The Fool's Guide to Not Failing at Monday Night Combat

Discussion in 'Monday Night Combat 360 Strategy and Tactics' started by Foolamancer, June 30, 2011.

  1. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
    THE FOOL'S GUIDE TO NOT FAILING AT MONDAY NIGHT COMBAT
    OR: How to Stop Being Such A Noob


    This guide is intended for those brand-new players who are just starting out and want to learn more about the game, not the more experienced crowd. I'm going to go over the basics of MNC strategy, class roles, and the like. Nothing here is going to be ground-breaking or at all surprising to anyone who knows the game well, so if you've been playing MNC for a while, you may as well head off to read one of the more in-depth guides. Even if you're new, this guide may cover some things that you already know. Read it anyway. You never know. There might be a tiny piece of information that you were unaware of which instantly makes you five thousand times better.

    TABLE OF CONTENTS
    • 1: Welcome to Monday Night Combat
    • 2: The Objective
    • - 2.1: Your K/D Spread is Worth Nothing
    • - 2.2: Bot Kills are Worth Everything
    • - 2.3: Turret Kills are Worth EVERYTHING
    • - 2.4: Defend Your Assets
    • 3: Class Rundown
    • - 3.1: The Classes
    • - 3.2: Custom Classes
    • 4: The Basics of Strategy
    • 5: Stupid Things to Avoid
    • 6: Turrets
    • 7: Miscellaneous Info
    • - 7.1: Arena Features
    • - 7.2: Juice
    • - 7.3: Pickups
    • - 7.4: Taunting
    • 8: Now Go Forth




    PART ONE: Welcome to Monday Night Combat

    [​IMG]

    Welcome to Monday Night Combat, the best deal for fifteen dollars that the gaming world has ever seen. Now shut up, sit down, and listen.

    You are bad at this game. But that's okay. It's not your fault. You're just new. Everybody sucks at MNC when they're starting out, because MNC has a high learning curve. This is your opportunity to skip over the frustrating period when you are trying to figure out what the hell you are doing wrong. Just read this guide, and I'll explain.

    Let's dive right in.




    PART TWO: The Objective

    Monday Night Combat only has one competitive game type: Crossfire. In Crossfire, two teams - the orange HotShots and the blue IceMen - face off in a symmetrical arena, backed up by streams of bots which march out of each team's base and follow set paths towards the enemy's. Both teams have the same goal: to destroy this.

    [​IMG]

    This is the Moneyball. Each team has one in the heart of their base, just outside the spawn room and guarded by walls of turrets. The team that destroys the enemy Moneyball, no matter the individual scores of its team members, is declared the victor.

    However, destroying the Moneyball isn't as simple as simply wandering into the enemy base and shooting at it. The Moneyball is invincible as long as its shields are up. To get the enemy Moneyball's shields to go down, and thus make it vulnerable to your attacks, you have to get your bots into the enemy base, past their turrets, and onto the Moneyball. Two bots have to hit the 'ball within thirty seconds of one another to bring it down. The ball will then stay down - and vulnerable to your team's attacks - until there is a thirty-second period wherein it takes no damage.

    2.1: Your K/D Spread is Worth Nothing

    Advanced students will have already figured out what this means: your K/D spread is worth precisely squat.

    Oh, kills are important. They get you cash, which lets you upgrade your skills, buy turrets, use the Annihilator, and so on. And killing people without dying is important, because killstreaks get you more cash. But your K/D spread, in and of itself, will not win you a game. This is not Deathmatch. It's entirely possible for you to kill fifty people without dying and still lose the game, or to win without killing a single enemy player, so when playing MNC, turn off that little part of your brain that contains your K/D whore instincts. Several classes in the game are designed to focus almost exclusively on bots, and one is focused on healing rather than combat, so the K/D spread is usually not an accurate means of judging your performance.

    That or go back to playing CoD. Your choice.

    2.2: Bot Kills are Worth Everything

    [​IMG]

    Winning a game of Monday Night Combat is entirely dependent on your ability to get your bots into your enemy's base while keeping theirs out of yours. As such, your bot kills are worth infinitely more than player kills.

    When your bots run into enemy bots, they'll stop and shoot at them until one or the other group has been destroyed. Then, and only then, they'll start walking again. This means that the front lines of battle are largely defined by where on the map the bots are clashing. It also means that your team can claim territory by destroying your enemy's bots and allowing your own to advance.

