My Review of the Latest Patch

Discussion in 'Monday Night Combat PC Discussion' started by L-Spiro, May 19, 2011.

  1. Im Hudson

    Im Hudson New Member

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    That long *** game on steel peel went exactly as it should have when it was just us two and an extra support for each of us.

    Gunner and Support will have terrible bot control vs tank and support, but the tank and support won't be able to break the turrets if they are being baby sat.

    A gunner and support could break in, but aren't equipped to easily dispatch the bots on the way in and sustain a push. [the gunner juice nerfs don't always allow for a single volley to kill all the black jacks and still have enough time to take more than one turret in the lane.]

    Futher, your support was not dropping airstrikes in conjunction with your juices. :(

    You also neglected to mention your mid game joining gunner never really working on our turrets. [Which he could have done from the inside of steel peel's dome with absolute safety against our team comp]

    The gunner in that match up is also a huge deterrent to a juiced tank. Gunner deploy rips juiced players to shreds while slowing them.

    You were also capable of getting closer to the turrets than you were with the jet gun, which would have increased DPS.

    And as for Overtime, I deployed and juiced mortared on top of your spawn ring glass. I Ignored the turrets and back-doored. I was not opposed in the slightest until you re-spawned, and I'm really not sure how your team did not nuke the ball the instant OT hit for having such superior map control.

    That was a bad game in general due to a lack of players for most of it. It may have been frustrating to sit through, but both sides had a lack of needed classes. We could break the base but would never be able to sustain a push to get there. You could push and have map control for 90% of the game but never break in, which ultimately just kept feeding our support juice and money.

    I also don't recall either side having a sniper, which would have drastically changed things for both teams. (Flak and explosive rounds to area deny the support from healing the turret while the tank burns it, for example).

    Ultimately, this game now has much more narrowly defined roles that classes excel at, which people are viewing as a bad thing, because they are used to solo carrying with some classes.
  2. L-Spiro

    L-Spiro New Member

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    Didnt mention the late-joining Gunner because, as you said, he didnt do anything that I could see.

    First, you need a Gunner to take down turrets.
    Then you also need that Gunner to actually know he is supposed to take down turrets.
    It is very frustrating relying on a teammate that doesnt know what to do.

    That is why team-oriented games very rarely succeed, and instead become team-based.


    L. Spiro
  3. BroTranquilty

    BroTranquilty New Member

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    I feel for you. I do.

    I really do hope though that you were using product nades to blind the turret, killing the gunner before hitting the turret, and you had your jetgun barrel-tapping the turret (the barrel touching the target for max damage).

    Otherwise, you are right, this was your problem:
    You didn't lose your game. Your support lost your game for you. He lost when he didn't drop airstrikes on the turret as it was being juiced on, when he didn't follow you to heal, when he didn't just choose a gunner and triple mortar the turret instead.

    But if any team with 1 good player and 3 bad ones, go up against a team with 2 good players and 2 bad ones, you will see the skill gap so serverely. There isn't as many people as designed in the game balance, so the balance will be even more servere.
  4. verden

    verden New Member

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    You live on an island far away. How would you know?
  5. Z-UNIT

    Z-UNIT Active Member

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    oh no the infamous skill play
    1 server with the same players a couple of nights a week :roll:
  6. Myst

    Myst New Member

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    We've had over 30 different people play with us, hardly the same 12 players each day.
    You're also welcome to join if you like.
  7. Z-UNIT

    Z-UNIT Active Member

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    i stand by by statement 30 people is hardly what i would call a competitive scene
    out of interest of those 30 how many still play regularly?


    lol thanks for the invite but im afraid the 500 ping may be an issue

    not to mention my lack of skill :|
  8. NeoCyberman

    NeoCyberman Active Member

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    Now I think I understand the correlation between choosing gunner and my amount of wins.

    Lately I've been playing more gunner and I can attest that having at least one gunner is necessary. I'm not saying being a gunner is not fun but it does feel that every match I play has to be like this. Not enough people know what they are doing to play otherwise.
  9. Myst

    Myst New Member

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    Just recounted, had 42 people play since we started, and 35 still active.
    Not gonna lie, still takes about 30 mins to gather 12 people for a game as we play on weekends and lot of these guys have this "life" thing to deal with.

    Not an issue, "skill play" might not be a great name, we're happy to take in anyone who is willing to play/learn and doesn't mind playing against some skilled players.
  10. daztora

    daztora New Member

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    You should rename it to SrsPlay :p
  11. verden

    verden New Member

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    Don't recall saying it was a competitive scene, but my left nut is pretty sure that it's worth more than pub. And we're not limiting it to 12 players, we're simply trying to organize play and kinda hoping that people are interested, but seeing as all of our attempts of trying to get the community to play and have fun together seems to have failed, I, personally, have decided to give up on the community and am now following in the steps of Vlane and Wilder of being a ****.
  12. daztora

    daztora New Member

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    Good luck with that, you started out nicely. It's not that you've given up we gave up on you a good while back, nothing personal but this stands out alot In communities like this so I just add it to the pile.
    Last edited: May 22, 2011
  13. verden

    verden New Member

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    Who are you?
  14. daztora

    daztora New Member

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    I'll add this comment too
  15. Z-UNIT

    Z-UNIT Active Member

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    people being dicks has a lot to do with why the player base is so small
  16. verden

    verden New Member

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    Wrong.
  17. BillNyeTheScienceGuy

    BillNyeTheScienceGuy New Member

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    Having an entire team play one class is a cheese tactic that should be able to be beaten by a competent team. The reason it's effective is it puts people in a situation they are not used to playing with. In TF2 having your entire team go heavy weapons was almost an assured win in a pub server. A part of the game is understanding what classes best counter other ones and by requiring the team to play each class you're basically giving yourself a serious handicap. A competent team should redistribute their composition when they see every enemy is a gunner to have more snipers and no tanks/assaults. This responding to the team happens in TF2 and DoTA there's no reason to say it shouldn't happen here.

    MNC has far more leeway with class roles than other games I've seen. Tanks and assassins both have tools (prod grenade, flash bang/shuriken) that serve a secondary function to counter turrets and firebases even though that is not their specific jobs.

    I'm not saying that MNC is a game where every class can only do a set number of things. I'm saying that like all decent class based shooters classes have strengths and weaknesses and you need to accept that fact rather than complain that you're no longer a one man army like you were when you could kill bot lanes and then juice on turrets single handily while your team sits in the spawn enjoying a nice cup of tea.

    The "players who dominate because they deserve to do so" mantra is the antithesis of a team class based shooter. That's the model of your basic death match shooter.

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