There needs to be more positive reenforcement for helping out teammates. Countless times have i been Support and there is no reason for me to follow around anyone with a heal gun on them. I get no assist and only $1 every 2 seconds (i think its that time) and alittle Juice. I should get an assist. If i build a turret and someone comes over and finishes it i just wasted my money on the first 2 levels and will never see a dollar from this turret. I should get assist based on that level i upgrades. like $5 if i built the first level, $10 if i built the second level, and $15 if i built first and second. Also a percent of the bot kills. I believe this will make more people want to help build their bases up and help out other team members. I play the Support often and i feel if someone else just leveled my turret from second level to third i have no reason to heal it. i should let it break and rebuild it so i can get the points from it. I never follow a teammate around with my Heal/hurt gun because i am now putting my life in danger so he can get more points and i wont get a dollar. I know this is a team game and we are exposed to be destroying their money ball, but 90% of the time people just go for kills tell overtime.
I like that idea...I do find it annoying that I start a turret, only to have someone else "finish it" and now reap the rewards...that being the case, I do it all the time if I have the cash. As for the support "assist"...I think that the 25 bucks for a pro kill (or any kill) should be split, maybe a 75/25 percent for the killer/support player, respectively.
Actually, there is a huge reason for you to healgun people. Healgun healing is by far the fastest juice gain for support. Healgun attack and shotgun are poor juice gain overall. Once you have juice you can walk into their base and blow up rocket turrets or score a bunch of kills easily. I agree that splitting turret kill money between players who invested in the turret is a good idea.
Healing a firebase that is constantly under fire (or any object) is a super easy way to get juice. I still would prefer to get an assist for healing. Only if you have the healgun on them.
Yeah, I dunno if I come across this issue much. I tend to play my own game to an extent but I do look out for the rest of the team too. I don't pay attention to earning more and I do get far more assists than straight kills. I don't mind getting killed if I take out a good chunk of the oppositions' power. Jackbots being the prime example. It depends on the situation though. I spend the majority of my initial cash on levelling then I concentrate on turrets and bots. It's hard to form a team bond or decent strategy with random players though! Desperately trying to get my best friends to get onto MNC with me.
Yeah, but it's easier to get kills, then more money, then spend that money on upgrading the base. I'm not saying I upgrade completely before I'll spend a dime on turrets and bots but I do concentrate on levelling up in order to be able to compete. It's all about tactics and I see that as a good strategy. I usually start a game by upping two skills to 2 and then the 50 that I get when I enter the arena is spent on a Lazor turret.
First, the word is themselves. Second, The Support earns plenty of money from hacking a turret while other players only get money if they have upgraded it. Also, other players cannot deploy a Firebase to earn money for them while they are doing other things while the Support can literally be in two places at once. Add in the turrets that they have upgraded and hacked and the Support can earn a lot of money while simply healing, which earns Juice very quickly by the way.
What ever about the spelling, I am on my phone and not truely paying attention to its auto correct. The Supports does not gain extra money from upgrading a turret, it just shoots farther and does more damage. As for the firebase, unless you upgrade it and hack it, it has almost no range and is super easy to kill unless you are next to it constantly overhealing it. Meaning you can't be in two places at once. Any class can fully upgrade a turret and walk away, it still can get kills and will still earn you money. The point is, with no Supports in the game 90% of the time no one will build a single turret. With a support its still like 70% of the time no one will, not even the support. Average 80% of the time no one cares about their base as long as their k/d is positive.
I find it rather pointless to heal teammates since they die so easily anyway. If I see a wounded pro I'll patch him up and give him some over-heal, but constant healing is quite useless at times. Constantly healing a turret that is under attack, on the other hand, will render it almost indestructible to some classes, and is quite useful if you're defending your base. I think the Devs made the healgun work this way for a reason. As it stands there is no benefit in the support simply following one player around and focusing on him. The support is free to heal and over-heal multiple teammates as needed, but can also help fight or set up a rally point with the firebase (a level three firebase around the corner from the enemy base is a great staging point for a push). This makes the support less cut and dry to play than the TF2 medic, which was often quite boring since you mostly followed one player around and farmed assists. While you may not be able to keep someone alive indefinitely while under fire, you can greatly expand the lifetimes of your team if you effectively manage your healgun. At the same time, if you get caught up in the fray you are often better off simply helping to eliminate the enemy (and patching up your soldiers after the fact).
How in the world can you make a post complaining about people being "out for themselves" and at the same time admit that you're only out for YOURself? You're not healing someone else's turret because it's not getting you money? You don't want to heal someone else because it will allow them to get kills and you won't get any credit? This is hilarious. That's the very definition of selfish gameplay. If you make a conscious decision to let one of your team's turrets get blown up, that's an opportunity for them to push bots and maybe take down your money ball. If you don't heal a team mate and they die, maybe you lose field position. You want money as a support? Spawn some gapshots or play offensively, push bots and drop some air raids. You want to win the game, be a team player. (these aren't even mutually exclusive things)
Interesting... I didn't realise that by helping someone out with their turret I was stealing all the kill money from it. That'd explain some of my odder assists and kills while I'm not fighting anyone and my old turret's been destroyed XD My only real complaints with money are that... a) money is shown last in the scoreboard when ideally it should be the first column as it's an overall score of your contributions and, more importantly, it's also the value the players are sorted by. b) My friend and I tend to win the game as an assassin duo, clearing one lane each, taking out the turrets and laying waste to the moneyball all in record time and yet despite us winning the game together and doing everything by the book we'll occasionally see some random guy on the team beat us on the scores to get MvP and I haven't the foggiest how. I suspect the biggest culprit is not getting much cash for hitting the moneyball once the shields are down as the games that went on longer or where we stumbled across Bullseye usually put us more clearly in the lead.
