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    Monday Night Combat

    Game » consists of 3 releases. Released Aug 11, 2010

    A multiplayer-focused third-person shooter that borrows elements from both Team Fortress 2 and Defense of the Ancients. Take control of one of six personified Classes and defend your Moneyball in a futuristic sports environment.

    My Monday Night Combat Thoughts (Post S Rank)

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    C0V3RT

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    Edited By C0V3RT

    I was pretty meh about this years summer of arcade since the titles were announced. The only one that was of any interest was MNC. Today was the big day and was not disappointed. From purchase to S rank - I spent about 9 hours with the game.  Here are my impressions on what I liked, didn't like, and didn't get. 
     
    What I liked   

    • Balance of characters. I've never played TF2 really seriously, but I felt the characters complimented each other really well. On the contrary, each class had a unit that posed a challenge to it on the battlefield.
    • The assassin. I primarily played the gunner however the assassin was easily the most fun. There's something really satisfying about cloaking yourself and sneaking up on someone and taking them out with a one hit melee.  
    • Distinct maps. While there weren't a whole lot of maps to choose from, each map felt and played different.  
    • Upgrade system. I had a similar fear that Jeff and Brad. I was concerned folks wouldn't upgrade their base and just buff themselves.  While I ran into a few instances of this occurring, by in large everyone grasped the concept base building. In addition, the upgrade system just felt really smart and meaningful.
    • Presentation. It's may just be that I've got a soft spot for "future sport" games/movies, but I thought the presentation was well done and not too over the top. After a few matches the commentary started to remind me that of Mad World in tone, except this wasn't awful and was relevant.
     
    What I didn't like 
    •  Snipers (I just don't like snipers...in any game...)
    • The tutorial. The game throws you in a pretty basic tutorial before you can play anything, but really doesn't cover the heart of the gameplay, crossfire mode. It took a few matches to really figure the ebb and flow of how games are won. There's a short video that auto plays the first time you jump into crossfire but it plays pretty quick and isn't terribly clear.
    • Matchmaking. I got a little frustrated getting paired with folk with a crazy low rank. I understand everyone's got to learn somehow but would find myself with less experienced teammates and would get steamrolled against a team of better players. I found myself building turrets and activating crap while my teammates ran away from combat around the other side of the map more then once.
    • Lack of maps. While they all feel different there weren't that many. I'd love to see user created maps down the line but am doubtful that will come to to be.    
    What I didn't get  
    • Leveling system. You earn money each match which determines your level however really unable to determine if your level actually did anything.
    • Perks. I built a single custom class around how I play, however didn't notice a huge difference between that and the default.
     
    MNC was is a really solid game. I think down the road you'll see the gunner get nerfed and maybe the tank get buffed a bit. I'm hopeful if the game catches on and sustains a user base they'll maybe actually do something with the leveling system. Hopefully when the guys do TNT I'll be able to snag a spot on their friends list and play with some members of the community! 
     
    For you S rank/achievement hunters trying for the "All Star" achievement in blitz mode. My advice is get a party that doesn't have a sniper or assassin in it (I died a little on the inside each time this happened, they're worthless against the giant dudes). I got it with a random party that consisted of a tank, gunner, assault, and support.  Especially early  - focus on building towers and only build rocket towers (everything else is worthless).  FInd a nice balance between building the powers and giving yourself a few upgrades. Wait to use your juice bonus when the giant guys come out. I also always tried to keep $500 on me just incase I needed to purchase a full juice meter.
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    C0V3RT

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    #1  Edited By C0V3RT

    I was pretty meh about this years summer of arcade since the titles were announced. The only one that was of any interest was MNC. Today was the big day and was not disappointed. From purchase to S rank - I spent about 9 hours with the game.  Here are my impressions on what I liked, didn't like, and didn't get. 
     