    Killing enemy players is important, too, but it's important because it gives your team the opportunity to push that much harder. Without your enemies destroying your own bots, you can gain ground for your team that much more easily. Killing players is simply a means to an end. That end is destroying more bots.

    Destroying your enemy's bots nets your team territory, gives you cash and Juice, and gets you that much closer to winning the game. You should be destroying bots mercilessly.

    For those of you who really care about your K/D, it's also possible to see your number of bot kills at the end of the match. When the black window pops up with your stats for the map, hit the right trigger. That'll let you see your bot and turret kills for the match. If you're really so Pavlovically conditioned that you can't play a game without a K/D spread to gauge your performance, use that.

    2.3: Turret Kills are Worth EVERYTHING

    So you've pushed your team-colored hordes to the edge of the enemy base. The victory barbecue is being prepared back on your spawn ring. You're all prepared to - OH NO! Your bots are moving at less than a quarter of their previous speed and being bombarded by artillery shells, missiles, and laser beams! Your entire beautiful army, gone! In the blink of an eye!

    Nothing puts the damper on a good push like running into a wall of high-level enemy turrets. Like enemy bots, enemy turrets stop your bots in their tracks until they're destroyed. Unfortunately, enemy turrets, unlike enemy bots, can easily wipe out hordes of your bots with very little damage to themselves. They're durable, they're powerful, and they're annoying as hell.

    Destroying turrets is a difficult thing, since they're always near your enemy's stronghold, and they can fight back. But they have to be removed if you're going to win. Because of this, turret kills are absolutely essential to your team's victory. Destroy them whenever you can. Don't let your enemy upgrade them, because a level 3 turret is a real pain in the *** to take down.

    2.4: Defend Your Assets

    So bot kills and turret kills are the most important things when one is trying to win a game of MNC, with player kills simply being necessary in order to accomplish the former two. What's the logical next step of this?

    Keep the enemy from doing the same to you.

    Defend your bots. Upgrade your turrets. Punish anyone who dares to so much as look at them funny with a righteous fury. Keep the enemy from pushing into your base while you steamroller into theirs.




    PART THREE: Class Rundown

    3.1: Class Rundown

    So now that you've heard me talking about how each class has a specialized role in the game, it's time to go over what those roles actually are. This section will give a quick description of each class, what they're supposed to do, what their weapons are (and what they're good, decent and bad against), and what their skills are. It'll also give a quick list of match-ups, as well as one of the most powerful Endorsement setups for that class (for more information on what the Endorsement pictures actually mean, see section 3.2). Finally, I'll link to some of the more in-depth guides on the class for those who want to learn more about it.

    [​IMG]
    THE ASSAULT
    ROLE: Hit-and-run slayer
    PRIMARY WEAPON: Assault Rifle. Mid-range. Pros, bots, turrets
    SECONDARY WEAPON: Grenade Launcher. Mid-range. Pros, bots, turrets
    SKILLS: Bomb, Fly, Charge

    The Assault is one of the most mobile things in the game. Between his good base speed, Charge ability, and jet pack, he can get around the battlefield blindingly fast. Unfortunately, he's no great shakes against bots or turrets, so he's restricted to killing Pros. But he's good at that. It's his job to fly around the battlefield, taking targets of opportunity. Even if he doesn't actually kill his opponents, he can keep their health low, paving the way for his teammates' victory. And because of his mobility, he can take riskier moves than the other classes, allowing him to move around behind enemy lines to attack from all angles.

    RECOMMENDED ENDORSEMENTS
    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Snipers
    • Mid-range: Tanks, Supports, Assassins, Snipers, Assaults, Gunners
    • Close range: Assassins, Snipers, Tanks, Assaults, Supports, Gunners

    NOTABLE GUIDES: MCxShammas' Assault Guide, kckzi's Assault Guide

    [​IMG]
    THE TANK
    ROLE: Bot pusher, turret destroyer, defensive bulwark
    PRIMARY WEAPON: Jet Gun. Short range. Pros, bots, turrets
    SECONDARY WEAPON: Rail Gun. Long range. Pros, bots, turrets
    SKILLS: Product Grenade, Tank Deploy, Jet Charge

    The Tank has the highest health of any Pro in the game, and has the ability to dish out massive amounts of damage to all targets at close range. However, he is ungodly slow and lacks a really powerful mid-range weapon, so he makes a much better pusher than a slayer. He can also burn through turrets with ease, since his Product Grenade stuns them for several seconds, and shreds Pros at close range with his Jet Gun and Jet Charge combo. Aside from pushing bots and destroying turrets, the Tank is incredible at holding areas of the map from enemy pushes; even if he can't kill the enemy attackers, his massive health bar means that he'll at least be able to hold out until reinforcements can arrive.

