Uber Details New Monday Night Combat Patch and Teases DLC

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Posted by BradNicholson (812 posts) -
Uber Entertainment is testing a massive, wide-ranging patch for Monday Night Combat, the dev's stupendous online-focused third-person shooter. The release date of said patch is still up in the air, but pre-release anticipation is warranted. Online connection bugbears, such as host migration woes as well as hit detection issues are being addressed, in addition to various juice-related and character balance qualms.

In its post announcing the patch, Uber also unveiled its plans to release three DLC packs for the game. The first will contain "new content," as well as adjustments and bug fixes. Best news? It will release for free, though, at an unspecified time. I expect that date, as well as fun specifics, to be announced at PAX West, since Uber has been talking up the importance of the event for the studio since PAX East in Boston last year. 

The list of what's being updated with this forthcoming patch is available for viewing just below. The game's new live update patch notes, which uses Uber's oft-publicized on-the-fly system, are available below, too. 
 


 == TEASER ==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:

  • Pre-game 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.    
#1 Posted by BradNicholson (812 posts) -
Uber Entertainment is testing a massive, wide-ranging patch for Monday Night Combat, the dev's stupendous online-focused third-person shooter. The release date of said patch is still up in the air, but pre-release anticipation is warranted. Online connection bugbears, such as host migration woes as well as hit detection issues are being addressed, in addition to various juice-related and character balance qualms.

In its post announcing the patch, Uber also unveiled its plans to release three DLC packs for the game. The first will contain "new content," as well as adjustments and bug fixes. Best news? It will release for free, though, at an unspecified time. I expect that date, as well as fun specifics, to be announced at PAX West, since Uber has been talking up the importance of the event for the studio since PAX East in Boston last year. 

The list of what's being updated with this forthcoming patch is available for viewing just below. The game's new live update patch notes, which uses Uber's oft-publicized on-the-fly system, are available below, too. 
 


 == TEASER ==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:

  • Pre-game 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.    
#2 Posted by BjornTheUnicorn (356 posts) -

fresh

#3 Edited by napalmtrees (80 posts) -

 I'm glad I can go to Giant Bomb for all my patch-note needs.  :P

#4 Posted by Everyones_A_Critic (6289 posts) -

I'd love for the time between respawns to get eliminated, but I know that's a big part of what makes it challenging. Still, it's fucking infuriating to watch for 15 seconds as your entire base is ripped to shreds by those fucking Jack Bots...

#5 Posted by Robiin (294 posts) -

Incredible patch. Good news, the host migration was pretty annoying.

#6 Posted by The_Philosopher (570 posts) -

Glad to see they cut the bot spawning time in half, it sucks having to wait around. It's nice to see some free DLC is headed our way.

#7 Posted by lclay (383 posts) -

What?! The assassin can't cloak while grappling anymore? So she's essentially useless inside the enemy base or against a support anywhere near his firebase? Great! 
 
Guess I'm going to stop playing assassin then.

#8 Posted by Legxend (124 posts) -

Nice can't wait for this to be rolled out.

#9 Posted by Robopengy (451 posts) -

Now I'm going to have to learn everything all over again! Awesome! (not sarcasm)

#10 Posted by Ravenousrattler (1417 posts) -

Great, grappling has been my biggest frustration. Grappling right through a guy  three times, it gets old fast, good to see they are fixing it.

#11 Posted by ProfessorEss (7281 posts) -

Nice to see that they seem pretty serious about keeping this game well supported.
I can only assume this means that MNC sales were on the "successful" side of things?
 
Anxious to see what the DLC will have to offer.

#12 Posted by fedorajay (405 posts) -

First Live game I'll be buying.

#13 Posted by BergDK (270 posts) -

When are developers/ publishers going to learn that splitting up online community's with dlc is not the way to go?

Online
#14 Posted by TEHMAXXORZ (1199 posts) -

I hope they fixed the fact that sometime when you spawn you can't move or upgrade or shoot and it has that whit bar saying 'Waiting to respwan in...' I've been kicked of being 'idle' because of that glitch.

#15 Posted by Alphazero (1536 posts) -

Very excited.... although I had been using/abusing the tank spin damage on an empty clip thing they're fixing. 
 
Still, sign me up. One triple kill away from an S-Rank.

#16 Posted by Bionicicide (1213 posts) -

Awesome news.

