THE BORE
General => Video Game Bored => Topic started by: Stoney Mason on January 15, 2010, 06:55:24 PM
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I don't know what the hell is going on here but at least it looks kinda weird and interesting.
[youtube=560,345]http://www.youtube.com/watch?v=Nfw3aml0Sss[/youtube]
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haha, looks pretty fun. the characters/classes look to borrow a bit from TF2....
Should be a blast if the online is good
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The cheerleader looks like the saucy female Scouts on Deviant Art.
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Looks like someone ripped off Gabe's idea of TF2 XBLA before Gabe had a chance to do it!
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Looks like someone ripped off Gabe's idea of TF2 XBLA before Gabe had a chance to do it!
Lead and Gold is coming also.
[youtube=560,345]http://www.youtube.com/watch?v=GnMDFdlyeEM[/youtube]
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I always wondered what TF2 would look like without any sense of style or subtlety.
edit: Lead and Gold looks ok.
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:yuck
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Both of them look fun, but I need to see in game vids of MNC. I'm not sure if it's 1st or 3rd person.
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XBLA has zero... i dunno the word. retainability? nobody will play it.
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Both of them look fun, but I need to see in game vids of MNC. I'm not sure if it's 1st or 3rd person.
3rd person
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I kind of wonder what took so long for TF clones to hit the market. It's only been popular for like a decade now!
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Both Monday Night Combat and Lead And Gold look like they'd be fun. Pretty impressive for XBLA titles, too!
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XBLA has zero... i dunno the word. retainability? nobody will play it.
Indeed, even the most popular titles are ghost towns after a few months. There's no community.
I kind of wonder what took so long for TF clones to hit the market. It's only been popular for like a decade now!
Because it's like trying to make a Halo clone. You can succeed on all fronts but the fact is you're not Halo so there's no reason for people to move games.
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[youtube=560,345]l6dgY4kYeeU[/youtube]
If I can't get this on XBLA, then this game will do.
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XBLA has zero... i dunno the word. retainability? nobody will play it.
Except that people still play Battlefield 1943.
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I'll try the demos out for both, but because Lead and Gold is a western themed game, I'm leaning towards that. Really, I think I just find how they deal with aiming neat (making the center of the screen a transparent circle instead of a cross or w/e)
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What's funny is you can still find some games of TF2 on the 360 version of Orange Box. Sadly, I think none of the PC-version updates are present.
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[youtube=560,345]l6dgY4kYeeU[/youtube]
If I can't get this on XBLA, then this game will do.
one of my favorite fucking arcade games EVAR.
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XBLA has zero... i dunno the word. retainability? nobody will play it.
Except that people still play Battlefield 1943.
> implying battlefield isnt an established franchise
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Oh, if we're talking about original IPs, then that's probably true. But how many new team-based FPS games have been released on XBLA?
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Both the OP's game and Lead and Gold look good, at least as far as visual style goes. The worlds look slick for L&G and the characters look sexy in MNC. It doesn't bother me that MNC borrows the look from TF2 so heavily, particularly when that game seems to have lifted it nearly wholesale from The Incredibles.
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[youtube=560,345]http://www.youtube.com/watch?v=1W8yhTlaBww[/youtube]
[youtube=560,345]http://www.youtube.com/watch?v=8JKv2sHydr4[/youtube]
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Unreal Team Fortress 2 Tournament XBLA? interesting.
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Yeah, that's the hodgepodge I am smelling as well, with maybe a hint of SmashTV?
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[youtube=560,345]http://www.youtube.com/watch?v=JDWLmF6uHXs[/youtube]
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"Hit him in the pants, he's got CANDY!" :lol
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[youtube=560,345]http://www.youtube.com/watch?v=eJrg1qc09UU[/youtube]
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PAX East 10: Monday Night Combat Hands-on
Hank Williams Jr. asks: Are you ready for some class-based shooting?!
by Daemon Hatfield
March 26, 2010 - Xbox Live Arcade is growing a healthy stable of multiplayer shooters. Last summer we got Battlefield 1943 and the hyper-destructive Breach will be here in a few months. But for a more Team Fortress-style experience, you might try Monday Night Combat. This is a six-on-six class-based shooter played from a third-person perspective. It all takes place in a brutal, futuristic sports gameshow where the athletes blow each other away for cash. We played a couple rounds at PAX East today and had a pretty good time.