    RECOMMENDED ENDORSEMENTS

    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Tanks, Gunners, Snipers
    • Mid-range: Tanks, Assaults, Gunners, Snipers
    • Close range: Assaults, Assassins, Snipers, Gunners, Supports, Tanks

    NOTABLE GUIDES: Im Hudson's Tank Guide, THESE FISTS LIVE FOR THIS, DeadStretch's Tank Guide

    [​IMG]
    THE SUPPORT
    ROLE: Healer
    PRIMARY WEAPON: Heal/Hurt Gun. Short range. Pros, bots, turrets
    SECONDARY WEAPON: Shotgun. Short range. Pros, bots, turrets
    SKILLS: Hack, Firebase, Air Strike

    The Support is kind of a special case, as he isn't really intended to be a slayer or a pusher. Rather, he is meant to help boost pushes and slayings made by other players, since he can heal and overheal his allies. His Hack skill can upgrade turrets, increasing their range and rate of fire by an impressive amount, thus turning them into towers of death. His Firebase, a tiny, deployable turret, also provides a defensive fallback zone for his teammates and provides a powerful source of map control. On his own, though, he's rather weak.

    RECOMMENDED ENDORSEMENTS

    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Everything
    • Mid-range: Everything
    • Close range: Assaults, Assassins, Snipers Tanks, Gunners, Supports

    NOTABLE GUIDES: SXD24's Support Guide, The Fool's Guide to Not Failing as the Support

    [​IMG]
    THE ASSASSIN
    ROLE: Bot pusher, turret destroyer
    PRIMARY WEAPON: Knife (Sword at Passive 3). Pros, bots, turrets
    SECONDARY WEAPON: Shuriken Launcher. Mid-range. Pros, bots, turrets
    SKILLS: Dash, Cloak, Smoke Bomb

    The Assassin, like the tank, excels at bot pushing and turret destruction. Her Smoke Bomb stuns turrets and bots, her Cloak prevents them from firing on her, and her Dash allows her to get around the field at blinding speed. She also builds Juice incredibly quickly, and has the ability to deal out massive amounts of damage with a backgrapple. However, aside from her grapple ability, she lacks any real means of dealing with Pros, and experienced players are very difficult to grapple from behind (and Tanks and Gunners can often survive them anyway). And, unlike the Tank, she has extreme difficulty attempting to hold the territory that she's taken. The Tank takes territory slowly and loses it slowly; the Assassin takes territory quickly and loses it quickly. But a talented Assassin can push all the way into the enemy base before any kind of substantial defense can be mounted, Juice, destroy the turrets, and have the enemy Moneyball down in a matter of seconds.

    RECOMMENDED ENDORSEMENTS

    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Everything
    • Mid-range: Assassins, Supports, Everything else
    • Close range: Assassins, Everything else (except when grappling; then it's just Tanks and Gunners and Assaults)

    NOTABLE GUIDES: Syd's Shadow Sutra: An Assassin Almanac

    [​IMG]
    THE GUNNER
    ROLE: Slayer
    PRIMARY WEAPON: Minigun (Dual Miniguns at Passive 3). Mid-range. Pros, bots, turrets
    SECONDARY WEAPON: Mortar Launcher. Long range. Pros, bots, turrets
    SKILLS: Slam, Gunner Deploy, Grapple

    The Gunner is the game's primary slayer class. He can destroy pretty much anyone else in a one-on-one fight due to his Dual Miniguns, but he's a large target and moves at an ungodly slow pace. Because he's so good at killing other players, he can afford to ignore the bots more than the other classes, and instead focus on keeping the enemy players dead. That way, the rest of the players on his team can take out the bots all the easier. Because of this, the Gunner is the one class that I would say can usually use his K/D spread as a judge of his performance.

