MNC Guide - Everything you need to know and more.

Discussion in 'Monday Night Combat PC Strategy and Tactics' started by ars0n1st, March 15, 2011.

  1. ars0n1st

    ars0n1st Member

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    I thought I would take some time and compile a guide that encompasses everything a player should know about Monday Night Combat. I have logged over 800 hours played and have noticed there is no middle ground in the player base. Players only seem to come in two categories: amazing or with no concept of how to actually play. I have also found most guides to be "this is how I play: do it or you suck." So, in turn, this guide is more of a raw numbers and data and basic ideas. Most all of the information contained was originally compiled, with a lot of effort, by WhiteHawke and then edited by me for this guide.

    As this is a work in progress I will update it and organize it better as time goes on. If you would like any information added post and ask for it.

    *5/18/11 Updated to reflect current patch. Welcome to Monday Night Turtle. Juice nerfs, turret buffs, and no more OT unless both teams turtled the entire game. Changes are in red text.

    *7/01/11 Updated to reflect current patch. Moneyball death. Changes are in orange text.

    Contents:
    I) Classes
    II) Turrets and Bots
    III) Money
    IV) Juice
    V) Hazards
    VI) Money Ball
    VII) Uncle Tully's Special Info

    I) Classes:

    Class Stats:
    Assault, HP: 500, Speed: 600, AirSpeed: 500
    Support, HP: 400(+200 for lvl 3 passive - 600 base hp with lvl 3 passive), Speed: 600
    Gunner, Health: 700, Speed: 550
    Tank, Health: 700(+150/150 for 2/3 passive - 1000 base hp), Speed: 500
    Sniper, Health: 300, Speed: 650
    Assasin, Health: 300, Speed: 650

    Delay from last damage before regeneration cuts in:
    Light (Sniper, Assassin): 5 seconds
    Medium (Assault, Support): 6 seconds
    Heavy (Gunner, Tank): 8 seconds

    Endorsements.

    Armor Endorsement:
    Health: Heavy(100/200/300) Medium(75/150/250) Light(75/150/225)

    Critical Endorsement:
    Multiplier: 0.1/0.15/0.25 (10%/15%/25%) (This is additional damage done by crits)
    Chance: 2%/3%/5% (actual base chance is 0%)

    Health Regeneration Endorsement:
    Regen: 0.8/0.7/0.6 (20%/30%/40%)
    Delay: 0.8/0.7/0.6 (20%/30%/40%)

    Juice Endorsement:
    10/15/25 (the amount of juice you spawn with out of 100)

    Rate of Fire Endorsement:
    0.9/0.8/0.7 (10%/20%/30%)

    Skill Recovery Endorsement:
    0.25/0.35/0.5 (25%/35%/50%)

    Speed Endorsement:
    25/50/100

    Accuracy Endorsement:
    0.8/0.65/0.5 (20%/35%/50%)

    Clip size Endorsement:
    0.4/0.6/1 (40%/60%/100%)

    Reload Speed Endorsement:
    0.8/0.7/0.6 (20%/30%/40%)


    High damage attack endorsement survival info:

    Any armor endorsement and level 3 passive means tank survives back-grapple from the sword.

    Level 2 passive lets tank survive dagger back-grapple without endorsements.

    Gold armor and level 2 passive OR level 3 passive and silver armor lets a tank survive a sniper headshot.

    Level 3 passive and silver armor endorsement lets support survive a dagger back-grapple. Support cannot survive a sword back grapple.

    Gold armor lets an assault survive a dagger back-grapple. Assault cannot survive a sword back grapple.

    Bronze armor lets a gunner survive a dagger back-grapple. Gunner cannot survive a sword back grapple.

    Assassin cannot survive any assassin back-grapple in any way.

    Only juiced gold endorsement gunners or gold tanks can survive an airstrike.

    Gold armor lets a sniper survive a dagger/sword front-grapple and 3 sniper shots to the body instead of 2. Silver armor lets a sniper survive a dagger front grapple. Sniper cannot survive any back grapples.

    Other endorsement info.

    Speed pickups increase the speed endorsement level of a player by one for the rest of that life. If a player has no speed endorsement the first pickup will make him bronze. Speed pickups also add 150 speed to any class for 15 seconds regardless of their current endorsement level (this non-endorsement related boost cannot stack).

    Speed pickups are treated as coins while a player is effected by the 15 second speed boost.

    Bacon gives a character all gold class endorsements (even the ones he/she didn't select) until he/she dies. Bacon only spawns from mascots and jackbots. Everyone has the effects of bacon in overtime.

    Churros give 300 health and .5 seconds of very high skill regeneration. I believe you get 20 skill from each churro.

    Special Class Information.

