(Post Title Update) Most Overpowered Crossfire Class:

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Im Hudson, November 14, 2010.

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Most overpowered crossfire class?

  1. Assault

    4 vote(s)
    7.8%
  2. Assassin

    4 vote(s)
    7.8%
  3. Gunner

    3 vote(s)
    5.9%
  4. Sniper

    27 vote(s)
    52.9%
  5. Support

    9 vote(s)
    17.6%
  6. Tank

    4 vote(s)
    7.8%
  1. Im Hudson

    Im Hudson New Member

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    I don't think this could be considered a repeat since there have been a number of gameplay changes in the title update and everyone now has a decent grasp on the game and realizes that firebases have about 6000 different counters and that you can walk out of air-strikes.

    When discussing overpowered/underpowered, please remember that this game has many overlapping PvP (player vs player) and PvE (player vs environment) elements.

    Feel free to post reasoning etc.

    With that said, I'll say the sniper is the most OP class right now, but all of my concerns (AoE snare mechanics of ice traps, juice gain rate, damage vs moneyball) are all being addressed in the DLC.)
  2. ForeverZero

    ForeverZero New Member

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    Tank because that's what Im Hudson plays. :lol:

    But in all seriousness, Could a team easily steam roll everyone by playing all sniper on all the maps? Sometimes I get in groups where we play all X class. The only one where we got our asses completely handed to us is when we went all sniper.

    I will agree that the sniper has some cheese mode tactics; exploding round own bots/teammates, chain freeze trap, preferential grapples, retarded amounts of bot juice, moneyball killing in 1 juice. The list goes on, im sure. I am just hoping the patch does fix most of the issues.
  3. mintycrys

    mintycrys New Member

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    Gunner. The minigun is currently capable of things it should not be in the current build. This is why I always see LazeRazor matches that last three or four minutes have a Gunner or two that registered double-digit kills, and why a few mediocre Gunners can hold Steel Peel with minimum effort and repeated suicide runs.
  4. Leonyx

    Leonyx New Member

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    I don't think he's overpowered persay... But I'm going to have to say the sniper is the most powerful in all aspects.
  5. Wandrian Wvlf

    Wandrian Wvlf New Member

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    I don't think any individual class is outright overpowered, there's a few soft counters in the game for pretty much everything but spawn camping.


    Assault: Outgun or outrun.
    Tank: Outgun.
    Support: Outgun, or just get him when he's away form his firebase.
    Assassin: Outgun or tank(both the class and the verb).
    Gunner: Boom, headshot.
    Sniper: Watch out for traps and catch him off-guard.


    Plenty more, but meh.
  6. Im Hudson

    Im Hudson New Member

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    I actually think the tank might be considered overpowered after the DLC, especially if they nerf the damage of lazerblazers but dont change the juice gain amount.
  7. Snappyguy

    Snappyguy New Member

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    Snipers. They can pretty much just control any area from a distance with L3P.

    But there isn't really anything that is overpowering all the classes in CF, just ones that are very annoying.
  8. PhiyerBayse

    PhiyerBayse New Member

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    I'm soz gaiz but I'm gonna have to say Assassin (and the only one that thinks so, so far apparently.) And this is coming from an assassin player.
    I take out your bots and there's usually nothing you can do about it. Even if you do manage to try, I've already gained enough juice to take you out and all your turrets. Then I rinse and repeat.

    Fact: Crossfires matches without Assassins are usually the more enjoyable matches.

    (With the juice 100% heal glitch, the support is OP when using his HH gun though, but that should be changing soon.)
  9. StarPilot87

    StarPilot87 New Member

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    I see your Juiced Assassin, and raise you 1 punch to the face. Unless I'm playing Assassin or Support myself, I regularly slow down or outright stop Juiced Assassins with grapples and whatnot.

