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Super Monday Night Combat |OT| Time to let loose with the juice!

Archie

Second-rate Anihawk
http://www.uberent.com/forums/viewtopic.php?f=44&t=25423

Classic mode added. :')

Free Pro Rotation: Assassin, Gunner, Karl, Leo, Support, Veteran

I hear Rule Changes: 7 is on the Foxy Boxing Network.

It's time for Turbocross! Our first new game mode has arrived for all you who want to try much faster, less strategic gameplay. The Rules Have Changed! Turbocross features rebuildable turrets, faster movement, higher lethality, and no passive power improvement with level. The objective remains the same as Super Crossfire; push bots, destroy the Moneyball!

We're also introducing more fan inspired content! Mustaches are now available as flair. There is a new slot of flair that goes on Pro's heads so you can mix and match your staches with your chest flair. We'd love to see pictures of your Pro creations!

As always, feel free to leave us feedback at http://www.uberent.com/forums! If you have issues please email support@uberent.com.

The current version is: 36647. If you don't have this version, please restart your game.

New Rules
Added new game mode: Turbocross
Changed "Mute Players" menu option to "Action Menu"
Added reporting of players to the Action Menu.
Added new visual effect for health regeneration.
When choosing item categories in the store, the camera will now focus on the area of the Pro the item represents.
Flair can now be previewed in the inventory screen.
Reduced the volume of the game ready horn.
Selecting a Pro in the store now updates the item store filter.
Custom games now allow the creator to choose the map.
Added Long Shot Turrets for Turbocross
Added Shave Ice Turrets for Turbocross
Updated turret chooser UI.
Long Shot turrets now have shells that do not collide with the world during their ascent.

Bug Fixes
Fixed store filter drop down from appearing when you return to Pro selection from the cart.
Fixed turrets from targeting enemy shielded turrets.
Fixed being able to open the skill pick menu while using the Annihilator.
Fixed music turning itself back on while looking through taunts.
Fixed turrets being rebuildable when they shouldn't be in Super Crossfire.
Fixed selecting a Pro in the custom class screen from resetting to default.
Fixed navigation bar button text from reading "PLAY NOW" if you held the mouse button down over one for a short time.
Fixed image size for endorsements in the Locker Room.
Fixed small visual overlap in the bundles screen.
Fixed the Annihilator ready message from sometimes showing a player's name under it.
Fixed the "Exit" button from sometimes displaying "Play".

Bundles
New Bundle: The Stache Stash

Flair
Added slot for head flair.
New head flair: My Friend Lars
New head flair: The Plumber
New head flair: Dali
New head flair: Captain Thompson
New head flair: Motorhead

Products
Health Inverter: Life Steal amount: 0.13 -> 0.12

Bullet Gorge Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.

Downtown Spunky Arena
New unique hazard: "The Fuzz" - When used, a swarm of Fuzz bots will fly along the to of the middle wall and ring damaging anything they hit. Cost: $500 Recharge: 60 seconds.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.

Gun Mountain
Continued art revisions.
Shelly Cannons now fire only on the closest lane.
Fixed missing overhead cameras.
Fixed collisions on some wall pieces that allowed weapon fire through.
Fixed missing name on damage taken by Shelly.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.

Loco Moco Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.

Assassin
No longer takes any fall damage.

Captain Spark
No longer takes any fall damage.
Voltage Spike: Alt Fire Damage: 45 -> 40

Cheston
Roar: New visual effect.
Fixed headless Cheston when using his Chickey head on the Icemen.

Combat Girl
Combat Healer: Alt Fire heal from drain: 3 -> 6

Gunslinger
Fixed disco ball dropping down during the Action Hero taunt.
Uniform: Valentines Day: Fixed corrupted backpack texture.
Knee Cap: Slow: 0.7/0.5/0.5/0.5 -> 0.75/0.75/0.75/0.75
Knee Cap: Lock Time: 1/0.75/0.5/0.25 -> 1.25/1/0.75/0.5

Leo
Updated the trail effect on Leo's wings.
Fixed mis-mapped poly on Leo's wing.

Sniper
SMG: Damage: 16 -> 18

Wascot
No longer takes any fall damage.
 

Myomoto

Member
Some interesting stuff. I'll try out the classic mode some time, but I still think I'll prefer the heavier emphasis on the MOBA elements.
 

Item Box

Member
Yes yes yes @ the new update. This will get me to play even more.