    Tank Info:

    Sensitivepsycho's Tank Guide
    *Disclaimer: This guide is hard on the eyes but hilarious and actually helpful.*

    Jetgun: 55 Rof .1 seconds modifiers 200% dmg vs bots 175% dmg vs turrets 18% dmg vs moneyball
    Juice: .25 juice per hit
    Railgun: 149 Rof 1 second modifiers 500% dmg vs bots 27% dmg vs money ball
    Juice .3 juice per hit
    Grenade: (100/300/450) modifiers 400% dmg vs bots 16.7% dmg vs money ball
    Juice: 1 juice per hit

    Tanks are extinguished after 1 second instead of 5 when burned by a jetgun (assault bomb fire still lasts 5 seconds).

    Purchasing passive 2 or 3 for tank will instantly refill his health. Very important to master this buy while in combat.

    Tanks get juice for every hit they take while deployed and take 25% less damage while deployed (even at level 1). You cannot be grabbed or knocked back while deployed.

    When you deploy your weapon will not fire where your crosshair is pointed for the duration of the transition between third and first person. It will fire directly forward at chest height in the middle of the screen in the direction you were facing when you activated the deploy skill. This means that you cannot aim at a moving target while deploying and makes it nigh suicidal to attempt to deploy while in combat with another player.

    Tanks regenerate 25% faster once they purchase passive 2 (making their regen take 6 seconds instead of 8).

    The death blossom does 250 with a full clip, and a minimum of 50 damage. It will cause players to burn. A default sniper will die to this with the burn. Default assassin will now survive since it has silver armor endorsement.[Updated for the armor endorsement buff given to default assassin and sniper classes.]

    The tank�s jets set enemies on fire. If you are locked down you obviously cannot jump, but you can still burn the jets indefinitely by holding the jump key. This will kill any assassin stupid enough to try to dagger/sword you from behind.

    You can jump while charging off the edge of a surface to travel a great distance quickly. It is really good for getting to important places quickly. You can launch yourself right to the anihilator/juice vendors on both steel peel and grenade 3. You can launch yourself to the outer sides of ammo mule from spawn to get a head start or cover half the map distance by launching off one of the bridges. Likewise you can launch yourself to the middle of spunky cola quickly from the upper spawn ring. It is hard to pull off but you can even get on top of the bottom left spawn exit and launch yourself to the enemy's side on spunky cola.


    Assassin Info:

    Marmalade's Advanced Assassin Guide

    Dagger: 50 Rof .5 seconds modifiers 1000% dmg vs bots 400% dmg vs turrets 18% dmg vs money ball 150% dmg from behind targets
    Juice: 1 juice per hit
    Sword: 75 Rof .5 seconds modifiers 1000% dmg vs bots 400% dmg vs turrets 12.5% dmg vs money ball 150% dmg from behind
    Juice: 1.5 juice per hit
    Shuriken: 61 Rof .1 seconds modifiers 16.4% dmg vs money ball
    Juice .5 juice per hit

    Assassins take 50% damage for 1 second after a smoke bomb is used. They also have 1 second to perform the high jump. They will also have 4 seconds of very good air control.

    Assassins do 1.5x damage from behind with the sword and the dagger.

    Lunge will not cool down while in a grab.

    Level 2 and 3 Cloak reduces the time it takes to be completely concealed.

    Level 3 Cloak will make all attacks crit after coming uncloaked for .5 seconds. These crits will do 15% more damage than regular attacks.

    Taking fall damage (which can only happen with assassin passive at 1 or 2) will cause your cloak to shimmer brightly as if you had been attacked.

    Try to lunge into a target�s back before performing a back-grab to ensure that the target is killed by the grab. This will make the difference against assaults, gunners and tanks early in the round (because of the lower dagger backstab damage) and against tanks late in the round (because even with the sword a tank can survive with some passive skills and endorsements).

    At roughly double the shotguns maximum effective range you cannot be seen at all even while moving.

    Don�t forget how loud the cloak is. Disable the cloak before attempting a backstab if attacking a competent target (it is not worthwhile to attempt to cause a lunge crit because you would have to close to almost point blank range while cloaked to cause the lunge attack to strike within the .5 second window of guaranteed after-cloak crit time and since the lunge normally does not do any damage for .7 seconds the only way to force it to do damage sooner is to decrease the total possible distance of the lunge).

    Using dash while cloaked will still cause the dust trail to appear on the ground where you step, so this can be a waste of cloak.

    You cannot be knocked down while in the smoke bomb animation. If you accidentally front-grab a tank you should expect the inevitable charge to follow this. Immediately smoke bomb to prevent knockback/knockdown and jump out. You will still take damage from the charge (but it will only be half because of the smoke damage immunity). The assault charge is a grab, so the smoke bomb will not prevent this (jump to avoid the grab � you will take damage if hit though).

