Trending Games | WildStar | Landmark | The Crew | Middle-earth: Shadow of Mordor

  Network:  FPSguru RTSguru
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Members:2,850,907 Users Online:0
Games:732  Posts:6,224,303

Show Blog

Link to this blogs RSS feed

Super Monday Night Combat

This blog will focus on the third person shooter/DotA hybrid, Super Monday Night Combat, currently in development by Uber Entertainment.

Author: Nephaerius

Super Monday Night Combat Class Breakdown (Part 2)

Posted by Nephaerius Friday January 27 2012 at 6:44PM
Login or Register to rate this blog post!

Note About Last Week’s Blog:  The Gunner’s slam now has an inner slam area that cannot be jumped over.  This is a change player’s have been asking to be included for some time.  This should allow the Gunner more survivability most specifically against Commandos.

This week’s blog covers the remaining Pros that were not covered last week.  As a reader you may want to take a look back at last week’s blog if you’ve yet to do so.  So without further ado let’s examine Strikers, Sharpshooters, and Commandos.
 
Strikers:
Medium health, generalist class mixing burst damage with mobility.
 
Difficulty: Medium
 
My Thoughts: Strikers provide a nice balance in difficulty.  While last week I recommended a new player start with an Enforcer or Defender the Striker role may well suit an experienced MOBA or Shooter player.  Assault will provide the most leniencies for a new player due to his greater mobility over Karl with Charge and Fly.  Strikers are made to harass enemy pros providing solid DPS and the ability to get into and out of danger more easily than some other classes.  Karl has limited escape mechanisms largely only Prop Hop which can propel him up for an escape into the jungle while enemies are propelled away.  Alternatively he could theoretically also decide to use Short Circuit in a defensive rather than offensive play.

Assault (Gameplay)
Primary Weapon: Assault Rifle (AR/ADS)
Secondary Weapon: Grenade Launcher (Grenade/Grapple)
 
Skills:
Bomb – throws out a bomb that attaches wherever it lands.  Must be detonated after throwing.  Does more damage if directly attached to a Pro.
 
Fly – allows Assault to hover in the air at whatever height it is activated.  Causes immunity to grapples.
 
Charge – charges forward damaging anything in his path.  Can be combined with GL grapple.
 

Karl (Gameplay)
Primary Weapon: Handler (Laser/Plasma Projectile - )
Secondary Weapon: Bouncing Buddies (Grenades/Grapple)
 
Skills:
Short Circuit – fires a projectile that stuns all enemies in an area around where it hits.  Be careful you can stun yourself if you’re in the splash.
 
Prop Hop – shoots Karl straight up while damaging and knocking opponents away.
 
Junior – throws out a little bot that hangs in the air.  It will chase and then explode on any Pro that gets too close.
 
 
Sharpshooters:
Low health, ranged damage class, for highly skilled aim.
 
Difficulty: High
 
My Thoughts: Sharpshooters and Commandos are hands down the most difficult classes for new players to master.  Due to their extremely low health feeding is a common problem. Sharpshooters in particular are made for players that excel with their aiming skills and can click heads.  There is some room for error for your aiming skills with these classes as you are still learning the game.  This is due to the great utility with multi-target slows and AoE damage when clicking heads fails or is not suitable.  I would recommend trying the other classes and getting the flow of the game down before locking in a Sharpshooter as your chosen Pro.
 
 
Sniper (Gameplay)
Primary Weapon: Sniper Rifle (SR/ADS; Headshots from the Sniper Rifle do bonus damage and slow the target as well as delay the start of health regeneration)
Secondary Weapon: SMG (SMG/Grapple)
 
Skills:
Flak – throws out a projectile that stops in the air and does AoE damage in a sphere.
 
Ice Trap – traps on the ground that detect nearby enemies, detonating and slowing or eventually freezing them in place with upgrades.  Upgrades provide more traps.
 
Grapple – upgrading will eventually add a throw.
 

Gunslinger (Gameplay)
Primary Weapon: Lucinda (Rifle/ADS; Headshots from Lucinda provide bonus damage)
Secondary Weapon: Love Pistol (Pistol/Grapple)
Skills:
Trigger Happy – increases RoF.
 
Gun Flurry – immobilizes GS as she performs damage in a cone in front of her.
 
Knee Cap – fires multiple shots into multiple enemies causing damage and a slow debuff.
 
 
Commandos:
Low health, high mobility class, perfect for debuffing and ambushing.
 
Difficulty: High
 
My Thoughts:  Commandos provide a high level of DPS and mobility while sacrificing health.  Commandos perhaps even more so than Sharpshooters tend to lead players to feed due to the fact that they are primarily melee combatants and therefore the player is required to get up close and personal while having low health.  As an introduction to the Commando class I’d recommend choosing the Assassin as her ability to cloak allows the player to negate any potential damage from bots and turrets.  This makes the Sin a bit hardier and forgiving to a first time Commando players.  To re-iterate I would steer clear of these classes until you have spent some time in game and have mastered the basic flow of the game and some of the other classes.
 

Captain Spark (Gameplay)
Primary Weapon: Voltage Spike (Melee/Voltage Spike - After 3 Melee Hits can be used to fire high damage projectiles)
Secondary Weapon: Ray Gun (RG/Grapple)
 
Skills:
Megahurtz – damages, slows, and blinds targeted opponents.
 
Arc Flash – teleports a set distance forward.  Can teleport through walls, floors, and ceilings.
 
Flip Switch – grapple that throws opponents behind him.
 

Assassin (Gameplay)
Primary Weapon: Dagger/Katana (Slash/Grapple with Bonus Damage if from Behind)
Secondary Weapon: Shuriken Launcher (Shurikens/Grapple)
 
Skills:
Mega Jump – leap high into the air in whatever direction you are pressing.
 
Cloak – hides Sin from the sight of bots and turrets causing them to not attack.  Does not affect visibility to Pros.
 
Smoke Bomb – blinds, slows, and increases weapon spread in a sphere to any enemy Pros around the Sin.
 

Wascot (Gameplay)
Primary Weapon: Coin Launcher (Fires Coins that explode on contact or after a delay/Tofu Bacon – slows enemy Pros)
Secondary Weapon: Heart Breaker (Melee/Grapple)
 
Skills:
Crook Hook - Wascot throws out a grappling hook that will pull him to the wall, floor bot or Pro that it attaches it to. Hitting a pro with it will stun that Pro for a short time.
 
Shifty Shuffle - Wascot gains life steal for all damage he does and will counter any grapple.
 
Party Pooper - Wascot gets the crowd to jeer his enemies lowering their damage and reducing their accuracy.

Weekly Game Update:
This week also brought Update 20.  The most significant features for this Update were the inclusion of a new map, Downtown Spunky Cola Arena.  This reimagining of a map from the original game differs from the other two maps in that it features a jungle with annihilator on the lowest level and appears to have more complex layout.
 
The Update also brought the Product system.  Products are Pro upgrades and up to three may be equipped at any time.  In game these Products are activated by a variety of measures: Juicing, low life, gaining a certain level, etc.  Upon the specific condition being met the effect of the product will occur.  These could be damage, debuffs, AoE knockback, return to base, etc.  Product availability is based on overall Agent level as well as the need to unlock with the in-game currency of Combat Credits (CC).
 
Eka also mentioned that the new Striker probably would not make next week’s patch.  So we’ll have to keep waiting for that new Pro.
 
As always good luck and have fun!  Make sure to leave your feedback for Uber on the Uber Entertainment Forums.  Feel free to add me for some games of SMNC or anything else through Steam: Neph.

MMORPG.com writes:
Login or Register to post a comment

Special Offers