Monday Night Combat has two game modes, one for single-player and one for multiplayer. They were demonstrating the multiplayer game, Crossfire, today. It's a variation on Capture the Flag where each team has a "Moneyball" on their own turf. True to its name, it is a ball filled with money. Your goal is twofold: defend your own Moneyball and destroy your opponent's, releasing the coinage within. Players will have to communicate well with their teammates in order to make sure all bases are being covered.
There are six classes to choose from:
Assault: An offensive player wielding an assault rifle and grenade launcher.
Tank: A heavy unit with an intense Jet Engine Gun that works like a particularly badass flame thrower. But he also packs a Laser Railgun for long-range sniping.
Sniper: A quick unit that does his best work from a distance.
Support: Uses his extensive knowledge of cyberbiology and medicine to keep his team happy, healthy, and wise.
Gunner: Slow and methodical, the Gunner is good at providing defense for his teammates.
Assassin: She can cloak herself and pull off impressive acrobatic kills.
The Assassin has some pretty entertaining finishing moves.In addition to two weapons, each class also has three skills that can be activated with the X, Y, and B buttons. These can be used repeatedly but take some time to recharge. Defeated enemies will leave behind cash you can use during a match to upgrade your suit, your skills, and build defense turrets around your Moneyball that will attack incoming enemies.
Each team also has bots playing for them. These machines will spawn in groups and head towards the enemy Moneyball. You'll need them to bring down the Moneyball's defenses before you can start blasting it.
Matches have a 10-minute limit in case neither team can destroy the other's Moneyball, at which point the game will go into two-minute overtime. We played two rounds today: the first only lasted a couple minutes, and the second almost went into overtime.
Game representatives tell us there will be a persistent meta-game that tracks many of your stats and hands out constant rewards, similar to what the Modern Warfare games do. There are 400 Pro Tags to earn and show off to your buddies online. Some of these Tags are difficult to achieve, and the developers anticipate a lot of discussion among players about how to get those higher-level badges.
The other game mode is called Blitz and is intended to be a single-player experience, although it can be played with up to four players cooperatively. But those impressions will have to wait for another day. What we've played so far of the multiplayer game has us feeling positive this will be a nice addition to XBLA's shooter lineup.
http://xboxlive.ign.com/articles/108/1080119p1.html
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[youtube=560,345]http://www.youtube.com/watch?v=saKrTcH3wO0&feature=player_embedded[/youtube]
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It's obviously inspired by Team Fortress but it still looks really solid and deep, especially for an Arcade game.
The animations are really impressive. Apparently this guy is one of the animators:
[youtube=560,345]OSbhYmFEMTA[/youtube]
[youtube=560,345]WxEAjO8M-Z8[/youtube]
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That gameplay vid reminds me of The Grid more than anything else.
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[youtube=560,345]http://www.youtube.com/watch?v=91oQI5W93IA[/youtube]
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having the reticle blur out when you reload is neat
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[youtube=560,345]http://www.youtube.com/watch?v=vf9rM2BGk90[/youtube]
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Hey! This runs at 60fps.
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That gameplay vid reminds me of The Grid more than anything else.
Sooooooooooooo gonna cop that shit.
Just watched the video and ohhhhhhhhh yeah baby, it's The Grid!! They're lucky Midway is outta business.
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I'd say we're ALL lucky that Midway is out of business. :teehee
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It's out!
You start off in a tutorial mode as the assault class type; the controls are good and very responsive. It's pretty easy to pick up and play.
