(Super) Monday Night Combat Catch-All

Staats wrote:
CptGlanton wrote:

We had that problem last night when one person would initiate the search. Then we'd disband and have someone else start it up, and it would work fine. No doubt a patch is coming to make the game playable for more people.

Yea, that was me that couldn't get a game. NAT settings maybe? Mine are currently moderate.

The more I play, the less assassins seem worthwhile. They're great at killing players, but the games seem to be won in the end game and the assassin comparatively sucks against robots.

Has anyone figured out how to quickly bring down turrets? Even the airstrikes and the assault's bomb just dent the things.

I think the best way is to keep the jackbot at high health and clear the way for him.

carrotpanic wrote:
Staats wrote:
CptGlanton wrote:

We had that problem last night when one person would initiate the search. Then we'd disband and have someone else start it up, and it would work fine. No doubt a patch is coming to make the game playable for more people.

Yea, that was me that couldn't get a game. NAT settings maybe? Mine are currently moderate.

The more I play, the less assassins seem worthwhile. They're great at killing players, but the games seem to be won in the end game and the assassin comparatively sucks against robots.

Has anyone figured out how to quickly bring down turrets? Even the airstrikes and the assault's bomb just dent the things.

I think the best way is to keep the jackbot at high health and clear the way for him.

I've been playing all afternoon. Seems the best way to take turrets down (besides the jackbot strategy, which is probably the best way to go) is either

a) snipe them, hoping nobody is actively maintaining them. Gunners can do this too, peeking around corners and such.

or

b) assassins can circle strafe + knife them pretty quickly.

class-based multi-player hero-action tower-defense game

There's already a word for that: DotA-clone.

If you enjoy this sort of game, you might want to check out League of Legends on the PC. It's a free game, and it's got a lot of GWJ people who play nightly (Some nights up to 20 people are on vent playing games.)

Turrets: I've been playing a lot of Gunner, and I've found that if you enter that 'Juice' mode, you can walk right up to a turret and blast away at it. You'll die, but it'll probably die first.

Oreo_Speedwagon wrote:
class-based multi-player hero-action tower-defense game

There's already a word for that: DotA-clone.

If you enjoy this sort of game, you might want to check out League of Legends on the PC. It's a free game, and it's got a lot of GWJ people who play nightly (Some nights up to 20 people are on vent playing games.)

Is it mixed with a third person shooter? I could never stand DOTA for its RTS roots.

CptGlanton wrote:

Turrets: I've been playing a lot of Gunner, and I've found that if you enter that 'Juice' mode, you can walk right up to a turret and blast away at it. You'll die, but it'll probably die first.

What if you deploy yourself as a sentry? Although, I don't know if you can you get setup quick enough?

I don't remember if I did that or not. You can deploy as you're shooting (which I don't think makes sense, but whatever), so I don't see how it could hurt.

Blind_Evil wrote:
Oreo_Speedwagon wrote:
class-based multi-player hero-action tower-defense game

There's already a word for that: DotA-clone.

If you enjoy this sort of game, you might want to check out League of Legends on the PC. It's a free game, and it's got a lot of GWJ people who play nightly (Some nights up to 20 people are on vent playing games.)

Is it mixed with a third person shooter? I could never stand DOTA for its RTS roots.

Exactly. It is more of a third person shooter than RTS. That said two of the lead devs on Demigod apparently worked on this game, which explains the influences. It is a great mix and I had a blast last night when we finally could get into some games.

Clem had a good point while we were playing tonight: if you can't upgrade a lazer turret to level 3, don't even put it up; they go down too easily.

Level 3 airstrike + fastest regen for abilities = dead turrets.

Thinking about strategy, I think it makes sense to pick a side to defend and a side to push. If you invest in your rearwards turrets on a side you're pushing, they're just idle in the background, wasting money you could be using to upgrade your abilities.

Which side does it make sense to push, your right side (where the first Jackbot comes out, I believe) or left?

Additionally, I like the Staats plan to create a class with the fastest ability regen + level 3 airstrike for Support (is that custom or default?). Instead of setting up turrets first, the Support would have to move forward and run with the push side (setting up a firebase). Players who make a lot of money (Gunners, say hi!) can make up for this by investing in defense side turrets.

Sounds pretty good to me. Another weird plan I saw yesterday was a team that ran 3 Supports, and they all set up firebases on the wall just above our team's base. Made it very difficult to get turrets up on that side, which meant once the Jackbot came along they were in a good position to win.

When you upgrade Support to his highest red skill (airstrike), you can get off 3 airstrikes VERY quickly in succession. If you place them right, you can sometimes even take out two turrets simultaneously since the strike radius grows.

Support is fo sheez the best class in terms of overall usefulness and diversity.

