Anyone have a good custom class that has been working for them?
So far I've been using an assault with high skill regeneration (I'm a big fan of the dash-grapple) , bullet damage, and armor.
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.
Anyone come up with good custom classes?
My current 2 custom classes are Gunner with ( from gold to bronze) Rate of fire,Critical shot,Reload speed/ Assassin with Skill Recovery, Speed, and Armor
i use the assassin with increase armor, faster health regen, and the juice upgrade and its pretty sick.
Yeah I was thinking of doing that next, seeing as how the assassin's health is it's biggest (if only) weakness." i use and assassin with increase armor, faster health regen, and the juice upgrade and its pretty sick. "
I've also found an optimal sniper build. Been working wonders for me.
Gold rate of fire - Otherwise your sniper rifle fires way too slow
Silver health - With this, it allows you to survive a assassin frontstab with a sliver of health, allowing you to grapple kill them after the animation ends.
Bronze clip size - Works great for the submachine gun and pairs well with rate of fire.
" I've got a support with Skill Regen, Health Regen, and Armor in that order. Have a second custom class unlocked, but can't quite decide on Gunner boosts. "I've been rolling with a similar build like that except i replaced armor with speed just so i can get across the map and heal people.
" @foejoe said:Hey, not a bad plan either!" I've got a support with Skill Regen, Health Regen, and Armor in that order. Have a second custom class unlocked, but can't quite decide on Gunner boosts. "I've been rolling with a similar build like that except i replaced armor with speed just so i can get across the map and heal people. "
Gunner with gold accuracy, silver critical, and bronze rate of fire feels like it has really been working out for me. At a medium to long distance I almost always out DPS another gunner.
One of the most effective things for the specific case of taking down a moneyball once it's shields are down is having an Assassin with Rate of Fire, Speed, and Skill Recovery. It's a decent build on it's own, but for specifically taking down a moneyball it's great.
The whole point of it is to be able to rush to a moneyball and then just slash it as fast as possible (rate of fire helps here) to the point where you can juice up. An assassin hanging around a moneyball with shields down for can easily take it down in a surprisingly short amount of time. Trying to get juiced up as quick as possible is important to be able to hit the ball even faster, and also to regain all your health. Skill recovery is important here as well as you're probably going to need to cloak your way to get to the ball, and as a safety measure to cloak and run away if turrets are about to kill you or if you need to escape other players.
I'm messing with the gunner and currently run Rate of Fire, Crit, Armor and it can gun down people really quickly but trying out other set ups for it.
Just went 21 6 3 with my assault :P. I got skill regen, armor, rate of fire. My strategy is to get in there, pump a bullet or two into a dude and then back out a little. Also bombs are awesome, so easy to harass people.
I'm kind of bummed that you only get $100 for the uber streak(15 kills)
Assault: Critical, Accuracy, Reload
Sniper: Critical, Rate of Fire, Skill Recovery
Assassin: Speed, Skill Recover, Armor
I definitely need to keep messing around with them though.
I've been playing Sniper with [G]Skill Regen [S] Critical [B] Accuracy. I like the SR cause I trap'pop or trap'n'zap or some mix of those skills which is pretty cool. I like using the Flak on the money ball and the mascot, just keeps the money flowing. Setting up traps and sniping keeps assassins or rushers at bay as there are a few good sniping places.
I typically don't play sniping classes but this is quite fun and has enough utility to survive close calls. Still trying to get my 3-fer....not having much luck.
I've been looking around the UberEnt forums and it seems like most of the Tank mains are suing Gold Armor/Rate of Fire, Silver Armor/Rate of Fire, and Bronze Reload Speed.
Rate of Fire speeds up the Railgun and makes it a much more effect weapon (I never would have thought of this, it is actually really smart), and the Reload Speed allows for the Tank to take better advantage of his Death Blossom attack.
Tank with Gold Armor and fully upgraded Passive is pretty much indestructible if you play him right. He loses the health regen of his standard build with this layout, but if you are playing smart you really shouldn't need it.
I've also heard of some people using Bronze Clip Size instead of reload for the same reason as abandoning health regen. That may work, but if you are running with your team's Bots the Death Blossom is super useful for taking down any Black Jacks or Slims that get in your way, so I tend to keep that build in play most of the time.
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