Played one team vs. team match; the game takes a different approach than other shooters as your goal is to defend your base (and the ball within) by building turrets and spawning robots to help you. Everyone no matter what class is able to do this, and the more robots you have, the more pressure is put on the other team before they finally go under. It's very easy to build/spawn stuff-- you just go up to marked locations and hit down on the d-pad to spawn robots or choose which type of turret to build. Everything costs money, so you have to manage you own ability leveling (done at any time by hitting up on the d-pad) with defending your base. Like the playable characters, there are different types of robots, from smaller bots that can cloak to huge, hulking mechs that take a lot of firepower to go down.
I decided to try the assassin class in-game and got owned pretty badly. She's a total ninja and can sprint, cloak, and use smoke bombs, but she's weak as hell in both offense and defense. Even when I'd sneak up on someone and go for a stealth kill, half the time they'd throw me off of them or it wouldn't be enough damage to destroy them.
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Bought it this morning and played a few games before I left. I thought it was neat. It's basically a tower defense game mixed with a class based shooter. Which is a neat idea. There is a solo mode that can also be played with people either locally or over xbox live that is a direct tower defense/survival mode thing kind of like horde mode. You can set the number of rounds or you can go infinite until you are destroyed.
The main mode is the 6 on 6 competitive mode where your robots are trying to get their moneyball and vice versa. It's a bit overwhelming at first as all the classes are a bit different and you run away trying to kill robots and the other team and building turrets, and escorting your robots and you're not sure which element to focus on. I honestly didn't know what I was doing and I sucked but I enjoyed myself. Seems like it will require some strategy and understanding when I sit down to play it for real.
But overall I like it. It's different than most shooters and it has a strategy element to it that is different than most shooters.
http://www.giantbomb.com/quick-look-monday-night-combat/17-3039/
[youtube=560,345]http://www.youtube.com/watch?v=azzjF3BUoJg&feature=player_embedded#![/youtube]
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Was interested to find it had a form of Horde gameplay, deleted when I found it was just derivitave tower defense shit. Fuck Tower Defense
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the community for this will fizzle out in 4 days
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Man I suck at this. I'm really bad. :-\
Not concerned about the community fizzling out. I play Transformers which has a tiny community and I'm perfectly fine with that. I never expected to play this title for years.
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Honestly, I'm just happy to hear it brings more to the table than being a Team Fortress 2 clone, both visually and gameplay.
...Come to think of it, why does no-one give shit to TF2 for ripping off the look of Pixar's The Incredibles? The style is all but identical.
Claiming that TF2 is being ripped off is like claiming Warcraft/Starcraft is being copied without acknowledging those series debt to Games Workshop Warhammer/40K.
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Honestly, I'm just happy to hear it brings more to the table than being a Team Fortress 2 clone, both visually and gameplay.
...Come to think of it, why does no-one give shit to TF2 for ripping off the look of Pixar's The Incredibles? The style is all but identical.
Claiming that TF2 is being ripped off is like claiming Warcraft/Starcraft is being copied without acknowledging those series debt to Games Workshop Warhammer/40K.
Anybody who says its just a TF 2 clone shows their ignorance. Now there are valid reasons to not like the game. I certainly have some issues with it. But playing the TF 2 card is fairly dumb I can say after having played it for awhile now.
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no one, everyone bought Castlevania
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lol. You people are often as weird as GAF as you champion or diss certain games. Just saying.
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Im not even sure how serious I am most of the time. I find being a fanboy amusing and I know Im a dick on this board a lot of the time. I guess its just an outlet for me? I wouldnt take anything I say seriously, I enjoy most games and If I was to give unbiased reviews on everything I can see things from a fair and just perspective if I need to (i.e if I was an actual game reviewer). As it stands Im just a forum denizen so I just trash talk.
I dunno though, I am quite similar in real life when it comes to discussions around movies, music etc.
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the community for this will fizzle out in 4 days
So it's the same as every other XBLA game?