#17 Posted by Arker101 (1474 posts) -

Good update is good.
#18 Posted by nail1080 (1975 posts) -
@BergDK said:
" When are developers/ publishers going to learn that splitting up online community's with dlc is not the way to go? "
it's free
#19 Posted by lclay (383 posts) -

Really want to know how much the DLC will be because I really don't want to have to pay just to keep up with everyone else

#20 Posted by BergDK (270 posts) -
@nail1080:
I was referring to the two packs that most likely isn't going to be free, and pointing out how most multiplayer games this generation destroy their community's with premium dlc.
Online
#21 Posted by Tregard (140 posts) -

Aah the infamous announcement of an announcement, where would a company be without you?

#22 Posted by SumDeus (1857 posts) -

I just pissed all over the fucking keyboard.

#23 Posted by dussssstin (43 posts) -

Love it, I would like to see more end game/higher end content.
 
I hate to draw this comparison but TF2 has it's hats, I want masks or something.

#24 Posted by radioactivez0r (830 posts) -
@lclay said:
" What?! The assassin can't cloak while grappling anymore? So she's essentially useless inside the enemy base or against a support anywhere near his firebase? Great!  Guess I'm going to stop playing assassin then. "
For a second there I thought I had mistakenly clicked on an article about a WoW patch.
#25 Posted by Nes (222 posts) -

This patch. I wants it. NOW.

#26 Posted by MythDarK (536 posts) -

This is some really great patching.

#27 Posted by harrisbradley (1 posts) -

I'm hoping 'new content' means new maps and a new game type.  I'm happy with the current game types, but I'd like to see what they think of next.

#28 Posted by Meteora (5787 posts) -
@BergDK said:
" When are developers/ publishers going to learn that splitting up online community's with dlc is not the way to go? "
Maybe you should read the article before babbling off like that.
#29 Posted by MeatSim (10775 posts) -

This is some good news.

#30 Posted by GoodKn1ght (491 posts) -
@radioactivez0r said:
" @lclay said:
" What?! The assassin can't cloak while grappling anymore? So she's essentially useless inside the enemy base or against a support anywhere near his firebase? Great!  Guess I'm going to stop playing assassin then. "
For a second there I thought I had mistakenly clicked on an article about a WoW patch. "
Is it sad that I have never played WoW and know exactly what your referencing? 
#31 Posted by animathias (1170 posts) -
Great! I'm kind of sad that I won't be able to "Juice Rush" (as the kids call it) with the Gunner to win the match as soon as overtime hits, but I suppose that's better for everyone else involved with the match. I hope to see more and more support, but I also hope the "paid DLC" won't split the community, ala map packs or such. I don't know what they could do to prevent that, but I hope it's on their minds.
#32 Posted by jkz (4003 posts) -

Uh, any patches to Gunner? I thought they had said that there would be.

#33 Posted by BergDK (270 posts) -
@Meteora:
I could say the same to you... Article says 3 dlc packs and only the first is free.
Online
#34 Posted by Redbullet685 (6029 posts) -

Sounds good. Cant wait for the dlc.

#35 Posted by Metroid545 (1823 posts) -
@BergDK said:
" @nail1080:I was referring to the two packs that most likely isn't going to be free, and pointing out how most multiplayer games this generation destroy their community's with premium dlc. "
define how they destroy communities with optional gameplay for dedicated fans
#36 Posted by Malakhii (1443 posts) -

Great to see developers, especially those who put out a smaller $15 game, supporting it after release. Too many just drop the game, take the cash and leave it. As for the paid DLC..... It's optional...... Don't want it don't buy it. DUH, not every developer has the resources to keep pumping out add ons for free. Especially when they're small, it is a business, they made a great product and they are trying to make money off of it.  

#37 Posted by MajorToms (366 posts) -

That's some good news. Glad this game picked up enough traction to warrant DLC. Patches are much welcomed. I hope the bugs be gone soon enough.

