfed)
    -Hacking through walls (patched)
    -Hacking enemy turrets in the first 30 seconds of the game (removed via regulating it to Hack 3, and then COMPLETELY AND UNNECESSARILY NERFING HACK 3's TIME TO HACK AN ENEMY TURRET AND STILL GIVING YOU NOTHING IF YOU SOMEHOW BY THE GRACE OF GOD PULL THIS OFF)
    -Air strikes penetrating roofs (patched)

    I don't understand why the support's air strike and hack were nerfed into oblivion, but sniper's explosive rounds were not touched at all (I guess it would absolutely cripple the sniper in blitz, but we've seen MILLIONS more complaints about the sniper's explosive rounds than the frequency of air strikes. I'm not saying this makes the complaints VALID, I'm just wondering what was the thought process of further nerfing the support without any sort of tangible buff to compensate him? Even the sniper got some extra flippin scramblers!

    In both major balance patches, he has recieved changes that were almost universally agreed upon (on the forums): A limit on offensive hacking rushes, and out of combat juice gain.

    He then at the same time received further nerfs that left most people (that post on here) scratching their heads: Increased time needed to hack enemy turrets to an almost impossible standard, and HUGE increased cooldown time on the airstrike. Both of these nerfs would not be so bad if the support properly got assists from hacked turret kills/healing, and maybe even recieved a monetary reward for hacking an enemy turret. But he got NOTHING in exchange for all of these flaws.

    Believe me, I'm not saying that forum posters are balance experts or even journeymen by any stretch of the imagination, but I'm can't help but wonder what the inhouse testing situations were that led to the conclusion that the support would be better off in his current state: where he has no chance for any sort of monetary reward when he properly uses half his arsenal (Hacking enemy turrets and healing allied players in combat).

    I play classes that eat the support AND his firebase for breakfast, if you are wondering where my biases are.

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