Just picked this game up. XBL name is in the signature.

Had a blast last night. Played the gunner exclusively, mostly becuase that was the only one I got familiar with. Will no doubt mess around with the other classes later.

Friend me up if you haven't already, and

LEEEETTTTS GET REAAAAAAADY TO RUMMMMMMBBLLEEEEE!

P.S. Not tonight though - I'm off to the IMAX for some Inception. Should be on over the weekend.

Clemenstation wrote:

Support is fo sheez the best class in terms of overall usefulness and diversity.

No doubt. A developer has finally made a support class I really love to play, mostly by sticking every cool non-direct-combat ability into the same class.

Regarding turrets:

Another good (and as far as I've noticed, seldom-used) strategy is to use the sniper's "Flare" ability. If you can hit the target directly with it, it will do an immense amount of damage to the thing, and anyone near it (such as a pesky support).

Love this game! Hit me up on xbox live: Philosofrenzy.

Staats, Cannibal, and I ran some game tonight. Two or three Supports working in concert does wonders. Against a tough team I'd say you need three.

carrotpanic wrote:

Staats, Cannibal, and I ran some game tonight. Two or three Supports working in concert does wonders. Against a tough team I'd say you need three.

Yea, we really rolled tonight. The support class almost seems overpowered, but I'm not sure how I'd change it. I guess tone down the airstrike... increase the cooldown on the airstrike or maybe reduce the damage radius. It's nice there exists one reliable method of killing turrets, but it's a great way to kill pretty much anything else as well.

I was busy last night, but I'll be on most of today and tonight so if you see me, send me an invite... even if I'm playing something else.

Had a great afternoon playing this. Like everyone else here, I love the support class, but in crossfire I enjoy the maneuverability of assault a bit more. I'm ruhk Future, btw.

Staats wrote:

Has anyone figured out how to quickly bring down turrets? Even the airstrikes and the assault's bomb just dent the things.

I've noticed that turrets have a hard time with walls and corners. This includes the support's turret. If their line of sight is even partially obstructed by either you can hit them and their fire will just ping off the wall. This was with the assault's aiming, mind you. I haven't tried it with other classes.

My best output so far has been playing gunner and working with somebody running support. Even got my MVP achievement in a tough round like that. Just work the edges and support each other.

Nothing surprising about that, as that's kind of the design, but it's pretty effective because most pubbies don't do that kind of coordination.

A friend and I've been playing a lot today. If you see us in a party, feel free to hop in.

Been trying to branch out a bit. I noticed the Tank's grenade stuns bots/turrets for a sec or two, which is pretty cool.

My usual bit is to go Support and find a nice bridge to lob airstrikes at turrets from. Seems like the Gunner's deploy ability would be a good pairing.

Staats wrote:

Been trying to branch out a bit. I noticed the Tank's grenade stuns bots/turrets for a sec or two, which is pretty cool.

My usual bit is to go Support and find a nice bridge to lob airstrikes at turrets from. Seems like the Gunner's deploy ability would be a good pairing.

Oh, and it is, especially with some overheal from the support. The times when I've had to defend a Support/Gunner/Firebase set up high at the flank outside of our spawn (All the levels except Grenade III Arena has an area like this, I believe) have been annoying at least and usually frustrating (unless I have a few airstrikes I can send their way).

I'm hopping on now if people want to round up.

Lot of fun playing this weekend. If anybody's slightly interested, I'd say buy it. It's worth the money.

I'm not one to normally play heavy classes, but I do way better as a gunner than anything else. I keep telling myself I need to play other stuff, but know I'm not helping the team much when I do.

When we roll with at least 3 GWJers I'd say we win at least 80% of the time. GO TEAM!

Picked up this game and I love it. I've played a couple tower defense type games and it's kind of fun to be in the game playing with the mechanic. It's like being zapped into a tower defense game like Flynn. Awesome stuff to see the same mechanics play out, but cooperatively and with the shooter mechanic to tweak it. The only thing I don't like are the assassins. They can go to hell. I get killed very frequently without ever seeing them.

You get used to picking the shimmer out. I though they were irritating when I started, and now I find most of them to be amateurish. If you're playing support, remember the hurt/heal gun doesn't stick to cloaked assassins. Switch to the shotgun. Couple of direct shots will take them out, and (I think) one grapple (Left Trigger while holding shotgun) also kills assassins.

I'm so not good at this game. I can't get the aiming down at all. The sensitivity options go from too low to too high in one step. I find myself leaving my aim still and trying to slide my crosshair across people by just moving my dude around with the left stick, or just waving it back and forth and hoping.

I picked this one up as well, and have been having a good time. Feel free to hit me up if you see me on.