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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

Uber and SMNC @ PAX 2012

Posted by Nephaerius Wednesday April 11 2012 at 3:53PM
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Uber Entertainment Community Interview

Posted by Nephaerius Wednesday March 14 2012 at 3:07PM
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At PAX I'll have the chance to sit down with the folks at Uber for an interview.  I wanted to see what questions the community might have and if there was anything in particular you would like to see answered.  Please leave your questions/feedback in the comments below.

I still have beta keys if you need one. If you wanna play some games hit me up on Steam. If you're tired of scrounging the internet every day for video game news just follow my Twitter and I'll try to do it for you.


Posted by Nephaerius Wednesday February 29 2012 at 2:15PM
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Recently applied and received a volunteer position writing articles for  At their request I plan to do all future writing on SMNC as articles on their site.  I'll be sure to link my articles through this blog each week in order to keep up any interest in the game.

So without further ado here's this week's article focused on the Endorsement system:

Recent updates have brought a new map, new Striker class Pro (Megabeth), the Product System, and the Post Game Prize System.  Lots of new stuff on offer if you haven't checked things out in a while or if you are planning to try the game for the first time.

As always, feel free to add me on Steam to get some games, pointers, whatever. 


You can always follow me on Twitter: @Nephaerius

Super Monday Night Combat Class Breakdown (Part 2)

Posted by Nephaerius Friday January 27 2012 at 6:44PM
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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.
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)
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)
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.
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)
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)
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.
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)
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)
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)
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.

Super Monday Night Combat Class Breakdown (Part 1)

Posted by Nephaerius Friday January 20 2012 at 11:52PM
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Last week I gave you a general overview of Super Monday Night Combat game play.  With this blog the focus will be on the first decision you’re most likely going to have to make after launching the game.  What Pro am I going to play?  Before we get there a word of advice:

It will be extremely beneficial for you to play a few practice games before hitting that ever so tempting Quick Match button.  This will allow you the chance to learn the controls, weapons, and skills for each of the Pros, the layouts of the maps, as well as the locations of purchasable buffs and bots, the Annihilator, and bot spawns for each team and the jungle.  Now, back to the Pros.
The game currently features five playable classes of pro: Defenders, Enforcers, Strikers, Commandos, and Sharpshooters.  Similar to other games with class categories like DPS, healer, tank, etc. these groups of pros all share similar features despite providing surprising variation in game play.  This week will cover some of the best Pros for a new player and next week will finish the line up.
*Weapon Descriptions include (Primary Fire/Alt Fire)
Medium health, healer class, for buffing teammates and area control.
Difficulty: Low
My Thoughts:
This class is one of the two best you could start with.  No matter what your presence will benefit your team through healing and providing Armor when Pros with full life are healed.  You also have the ability to heal yourself through use of your primary weapon.
These Pros are also made to lock down an area through a portable turret(s) and the Support’s Airstrike making them great defenders of the Annihilator.  Make sure to get there shortly before anyone else so you have time to set up your turret(s). 
Support (Gameplay)
Primary Weapon: Heal/Hurt Gun (Heals Single Target/Drains life and slows one target while providing a percentage of the damage as life to the Support)
Secondary Weapon: Shotgun (Close Range Weapon/Grapple)
Overclock – increases rate of fire and range of Firebase as well as decreasing skill cooldowns.

Firebase – throws out a turret that will attack any nearby enemies.  Single target.

Airstrike – throws out a beacon that attaches to wherever and whoever it lands on.  Calls down an Airstrike explosion from above.  Falls from the sky so can be blocked by cover.
Combat Girl (Gameplay)
Primary Weapon: Combat Healer (Heals up to five targets/Drains life from up to five targets while providing a percentage of the damage as life to CG)
Secondary Weapon: Nail Gun (Med. Range SMG Style Weapon/Grapple)
Fortify - increases Fire Rate and Range of all allied turrets in a radius.
Combat Kitten - throws out a small turret in the form of a kitten that sticks on walls/floors/ceilings – max upgrade allows 4 to be out at once.
Combat Laser - immobilizes CG as she fires a giant laser beam wherever she is aiming.
High health, slow moving class, maximizing short-range damage.
Difficulty: Low-Medium
My Thoughts:
These pros are also great for a new player.  With their high health in comparison to other Pros you can afford to make more mistakes while still being able to survive.  Each of the Enforcers provides a very different play style.  So don’t rule out this group of Pros without giving each one a shot.
Cheston (Gameplay)
Primary Weapon: Tommy Gun (Fires with Increasing Spread/Banana – throws a peel that if it lands on the ground will slow any pro that comes into contact with it.  If thrown the banana can disengage grapples as well as Assault’s fly and Assassin’s cloak.
Secondary Weapon: Family Jewel (Melee/Grapple)
Exploding Barrel – throws a barrel that begins to roll forward as soon as it hits the ground.  Explodes on impact and causes damage and Burning DoT debuff.
Roar – provides an AoE heal and speed boost to Cheston and anyone nearby.
Rampage – charges forward damaging nearby enemies.  Can be used for mobility.
Tank (Gameplay)
Primary Weapon: Jet Gun (Flame Thrower – causes Burning DoT debuff/Death Blossom – spins while using the Jet Gun doing AoE damage, this does not use ammo)
Secondary Weapon: Rail Gun (Medium Range Weapon/Grapple)
Product Grenade – damages a single target and with upgrades will blind and damage in an area.
Shield – negates all damage from a single enemy for 30 sec or until it’s HP is depleted.
Charge – charges forward damaging enemies.  Can be used for mobility.
Veteran (Gameplay)
Primary Weapon: The Flying Falcon (Fires Auto Homing Screaming Falcons/Slam – damages and stuns bots and pros in a radius)
Secondary Weapon: Hot Seat (Melee/Grapple)
Ka-Claw – throws a claw wherever the Vet is aiming that will damage, slow, and pull a Pro towards the Vet.
Skid Row Throw – grapple that throws Pros away from the Vet.
Freight Train – charge forward causing damage to anything you hit, followed by a grapple if used on an appropriate target.  This can also be used for mobility.
Gunner (Gameplay)
Primary Weapon: Mini-Gun (Mini-Gun or Dual Mini-Gun w/ upgrades to Offense/Revs Up MG)
Secondary Weapon: Mortar (Mortar that with upgrades to Offense splits into a maximum of 3/Grapple)
Slam – slams the ground damaging and slowing enemies in a flat area.  Extra damage if done on a Pros head.
Deploy – provides armor, armor over time, increased critical shots, range, and reload speed, as well as immunity to headshots with upgrades.
Missile – locks onto a target and fires a missile damaging the target.
Well, that's it for this week.  If you still haven't signed up for beta yet, shame on you!  You can sign up here.  You'll need Steam and an Uber forum account.
As always, good luck and have fun!  Feel free to add me for some games of SMNC or anything else via Steam: Neph.

