I'm probably going to generate alot of hate for this post but I am still going to go ahead and say it, this game is and will forever be compared to the Juggernaut of a game that is Team Fortress 2. In terms of gameplay and atmosphere, the two games are not very similar but when it comes to the classes, it most certainly is and in some regards its dangerously similar. I see tons of remarks about how the community will pick back up when mod tools come into play and it will certainly make the community grow. The problem is, there simply is not a big enough fanbase for these modding tools to be put into practice enough that people will start pouring back again. What I am saying is, new maps and mods simply are not going to cut it, I feel like we need more classes as the most content in this game comes from the classes themselves rather than the arenas they play on. TF2 certainly did this a whole lot better than MNC and I still feel like TF2 could use another 2 classes at maximum. I know that MNC pros are often a combination of multiple TF2 classes but maybe that was a mistake because new players will most likely feel very underwhelmed when looking at 6 characters.
a lot of people cannot even handle the 6 pros that we have now, what this game needed was mod tools ages ago or a few new maps ages ago. Mod tools now will not make a difference as like you said too small a community to make a lot of good mods, and mods that people are talking about making atm sound like a pile of crap so really what this game needs is for it to be xmas 2010 again so they can rethink their lives, dont bother making new skins and other garbage and just make maps and get mod tools ready, as we all know though this will not happen
The problem I would have with some new classes is quite frankly that it would be VERY difficult to balance. The game is balanced around the idea that, 6 classes, 6 players. It would take a great deal of effort to add new classes and keep the game balanced. What I would like to see is a higher player max. It's really what's missing from this game. Unfortunately the current maps can't really support that many people, so just raising the player limit wouldn't work, we'd need maps dedicated to it. 12v12 with 4 bot lanes seems like it would be amazing fun.
Agreed. If anything in the game feels missing its the maps and voice chat code. Given that there are roughly 16 people I can understand their plight but priorities first here. Get MNC some more maps, maybe a new mode and some more features. Then we can focus on
I wouldn't mind seeing Uber move on to a new title unless they can go F2P or find some other way to generate lots of players.
The counterargument to the balance dilemma is simply this: while new classes can open new balance issues they can also help balance the game as it already is. If we had a couple classes that counter Sniper more maybe there wouldn't be as much complaining. Also, more characters = more depth which this game desperately needs.
I don't see a need for more classes. There seems to be a class for every play style. A new title might be a good idea. I've gotten ~150 hours out of this $15 game, and there are very few games that have provided more hours of play/$ (TF2 is oddly one of them). Also the rounds are fast enough, and I probably have more fun per hour than I do playing BFBC2 for which finding and joining a good server can take 30 minutes.
not necessarily i think "depth", whatever your definition may be, is not what this game needs the most now and i'd say there is a very great chance this is not gonna happen, mostly by how a game is initially designed around the class choices
This game needs more maps not more classes. I was hoping to make a few maps when the editor was made available bit its already 5 months overdue. With tweaking I think Blitz can become the new PvE FPS game, Killing Floor is not much more than a mod of UT invasion but its so damn hard that completion of levels requires teamwork and strategy and feels rewarding. Blitz is currently way too easy, and infinite arenas have no reward as you can stop at any time and is repetitive. There is some really cool things that can be done with a map if you plan it for 10 waves. Opening sections of the map, moving the protection spot there is many creative ways to mess with the map to drastically influence gameplay.
^ Same here. I remember the day the amount of hours I sank into MNC rose above those of TF2. A game I payed more for.
^(x2) Agree Blitz is hell-a easy. The infinite mode should spawn more Jackbots per wave. Lack of challenges is bad because I want to try out the new ones. I'd like to see new maps too...for Crossfire and for Blitz (Survivatol is bad... TOO SMALL) Uber needs to share with community mod tools to "support" (I'm not talking about the class) this game.