    The weapons of Slimbots and Blackjacks fire projectiles that can hit you even if they are not targeted at you while you are cloaked. This will cause your cloak to shimmer as if you had been hit by any other weapon.

    You cannot grab a deployed tank or gunner.

    Smoke bomb, lunge, or use the melee key to cause the position of head to become unpredictable when stuck in an ice trap.

    Gunner Info:

    Single Minigun: 102 Rof .1 seconds
    Dual Minigun: 68 Rof .05 seconds modifiers 25% dmg vs turrets 10% dmg vs money ball
    Juice: .25 juice per hit
    Mortar: (90/180/270) Rof 1.5 Seconds modifiers 500% dmg vs turrets 200% dmg vs bots 22% dmg vs money ball
    Juice: 1 juice per hit

    The slam does 1,500 damage from directly above. This is enough to kill any player without juice, but not enough to kill most bots. Firebase does take damage from slam normally, but it cannot be pancaked. All bots except jackbots and buzzers(for obvious reasons) are stunned by slam.

    Purchasing passive 3 will instantly refill his ammunition for the minigun (now double minigun) as if a reload had been performed.

    Try to ensure that mortar shots have enough room to split. Each split mortar does as much damage as the original. This double or triples your damage output with passive 2 or 3.

    During the first second of fire the minigun damage is ramping up (because RoF is increasing). Always stay spun up with secondary fire if planning on attacking.

    The slam speed debuff is 50% for 5 seconds.

    Deployed gunner shots slow a target by 30% for 3 seconds and are 20% more accurate. You cannot be grabbed or knocked back while deployed.

    Gunner passive increases crit chance while deployed to 2%/5% (lvl2/lvl3). Critical shots will do 20% more damage than regular shots.

    Slam can sometimes save you from a ring-out by spamming it as you are launched toward an edge. As soon as you regain control of your character you will go straight down. Note that you do still take fall damage while slamming if attempting it from heights.

    The gunner�s jets set enemies on fire. If you are locked down you obviously cannot jump, but you can still burn the jets indefinitely by holding the jump key. This will kill any assassin stupid enough to try to dagger/sword you from behind.


    Assault Info:

    Wilder's Assault Guide

    Assault Rifle: 39 RoF .1 seconds modifiers 100% dmg to bots 50% dmg to turrets 20% dmg to moneyball
    Juice: .25 juice per hit
    Grenade Launcher: 150 RoF 1 second modifiers 200% dmg vs turrets 300% dmg vs bots 50% dmg to moneyball
    Juice: 1 juice per hit
    Bomb: (100/200/300) 2000 attached dmg modifiers 330% dmg vs turrets 250% dmg vs bots 150% dmg vs moneyball

    The bomb does 2000 bonus damage if attached directly to a player. You can attach to players in grabs (that you are not a party to) and this will kill most juiced players (700 damage minimum against a juiced target). If you are able to headcrab a target, don�t detonate while they are still in a grab because they will have a high damage reduction.

    The bomb does extremely high damage to the money ball. Since the bomb cannot be destroyed you can leave one on a money ball so that if you survive your team getting pushed out of the area you can detonate at a later time to reset the 30 second clock and give your team longer to attack the ball.Damage to the moneyball by the bomb was cut in half in a previous patch.

    The bomb is the best single damage attack against jackbots. Each level of bomb will do considerably more damage to them (not to mention recharge faster for reuse).

    The bomb no longer cools down while it is out. So, it is best to chuck and detonate with precision now.

    Assault passive increases crit chance to 2%/5% (lvl2/lvl3). Critical shots will do 15%/25% (lvl2/lvl3) more damage than regular shots.

    The assault�s increased jump height that he gains with passive 2 is enough (37.5% more) to clear many barriers and may allow the assault to ignore some jump pads by jumping up level geometry.

    Flight counts as being in the air even if you are just hovering 1 inch off the ground. Activate flight to frustrate front-grabbing assassins. Jump with passive 2 and activate flight to shut down any assassin.

    Level 3 flight moves noticeably faster than level 2 flight. Since the skill lasts longer at level 3 it can be very useful while juicing on the moneyball because you can hover above the ball and remain immune to enemy grabs.


    Support Info:

    Healgun: 20 health to players 20 health to turrets 100 to jack bot Rof .25 seconds
    Juice: .25 juice a tick
    Hurtgun: 15 dmg to players 39 dmg to turrets modifiers
    Juice: .25 juice a tick
    Shotgun: 405 dmg Rof 1 second 25% dmg vs moneyball 50% dmg vs turrets
    Juice: .3 juice per hit
    Airstrike: 2500 modifiers 5% dmg vs moneyball
    Firebase: lvl1 15 lvl2 20 Rof .1 seconds modifiers 40% dmg vs moneyball 200% dmg vs turrets

    Purchasing passive 3 will instantly refill his health from any amount.