    RECOMMENDED ENDORSEMENTS

    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Snipers
    • Mid-range: Assaults, Tanks, Supports, Assassins, Snipers, Gunners
    • Close range: Assaults, Assassins, Snipers, Tanks, Supports, Gunners

    NOTABLE GUIDES: lDeadeye's Gunner Guide, OfficerFuttBuck's Guide to Doing It Tiki Style

    [​IMG]
    THE SNIPER
    ROLE: Area denial
    PRIMARY WEAPON: Sniper Rifle. Long range. Pros, bots, turrets
    SECONDARY WEAPON: SMG. Mid-range. Pros, bots, turrets
    SKILLS: Flak, Ice Traps, Grapple

    The Sniper is... well, a Sniper. He's a long-range combatant who's extremely fragile in close combat. However, MNC's Sniper class also possesses an array of ability that make him absolutely incredible at locking enemy players out of an area. His Ice Traps and Flak can be used to force enemies away, lest they face the wrath of a sniper round to the face. It's his job to keep enemy players out of key areas, as well as to act as a counter to enemy Tanks and Gunners, which are easy targets due to their large heads.

    RECOMMENDED ENDORSEMENTS

    [​IMG] [​IMG] [​IMG]

    MATCH-UPS
    • Long range: Everything but Snipers
    • Mid-range: Snipers, Assassins, Supports, Everything else
    • Close range: Everything but Snipers

    NOTABLE GUIDES: Grec's Sniperenz Guide, Scented Midget's Aggressive Sniper Guide

    3.2: Custom Classes

    Custom classes in Monday Night Combat aren't really custom classes in the way that you'd think they are if you migrated here from Call of Duty or something similar. You can't change your weapons or your skills or anything. Instead, you can create your own custom Endorsement setup.

    Every class in MNC has three Endorsements, rated Gold, Silver, and Bronze. As a rule of thumb, a Gold Endorsement is an extreme enhancement, Silver is substantial but not breathtaking, and Bronze is helpful but nothing to brag about. Your Endorsement setup can completely make or break your gameplay, so it's important to find the best Endorsement setup for your chosen class. The guides I linked to above give several examples of powerful Endorsement setups.

    A complete list of Endorsements and their effects can be found here.




    PART FOUR: The Basics of Strategy

    Believe it or not, strategy is actually important in Monday Night Combat. Don't worry, though. It's not complicated.

    MNC strategy revolves around one simple thing: map control. Map control is exactly what it sounds like; control of areas of the map. If your team has map control over an area, then that area is pretty much safe for use for both you and your bots, while simultaneously being difficult for the enemy team to use without coming under fire. Your ultimate goal is for your team to expand their control of the map until your borders are inside - or at least very near - the enemy base, thus dropping the Moneyball and allowing the players to keep attacking it without any serious threat of death. The two other aspects of strategy in this game are also very simple, since they're simply extensions of the first principle.

    One, the Annihilator is the most important thing on the map to control. The Annihilator wipes out all enemy bots on the field, letting your own bots advance with impunity. It's incredibly powerful, and an Annihilator use often leads to an extremely powerful push which has the ability to end the game. Always try to keep solid control of the center of the map so that you can use the Annihilator when it becomes available.

    Two, each class should be performing its specialized role. This maximize's that class's effectiveness, and thus makes it easier to expand your areas of map control.




    PART FIVE: Stupid Things to Avoid

    This isn't your ordinary shooter. You need to pay attention and play smart to have any hope of victory. Here's a quick list of the dumbest things you can do. Trying any of these is grounds for immediate slapping upside the head from your teammates.

    • Dying. "What?" I hear you cry. "But it's a shooter! Of course you're not supposed to die, but you're going to anyway! That's the point!" No. No it isn't. Dying in MNC is much worse than dying in any of the other shooters you've played. It leaves your teammates a man down for somewhere around twenty seconds, allowing the enemy to push forward that much more easily. It ends your killstreak, which means that you lose access to bonus cash. And, perhaps most cripplingly, it depletes your Juice meter.
    • Rushing out past the battle lines. Remember when I said that the bot clashes define the front lines of combat in this game? I wasn't kidding. Ninety percent of the time, your enemies will be on their side of that line, and your team will be on yours, with each side making forays into the other side's territory in an attempt to win ground. What this means is that rushing straight past that line will drop you into a hornet's nest of enemy players, which is pretty much guaranteed to result in your death. Pushing forward is fine. Rushing forward with no cover, on your own, is idiotic.
    • Attempting to do something your class is not designed for. Each class in MNC has a well-defined role on the battlefield, with the ability to fill one or two others in a pinch. But each class also has several things that it sucks at. Don't do those things. Not only does it waste your own time, it means that your team is looking for someone to be filling your primary role who isn't as good at it as you.
    • Refusing to upgrade or build turrets. As I've said above, turrets are one of the most important things in the game. You have to have them, you have to protect them, and you have to upgrade them. Refusing to do so hurts your team. Besides, you get cash from any kills the turrets get.
    • Chasing. When you're injured, but you've got an enemy at low health who just ducked around a corner into enemy territory, you do not go after them, understand? Yeah, you might be able to get a kill, if you're lucky, but chasing an enemy into enemy territory - even at full health - is just asking for death. Which, as I have previously established, is bad.
    • Standing on Ejector pads for more than a few seconds. See below for a more in-depth description on what Ejector pads are. Suffice to say you don't want to be standing on the big yellow circles.