    What I liked   

    • Balance of characters. I've never played TF2 really seriously, but I felt the characters complimented each other really well. On the contrary, each class had a unit that posed a challenge to it on the battlefield.
    • The assassin. I primarily played the gunner however the assassin was easily the most fun. There's something really satisfying about cloaking yourself and sneaking up on someone and taking them out with a one hit melee.  
    • Distinct maps. While there weren't a whole lot of maps to choose from, each map felt and played different.  
    • Upgrade system. I had a similar fear that Jeff and Brad. I was concerned folks wouldn't upgrade their base and just buff themselves.  While I ran into a few instances of this occurring, by in large everyone grasped the concept base building. In addition, the upgrade system just felt really smart and meaningful.
    • Presentation. It's may just be that I've got a soft spot for "future sport" games/movies, but I thought the presentation was well done and not too over the top. After a few matches the commentary started to remind me that of Mad World in tone, except this wasn't awful and was relevant.
     
    What I didn't like 
    •  Snipers (I just don't like snipers...in any game...)
    • The tutorial. The game throws you in a pretty basic tutorial before you can play anything, but really doesn't cover the heart of the gameplay, crossfire mode. It took a few matches to really figure the ebb and flow of how games are won. There's a short video that auto plays the first time you jump into crossfire but it plays pretty quick and isn't terribly clear.
    • Matchmaking. I got a little frustrated getting paired with folk with a crazy low rank. I understand everyone's got to learn somehow but would find myself with less experienced teammates and would get steamrolled against a team of better players. I found myself building turrets and activating crap while my teammates ran away from combat around the other side of the map more then once.
    • Lack of maps. While they all feel different there weren't that many. I'd love to see user created maps down the line but am doubtful that will come to to be.    
    What I didn't get  
    • Leveling system. You earn money each match which determines your level however really unable to determine if your level actually did anything.
    • Perks. I built a single custom class around how I play, however didn't notice a huge difference between that and the default.
     
    MNC was is a really solid game. I think down the road you'll see the gunner get nerfed and maybe the tank get buffed a bit. I'm hopeful if the game catches on and sustains a user base they'll maybe actually do something with the leveling system. Hopefully when the guys do TNT I'll be able to snag a spot on their friends list and play with some members of the community! 
     
    For you S rank/achievement hunters trying for the "All Star" achievement in blitz mode. My advice is get a party that doesn't have a sniper or assassin in it (I died a little on the inside each time this happened, they're worthless against the giant dudes). I got it with a random party that consisted of a tank, gunner, assault, and support.  Especially early  - focus on building towers and only build rocket towers (everything else is worthless).  FInd a nice balance between building the powers and giving yourself a few upgrades. Wait to use your juice bonus when the giant guys come out. I also always tried to keep $500 on me just incase I needed to purchase a full juice meter.
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    LordXavierBritish

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    #2  Edited By LordXavierBritish

    Assassins are the best at taking down Jackbots what are you talking about. 
     
    Also I got to S rank quite awhile ago but I'm still playing. I'm pretty sure the leveling is just tracking your experience level. You know like, actual experience. As in how much you have played. I think the game could use a few more maps, but I could see myself playing this for a long time. 
     
    Why do you think the Tank needs buffing? I've been playing Tank and I'm team MVP almost every round.

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    C0V3RT

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    #3  Edited By C0V3RT
    @LordXavierBritish: The XL Jackbots?  No kidding?  If we're just talking normal jackbots, I'd much rather set up shot with a gunner or tank and take care of the jackbots.
     
    My experience was only with random folk that didn't seem to know how to use the assassin. 
     
    I too think that's all that the experience just tracks how much you play - but to me it seems to be a waste of a system. At the very least, I'd like to see it aide in matchmaking. 
     