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yeah pretty much :lol
Its just this game looks like a multiplayer game first and foremost, so not really a good fit for XBLA IMO. Still, these Summer of Arcade games have a lot of exposure so you may expect the game to be active for a couple of months at least.
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My major complaint is that honestly the robots don't seem like they do enough. I mean if you are playing with a team that knows what it's doing then they can utilize their skills to get in their and do damage. But honestly most of the random games aren't like that. You just end up running around and nobody ever really puts pressure on your moneyball and it goes to overtime with no damage having been done to the moneyball.
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Wow. Playing with a good team makes all the difference. The game can last the entire time or it can last like 2 minutes if your team knows what it is doing.
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Wow. Playing with a good team makes all the difference. The game can last the entire time or it can last like 2 minutes if your team knows what it is doing.
Yup; I just got done playing with a good team of GAFfers and we won every match we played. You just have to know what your role is from the class you use and you're good to go. Idiots who treat the game as a run n' gun deathmatch game will lose it for their team.
I've been sticking with assassin and racking up kills, stopping people from doing anything. And now that I've leveled a bit, I've got a custom class going. Having extra armor has made a huge difference and epople are surprised that their grapple/strealth kill attempt didn't take me out, and I can retaliate and kill them instead. It's awesome running right into the other team's money ball area and killing dudes/turrets before they even know what hit them. :lol
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Wow. Playing with a good team makes all the difference. The game can last the entire time or it can last like 2 minutes if your team knows what it is doing.
Yup; I just got done playing with a good team of GAFfers and we won every match we played. You just have to know what your role is from the class you use and you're good to go. Idiots who treat the game as a run n' gun deathmatch game will lose it for their team.
I've been sticking with assassin and racking up kills, stopping people from doing anything. And now that I've leveled a bit, I've got a custom class going. Having extra armor has made a huge difference and epople are surprised that their grapple/strealth kill attempt didn't take me out, and I can retaliate and kill them instead. It's awesome running right into the other team's money ball area and killing dudes/turrets before they even know what hit them. :lol
People were definitely playing it like a Team DM game at first which is where my initial impressions came from but people were starting to figure out how to play properly last night. I also like the customize class thing. I'm still not great but I at least have a plan of attack now versus running around like a chicken with his head cut off.
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http://www.eurogamer.net/articles/2010-08-12-monday-night-combat-review
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You cant trust that site, they gave Castlevania a 4
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You cant trust that site, they gave Castlevania a 4
;)
Opinions are all opinions. But its a legit fun game if somebody is looking for a slightly different take on the usual fps.
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I'm definitely curious, but will be swayed by a number of things:
Does the demo support multiplayer or just against the COM?
Is it pretty easy to get into a populated game right now?
How much will Sceneman badger me to join his Red Dead session immediately whenever I'm on, during the month or two that this game will have an online "community"?
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I'm definitely curious, but will be swayed by a number of things:
Does the demo support multiplayer or just against the COM?
Is it pretty easy to get into a populated game right now?
How much will Sceneman badger me to join his Red Dead session immediately whenever I'm on, during the month or two that this game will have an online "community"?
Don't know about the demo. This was one of the rare XBLA games I just took the plunge on.
It's pretty easy to get into populated games right now but that's kind of to be expected at this stage since its a summer of Arcade promoted release. In a few weeks of course like any MP game the population will start to dwindle I'm sure but I think it will probably have a small but dedicated core that stays on. Crossfire, the dedicated MP section has about 42k entries on the leaderboard so that gives you a number sense of how its sold.
If you have any other questions just ask. I'll give you the lowdown on the positives and the negatives of the game itself but obviously trying the demo may answer most of your questions.
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I'll play in the future if you want. I'm generally assault or support.
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Good update coming eventually.