    PART SIX: Turrets

    All righty. I've gone over the basics of what you should be doing and what you shouldn't be doing, and I've talked about how it's important to build and upgrade turrets, but I haven't actually explained what the turrets are and what they do. That's what this section is for: to cover the turrets' costs, strengths, and weaknesses.

    [​IMG]
    LAZERBLAZER
    COST: $25->$50->$100
    BUILD SPEED: Fast
    ARMOR: Low
    DAMAGE VS. BOTS: Medium
    DAMAGE VS. PROS: Low

    The LazerBlazer turret is the cheapest and fastest-building turret in the game. Unfortunately, it's pretty much useless. It isn't very powerful against bots, even at the highest level, and Pros will simply laugh at it. Worse, they'll get Juice off of it. Tanks in particular love LazerBlazers, since they can Deploy in front of it and Juice up pretty much instantly. Flat-out do not build these.

    [​IMG]
    SHAVEICE
    COST: $100->$200->$400
    BUILD SPEED: Slow
    ARMOR: High
    DAMAGE VS. BOTS: None
    DAMAGE VS. PROS: None

    The ShaveIce turret, despite its nonexistent damage rating, is one of the most useful turrets in the game. It has incredibly high health, meaning that it's difficult for enemy bots to push past even with a Pro escort, and it slows every enemy unit within its area of influence to a crawl. The higher its level, the higher its health, the wider its area of influence, and the more slowly enemies will move while under its influence. Build these in conjunction with RockIts to turn your base into a real meat grinder.

    [​IMG]
    LONGSHOT
    COST: $75->$150->$300
    BUILD SPEED: Medium
    ARMOR: Low
    DAMAGE VS. BOTS: Medium
    DAMAGE VS. PROS: Medium

    The LongShot is a low-armored, slow-firing turret with middling damage rates. At first glance, they look rather useless. However, the LongShot has one thing no other turret has: the ability to attack at distance. A LongShot is an artillery cannon, capable of bombarding enemy units from across the map. Build these if you've got a spare nub towards the back of your base and feel like making your enemy's life that much more difficult.

    [​IMG]
    ROCKIT
    COST: $150->$300->$600
    ARMOR: High
    DAMAGE VS. BOTS: High
    DAMAGE VS. PROS: High

    The most expensive type of turret in the game, and for good reason. RockIts are the most powerful form of base defense available, and well worth the cash. A level 3 RockIt turret is almost invincible to all but the most determined of coordinated assaults, and can kill any bot - and most Pros - with ease. Building these is incredibly important, and these should be the only type of turret you build on the two primary nubs adjacent to your Moneyball. No other turret is trustworthy enough.




    PART SEVEN: Miscellaneous Info

    7.1: Arena Features

    An arena feature is one of several activatable things in any given arena.

    • Jump Pads can be activated for $50, and provide a way up to a location on the map which would be otherwise unreachable for many classes. Once activated, they are permanent, and can be used by either class. They have the icon of a jumping Assault floating over them prior to activation.
    • Ejectors can be activated for $50. Each pair of Ejector switches is keyed to the same Ejector pad on the arena floor, marked by a large yellow circle with an exclamation point inside. Any enemy unit standing on the floor by the Ejector pad when it is activated will take a moderate amount of damage and be flung away from the center of the circle, possibly resulting in a ring out. It will also destroy any enemy breach bots standing on the pad and damage all other enemy bots. Ejector switches are marked by a floating green exclamation point.
    • Bot Spawners can be activated for $100 by the bot entry gates at your home base. Each class spawns a different type of special bot, which will join the normal breach bots in attacking the enemy base. Each type of bot is different, and follows a different strategy.
    • The Annihilator can be activated for $250 and is located in the center of each map. It will destroy all enemy bots in play and damage all enemy Pros when activated. It has a several-minute-long cooldown between uses, and is marked by a large exclamation point inside a jagged circle.
    • Juice machines can be activated for $500, and have a short cooldown after each use. They instantly fill the activator's Juice bar, and are usually located immediately adjacent to the Annihilator. They are marked by purple Spunky Cola banners.