    I seldom played as a tank except in blitz mode, however had no problem rolling through tanks as a gunner in crossfire. I've never had a problem getting to the side of one or behind one and finishing it off. Of all the move-sets I think it's the most complete, but would love to see the range on the primary gun get a little longer.  At the very least, give it more of a turning radius once it's deployed.
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    Stupot

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    #4  Edited By Stupot

    I like it so far, i find the assassins the hardest class to use, though i'm sure i'm just playing it wrong as im playing aggressive and rushing at people. I agree with the gunner getting a nerf soon because i had never played gunner before and first match i sat defending the base and was untouchable if i had a support with me. Saying that i think the support needs a nerf somewhere because it seems every match i'm in theres a support with its turret just outside our spawn constantly healing it making making it hard to kill it. And if they have a gunner with them then its impossible. Apart from that very good game and loving it so far.

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    Iron_Past

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    #5  Edited By Iron_Past

    I don't know, nerfing the Gunner and buffing the Tank would kind of ruin the rolls they're made for. Maybe take some range off the dual miniguns I can see, or make the spread a little wider. Gunners have a glass jaw; if you were rolling through Tanks it's because they weren't playing well. By the way, the Sniper and Assassin can both grapple the Jack Bot XL (the smaller ones are called Black Jacks) and take down a significant amount of health (the How to Play section has plenty of tips like that =] ). In fact, the Sniper is almost needed in Blitz mode because of  his AoE attacks and grapple.

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    carlthenimrod

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    #6  Edited By carlthenimrod
    @C0V3RT said:
    " For you S rank/achievement hunters trying for the "All Star" achievement in blitz mode. My advice is get a party that doesn't have a sniper or assassin in it (I died a little on the inside each time this happened, they're worthless against the giant dudes). I got it with a random party that consisted of a tank, gunner, assault, and support.  Especially early  - focus on building towers and only build rocket towers (everything else is worthless).  FInd a nice balance between building the powers and giving yourself a few upgrades. Wait to use your juice bonus when the giant guys come out. I also always tried to keep $500 on me just incase I needed to purchase a full juice meter. "
    I had a much different tactic. I just played as a support and built as many laser turrets as possible then dedicated myself to healing the turrets. They are dirt cheap to build and upgrade to level 3. Anyways, after being stuck on the 'season' challenge, I finally did it and then proceeded to beat both the playoff and all-star on my first try. All of this with random people.
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    C0V3RT

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    #7  Edited By C0V3RT

    Ah alright, well I feel really dumb now for putting the classes down.  I had no idea they did so much damage to the Jackbots XL.  Still, anyone I seemed to have gotten paired with didn't see to understand this tactic... 
     
    Laser turrets though?  Really?  They never seemed to do much damage in the later waves of blitz.

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    BackgroundSound

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    #8  Edited By BackgroundSound

    Not put a lot of time into it yet but from the games I've played I've experienced some monotonously balanced matches, so much so that the duration is spent in stalemate - the sudden death bit being the separator.  Reminds of Fat Princess when it launched.

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    SteamPunkJin

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    #9  Edited By SteamPunkJin

    For Blitz mode: Support Support Support Support and more Support!
    I've got a pretty good layout for my Turrets and using it I got to round 72 by myself in Survival mode. Difficult to explain, but the basics are as follows: Lazer Blazers all over the place. ShaveIce Turrets where they're going to hit more than one path (the middle one in the three just before the Money Ball or the ones up against the walls to the left and right of the Money Ball). In the back two corners drop Long Ranger Turrets (only Buzzers will ever kill the Long Range so be sure to check on them when they're around). The two points closest to the Money Ball should be Rocket Turrets, the one behind the Money Ball a Lazer Blazer. There four points near each of the doors (two on the sides and two in the back) put Lazer Blazers here.  And the thing that ties it all together - run straight from the Money Ball until you hit a waist high wall, jump up and drop your Support Turret here (it will take care of the LagShots - or whatever the mortar guys are called). From here it's just a matter of supporting your turrets and making sure they'll over healed when possible.

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    mesoian

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    #10  Edited By mesoian

    The power of the gunner isn't the issue, it's the range. The class is supposed to be inaccuate and ineffective from long distances, but damn if I wasn't sniping long range with that thing all night last night. You can wipe people out from across the map with the mini gun! That shouldn't be. 
     
    And the gernade launcher is useless.

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