    Tank: Level 3 Charge followed by a Rail Gun grapple/throw
    Gunner: Mortar grapple, Gunner grapple, Slam, or just Deploy and cut through that pitiful armor with crit boolits.
    Sniper: Traps, SMG grapple, Sniper grapple
    Assault: Bomb, Grenade Launcher grapple, charge/charge grapple
    Support: Only real hope is an airstrike kamakazie grapple, usually fails too.


    btw I'm not casting a vote as everything that I can currently think of as unbalanced are being addressed by the DLC.
  10. Billy Rueben

    Billy Rueben New Member

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    Sniper, because of the explosive shots. I hate that I can be killed by some sniper just spamming his own bots with his explosive rounds when he doesn't even know I'm there. Steel Peel being the biggest problem here because of all the **** his piercing explosive rounds can activate off of. He single handedly turns an entire bot lane into a killing field.
  11. Cardboardwarior

    Cardboardwarior New Member

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    Goddamn camping freezing bodyshotting explosive-rounding ringout-grapple-for-only-150-bucks piece a **** SNIPERS. The gunner could use a longer spin-up time, though.
  12. southsidesox24

    southsidesox24 New Member

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    I voted Gunner but I would say Sniper is a close second. I just feel like the DPS output of the minigun is a little too much at the moment, and obviously does too much damage at range. Minigun sniping across Grenade III is absurd in my opinion. I think slightly nerfing the minigun while potentially buffing his abilities in some way would potentially be more balanced. The only thing that I find OP about the Sniper is the moneyball damage. IMO, it is way too high right now, especially from range.
  13. hostileparadox

    hostileparadox Well-Known Member

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    Pretty much what you just said. There is no point in building turrets because one juiced assassins will ANNIHILATE your entire base.

    And the Sniper's explosive rounds could be turned down a notch, like only exploding on the first thing they hit.
  14. Roy Campbell

    Roy Campbell New Member

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    I voted Assassin and agree with all of these points.

    I also believe MNC would be a better game overall if Sniper was removed from being playable in Crossfire. So there. (I have 1k+ headshots, too.) And don't even get me started on host advantage. Holy sh-
  15. PhiyerBayse

    PhiyerBayse New Member

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    Why are people still voting Support as overpowered? I can understand him being OP with the juice heal glitch but that will be fixed (hopefully) soon and then we'll see who will be 'bursting full of the juices' every minute or so.
    Right now it's basically when you see a support guy 'drinking a million espresso', you run, but after the patch we'll see how long that espresso lasts.

    The only classes that need to be looked at, imo, is The Assassin and The Sniper.

    PS: AND maaaaayyybee the Gunner's mortar's turret killing capabilities (mouthful). Yikes.
  16. Im Hudson

    Im Hudson New Member

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    One good heavy class on defense to Crowd control her and/or Ice Traps between your hacked turrets solves 99% of issues with juiced assassins.

    The gunner and Tank can both survive assassin attacks while juiced and start a grapple chain on her very easily.

    Gunner: Mortar Grapple, Gunner Grapple, then slam her away.
    Tank: Charge 3, Railgun Grapple, then Product grenade if she was not rung out. Jet pack upward as charge cools down and repeat.

    I don't understand why people think support is OP other than the health regen glitch occurring 100% of the time with the heal hurt gun. Most of people's original issues were with the hacked turret rush, and not knowing how to counter firebases/dodge airstrikes that used to glitch through cover like 1/3 of the time.
  17. Billy Rueben

    Billy Rueben New Member

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    Yes, the Sniper is overpowered, but removing him completely would create a large problem. He is the best counter to Gunners (and maybe even Tanks).
  18. hostileparadox

    hostileparadox Well-Known Member

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    Problem with this is that Snipers couldn't care less about turrets. They generally use their ice traps to protect themselves. Rarely do they use them to protect the base.

    As for Tanks and Gunners, you are right, but they are never in the base. They're always on the front lines. And if they are in the base, they're too ignorant to grapple her and waste her juice time. I feel like I'm always the only one that even tries to grapple the juiced assassin, and as a Support, half the time I just die in the attempt of grappling her.

    I'm speaking from my personal experience in pubs of course. There are exceptions where Snipers, Gunners, and Tanks know what they are doing, but this is not the norm.

    And yes, Support is fine. After the update his airstrike regeneration will be slowed down, he will earn juice less quickly from healing, and the juiced full health glitch will be fixed.
  19. PhiyerBayse

    PhiyerBayse New Member

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    For Sniper, I think either:
    A. Remove explosive shots, increase damage and add some other 3rd skill (Incendiary ammunition maybe?)
    B. Tone done explosive shots and don't cause explosions on friendlies.
  20. StarPilot87

    StarPilot87 New Member

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    Personally I don't bother with Sniper's passive 3 until I get my Traps and Flak to 3. I only bother with passive 3 for the little extra damage it gives. I would be okay with explosive round removal being traded for extra damage, though I highly doubt that would ever happen. Incendiary shots though? Kind of takes away from what the Tank and Assault can do.

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