    7.2: Juice

    Juice is a powerful temporary buff that players can use to turn themselves into walking death machines for ten seconds. You can gather Juice by attacking enemy bots, turrets, or the Moneyball, as well as by hitting Bullseye. Meleeing enemy bots and pros also gives a small amount of Juice, and small purple Juice boxes can be picked up for a boost to the meter. Players whose Juice bars are full can be recognized by the glowing neon lines all over their bodies.

    Using Juice instantly refills your health to maximum, sets your base health (not including Endorsements) to 1000, reduces all damage you take by two thirds, and triples all damage you do. It also increases your rate of fire, movement speed, and reload speed.

    Juiced players are extremely dangerous and will likely kill anyone that they go up against in battle. However, it is often a good idea to attack the Juiced player anyway if they are attacking your turrets, since they only have ten seconds of superpowers, and any distraction you can throw at them may save your turrets, even if it means your death. Grappling enemies, whether with your secondary weapon or a class skill, is a good idea, since the animations take up several seconds. Attempting a ring out is also a good strategy.

    It can also be a good idea to attack a player who is ready to Juice, since you will either kill them (losing their Juice) or force them to use the Juice prematurely, thus preventing them from doing any serious damage (even if it kills you).

    Because Juice is so valuable but takes such a long time to gather, and dying empties your Juice meter, gaining Juice is one of the primary incentives for you not to die.

    7.3: Pickups

    There are several items which will be dropped by dying enemies.

    • Coins: Pick these up for a few dollars' extra cash.
    • Juice Boxes: Little purple things. Pick them up for a boost to your Juice meter.
    • Speed Endorsements: Little boots with wings. Pick them up to increase your Speed Endorsement level by one rank for the remainder of your current life. It will also temprorarily boost your speed above even the Gold Endorsement level.
    • Churros: Little sugar sticks in paper holders. They instantly grant you a substantial health boost and restores a substantial amount of all your skill meters.
    • Bacon: The rarest pickup in the game. Bacon makes you better at everything! After picking up Bacon, you will instantly have all Endorsements at Gold rank. ALL OF THEM. Until you die. So don't do that. Bacon is only dropped by Jackbot XLs and Bullseye, and is never dropped more than once a game. Most games, in fact, it doesn't drop at all.

    7.4: Taunting

    Each class can taunt by holding right on the directional pad and pressing A. This will enter a short animation, wherein you cannot move or aim or look around or fire or use your skills. In any other game, this would be entirely useless, the equivalent of teabagging, and simply begging for death. However, in Monday Night Combat, taunting is actually useful.

    If you taunt immediately following a kill (specifically, while your name is still on display in the upper-right of the screen), you'll be rewarded with an extra $50. This is a handy way of building up your cash count quickly. In addition, any damage that you take while taunting will give you Juice - but it's not much, and if you're getting shot while taunting, surviving long enough to make use of that bonus Juice is highly unlikely.

    Taunt while in cover, using a weapon with a short taunt animation (each of your two weapons has a different taunt), and with no other enemies visible. It's a handy way to snag a little bit of extra cash, which is handy for getting your skills upgraded in a timely manner.




    PART EIGHT: Now Go Forth

    and suck less. Go push bots instead of chasing players into their base and dying to turrets. Go fill your base with level 3 RockIts and laugh as your enemies die horribly when trying to push in. Go attack the enemy bots rather than attempting to kill Pros as the Assassin. Go forth and win.
    Last edited: July 7, 2011
  2. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
  3. Undercover_Thudercat

    Undercover_Thudercat New Member

    Messages:
    833
    Likes Received:
    1
    I like most of the guide, but there are two things I disagree with.

    1) Don't build turrets. 1 good gunner or good assassin will render them useless and a waste of money. Plus, you can't push foward spending money on turrets; you can only defend.

