Supports, Gunner-Supports, and Assaults are Overpowered.

Discussion in 'Monday Night Combat PC Discussion' started by BroTranquilty, February 20, 2011.

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  1. BroTranquilty

    BroTranquilty New Member

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    This was in NO WAY influenced by any other 2000 threads in this section.

    I validly believe the support himself is overpowered. He is the only class absolutely necesary in a team because his abilities are unique and game-changing.

    -He is the only one that can heal, just having one on a team is overpowered because your team can keep anything being damaged at a high health, while the enemy is stuck with non-healing pros during a fight (having to retreat is about as bad as respawning) and non-healing turrets that will eventually die just from chip damage.
    -When walking with bots, not only can he clear oncoming bot waves AND turrets with airstrikes near-instantly (they can't just "get out of the way" lol), but he is the only class that can also heal and reduce damage on the bots he walks with. Tanks can defend their bots and clear enemy bots, but once they recieve damage he can't prevent any portion of the damage or heal what damage happens.
    -He has a method to regenerate health spontaneously himself, using any attackable object (bullseye to a smaller degree, but enemies, bots, and turrets moreso)
    -He can place what is arguably the strongest turret against pros (that even heals allies) in the game, anywhere on the map, including underneath cover, in corners, and just out in the middle of a fight so he can escape/shotgun while it sponges damage.
    -He can increase the range of any turret (which any turret's range in the game is arguably useless by default), including his personal anti-pro master-turret, making it suddenly REALLY good when it was previously useless.
    -He has arguably the best spawnable bot in the game, the gapshot, which can shoot anything on the map (no range limit) with a shell (2x stronger than longshot turret) thats more spammable than the 6 turret nubs for longshots (8-10 gapshots at once?)
    -Thus, he has outstanding anti-pro capabilities (firebase, shotgun, airstrike spam), outstanding anti-bot capabilities (hhgun, airstrikes, HIS OWN BOTS WHILE HE HEALS FOR JUICE), and outstanding anti-turret capabilities (airstrike spam, and gapshots)

    Also overpowered, is the gunner.
    -He has arguably the best 2 weapons in the game... not just one of the best, but both the best, 2 best weapons on 1 class.
    -His minigun has the highest output for damage to pros than any other weapon in the game (as far as damage/time, damage/clip, damageXrate, best damage period), and can easily kill pros from assault rifle distance near-instantly when prespun/deployed (little farther than assault rifle distance when deployed). Turning a corner and running into a gunner, or a gunner turning a corner and running into you, seldomly allows you to survive. A juiced opponent walking into a deployed gunner in base gets killed in 3-6 seconds, enough time for 1 turret.
    -His mortar has the best damage output for turrets (again, damage/time, damage/shell, best damage period), which when upgraded allows him to outdamage a turret being healed by 2 gold rate supports with silver rate mortar, or 2 supports without endorsements when he is without endorsement.
    -Gunner has glitched game-exploits that can be serverely taken advantage of.
    -He has a fairly capable speed, jump height, and controllable jump-spam. It's possible for him to cross an open area while avoiding a headshot for a fairly good sniper.
    -Slam gets rid of assassins, especially when predicted correctly (wait just a second and a half after a face-grapple, and after the assassin jumps and lands, slam her upon landing)
    -Has 2 grapples, which he can use back-to-back if he already has the mortar out. The mortar grapple does the most damage of any free grapple (you don't hafta pay for), and the skill-grapple launches enemies possibly out of the map when upgraded once.
    -Best juice in the game, easily clears EVERY turret in the base at ANY range REGUARDLESS of turret level OR supports healing it.
    -His deploy allows his minigun constant spin, damage that reaches a longer range, damage resistance, and more criticals. Quick kills are literally possible at 2x normal range. When upgraded, a headshot shield prevents headshots, and a sniper without a rate endorsement wouldn't even be able to kill him if he is being healed by a support.
    -with just one support overhealing him constantly, he would easily win against an overhealed assault (more max health means additionally more overheal as well), a sniper couldn't kill him with a headshot, a sniper couldn't kill him while deployed at all without a GOOD rate endorsement, and while juiced not even an airstrike would kill him.
    -Best bot in the game to spam and tie up pros with (especially with an overheal since a grapple will not kill an overhealed bouncer, see the support's role here?)

    The gunner-support group is especially overpowered. Reasons stated above for gunner, torwards the end.

    Finally, the Assault is overpowered.

    -Best mobility coupled with the second best weapon for killing pros at it's range (close-ish), and second best weapon for killing/damaging via splash damage (at long-ish range) makes him hard to engage with any class
    -Few exploitable weaknessess, he has good health, good weapons that do good damage, good mobility, and good skills.
    -Can access map travel methods unique to him and more beneficial than any othe map travel method. Need to get high? Bomb-jump. Need to fly completely around a wall on the edge of a map? Fly2. Need to fly across very high points across the map? Fly2 as well. Need to escape a fight before it begins? Bomb-jump immediately, and fly and charge away in-air at max height.
    -Bomb is very spammable and useful for anything (escape by blocking the enemy's path to follow you, finish off enemies, knock enemies off the arena, completely kill low-armor enemies, completely kill any stationary targets)
    -Grenade gun splash damage is unavoidable at right distances, kills multiple slim-bot waves early in the game easily, and can kill things you can't see yet (around corners, over a hill, lobbed in an area generally).
    -Charge instant-kills light enemies, ring-outs others, good for escape, good for chasing, and very spammable
    -Passive gurantees more criticals, giving the same effect as gunner crits to bullets, and makes grenades kill notiecable quicker.
    -Juiced assaults kill turrets from the best range and angles.
    -Moneyball damage is HORRIFIC (change to default assault at end game, buy juice, richocet grenades off a wall into the moneyball, win the game in 1 juice). You can literally outdamage the moneyball, faster than 3 other classes at the same time, as assault using juice grenade launcher and bomb. Kill moneyball in 20 seconds if unopposed, and easier than hell to hit moneyball (bomb-jump-fly to it, fire grenades from range, bounce grenades around corners).