    Passive 2 makes his health regenerate 40% faster (3.6 seconds instead of 6).

    Passive 2 gives the support a bot aura.The support aura sticks to bots for 10 seconds. They take half damage and their weapons fire 25% faster.

    The firebase gains health with each upgrade (1000/1250/1500). The firebase takes damage like a pro (not like a turret) so attacks that are effective against players are effective against it.

    The firebase will be easy to rebuild if you dismantled it by standing beside it and using the skill. It starts with 25%/50%/75% (lvl1/lvl2/lvl3) already charged when you pick it back up.

    The firebase can slowly regenerate its own health after 8 seconds. Its health regenerates 50% faster at passive 2, and 100% faster at passive 3.

    The heal gun heals jackbots 5x faster than regular targets.

    The overheal hp is 50% of total hp (meaning an overhealed slimbot is still worthless). This allows many classes to survive instant kill attacks that would have otherwise killed them.

    Hack level 2 increase rate of fire by 20%. Hack level 3 increase rate of fire by 40%.

    Scramblers are your worst nightmare. Your skills are your most important assets and you cannot engage scramblers without closing on them which will automatically drain your skills. Train them around your firebase or retreat if they are getting close.

    Airstrikes do 2500 damage. Each airstrike level allows for an additional strike and increases the blast radius (but not damage) of each strike.

    Almost nothing can survive an airstrike (833 damage to juiced targets). Airstrikes are projectiles that will hit walkways or other architecture. A player hit with enough knockback (like that of an assault bomb) may move faster than an airstrike can fall and may be able to dodge the strike. Airstrikes take 2 seconds to acquire a target. At the end of this 2 seconds, a projectile will spawn that will fall vertically from above at very high speed. It takes time to hit a surface, and this time may differ depending on the height of the surface it strikes. If you were unable to find cover within 2 seconds time but you did get under a surface before the strike hits, then the strike will hit where you were, not where you are now. Since the strike is explosive, it is very likely that you will still die since the explosion will hit next to you and expand outwards into the area you are taking shelter.


    Sniper Info:

    Sniper Rifle: 100 / 170 zoomed Rof 1 second modifiers headshots do 607% dmg 50% dmg vs money ball 33% dmg zoomed vs money ball
    Juice: 2 juice per hit (explosive shot counts as hitting everything once in a radius so 3 targets would be 6 juice)
    SMG: 39 Rof .1 seconds modifiers 50% dmg vs turrets 25% dmg vs money ball
    Juice: .25 juice per hit
    Flak:(250/500/750) Rof .5 seconds for 5 seconds modifiers 300% dmg vs turrets 33% dmg vs ball 50% dmg vs players
    Juice: .1 juice per hit per tick for 10 ticks (aoe so it can hit multiple targets)


    The sniper rifle does more damage while zoomed in (100 vs 170).

    Headshots do 6.7x damage (unzoomed headshots are not possible).
    *The community keeps saying that unzoomed headshots are possible but apparently it is magic. I've tested it more than once under controlled conditions and haven't managed it yet.*

    Level 2 Traps adds a freezing effect. Anything non friendly that triggers a Level 2 trap will be frozen in place for a short time. Use this time to give them a free bullet to the face.

    Traps can be destroyed with any explosive attack. It is easy to manually destroy them with your own flak if you need. They can also be shot by projectiles and triggered. *After testing it a lot...I have decided triggering traps with projectiles is purely magic. Just rely on bomb, airstrike, grenades, flak, or explosive shot (sniper passive 3).*

    Sniper passive level 3 explosions created by the rifle hitting and passing through a target do 100 damage. The explosions are created even when the sniper bullets pass through friendly targets (bots or players).

    Both the sniper�s class grapple (red skill) and his SMG grapple can be used against jackbots.

    Buzzers are the most dangerous bot you will face. Listen for their distinctive buzz and use your smg to destroy them before they can get close.

    Tanks can survive headshots (as well as overhealed gunners, supports and assaults with passive skills/endorsements). Be ready to shoot them again (anywhere this time).

    You cannot headshot a deployed gunner with deploy 3. Any headshot that hits his canopy will be treated as a body shot. This combined with their 25% damage reduction can make them very hard to bring down without rate of fire endorsements.

