The BIG Feedback/Issues thread.

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by DR0KZ, August 23, 2010.

  1. DR0KZ

    DR0KZ New Member

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    This is the sister-thread of The unofficial Bugs & Glitches thread, having both together made absolutely no sense. I'm just stupid on sundays like that, i guess.

    As with the other thread i will keep this updated as much as i can. Obviously there can(and will) be very different opinions about certain issues If you completely disagree with anything please post with a good argument. Accept this a "what we think in general" thread, and not a "i play class X and Y needs a nerfin' because i have trouble killing him" thread.

    Again, everything is open for debate, but keep it civil.

    Once more, the idea is that we all contribute to this thread, to make it easier for me to pick out and add here you can color code it in red
    Code:
    [color=red]YOUR TEXT HERE[/color] 
    Allthough i'm not sure how needed this is, we did something similair on other forums aswell and usually it ended up with 15+ pages a day but so far the other thread has pretty silent, do as you please for now.


    The Italic text is a suggestive solution.


    ----------------------------------------------
    Updated: 23 aug, bring it on.
    ----------------------------------------------


    Enviroment/AI
    • Gapshots and Longshots are almost useless on SteelPeel and LazeRazer Arena. -Either give support different bots on those maps or a selection interface like when buying turrets.
    • Spawnable bots are not always as usefull, No one wants scramblers and gapshots aren't always usefull.-Add a selection interface like when buying turrets.

    Interface
    • Money is abit to abundant later on, buying ProTags you won't use isn't much fun. -Add more custom classes, increase price on the rare/hard to get tags
    • The level cap of 99 is not very satisfying. -A bacon strip infront of your name, or a simple crown whatever, something at least
    • Time between games takes way to long, timer should not start at 60 seconds if you just waited 5 minutes to refill the game. People leave right after game ending because it's conciderably faster. -Ready check and general timer reduction. Make scoreboard viewable in lobby so you don't have to waste time just looking at it.
    • The -OVERTIME!- popup is to long and covers to much of the screen, during intense battles this is frustrating because you can't see what's happening infront/above you. -Reduce the notification time
    • Blitz games re-start automatically -Not sure if it's intended but it sure is annoying and unneccesairy

    Gameplay
    • Rushing at the beginning of a game is way to easy, especially if the game starts with fewer numbers. -Add more or higher level Rock-It towers at the base, make the class skills slightly more costly to stretch out game.
    • Commentators can become -insanely- annoying -A mute or reduce volume option, please.
    • Juice makes overtime to trivial. Disable or increase price on Juice-vendor. Nullify juice effects on Moneyball
    • SteelPeel is generally not a very favoured map and get's VETO'd alot. -For upcoming DLC, don't add big open "welcome to the meatgrinder" maps and the ability to snipe eachother from base to base.
    • Overtime degrades the game itself, often people just Deathmatch until Overtime then rush base. -Decrease kill and streak bonusses, increase money gain from MoneyBall damage


    --Class section--


    Assassin
    • Grapple is extremly lag reliant -Optimize by slightly increasing range.
    • Grapple can be very frustrating to use, especially against slightly lagging players/servers. Don't break stealth on a grapple-miss. Disable the jump+grapple animation and thereby the timer.


    Assault
    • Charge Rank 3 is in alot of cases a downgrade. -Charge rank 3 should only add the option to grapple by simply holding down B instead of tapping. Or reduce animation frames


    Gunner
    • Mortar fires from his feet. -Might be intended to counter gunners nuking from higher ground without being able to get shot/seen


    Sniper

    Support
    • Support is able to jump around, strafe infintely and basically become very hard to kill whilst not even aiming remotely at a player but still (slowly) draining their HP. -Increase damage/firerate, decrease it's autoaim and lockon.
    • Firebase might be abit to powerfull. It's commonly killing someone faster then a gunner , has smaller hitbox and follows bot damage reduction rules. -Reduce damage/Fire Rate ,decrease armor. Reduce the Cooldown to increase uptime and reliability.
    • Healing the wrong target while not targetting at it. -Proximity should not override aim and turrets/bots should not override aiming at players. Needs better triage in general
    • Airstrike might be abit to powerfull, killing expensive towers within a second. -Reduce cooldown, make it less spammy in general. Reduce tower damage or reduce max dmg radius


    Tank
    • Deploy can be abit underwhelming and generally not quite as usefull in Crossfire apart from rushkilling Moneyballs.
    Last edited: August 24, 2010
  2. fake

    fake New Member

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    • This sentence is kind of confusing. You mean that supports draining other pros bunnyhop them to death? The way its written here makes it seem like if you're playing a support and your being drained, if you bunnyhop, it will kill you. Or maybe I am just totally off here. Either way, I think the sentence could be a little more clear.



      • How do you know it's "commonly killing someone faster then a gunner." To me, it just sounds like it's based on your perception, not actual evidence or numbers or any objective measurement of time.

        I'm not sure what "bot damage reduction rules" are. Is there a definition you can point to?



        • QFT

    "To[o] powefull [sic]"? By what criteria? There's no good reason that "expensive towers" shouldn't be destroyed in a second. Sure, it's aggravating, but it's what a good support does. Generally it's only the case when the support's air strike is at level three and the turrets are exposed. So, the support's air strike won't be able to destroy any turrets within seconds, just the ones that are not below some sort of cover.
  3. DR0KZ

    DR0KZ New Member

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    Well i tried to be as unbiased as i can and took in the general opinion fromthreads discussing the matters as much as i could. Also note that i suggested the issues and never claimed it true just that it can or might.

    1- Hmm guess you are right, changed'. Thanks for bringing it up.
    2- Bots take more or less damage from different weapons, like how mortar/grenade launcher decimates towers/bots and minigun/assault rifle bullets just seem to tickle them. Regardless, firebase feels to much, its not much of a danger if placed somewhere obvious but around a corner it can rip you up ridiculously fast. Dont get me wrong i love getting these Firebase kills on my support and there are great spots where you can place it and let absolutely annihilate but its simply to much all together. You are completely right though, i have no numbers but seeing how fast mine kills while needing zero attention and able to heal, throw around airstrikes it just is abit to much.
    4- Well you can kill a turret without much effort, pop out of cover for a second and drop the required amount of strikes and go back to cover, even the ones under cover you can just spam airstrike next to it and it will still do as much damage as if it would be ontop of it. I personally upgrade Airstrike to 3 before anything else and its pretty much over from there on if the other team has no (smart) support to counter.

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