I missed shave ice turrets so much. Level 3.3 of those babies were amazing.
 

Clydebink

Neo Member
It's like they are adding a completely new game for us to use our pros in.
I don't think I can go back to MNC either, but I am excited to have the option.
 
Hm, it'll be interesting to see how the new (old) turrets work in this game. It seems like it'll be harder to justify a long shot or shave ice since they'll be right in the bot lane. I loved using long shots in the original, but it was hard to keep them alive even if they were way in the back.

Really sneaky of them to play off the upgradeable turret bug last week. I certainly didn't see this coming, but in retrospect it's pretty funny.
 

Uriah

Member
Assassin grapples are too strong in the new mode. She does more damage but she isn't as fragile as she was in MNC
 

AkIRA_22

Member
Why the fuck does this game make me Download the entire fucking install when ever it delivers a patch. I remember it doing the same for MNC. Are Uber Entertainment the laziest fucking devs on the planet? Have they learned nothing? Fucking Amateurs.
 

DarkKyo

Member
I tried the new game mode tonight... my thoughts? Well, it's pretty fun for the most part. Some classes are supremely overpowered in the new mode. Gunner can now empty his skills(the stomp and missile) and destroy you in the blink of an eye. Tank is also quite powerful. It just needs a lot more balance but I could see myself playing it a lot more than Super Crossfire for awhile. I love the turret buying and upgrading part of it. Just something about those longshot turrets are really cool. I also like the idea of the quickly regenerating HP, though it kind of destroys the need to have a healer/support class and Regenitol vending machines.
 

derFeef

Member
What's changed in the new mode? The trailer does not tell you anything except turret building.
is it oldschool MNC?

edit: oh top of the page ;)
 
About how long will it take to get to agent level 20? I got up to level 5 today in a couple of hours and yeah just want the other TF2 hat at this point.

update: got it, took me about 8.5 hours not counting some time I spent in training.
 

Wthermans

Banned
Why the fuck does this game make me Download the entire fucking install when ever it delivers a patch. I remember it doing the same for MNC. Are Uber Entertainment the laziest fucking devs on the planet? Have they learned nothing? Fucking Amateurs.

I asked them today and they said they are working on a patch system that is independent of Steam. Apparently a problem with the way Steam handles patching for UE3.
 

Archie

Second-rate Anihawk
New game mode seems pretty fun.

Edit: New game mode seems pretty great. I will be playing it full time now. It's pretty much exactly what I wanted when the game was announced.
 
Could it be that more and more people are using hacks?

I played 4 Games today and in 3 of them there was at least someone who somehow regained health, as soon as it depleted a bit. I shot at some guy, he lost like 1/4, but even though no healer was there, he regained it instantly.

Is there even such a hack or am I being paranoid?
 

DarkKyo

Member
Could it be that more and more people are using hacks?

I played 4 Games today and in 3 of them there was at least someone who somehow regained health, as soon as it depleted a bit. I shot at some guy, he lost like 1/4, but even though no healer was there, he regained it instantly.

Is there even such a hack or am I being paranoid?

It could be you're playing the new mode? In the new mode once you step away from battle you regain health really fast.

D2104BF8864689AD8C5220CBCC8183879086D4EE

I love the new game mode. You feel so god-like playing as a commando(I am Stonebloom). Game was 5v4(us with 4) for the most part and we still crushed them.
 

DarkKyo

Member
Oh, commandos are even stronger in this one? I will never touch it :p

It's not just commandos though... Everything is so strong. Especially the big guys like Tank and Gunner. The thing is you don't even need healers in this mode so your team can go full-blown offense.
 

McBradders

NeoGAF: my new HOME
It's not just commandos though... Everything is so strong. Especially the big guys like Tank and Gunner. The thing is you don't even need healers in this mode so your team can go full-blown offense.
Sounds kinda awful but awesome at the same time...
 

derFeef

Member
Yeah I played a few rounds of turboscross now. Commandos aren't really a problem since they die pretty fast if they make mistakes. It's fast and frantic, but I feel like the turrets have little to no impact as they go down pretty fast. Maybe it's their placement or the maps are not really suited for it, but in classic MNC turret building was much more meaningful imho.
 