    I would like to see all of these things addressed before any other balance changes, and will bump this regularly. That is all.


    Including before sniper or assassin nerfs.
  2. BroTranquilty

    BroTranquilty New Member

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    [​IMG]

    This is for the snipers out there!

    Anyway, this is room to edit later should I need to post something... If nothing else then it's a free post.

    *post*
    Last edited: February 20, 2011
  3. AmazeTheory

    AmazeTheory New Member

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    [​IMG]
  4. vortexcontinuum

    vortexcontinuum Active Member

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    I do agree that a lot of people underestimate the Gunner. Deploying is extremely useful for avoiding knockback, reducing damage taken, and increasing damage dealt, three very important things. I believe that people don't know how to use/counter classes effectively yet hence all the complaining.

    Assault is overpowered from his moneyball damage and mobility alone.
  5. Decker87

    Decker87 New Member

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  6. Uncle_Coord

    Uncle_Coord New Member

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    So yea, i was playing sniper earlier today, happily just pushing bots and trying to win on ammo mule, the next thing i know BANG an assault from straight above, takes me out with 1 bomb, i go flying off the edge, no way to see it coming, no way to retaliate, its not like i could have avoided his line of sight like i would against any decent sniper.

    Then in the same game im just moving down the lane shooting the blackjacks with my uzi and a gunner just pops up next to me and instakills me before i can even react :/. Its ridiculous.
  7. Uncle_Coord

    Uncle_Coord New Member

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    oh and to all you guys posting just images, this is a legitmate thread about ridiculously powerful classes, please have a little respect, instead of just trolling.

    Thank you in advance.
  8. BroTranquilty

    BroTranquilty New Member

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    No, I won!
  9. Providence

    Providence New Member

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    I agree with everything you said. It is completely unfair when I headshot or backstab a gunner with white health and he survives! Don't get me started with assaults. His fly completely negates ice traps and grapple. Please fix!
  10. AmazeTheory

    AmazeTheory New Member

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    Your an idiot. So you want overhealing out of the game? If he couldn't fly, what else could he do? Plenty of classes also can escape traps.
  11. AmazeTheory

    AmazeTheory New Member

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    What's wrong with this. If you were more reactive, or hearing, you might have seen him coming or heard him.

    The gunner is probably 10 times your weight and his gun fires more bullets that could cover your body.
  12. Uncle_Coord

    Uncle_Coord New Member

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    Oh okay, so because he fires alot of bullets that makes him balanced? Its ridiculous, they need to make gunners minigun bolt action imo.
  13. ExT Insanity

    ExT Insanity New Member

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    I don't mean to seem like a troll or something but since I created this account, any topic you've made is how something is overpowered. Not just something, everything, whether it be assassins, snipers, or this. They are not overpowered, they just have an advantage over other classes which is why you need variety on a team. So stop stop crying about OP this and that and play the damn game.

    Edit: Can't spell everything. =)
  14. AmazeTheory

    AmazeTheory New Member

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    Well a lot of bullets = a lot of damage
  15. BroTranquilty

    BroTranquilty New Member

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    Huh? I didn't read that right, there must be something CRAZY in my eye, can you type that again so my other eye can read?

    You are talking to me right?

    Right now, I am having trouble figuring out if your realize I never pose whines and this is a distraction from sniper-whine posts to show the contrast of other class's strengths, if you are just kidding as well (your pretending this is an actual whine post and are playing around with me like i'm a whiner), if you got me confused with someone else (I anti-whine, never post whineposts here), if you are trying to make me look bad by making me out as a serious whiner, or if you seriously think you have seen me whine before.

    Good arguement to keep the sniper's rate of fire the same. It's okay, a lot of bullets = a lot of damage. Maybe give him a H11 sniper rifle.
  16. jAstro

    jAstro New Member

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    Hi, I'm a support/gunner/assault main and u dum. OP nub die 2 bal clazz QQ huehuehue.

    oh by te weyz snipah op.


    Oh, sorry. I couldn't resist joining all the trolls.

    In all seriousness, awesome thread that shows how the sniper is not the only class people can pick on :p.
  17. Polynomial

    Polynomial Moderator Alumni

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    lol
  18. Espiodude2

    Espiodude2 New Member

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    http://objection.mrdictionary.net/go.php?n=4772683
  19. BroTranquilty

    BroTranquilty New Member

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    I just had a good idea is all.

    Matter of fact, since the assault, sniper, assassin, support, gunner, and tank, bots, turrets, and annihilator, and moneyball, are ALL overpowered... How about we lower their health by 50%, and then lower their damage by 50% as well?

    Lol.
  20. Combatwombat

    Combatwombat New Member

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    This entire thread is a giant troll cave, including the OP.
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