Week 1, Blog 1, Introductions

Posted by Nephaerius Tuesday January 10 2012 at 12:48PM
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Being an avid fan of the Monday Night Combat series and the Uber Entertainment developers I've decided to start writing up a weekly piece on their new game, Super Monday Night Combat.  Each week I hope to tackle at least one subject concerning gameplay as well as any weekly updates that have launched.  I'll also be on Steam playing throughout the week and have had a great deal of success connecting with and tutoring new players in the past and hope to continue to do so in the future.

This being my first blogging experience in general, I'd appreciate any feedback readers might provide and hope to steer this series to tackle the SMNC related topics you find most interesting.

This being the opening blog of this series, I figured I would focus on describing the game itself in the hopes that it might peak your interest.  As the weeks pass I will focus on a variety of things like class/pro choice, leveling, laning, pro match ups, tips and tricks, etc.  So without any further ado....

Super Monday Night Combat has taken a standard top down view DotA genre game like LoL and transformed the action to take place in a third person shooter environment.  This means that rather than control your character and being able to view the entire map in an RTS fashion that you actually are manually controlling solely your character and are only able to view the environment directly around him/her.

In order to incorporate RTS-style vision that allows for greater coordination of team play, the folks at Uber have added something they call "Team Vision."  This mechanic basically takes the place of the fog of war from your standard RTS.  Team vision immediately marks any enemy pros in the view of your teammates with their nameplate and health bar that remains visible to anyone on the viewing team even through walls. 

Outside of the shooter elements the game largely progresses like many other DotAs/MOBAs.  With the current maps available there are two lanes present.  Players work to push bots (creeps) down each lane in order to drop the shields on turrets.  Once the shields are dropped enemy pros are able to damage them, but prior to that point bots are necessary to drop the shield.  As the turrets fall the enemy team inevitably tries to push into the heart of your base and destroy the moneyball (Nexus in LoL).

Maps also feature a jungle represented by a second level/tier on each map.  Within the jungle there are neutral bots (creeps) as well as the Annihilator.  The Annihilator is extremely important as when activated it wipes all of the enemy team's bots (creeps) from the map and leaves the lanes open for the user's team to push.  The initial Annihilator comes up 5 minutes into the match and then every 5 minutes following each activation.  This is a focal point of guaranteed team fights every match.

Throughout the standard match there is in-game leveling present.  Each level gained grants you bonus health, mobility, damage, and also allows you to assign one point to one of 3 active skills or to either of the 2 passive abilities.  Leveling is performed through picking up drops, killing bots, and killing other pros.  Performing these actions will also net you money.

In other DotA titles money is frequently used to buy items.  In SMNC it serves a similar purpose.  It allows you to spawn more bots (creeps) for your team, purchase health regeneration, speed boosts, the Annihilator, Ejectors, and Juice.  As I have yet to touch on Ejectors or Juice I will do so briefly here.

In each of the lanes there is a green button similar to the Annihilator.  This is the Ejector.  It serves to push everything out of the lane in a circular area from the center of it's activation.  This can be used to wipe bots in an area or also to ring out unsuspecting enemy pros. 

On the other hand, Juice is a resource accumulated over time by taking damage.  When activated it serves as a boost in offensive and defensive power.  It provides 100% crits which have no fall off unlike regular shots, health regen, faster reload and rate of fire, more speed, etc.  Juice is severly nerfed in comparison to its iteration in the original MNC, but still has a wealth of offensive and defensive uses.

That's it for today folks, if you have any questions or comments feel free to leave them below.  If you're interested in getting some games in together or looking for some pointers or more info on the game, add me through Steam: Neph

In order to sign up for the SMNC Invitational Beta (everyone's guaranteed an invite sooner or later) go here:

Super MNC Trailer

Short Fight - Cheston v. Veteran