    2) DO attack players who have juice ready. Force them into juice so that they can't sit on it and use it at a more devistating time. Fine, you may die, but it's a worthy sacrifice because now they couldn't save the juice for when they have bots walking in on your ball.
  4. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
    I agree with #2, and I'll edit the guide to reflect that. Thanks for the input. However, I strongly disagree with #1. Even if turrets can be destroyed eventually, they are far from a waste of money. They prevent a single quick push from beating you. They take time to destroy, even for a Juiced Gunner or Assassin, and a team who's paying attention can Juice-control anyway. And they take time for your opponents to get past. It's essentially spending cash in order to buy your team more time to rally when your enemy is pushing.

    ETA: I also realized I forgot to explain Churros in the Pickups section.
    Last edited: July 2, 2011
  5. timmy TED

    timmy TED New Member

    Messages:
    1,028
    Likes Received:
    0
    Forcing them to waste their juice is good. And if all they get is 1 kill that is victory for your team
  6. iammclovin117

    iammclovin117 Active Member

    Messages:
    1,592
    Likes Received:
    8
    This. Is . GREAT!
  7. Mrsubguy

    Mrsubguy New Member

    Messages:
    494
    Likes Received:
    1
    You should spend less time making awesome guides and more time playing :p
  8. NeoCyberman

    NeoCyberman Active Member

    Messages:
    1,017
    Likes Received:
    1
    Good lord if this was ingame PC pubs would not be so bad right now.
  9. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
    I wish I could. But I wrote this over the weekend, because I don't really have massive amounts of time to invest in MNC during the week. :cry:
  10. WildmanX2k

    WildmanX2k New Member

    Messages:
    2,009
    Likes Received:
    0
    Churros recover about 10 seconds (don't know actual number) of skill regen, not 1/5th of any skill.
  11. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
    MNCWiki is wrong, then. Unfortunately, that's the only number I could find. Guide edit coming up.
  12. PlumbumTheEpic

    PlumbumTheEpic New Member

    Messages:
    1,574
    Likes Received:
    0
    I agreed with everything except the fact you presented a total of one recommended endoresment set-up for each class.

    Perhaps two or three?
  13. Foolamancer

    Foolamancer Member

    Messages:
    306
    Likes Received:
    0
    Several classes only have one Endorsement setup which is really worth using. Support, for example. Besides, this is only meant to be an introduction, not an in-depth exploration of the classes. That's why I linked to the class guides.
  14. Nova Warlord

    Nova Warlord New Member

    Messages:
    586
    Likes Received:
    1
    I like your guide Foolamancer.
  15. TOM12121112

    TOM12121112 New Member

    Messages:
    3,168
    Likes Received:
    0

    Assault
    armor/acc/RoF
    RoF/armor/acc
    armor/RoF/skill
    armor/acc/skill
    armor/RoF/clip

    Assassin
    armor/RoF/health
    armor/RoF/skill
    armor/RoF/clip

    Gunner
    armor/RoF/clip
    armor/RoF/health
    armor/RoF/acc
    RoF/armor/clip
    RoF/armor/health
    RoF/armor/acc
    acc/armor/RoF

    Sniper
    armor/RoF/skill
    armor/RoF/acc
    armor/RoF/clip
    armor/RoF/health
    RoF/armor/skill
    RoF/armor/acc
    RoF/armor/clip
    RoF/armor/health
    skill/armor/RoF

    Support
    armor/RoF/skill
    armor/RoF/health
    RoF/armor/skill
    RoF/armor/health
    Skill/RoF/armor

    Tank
    armor/RoF/skill
    armor/RoF/acc
    RoF/armor/skill
    RoF/armor/acc
    skill/RoF/acc
    skill/RoF/armor
    skill/RoF/health

    My personal preferences
  16. Lazerus Long

    Lazerus Long New Member

    Messages:
    8
    Likes Received:
    0
    Amazing guide! Thanks Fool!
  17. littledavies27

    littledavies27 New Member

    Messages:
    28
    Likes Received:
    0
    This is the best guide I have ever seen. I could not agree more on your assassin section, because that's exactly what my guide says. I really enjoyed this guide, thanks for writing.
  18. littledavies27

    littledavies27 New Member

    Messages:
    28
    Likes Received:
    0
    Why put almonds in a chocolate bar :)
  19. Gwar

    Gwar New Member

    Messages:
    5
    Likes Received:
    0
    if you want to win play assualt
  20. TOM12121112

    TOM12121112 New Member

    Messages:
    3,168
    Likes Received:
    0
    if you want to be completely overrated change your gamertag to "sigmar"

Share This Page