Rank the Maps

Discussion in 'Monday Night Combat 360 General Discussion' started by Im Hudson, September 17, 2010.

  1. Rev Rabies

    Rev Rabies New Member

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    1.Grenade III
    2. Ammo Mule
    3. Steel Peel
    4. LaseRazor


    XD laserazor is the sniper's worst map, and steel peel is sniper heaven :D
  2. mintycrys

    mintycrys New Member

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    I play Sniper exclusively, so you know how this is going to go.

    1. Steel Peel
    2. Ammo Mule
    3. LazeRazor
    4. Grenade III

    Grenade III is the only arena that I actively dislike. The ability to use jump pads to cross the arena very quickly means that a team of 4 or more halfway-decent Gunners with Gold Armor can go very nearly unopposed just by keeping that gun spinning and running circuits between each side. Lighter classes don't last very long on a map where speed is unnecessary for heavier classes to be mobile. Also, the circular nature of the arena makes it difficult to shoot at the moneyball from the side and not be hit RockIt turrets which each have a Support actively overhealing it while camping behind the glass. Thankfully, Assassins, Gunners, and Tanks can very easily get into the enemy base and remove pesky Support players. Still a map that goes into overtime easily with two dedicated Support campers.
  3. Manouso

    Manouso New Member

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    1. LazeRazor
    2. Grenade lll
    3. Ammo Mule
    4. Steel Peel

    Ammo Mule used to be first or second, but playing it solo I usually go against a team that holds the middle with supports inside and roof campers. With a good team it's pretty fun though.
  4. Im Hudson

    Im Hudson New Member

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    I don't find steel peel to be very balanced.

    -Gapshots and Long shots are near useless

    -Snipers have sight lines to an entire lane from turret to turret

    -Snipers with AoE Explosive Shots don't even have to aim to spawn kill the bots and prevent anyone from walking through the front 2 doors.

    -Snipers can ice trap both doors to the base in about 4 seconds total time. If there are 2, they can ice trap both doors and the back walkway.

    -The tank can jetpack up to the top of the back bridge glass walkway and railgun the money ball from about half the map away while juiced (doing 90% of its health in damage in 2 clips) (still takes 3ish headshots to kill him, and he can counter snipe the sniper quicker than the sniper can kill him). If you stick him with an air strike, he is right next to cover. I do this every time the money ball is down.

    -The sniper can shoot THROUGH a crack in the glass on this walkway with juice.

    I'm not claiming there are no counters to these strats, but in attempting to deal with any one of these issues, you will likely get defeated by another. The sniper just causes so much havoc on this map. Its not unbeatable, but snipers seem to regularly drag this map out to overtime every game.
  5. Tiller

    Tiller Active Member

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    1. Grenade III/Lazor Razer

    Love the design of these maps. Every Class can shine, and one doesn't have an advantage over the others. Snipers can cover the sides and tops, but their is enough legroom to take a different path. Assassins can get out of harms way and sneak around. Assaults have a field day with the Jetpacks. Gunners and tanks can get up close, and Supports can do their thing, but with enough bridges to avoid airstrikes.

    2. Ammo Mule: Harder to defend turrets, things get bunched up a little and I feel there is too much open ground. Still decent.

    3. Steel Peel makes the Sniper a god. Just one can lock down both front entrances. You cannot defend your turrets or the top half of your base well. You have to walk around the sides and waste time in order to get at them. It would be fine Snipers were as impaired as much as Gap shots and long shots.

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