Since you get money for killing bots, killing people, killing turrets and killing the money ball, money earned is sort of a good indicator of how much killing you did and how useful you were to the team. Even though it's not necessarily an ideal indicator of how much you contributed, I can see why uber decided to "rank" people by it after matches. Of course, you also get money by taunting and stabbing bullseye, neither of which really contribute to winning the game (and can actually adversely affect the outcome if you get killed while doing the former or neglect the push or defense while doing the latter.) Also it's possible to make some pretty clutch, game-turning plays that just can't be realistically recognized by the game or reflected on the leaderboard. But if you made them, you'll know it.
I never said I was not playing selfish... MY POINT is that the game should support more team play by adding things like the turret assist money and atleast a $5 helpers reward for when the gunner kills something and your currently healing it. As for the offensive playing Support. The reason 90% of people complain is because of this play style. Run up to their base, throw down a firebase, hack it, camp heal it, throw airstrikes all day. I can be mvp with out ever leaving my base as a Support. When I use that play style the host always quits unless on my team.
You're absolutely right, I just don't see the point in complaining about behavior that you admit to participating in yourself. Getting partial credit for turrets you built to level one or two would be great, though. There's nothing I love more than having a "teammate" standing next to me while I build a longshot to level 2, and then he mashes down and builds it to level 3 before I can. Yeah, thanks, real helpful guy. So glad I could spend $$$ building the first two thirds of your turret for you. I don't know that I agree with assists from healing someone when they get a kill. In a game like TF2 where the medic's ONLY function is to follow guys around keeping them alive, it makes sense. In a game like this were a good support can dominate the earnings and kills while also keeping his team healed up, I'm not so sure. Plus healing (and overhealing) your teammates and their turrets allows you to build up juice incredibly fast, which is a reward in and of itself.
I would gladly give 25% of my money to my support buddy for following me around. I play gunner almost exclusively (because I always have a team of 6 x 50+ rank friends to play this game with) and I we communicate REALLY effectively and we all choose classes that compliment each others abilities. My support isn't just healing me either. He's watching my 6 constantly. He keeps a distance behind me and he watches the ground above me for assassins and anyone else. He actually controls my slam ability sometimes. He yells "assassin" or "slam!" and I react without hesitation. If I see him taking fire, he'll take cover behind me or I step in the way while ripping the offender to shreds with my dual mini-guns. I actually have 2 buddies who sometimes follow me as support and that's a winning combo too. On the flip side, these dudes ARE NOT defenseless They're usually right behind me or right in front of me on the scoreboard for the game. They're constantly gaining juice from healing me. And they totally own with air strikes and shotty. I think I've lost my point and I'm starting to ramble. This paragraph has turned into a quasi-love-sonnet to my support buddies, the unsung heroes of my team. They may not get all "the kills" they deserve but they totally get the money they deserve which I believe is the point of the game (earnings wise). Turrets: We don't mess with each others turrets unless someone ASKS for a hack or heal. I don't upgrade my teammates longshots (because lets face it...we put up a longshot to get MONEY, not so much for defense). If they ASK the party to upgrade their turret because they're low on money or need to save for whatever, we call dibs or take ownership. I guess the point of this random Friday morning ramble is (coffee hasn't really kicked in) that you might want to try finding people you work well with. I "imported" a select few people on my friends list whom I knew to be good team players in other games and I met the rest of my team by playing crossfire in public and WATCHING how other people played. I sent a dude (THAT WAS ON THE OPPOSING TEAM) a friend request after a match because I was watching him heal his teammates and I noticed how they were so much more cohesive than the other people on my team. He also took 1st on his scoreboard. He wrote back "uh, do I know you" and I explained the reason for my invite and he was like "oh....OK" and now we play every night, killing 9/10 teams we encounter. So...in summary, the only way to avoid people hogging the action is to gather a full team of people you mesh well with and play AS A TEAM. Call dibs on turrets if you must, we usually give those to the less offensive players and make it a point to rotate roles if you feel under appreciated. When I started playing MNC, I didn't have anyone else to play this game with. I actually sent points to two of my close buddies so they could get it too. NOW, totally different story. We play EVERY NIGHT, without fail and there's a waiting list to play in our party. We sometimes take turns rotating players out of the game (I rode the bench while I made dinner, etc). It's all communications. Thanks for letting me ramble....I needed that. MORE COFFEE, MORE BACON.
Sounds great. I've got 5+ friends who have the game, but the most we've ever had playing at the same time (including me) was four, and the fourth guy kept getting kicked back to the menu halfway through games. Usually it's just me and one other guy, which is fine, but I really wish we could all get on at the same time.