    Skill/Special Attack and Grab damage in order of lethality:

    Assault Headcrab: 2000 + 100/200/300
    Gunner Pancake: 1500
    Sniper headshot: 1139
    Sword Back-Grapple: 1000
    Sniper Flak 3: 750 (total maximum damage)
    Dagger/Shuriken Back-Grapple: 700
    Gunner Grapple 3: 600
    Sniper Flak 2: 500 (total maximum damage)
    Assault Charge 3: 450
    Sniper Grapple 3: 450
    Sword Front-Grapple: 450
    Dagger/Shuriken Front-Grapple: 400
    Assault Bomb 3: 300
    Assault Charge 2: 300
    Gunner Grapple 2: 300
    Gunner Mortar Grapple: 300
    Tank Charge 3: 300
    Sniper Grapple 2: 280
    Gunner Slam 3: 275
    Tank Charge 2: 275
    Assassin Sword Back Lunge: 250.5
    Sniper Flak 1: 250 (total maximum damage)
    Assassin Dagger Back Lunge: 201
    Assault Bomb 2: 200
    Gunner Slam 2: 200
    Tank Product Grenade 3: 150 + 150x4
    Sniper Zoomed Shot: 170
    Assassin Sword Lunge: 167
    Assault Charge 1: 150
    Assault Grenade Launcher Grapple: 150
    Gunner Grapple 1: 150
    Gunner Slam 1: 150
    Sniper Grapple 1: 150
    Sniper SMG Grapple: 150
    Support Shotgun Grapple: 150
    Tank Charge 1: 150
    Tank Product Grenade 2: 150
    Tank Railgun Grapple: 150
    Assassin Dagger Lunge: 134
    Assault Bomb 1: 100
    Tank Product Grenade 1: 100

    II) Turrets and Bots:

    Turret Information:
    Turret Cost (lvl1/lvl2/lvl3):

    Lazer Blazer: 25/50/100
    Rock It: 150/300/600
    Shave Ice: 100/200/400
    Long Shot: 75/150/300

    Turret Build Time (lvl1/lvl2/lvl3) in seconds:

    Lazer Blazer: 2/3/4
    Rock It: 5/10/15
    Shave Ice: 4/5/8
    Long Shot: 3/5/10

    Turret Health (lvl1/lvl2/lvl3):

    Lazer Blazer: 1500/3000/4500
    Rock It: 5000/8000/13000
    Shave Ice: 5000/10000/15000
    Long Shot: 1000/2000/4000

    Turret Damage (lvl1/lvl2/lvl3):

    Lazer Blazer: (6/7/9) RoF .2 seconds 5.3x damage against bots *Buffed*
    Rock It: (160) RoF (1 second/.75 seconds/.5 seconds) 3x damage against bots
    Shave Ice: Speed Reduction of (20%/25%/40%) RoF(pulse interval) (2.5 seconds/2 seconds/1 second)
    Long Shot: (60) RoF (4 seconds/2 seconds/1second) 2x damage against stationary targets 5x damage against bots

    A turret cannot be attacked while upgrading. If you know a juiced attack is inbound and you have the cash to do so, start an upgrade as soon as you see the juicer.

    Turrets are restored to full health after an upgrade regardless of their previous health value.

    Turrets start regenerating health after 30 seconds. When this begins they will take a maximum of 10 seconds to restore to full health.

    Bot Information:(I will edit this for more information eventually)

    Slim:
    Health: 175
    Damage: 7 Rof: .5 seconds
    Juice: 0

    BlackJack:
    Health: 2000
    Damage: 25 (Melee 200) Rof: .75 seconds
    Juice: 0

    Bouncer:
    Health: 5000
    Damage: 150 (Grapple 275) Grapple has a 5 second cooldown.
    Juice: 5

    GapShot:
    Health: 750
    Damage: 250 4x vs. turrets targets Rof 2 seconds
    Juice: 0

    Scrambler:
    Health: 1000
    Damage: 150
    Juice: 5

    Gremlin:
    Health: 200
    Damage: 50 4x vs. turrets
    Juice: 5

    Buzzer:
    Health: 10
    Damage: 125 6x vs. turrets
    Juice: 10

    JackBot:
    Health: 20000
    Damage: 150 (Slam 200) 4x vs.turrets Rof 1 second
    Juice: 0

    Class spawned bots:
    Assault: Buzzers
    Assassin: Gremlins
    Sniper: Scramblers
    Tank: Bouncers
    Gunner:Bouncers
    Support: Gapshots

    III) Money:

    Perhaps the most important thing in the game is money. You need it to buy skills, purchase and upgrade turrets, purchase annihilator, purchase bots, and buy juice. Every player kill, bot kill, and turret kill gives you money. Likewise every death and undefended turret or bot wave gives the enemy money.

    Money Information:

    Every 30 seconds of game time: $50

    Bullseye and Juicebot stay in the arena for 30 seconds. Each hit against them will give $1 or $2 dollars.

    Each hit against the moneyball is $1.

    A coin is worth $5-$10.

