Does anyone feel the same way about the Tank position that I do? Rail gun/sniper with high damage, a close range automatic weapon with relative high damage, a graple on that weapon that does high AoE CQC damage, thrusters, a projectile AoE bomb that stuns, and a charge maneuver for escaping.
Maybe I haven't played enough of the game, but this class/position does seem extremely over powered.
(Oh I forgot, also a self heal with no cooldown)
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.
Tank... OP?
its balanced out. its not overpowered because you can easy get behind him. especially with the assassins and just one hit kill. hes a tank. his weakness is maneuverability. exploit it.
I pretty much main Tank, and I am here to tell you that you are wrong sir. Assaults, Gunners, and Snipers are all fairly adept at taking him out. The Assault can run up and attach bombs to him, fire down their sights from afar, or throw him off the stage; Snipers can headshot, freeze him or throw him off the stage; and Gunners outmatch him in close range combat.
The charge is virtually useless against Assaults or Sniper when trying to escape as both can pick you off before you are able to turn a corner, and it doesn't recharge fast enough to be used multiple times against a single opponent. I'll admit that the Product Grenade is pretty powerful, but it doesn't stop Pros from shooting. The Tank is super slow without pick-ups, so if he was in your sights before it went off you can probably still peg him. The Death Blossom melee for the jet gun also isn't especially powerful against Pros. It is good for taking down bots or Pros that already have damage on them, but it can't kill a clean Pro in one hit and the Tank is forced to reload afterwards.
And for the record the Product Grenade doesn't stun. It blinds Pros and disables bots and turrets.
Also, where are you getting this self heal from? If you are talking about his Deploy then stop right there, because employing that kind of tactic is pretty fucking useless. He has a very short range when in the turret form and is extremely vulnerable as well. It takes so long to deploy and undeploy that it is completely useless trying to get health back that way in the battlefield. You could potentially hide in your base to regain health, but his standard health regen is so fast that it would be a waste of time anyway.
Also I just taught you how to completely demolish my favorite class.
These are the things I do for your people.
@PNut_Buttr_Panda:
If the Tank fully upgrades his armor he can survive an Assassin's back stab. I love their reactions when they figure out it didn't take.The best way to take out the Tank from behind is to throw him off the stage entirely.
@HiraH4x: The death blossom attack almost does nothing to pros and I find actually useless. You have to immediately recharge after using, all the while you're defenseless. The grenade I find also does minimal damage to pros. I use it mostly against groups of black jacks. Against the bots, it's pretty good. The rail gun does not do a lot of damage. If a tank is using that gun, you should be able to outgun him with assault or gunner easily. Also IMO, any tank that uses the charge move to escape is doing it wrong. That is meant to ram into your enemies after you've set them ablaze and they're retreating. I get a decent number of kills using the charge that way.
@PNut_Buttr_Panda: I would say the assassin fairs poorly against tanks. As LordXavierBritish said, fully upgraded, backstabs aren't one hit kills. Even less so when you use the extra health gold sponsor as I do. I actually love when assassins stab me, front or back. As soon as the animation is done, I can charge into them, killing them instantly. If that doesn't play , the jet gun is ready for when they come back in to melee.
I have to say, if any class is over powered I'd have to pick either the Gunner or the Support. The Gunner is just way too fast for the amount of damage he can deal. I think it's pretty fucking stupid that the Tank moves like a tortoise when his best attribute is defense while the Gunner can just continually rip through everything in his path at a break neck pace. Maybe it would be okay if his defense wasn't so good, but it actually is really decent. The also fires crazy far, which wouldn't be a problem if it didn't slow you down. I can't even count all the times I've been sniped of my last few pieces of health from half way across the map just because I was stuck in their fucking bullet tractor beam
The Support is the worst shit ever though. A level 3 Firebase can take down any other class without a fight, and if it is being healed then everyone is pretty much boned. If you even get close to it the Support will start bombarding you with Airstrikes, and if you manage to survive that the Firebase will pick you off immediately. The Support also has some insane armor for his class type too. I've encountered Supports specced out with a Gold Armor endorsement that I could only barely take down at close range with a Tank. Personally, I think something is wrong when a combat class has trouble taking out the Support.
@LordXavierBritish: I still believe the tank to be a very good all-around class, though. I've been playing more of a support/ambush role in my party. Normally picking off bots and softening players with the rail gun (which I've even been using very successfully as a sniper), then baiting them in for a jet gun or charge. My tactics normally revolve around wall hugging and peak-shooting, much like a sniper and deploying all of my cool downs to manage 1 to 2 kills. After which, I retreat, deploy turret mode, heal, and re enter combat with less down time than just passive regen. IMO, the deployable turret is far from useless. That goes for the charge as well. I've been using the charge very successfully as a quick escape around a corner. When paired with the perk that decreased cooldowns at gold, I very often have enough time to reenter combat with a charge.
