(Super) Monday Night Combat Catch-All

I didn't see this posted here yet, so...

According to Kotaku, a live update went out yesterday with a couple minor tweaks.

Time between Crossfire matches (the competitive multiplayer arena) has been shortened to 45 seconds from 60 seconds.

The minimum number of players needed to start Crossfire is now six; it was eight.

Custom bots now spawn in 10 seconds, not five.

So it sounds like we can now set up 3v3 or 3v4 private matches when we don't have 8 people in the party.

MeatMan wrote:

I didn't see this posted here yet, so...

So it sounds like we can now set up 3v3 or 3v4 private matches when we don't have 8 people in the party.

That was viable before too, just not in public matches.

Okay, hopping on. Everyone mount up.

Good playing with you guys. I learned to not be an Assault ever again.

thejustinbot wrote:

Good playing with you guys. I learned to not be an Assault ever again.

Why not?

Because I suck at it, haha.

Thanks for the fun tonight guys. Picked up the game and got in on the action, really enjoy the game. I stuck with Gunner all night and it was working well for me, nice and simple point-and-shoot Really like the feel and the overall flow of the game, especially when you get two decent teams. Had one match I thought for sure my team was done for as the side I was helping defend was getting absolutely swarmed as we went into overtime, but apparently we held off long enough and pushed through the other way to barely squeak out the win. Very fun. There's a lot more to the game than appears at first glance, that's for sure.

Will need to start playing around with the other classes and see what works best for me.

Sorry dudes, ended up playing Dominion with a few friends.

I actually got a positive kill ratio one game last night sticking with Assault. Then I got creative and decided to try Support, and I really, really suck at Support. I probably need a few more "reallys". Need to stock with Assault or go with a Gunner or Tank, I think.

Good games yesterday guys

I'm starting to get the impression that the best class mix is 2 or 3 supports with the rest either gunner or tank

(Though as you probably heard me complaining about, a good sniper can make a gunnner/tank's life miserable)

I've come to the conclusion that I really need to try out the other classes in offline play, at least to figure out what their weapons and powers are.

MilkmanDanimal wrote:

I actually got a positive kill ratio one game last night sticking with Assault. Then I got creative and decided to try Support, and I really, really suck at Support. I probably need a few more "reallys". Need to stock with Assault or go with a Gunner or Tank, I think.

I only have a little experience with this game but I have played a few DotA based games and have read some guides for Monday Night Combat and generally, your kill ratio isn't really that important. One team can have out killed the other 3 to 1 and still lose the game. Generally it is not good to go after other Pros but rather only go for the Pros that are taking out your robots. Your goal should be to do whatever it takes to get your robots into the enemy base. Many of the games I have lost have been because my team is spending all their time on the sidelines trying to kill enemy pros while our money ball is being destroyed.

I think you're confusing "importance" with "I feel f****** awesome."

Hey, I'm looking for some people to play MNC with. I've been playing quite a bit, but only quick matches with random people and I'm beginning to feel that I need to play on a team to get any better. To give you the full disclosure, MNC is my first experience with online multiplayer so I don't know all the ins and outs. If you're willing to take me on as a teammate I'd love to join you. My GT is Jefferson Q.

Update incoming:

Monday Night Combat Title Update, DLC, and PAX
First of all, we want to thank you for playing Monday Night Combat and supporting Uber Entertainment. We’ve been busy fixing bugs, exploits and optimizing based on your feedback on our forums, emails, Facebook, and Twitter. Our first Title Update is being tested right now and then it will be handed off for certification and in your hands as soon as possible. Here’s a full list of fixes and changes that will be in the Title Update.

Connectivity and Multiplayer:

Reworked the way we handle parties in the pregame lobby to avoid splitting them up.
Fixed several issues where host migration would fail immediately.
Decreased wait time after a successful host migration.
Lobbies will now host migrate and not kick you back to the main menu.
If the host leaves during the end of match sequence, the host will migrate and players will return back to the lobby and not the main menu.
Optimized the time it takes to migrate hosts, shortening the time to migrate.
Improved weapon hit detection in high lag situations.
Fixed endorsements being incorrect after a host migration.
Fixed getting into private matches without an invite.
General Gameplay:

Fixed players being able to damage the Moneyball’s shields.
Fixed visual effects staying on the player after the effect has worn off.
Reduced the amount of increased damage the Moneyball takes in Overtime, thus reducing the effectiveness of “Juice rushing”.
Fixed Ringouts, Headshots and Grapple Kills not giving the proper amount of money. Balanced Ringout money to reflect the change. Message now displays correct total amount of money earned.
New “You Win!”/”You Lose!” UI for the end of a match.
Fixed juice benefits ending early if the player grapples during juice.
Fixed juice bar getting stuck full.
Fixed deploying on or near active jump pads.
Fixed controller sensitivity of 10 not saving.
Fixed messaging for kill streaks. Ultra and Uber streaks will now be named properly when popping up above your cursor.
Fixed an instance of the player’s skill pick UI going away unexpectedly.
Fixed an issue with bots walking by enemy turrets and bots without engaging them.
Fixed upgrading a turret that has been hacked to the opposing team.
Fixed turret collision not going away after being destroyed.
Normalized time between a grapple miss and the ability to grapple again for all grapples. The biggest change is the Assassin not having as big of a penalty for a missed grapple.
Fixed the “Team Leader” and “Team Player” highlights from being reversed.
Fixed players being able to mute themselves.
Fixed idle kicking when standing still but still looking around and/or shooting.
Fixed players who cheat and hack their profiles from being able to apply multiple gold endorsements.
Optimized main menu ticker for players with large friends lists.
Fixed HUD showing Moneyball shields as up during over time even though they are down.
Reduced announcer talking for kill streaks to help reduce the repetition of announcements.
Various performance optimizations.
Support:

Reworked Support’s bot aura so that it doesn’t make the Jackbot appear overhealed.
Fixed Support’s Firebase skill from recharging while the Support is dead but the Firebase skill exists.
Fixed being able to use the Heal/Hurt gun while taunting.
Fixed some instances of the Support’s Firebase not appearing when thrown.
Fixed Heal/Hurt gun not being affected by rate of fire endorsements and reduced it’s overall healing/hurting ability to compensate for the change.
Fixed Supports being able to use their Hack skill through walls.
Fixed Supports being able to throw their Firebases through the wall.
Fixed Air Strikes sometimes damaging enemies under cover.
Supports can now only Hack enemy turrets at Hack level 3.
Increased the time to Hack enemy turrets.
Decreased duration of Hack on a turret for levels 1 and 2.
Assassin:

Fixed Assassins from being able to get permanent sprint and super speed.
Fixed Assassins getting a double smoke bomb allowing them to jump higher than intended.
Fixed Assassins being able to cloak during a grapple.
Fixed Assassins from being able to use her smoke bomb during a lunge.
Retuned damage done by dagger after a lunge.
Tank:

Tank’s Jet Gun alternate fire damage is now reduced depending on the percentage of ammo left in the clip. Increased the full clip damage to compensate.
Assault:

Fixed an exploit involving the Assault’s Fly.
Fixed Assault’s bomb audio lingering after bomb is gone.
Monday Night Combat Live Update System:

Pregame Lobby is now 45 seconds.
Min Number of Players to start Crossfire is now 6.
Increased player bot spawing from 5 seconds to 10 seconds.
DLC Plans

Beyond the Title Update, we will be releasing our first of three DLCs. The first DLC will contain new content, gameplay adjustments, and more bug fixes. What’s exactly in the first DLC will be announced closer to its release. We’re very invested in our community and want to see it thrive so the first DLC will be free.

Uber at PAX

For those of you going to PAX this week, you’ll be able to play the updated version of Monday Night Combat that incorporates the Title Update changes. Stop by the Uber booth for tournaments, merch like character statues, shirts, and prints and say hi to the Uber team.

Looks like Support didn't get nerfed as bad as I expected, so I'm happy.

What time do we want to meet up tonight? The usual 10-ish eastern time?

Not sure why they changed Hack enemy turrets... it doesn't really get used all that often, unless one team is really hosed.

Staats wrote:

Not sure why they changed Hack enemy turrets... it doesn't really get used all that often, unless one team is really hosed.

Agreed. I've only hacked an enemy turret in one game, and I've only seen it done by other people in 1 or 2 games.

I picked this up on Friday. AWESOME game! I had no idea there was DLC coming too.

If you see me playing in the afternoon it's probably my son but if I'm on after 9 feel free to invite me

xX KOMMISSAR Xx

I've been away for awhile, but I'll try to make it back for tonight. The game remains fun, but the pubbing has gone steadily downhill since release.

I'm playing right now!

MeatMan wrote:
Staats wrote:

Not sure why they changed Hack enemy turrets... it doesn't really get used all that often, unless one team is really hosed.

Agreed. I've only hacked an enemy turret in one game, and I've only seen it done by other people in 1 or 2 games.

There are a few spots where you can glitch-hack through walls, which can be pretty useful while you're waiting for your airstrikes to regen. I see that's on the nerf list though (and rightfully so...).

something seriously needs to be done about the Sniper's effective firing range. I'm getting rather tired of being one-shotted from so far across the map all I can see is a dot with a red nameplate over it.

So, are people still playing this? I'll be back in 4 days, so keep sharp fellas. How's the balance patch? Player base still there?

carrotpanic wrote:

So, are people still playing this? I'll be back in 4 days, so keep sharp fellas. How's the balance patch? Player base still there?

I've been playing a couple nights a week still - usually 1 or 2 pub games (I haven't friended everyone in this thread so I'm likely missing some goodjer games). I haven't noticed the balance patch being released yet. You can still find pub games but it seems like matchmaking takes a bit longer (less games to choose from?) and sometimes the games are only 4 v 4. On the other hand the games seem to be more competitive with many going to Overtime.

I'm looking forward to the DLC they announced. The game needs a few tweaks and additions to keep it fresh.

I'm still playing a couple days a week, one of them being Monday of course, except for this past Monday (Labor Day). I was too tired from all the consumption of liquor and grilled meat.

I squeeze in a few rounds about every other day. I don't seem to have any problem finding full pub matches, but I'm finding I often get placed into matches already in progress. As for the quality, competition is getting pretty stiff but most of the players still seem more interested in playing the game as though it were a deathmatch.

Anybody up for some?

Since it's Monday and all, anyone interested? Or has everyone moved on to Halo?