#38 Posted by fedorajay (405 posts) -
@Metroid545 said:
" @BergDK said:
" @nail1080:I was referring to the two packs that most likely isn't going to be free, and pointing out how most multiplayer games this generation destroy their community's with premium dlc. "
define how they destroy communities with optional gameplay for dedicated fans "
I think he's referring to when map packs are released for FPS games and such, where if you don't follow suit and keep up with them, anyone who falls behind gets left behind. I used to play Cod WaW a lot but didn't bother in keeping up with the map packs. Eventually I kept getting booted out because the playlist would keep picking DLC-only maps. 
#39 Posted by Metroid545 (1823 posts) -
@fedorajay: ahh ok then I agree, thankfully I see no new maps for this game as of yet
#40 Posted by TheYear20XX (425 posts) -
@BergDK:  We don't even know what will be in the packs so complaining about splitting the community is a little premature. Regardless, would you rather they did not develop new content for the game? I'm enjoying it immensely but only a few crossfire maps and 1 blitz map will get old after a while. I think it's great they're supporting it at all.
#41 Posted by Iron_Past (172 posts) -
@jukezypoo:  This is hardcoded patch stuff, not balance. They said they wouldn't be addressing balance till they were done with the first patch and there was enough data, but balance can be done through their Live Update system when they want. I suspect there will be some pretty decent changes on that front when the time comes.
 
As for this patch, I love everything about it. Except that it's not out now.
#42 Posted by jkz (4003 posts) -
@Iron_Past said:
" @jukezypoo:  This is hardcoded patch stuff, not balance. They said they wouldn't be addressing balance till they were done with the first patch and there was enough data, but balance can be done through their Live Update system when they want. I suspect there will be some pretty decent changes on that front when the time comes.  As for this patch, I love everything about it. Except that it's not out now. "
Ah okay. I was just wondering because there were some more direct changes to classes included in this patch as well. They really haven't given a clear answer as to just how extensive their "live-patch" system is, so I wasn't sure whether more direct balance issues could be addressed using it.
#43 Posted by C0V3RT (1361 posts) -

Great to hear.
 
I'd like to see them disable building long-shots on nubs that will only result in it firing into a wall - I still experience too many (high level) players doing that.

#44 Posted by SumDeus (1857 posts) -

Where's the DLC tease?

#45 Posted by Frostler (244 posts) -

Sounds good, love this game

#46 Posted by Poki3 (525 posts) -

Hey! Psssst! PSN version, thank you.

#47 Posted by SteamPunkJin (1286 posts) -
@lclay said:
" What?! The assassin can't cloak while grappling anymore? So she's essentially useless inside the enemy base or against a support anywhere near his firebase? Great!  Guess I'm going to stop playing assassin then. "
Read it again. You've got it backwards. The Assassin can no longer cloak WHILE grappling. This is not to say she can't grapple while cloaked. We're talking about the tactic of hitting Y just after you start to grapple - the turrets lose sight of you, it's cheap and broken. My main classes are Support and Assassin so I can really appreciate it from both sides, and while it does ruin a small bit of fun from playing as as Assassin, I think it's needed.
#48 Edited by Heartagram (1181 posts) -

I'm hoping they add new achievements....I've had the game 2 days and am already almost done with the first 200. 
 
It's really nice to see a dev actually supporting a smaller game to keep the online going instead of letting it die just because it was a budget title.

#49 Posted by ImperiousRix (2963 posts) -

This can only be a great thing.  Some of these are problems I personally have seen, and I'm glad that Uber is getting right on the problems. 
I'm impressed by how great this game came out, and how Uber seems to know what they're doing.  I look forward to the DLC, and to what they'll do in the future.

#50 Edited by lclay (383 posts) -
@SteamPunkJin said:

" @lclay said:

" What?! The assassin can't cloak while grappling anymore? So she's essentially useless inside the enemy base or against a support anywhere near his firebase? Great!  Guess I'm going to stop playing assassin then. "
Read it again. You've got it backwards. The Assassin can no longer cloak WHILE grappling. This is not to say she can't grapple while cloaked. We're talking about the tactic of hitting Y just after you start to grapple - the turrets lose sight of you, it's cheap and broken. My main classes are Support and Assassin so I can really appreciate it from both sides, and while it does ruin a small bit of fun from playing as as Assassin, I think it's needed. "
Yeah I understood what it meant. Thanks for clarifying though! When I said "the assassin can't cloak while grappling anymore?" what I really meant to say was "The Assassin can no longer cloak WHILE grappling." 
 
 Being able to cloak while grappling is an important move for the assassin and I think it's neither cheap nor broken. Getting rid of it essentially just makes her useless inside the enemy base. 
 
I mostly play gunner anyway though so whatever.

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