@LordXavierBritish: Support I find to be extremely annoying as well. Firebase has insane damage output at level 3. Even the support's shotty can do some ridiculous damage when it's close range.
I've heard people saying every class is overpowered. When will it end?
Personally I like the assault. I love his grapple and the jet pack is useful for getting into the opp base during overtime.
I'm going to list what I feel are the OP (overpowered) attacks and such from each class.
Assault - This class can keep a good distance and still do decent damage. Not so OP, but the main thing is their Charge. And when upgraded to level 3 it becomes an insane grapple move that can easily knock you out of the arena.
Tank - Their health is high and with custom armor they are completely beast. They also have a Charge attack that does substantial damage. Fully upgraded grenades are also quite powerful and when they cluster usually kill anything within range.
Support - This class at first isn't OP at all. Very weak it would seem, until you upgrade the Air Strike ability. This ability is very, very strong. It can kill anything in it in one hit (besides Jackbots). Their turrets are also quite powerful and the shotgun, though it has quite a short range, is very strong and can destroy Assassins ans Soldiers.
Assassin - This class' cloak is somewhat annoying, but can still be seen. Dash plus cloak is pretty strong, but still not too OP. Their assassination/grapple move coupled with lunge is very, very strong though. Basically a two-hit KO for any class that meets her in a dark alley.
Gunner - The gunner is somewhat balanced, but still a bit too powerful with the dual miniguns. This plus crit is very strong and can mow down most enemies. Also with extended clips, he basically shoots forever and with a quick reload it's hard to fight him off.
Sniper - I hate this class and yet this class is prolly the weakest one. The strongest thing is their headshots which is pretty legit for a sniper class in a game. The traps and stuff can get annoying, but they don't make me hate the sniper.
To be honest every class feels slightly over-powered and therefore it balances out. Depending on what you're playing and who you're going up against it's generally a pretty one-sided fight unless you get someone or some bots to intervene.
The only tweaks i can think of to make it more balanced would be would probly be to make the firebase a little bit weaker (maybe make the max level 2 for firebases) and reduce the supports base health a tiny bit.
Only balance changes in my opinion that would be fair is slightly lowering firebase health, and a bit more damage to sniper skills, but really I think grapple could be changed for something else. Maybe a tracer shot that increases damage taken? Not that the sniper comes across as the team player, but he does always complain about no one following plans and shit.
" Only balance changes in my opinion that would be fair is slightly lowering firebase health, and a bit more damage to sniper skills, but really I think grapple could be changed for something else. Maybe a tracer shot that increases damage taken? Not that the sniper comes across as the team player, but he does always complain about no one following plans and shit. "Sniper is one of two classes that can Grapple the Jackbots, don't take it away.
Do we really need a topic whenever we think that a class might be over powered? At first I thought some classes were over powered, but as I played more I realised that either I sucked or I was playing as the class I thought was over powered and the enemy sucked. You just need to learn a playing style or technique to beat em.
Then again, I find the deploy fairly useless.
@SteamPunkJin:
Ha, I've never tried grappling a Jackbot as a sniper, but I don't play him very often.
The sWord is very effective.
Well this should definitely end this notion quick.
From the MNC official forums, "After investigation we found a minor bug that has it do full damage all the time. It has been added to our 'to be fixed' list."
This is regarding the Tank's Death Blossom. According to a video on Inside XBox, the damage done by the death blossom is supposed to be relative to the amount of ammo left in the jet gun clip. This was brought up on the forums and found to be incorrect due to an error. It was doing full damage regardless of ammo left. So when they change this, it will be a pretty big nerf for tanks. Sad.
" Well this should definitely end this notion quick.:\ Gotta admit I'm a bit upset about that. I know the death blossom is a bit of an easy button, but it already doesn't do a lot of damage.
From the MNC official forums, "After investigation we found a minor bug that has it do full damage all the time. It has been added to our 'to be fixed' list." This is regarding the Tank's Death Blossom. According to a video on Inside XBox, the damage done by the death blossom is supposed to be relative to the amount of ammo left in the jet gun clip. This was brought up on the forums and found to be incorrect due to an error. It was doing full damage regardless of ammo left. So when they change this, it will be a pretty big nerf for tanks. Sad. "
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