    Kill Bonuses (default kill is $25, all of these add to this):

    Headshot: $25
    Ringout: $50
    Grapple: $25

    Multikillx2: $25
    Multikillx3: $50
    Multikillx4: $75
    Multikillx5: $150
    Multikillx6: $300

    Assisting in a pro kill gives $15.

    For a kill to count as a multikill it must be within 4 seconds of the last kill.

    *Killstreaks were nerfed.*
    Killstreakx3: $20
    Killstreakx5: $30
    Killstreakx7: $40
    Killstreakx10: $50


    Bot Killstreakx25: $50
    Bot Killstreakx50: $75
    Bot Killstreakx75: $150
    Bot Killstreakx100: $300

    Killstreaks are incredibly important. So, don't die. There is no excuse to die. Everything you need to do can be done in a safe manner; even tweaking a heavily defended money ball to keep its shield down.

    Firebase Kill: $10
    Firebase Assist: $7


    Bot Money:
    Kill / Assist

    Slim: $5
    BlackJack: $10/$7
    Bouncer: $25/$15
    GapShot: $10/$7
    Scrambler: $10/$7
    Gremlin: $10
    Buzzer: $8
    Jackbot Kill: $75/$65


    Taunt that ends while juiced: $100 (only give this amount once, even if there is enough time for 2)
    Taunt that ends within 10 seconds of a kill: $50

    Taunting after every kill if possible is important. If you don't taunt that is basically like throwing 50 dollars away. Not to mention you get the added benefit of watching someone rage at you for taunting after an ejector kill or hitting them with a stray grenade(I'm looking at you Assault).

    IV) Juice:

    *Juice was actually nerfed this last patch.*

    Juice, the next most important thing to know about. The only reason money is more important than juice is because you can actually use your money to buy it.

    Juiced players gain 100% critical on all attacks. They do 2x damage and take 60% reduced damage. When you juice you are restored 1000 health; so for all players but a tank you are restored to full regardless of your health before you juiced. Juice cuts reloads in half and makes each class faster (light=150, medium=200, heavy = 250). Rate of fire is increased by 20% while juiced.

    Melee attacks give 5% juice (against any target including mascots).

    Juice boxes give 10% juice.

    Taking damage while taunting builds juice. Myst suggested taunting in front of a lazer blazer but this just seems suicidal to me. Juice built from lazer blazer was reduced signifigantly.

    Juice can be purchased from a single dispenser again after 60 seconds. The cooldowns of the two dispensers are separate. The cost is 500 dollars a pop.

    Juicebot is approximately twice as likely to drop juice boxes as Bullseye is. Melee attacking the mascot is the fastest way to build juice. 5% per attack plus you instantly pick up any 10% juice boxes they drop. Not to mention BACON.

    Hazards:

    Ejector:
    Cost: $50
    Damage: 2000 / 300(15%) vs. players
    Recharge: 1 minute

    Also stuns targets reducing speed by 25% for 10 seconds.

    Annihilator:
    Cost: $250
    Damage: 2000 / 100 vs. players
    Recharge: 2 minutes

    Juice Vendor:
    Cost: $500
    Recharge: 1 minute

    Bot Spawner:
    Cost: $100
    Recharge: 10 seconds
    Activation Time: 2 seconds

    Different classes spawn different bots.

    Money Ball:

    Health: 4000
    Shield Health: 1000
    Shield Respawn: 30 seconds

    The money ball takes normal damage in OT to compensate for its reduced health.
    Any damage done to the money ball while its shield are down will reset the timer on the shield respawn to 30 seconds.

    Uncle Tully's Specific Info:

    Chickey Cantor:

    Big chicken robot that spawns on Uncle Tully's on one of two special areas to the right and left of the fun pit in the middle. If you kill him your team gets the effect of bacon for the remainder of their current life.

    Stats:

    50000 health.

    Pecks you for 200 damage. He stops to peck so its easy to move out of the way of.

    Slams like the jackbot. This is on a 30 second timer. After slamming Chickey will be stunned for 4 seconds at which time he can be grappled. Note during the stun time is the ONLY time you can grapple him. Once you grapple you will hop on his back and ride him like a rodeo bull. This deals 25000 damage and give you 50 dollars.

    This is a team effort mini boss. You can be shot off Chickey easily if you team is not controlling his platform.

    Chickey also only hangs around for 3 minutes. After that he flies away if not defeated.

    Bots, including the jackbot, are not spawned as class specific on Uncle Tully's. Each type of bot has its own spawn button with an specific cost and recharge. Anyone can spawn any type of bot they want.