Saying the game needs new classes is easy. Thinking of classes that ADD to the game is another story. Think of something that a new class could do that can't already be done by an existing class. Pretty much every new class idea I've read on this entire forum was redundant. A new game mode and maps is where it's at.
Mode conception is easy, creating maps based on new ideas is hard work. -Capture the Moolah(CTF) Pros do their best to escort as much cash as a single antigravity unit can hold into their base funding the various death machines on the field. The more money you have the more dangerous the field gets for your opponents. Buzz saws and eliminator bots spring up on the opponents side of the field after you deposit a given amount of cash. Match ends when a team can gain a given amount of cash. -Juice Runner(Payload mixed with Get your bots to smuggle obscenely illegal amounts of juice across the field before your opponents and reap the rewards. It takes at least three bots to carry a crate of juice. Keep them safe and your looking at a major payday. if the juice is on the ground for more than a minute it goes bad and you'll need to get another crate. Game ends when the patented juice-o-meter reaches the maximum. First team the max wins. Both these ideas require maps with some form of initial separation where each side is parallel and bots cant interact but players can kill other bots. New modes and new maps are indeed where its at.
Maps and mod tools would be nice, but what the game needs most is a boosted player base. I know the game is already laughably similar to TF2, but Uber should negotiate contracts with some marketing agencies and have Mickey be promoting actual products that Uber will get paid for. They can also then implement a micro-transaction system for additional skins/taunts (people are remarkably terrible at underestimating what a lot of cheap things actually cost). With these additional revenue sources in place, they could convert the game to be F2P and attract enough people to stay afloat financially as currently, they only get money for the initial title purchase, which isn't even that much compared to other games anyway.
Or have Uber expand from being just a gaming company but going into the food industry as well. Purchasers of the game can receive a free packet of actual bacon. :lol: Whether it makes you better at anything besides being less hungry is another matter. :? The micro-transaction system there sounds a lot like League of Legend's one (F2P, purchasable skins etc), and it's not one I can associate with this game. We've already had a Free Weekend, and the results of that can be seen in the playerbase numbers right now. I don't think players are not playing the game because of financial based judgements - it's more of because of how the game lacks variety and content. It's either the game gets stale for them, or that the pubstomping just gets too frustrating to find the will to play any further.
I like the simplicity of 6 characters. Here is another suggestion to your idea: There stays 6 classes, but each class is given weapon selection instead. Things that are balanced and trade one ability for another. We already have the same discussion with skill customization. Someone also suggested different equipment there too. If they did this instead, the game would remain balanced and circulated around 6 classes in much the same way. They just need to give the assault a rifle with a longer damage dropoff range and less rate, the gunner a more accurate and less overall damaging minigun, the tank a secondary for his jetgun that gives him infinite ammo for 5 seconds instead of deathblossom, and the assassin a poison dagger that continues to do damage after a landed grapple but doesn't have the damage boost of the sword. Things like that. Don't care if it is exactly those. I just want to stress the importance that they make sure it is balanced and useable by anyone who bought a custom class slot (no earning through boosting or buying from uber store). If they did want to make money through selling things in-game, they shouldn't use game-breaking weapons and such, and they should not go overboard. Some jewel-encrested gold-trim "gears" would be fine imo, or some cool taunts of the same duration. Just letting the devs know, in case they feel like profitting a bit. Also, moar MNC merchendise in store!
if you're talking about me, what i meant was a visual difference in the equipment, to better fit the setting of the MNC world and the "customized" skills; i didn't mean "new equipment to use"
Ah. Well still. It would be ok if they made them to me. At least if they followed strict balance issues and make it useable by everyone from start. By strict balance, aim for the current equipment to be generally more powerful than any new one. That way, nobody complains about playing with balance, it will remain generally the same and fair. It would give the game more content and possibly shift class's weaknesses around (tank without deathblossom would be better against some things now, but worse against other things like assaults definitely)
While I accept the idea of more weapons for Pros, I also believe that having a few more classes could be very nice and would help to bring about more depth and some new life into the game and the world of MNC.