DarkKyo

Member
Yeah I played a few rounds of turboscross now. Commandos aren't really a problem since they die pretty fast if they make mistakes. It's fast and frantic, but I feel like the turrets have little to no impact as they go down pretty fast. Maybe it's their placement or the maps are not really suited for it, but in classic MNC turret building was much more meaningful imho.

Buy longshot turrets for the furthest ones out that are hidden from outside the base. I swear, 30-40% of my kills now are from buying the longshot turrets and getting them upgraded. They shell half the map and are super powerful!

Rock-it turrets are also pretty powerful in key positions(maybe furthest ones out that the enemies can see from outside the base).

The only turrets I see no need for are the ice ones.

Edit: YES! Just got Karl Chickey Head as a drop!
 
So they implemented a mode that's more similar to Original MNC? Might be more interesting for me now, would like drop-in-drop-out MP for it, though.
 

elfinke

Member
Between Tribes and D3, I haven't had much chance to get back into SMNC, how's this new mode feel guys? I hearing mostly mixed reviews elsewhere, but I won't lie - any chance to go back to a more pure MNC-style game is ok by me.
 

Archie

Second-rate Anihawk
It feels alot like old MNC. Granted, it has been a year since I've played that game, so my memory might be a little hazy.
 
The big flaws with turbocross trying to be classic MNC is that the maps are in no way designed for such a thing, there is lack of turret nubs and all of them are in poor locations, for the cost of most of them you might as well just build a level 1 rockit just to stop jackbots so you can shoot them since they have HUGE hp pools in turbocross.

Damage is something like double base damage, problem here is that all classes are balanced for regular damage so gunners become the go-to class, tank becomes a nuke class, sniper can deal damage but sucks in this mode, automatic weapon classes destroy such as assault.

It's there purely to pull in the players who prefer solid pvp instead of bot pushing and the balance is only half way there because of how they have to also keep an eye on super crossfire.
 

derFeef

Member
Fully agree. If there were better turret positions in those maps I woild enjoy it more. I would also like to see dmg reduced a bit, as it is ridiculous to run into a gunner.
 

DarkKyo

Member
The big flaws with turbocross trying to be classic MNC is that the maps are in no way designed for such a thing, there is lack of turret nubs and all of them are in poor locations, for the cost of most of them you might as well just build a level 1 rockit just to stop jackbots so you can shoot them since they have HUGE hp pools in turbocross.

Damage is something like double base damage, problem here is that all classes are balanced for regular damage so gunners become the go-to class, tank becomes a nuke class, sniper can deal damage but sucks in this mode, automatic weapon classes destroy such as assault.

It's there purely to pull in the players who prefer solid pvp instead of bot pushing and the balance is only half way there because of how they have to also keep an eye on super crossfire.

I disagree with a lot you said there. Longshot turrets are cheap and incredibly useful. Commandos are super-powered monsters in this mode if you can play them right. Sniper is also pretty good in this mode. I recently lead a team to victory as Sniper in Turbocross.
 

elfinke

Member
Not a big fan of turbocross. I much the other mode. It feels more like a moba that I can play with my controller.

I gave the new mode, Turbocross, a whirl last night and hated it. Partly due to the 300 ping (playing on US East server), partly because that bullet gorge map fucking sucks, and mostly because I just felt that it was missing a whole lot. Not enough bots, turrets seemed ineffectual and underutilized and I'm not convinced there is much balance of all the characters.

So I went back to normal mode and enjoyed it a lot more.

I wish MNC wasn't a ghost town :(
 

dejan

Member
Assault:
Fly: Shooting now drains fly similar to Assassin Cloak
Assault Rifle: Fly drain per shot: 0 -> -1
Grenade Launcher: Fly drain per shot: 0 -> -5
Uber is out of their fucking minds.
 

DarkKyo

Member
Uber is out of their fucking minds.

It's pretty drastic, but it's not really a reach to say that Assault was absolutely broken with how much he could fly. It's like the guy was absolutely impossible to grapple if he is actively fighting you.
 
Played 2 games this morning and already annoyed with 2 really stacked teams, it's like matchmaking thinks I can carry 3 or 4 beginners while they go on a 20 death streak. I sometimes feel that they should have looked into the main super crossfire mode more then adding in turbo.

Uber is out of their fucking minds.

It sounds worse then it is, you can still fly around and shoot just not for 15 seconds like before at level 4 fly, in a way it also makes you use grenade launcher shots while flying instead since you do more damage for the penalty given.

I could see them changing the AR to -0.75.
 
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