    Slimbot: $50 // 15 second cooldown
    Buzzer: $50 // 15 second cooldown
    Gremlin: $100 // 30 second cooldown
    Scrambler: $50 // 30 second cooldown
    BlackJack: $50 // 15 second cooldown
    Bouncer: $100 // 30 second cooldown
    Gapshot: $150 // 1 minute cooldown
    Jackbot: $300 // 5 Minute cooldown
    Last edited: August 14, 2012
  2. killien

    killien Active Member

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    Not so sure about this as I've been lunged at by the assassin doing the grapple immediately after the grapple finished
    Same with this. I've used lvl3 Charge against an Assassin that had started smacking the smoke to the ground, the grapple didn't take
  3. [451]Fireman

    [451]Fireman New Member

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    No skills recharge during grapples, including lunge, for either player. Lunge just has a very short cooldown making it a bit more noticeable.

    Any attack on a sniper trap will set it off, including assault rifle and miniguns.
  4. killien

    killien Active Member

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    Well, I still got lunged at immediately after a lunge+grapple finished
  5. Wintermute

    Wintermute New Member

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    Oddly enough, I've been able to damage/destroy some Turrets that were in the building process. It may just be certain damage timing, but i've done it with Gunner, Assassin and Assault.

    It'd be somewhat incorrect to say
    Everyone would have the affects of Bacon, but not Bacon itself. If it was actual Bacon, everyone would be getting the ProTag (if unachieved in the match) the instant OT starts.

    For Assassin, the Dagger dishes out less damage than the Sword, so you'll need to think slightly differently before starting a confrontation.

    For Gunner, the mechanics of Pancakes are debatable. Purchasing Passive 2 also refills MiniGun ammo. The split rounds of the mortar explode if any of the rounds (from the same shot) explode in proximity. This'll help being able to hit an edge of a wall if you don't have the arch-space to get the explosion on the direct other side.

    For Sniper, unscoped headshots are possible. Look at the Smedley's Video Medley for some proof. Would be better for more information on Traps and Flak.

    The thread title can be misleading, a [WIP] tag could be added to the title until you finish everything. Yeah you mention it's a WIP in the second paragraph, but a lot of people would prefer to skip the introductions and get down to business.

    Some more information on Area Denial would be crucial, especially paired with a Maps specific guiding.
  6. Kel

    Kel New Member

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  7. PKC

    PKC New Member

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    pretty sure the heal gun does 0% to jackbots.
  8. ars0n1st

    ars0n1st Member

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    This wouldn't be a problem if a moderator would add in the bbcode for anchors. JumpTo and aName.

    Jackbots have 20000 health and you heal them for 400 hps. They cannot be overhealed. So, 2% health per second assuming no incoming damage.
  9. Myst

    Myst New Member

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    Re: MNC Guide - Everything you need to know and more. [WIP]

    Few things off the top of my head..

    Taking damage during a taunt builds juice (taunt in front of a LB turret to build juice quick)
    Assisting with killing a pro gives $15 (any damage on a pro is considered an assist as long as they don't regain full health from when the damage is dealt)
    Churros give you health and recharge skills
    Tank: Charging off some elevated platform (even an unused turret nub) and then using jump will do a kind of double jump, allowing you to maintain your forward momentum for longer.
    Assassin: Level 2 cloak reduces time taken to enter cloak, and activation becomes instant at level 3.
    Assault: Level 3 charge deals very low amounts of damage on airborne targets/when used from the air on ground targets, while level 2 deals full damage in both scenarios.
  10. ars0n1st

    ars0n1st Member

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    This was more than likely just a latency is. The turret was built and the animation had not finished for you.

    Ok I changed it to be more accurate.

    Health Class

    300 Light Base
    375 Light Bronze
    400 Support Base
    450 Light Silver
    475 Support Bronze
    500 Assualt Base
    525 Light Gold
    550 Support Silver
    575 Assault Bronze
    600 Support Passive 2
    650 Support Gold / Assault Silver
    675 Support P2 and Bronze
    700 Gunner and Tank Base
    750 Assault Gold
    800 Gunner and Tank Bronze
    850 Support P2 and Gold / Tank Passive 1
    900 Gunner and Tank Silver
    950 Tank P1 and Bronze
    1000 Tank and Gunner Gold / (or Tank with only Passive 2)
    1050 Tank P1 and Silver
    1100 Tank P2 and Bronze
    1150 Tank P1 and Gold
    1200 Tank P2 and Silver
    1300 Tank P2 and Gold


    Dagger damage : 50 2 hits per second
    Dagger behind damage : 75 2 hits per second
    Sword damage : 75 2 hits per second
    Sword behind damage 112.5 2 hits per second


    Hits to kill a target using dagger or sword as assassin.

    D - Dagger
    DB - Dagger from behind
    S - Sword
    SB - Sword from behind
    JD - Dagger while juiced
    JS - Sword while juiced

    Tank D DB S SB JD JS
    1300 25 18 18 12 7 5
    1200 24 16 16 11 6 4

    Lung Sword Back Grapple - Everything below this can be killed by a sword lunge back grapple.

    1150 23 16 16 11 6 4
    1100 22 15 15 10 6 4
    1050 21 14 14 10 6 4

    Sword Back Grapple - Everything below this can be killed by a sword back grapple.

    Gunner/Tank
    1000 20 14 14 9 5 4
    950 19 13 13 9 5 4
    900 18 12 12 8 5 4

    Lung Dagger Back Grapple - Everything below this can be killed by a lunge dagger back grapple.

    850 17 12 12 8 5 3
    800 16 11 11 8 5 3

    Heavy
    750 15 10 10 7 4 3

    Dagger Back Grapple - Everything below this can be killed by a dagger back grapple.

    700 14 10 10 7 4 3
    675 14 9 9 6 4 3
    650 13 9 9 6 4 2

    Medium
    Lung Sword Front Stab - Everything below this can be killed by a lunge sword front stab.

    600 12 8 8 6 4 3

    Lung Dagger Front Stab - Everything below this can be killed by a lunge dagger front stab.

    575 12 8 8 6 3 2
    550 11 8 8 5 3 2
    525 11 7 7 5 3 2
    500 10 7 7 5 3 2
    475 10 7 7 5 3 2

    Dagger/Sword Front Stab - Everything below this can be killed by a sword/dagger front stab.

    450 9 6 6 4 3 2
    400 8 6 6 4 3 2

    Light
    300 6 4 4 3 2 2
    375 8 5 5 4 2 2

    Happy?

    Pancake mechanics are not debatable. It does what it does 1500 damage to anything under the gunner, knocks back and stuns player not under the gunner, stuns bots making them stop for 3 seconds besides the jackbot and buzzers which fly.

    Passive 2 doesn't refill the minigun ammo. You imagined this.

    Nearly impossible. I find it is purely magic if you headshot unscoped and it actually counts as a headshot. Tried with gold accuracy on people standing perfectly still testing it and it wasn't happening. I will add some trap and flak information though.

    This has to do with how to play rather than raw need to know information. This isn't a hey noob this is how to play guide; it is just a raw stats and what things do guide.

    Added. Even though taunting in front of bots or lazer blazers seems suicidal to me for anything but a tank.
    Last edited: March 25, 2011
  11. Rydiak

    Rydiak New Member

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    You forgot Support with Gold armor endorsement in your health list, and that they can spawn Gap Shots in your bot list. Also, Assassins do a "lunge" attack. :p Great guide though!
  12. ars0n1st

    ars0n1st Member

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    Fixed the issues. Most of the stuff I have on here can also be found on denkirsons stats page.

    I just combined the lunge into the grapple attack in the table since that is really its non suicidal use. Edit: I see why you probably said that now. I did manage to misspell lunge 4 times without catching it.
  13. Rydiak

    Rydiak New Member

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    I actually like your "guide" here better. Denkirson has a few items on his page that are either outdated data or mistakes.

    And yea, I was trying to be nice about the spelling mistake. :)
  14. Rydiak

    Rydiak New Member

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    I had a game earlier where as a Gunner my minigun was at about 60% full. I upgraded to Passive 3 and my ammo was replenished.
  15. ars0n1st

    ars0n1st Member

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    Updated with Uncle Tully's info. This was just a fast 5 minute hop into the map to check out Chickey and the map.

    Only thing I am not sure of is the peck damage. It looked about like 200 for getting hit twice so I just went with that. I'll actually test and pay attention to the actual damage with a proper test later.
  16. Ekanaut

    Ekanaut Uber Alumni

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    Nice work on the guide, I'll look into adding the bbcode. Thanks.
  17. Myst

    Myst New Member

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    Missing gunner pancakes!
  18. ars0n1st

    ars0n1st Member

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    The slam does 1,500 damage from directly above. This is enough to kill any player without juice, but not enough to kill most bots. Firebase does take damage from slam normally, but it cannot be pancaked. All bots except jackbots and buzzers(for obvious reasons) are stunned by slam.

    Not really missing. Do you really want me to edit it just to call it a pancake?
  19. BroTranquilty

    BroTranquilty New Member

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    I don't believe I ever seen a bot take pancake damage from a pancake. Don't pancakes only work on pros?

    Also, I believe there is something wierd about the damage it does to pros. I would try pancaking a gold armor tank with passives and juice. If it kills him, it does more than 1500.

    Then there are small things, like pancaking grappled people. Possible? Less important to know it, but nice to find out. Anyone want to test these things?
  20. Vlane

    Vlane New Member

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    No.

    A pancake does not kill a juiced tank with blablabla.

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