Monday Night Combat Title Update, DLC, and PAX
First of all, we want to thank you for playing Monday Night Combat and supporting Uber Entertainment. We’ve been busy fixing bugs, exploits and optimizing based on your feedback on our forums, emails, Facebook, and Twitter. Our first Title Update is being tested right now and then it will be handed off for certification and in your hands as soon as possible. Here’s a full list of fixes and changes that will be in the Title Update.
Connectivity and Multiplayer:
Reworked the way we handle parties in the pregame lobby to avoid splitting them up.
Fixed several issues where host migration would fail immediately.
Decreased wait time after a successful host migration.
Lobbies will now host migrate and not kick you back to the main menu.
If the host leaves during the end of match sequence, the host will migrate and players will return back to the lobby and not the main menu.
Optimized the time it takes to migrate hosts, shortening the time to migrate.
Improved weapon hit detection in high lag situations.
Fixed endorsements being incorrect after a host migration.
Fixed getting into private matches without an invite.
General Gameplay:
Fixed players being able to damage the Moneyball’s shields.
Fixed visual effects staying on the player after the effect has worn off.
Reduced the amount of increased damage the Moneyball takes in Overtime, thus reducing the effectiveness of “Juice rushing”.
Fixed Ringouts, Headshots and Grapple Kills not giving the proper amount of money. Balanced Ringout money to reflect the change. Message now displays correct total amount of money earned.
New “You Win!”/”You Lose!” UI for the end of a match.
Fixed juice benefits ending early if the player grapples during juice.
Fixed juice bar getting stuck full.
Fixed deploying on or near active jump pads.
Fixed controller sensitivity of 10 not saving.
Fixed messaging for kill streaks. Ultra and Uber streaks will now be named properly when popping up above your cursor.
Fixed an instance of the player’s skill pick UI going away unexpectedly.
Fixed an issue with bots walking by enemy turrets and bots without engaging them.
Fixed upgrading a turret that has been hacked to the opposing team.
Fixed turret collision not going away after being destroyed.
Normalized time between a grapple miss and the ability to grapple again for all grapples. The biggest change is the Assassin not having as big of a penalty for a missed grapple.
Fixed the “Team Leader” and “Team Player” highlights from being reversed.
Fixed players being able to mute themselves.
Fixed idle kicking when standing still but still looking around and/or shooting.
Fixed players who cheat and hack their profiles from being able to apply multiple gold endorsements.
Optimized main menu ticker for players with large friends lists.
Fixed HUD showing Moneyball shields as up during over time even though they are down.
Reduced announcer talking for kill streaks to help reduce the repetition of announcements.
Various performance optimizations.
Support:
Reworked Support’s bot aura so that it doesn’t make the Jackbot appear overhealed.
Fixed Support’s Firebase skill from recharging while the Support is dead but the Firebase skill exists.
Fixed being able to use the Heal/Hurt gun while taunting.
Fixed some instances of the Support’s Firebase not appearing when thrown.
Fixed Heal/Hurt gun not being affected by rate of fire endorsements and reduced it’s overall healing/hurting ability to compensate for the change.
Fixed Supports being able to use their Hack skill through walls.
Fixed Supports being able to throw their Firebases through the wall.
Fixed Air Strikes sometimes damaging enemies under cover.
Supports can now only Hack enemy turrets at Hack level 3.
Increased the time to Hack enemy turrets.
Decreased duration of Hack on a turret for levels 1 and 2.
Assassin:
Fixed Assassins from being able to get permanent sprint and super speed.
Fixed Assassins getting a double smoke bomb allowing them to jump higher than intended.
Fixed Assassins being able to cloak during a grapple.
Fixed Assassins from being able to use her smoke bomb during a lunge.
Retuned damage done by dagger after a lunge.
Tank:
Tank’s Jet Gun alternate fire damage is now reduced depending on the percentage of ammo left in the clip. Increased the full clip damage to compensate.
Assault:
Fixed an exploit involving the Assault’s Fly.
Fixed Assault’s bomb audio lingering after bomb is gone.
Monday Night Combat Live Update System:
Pregame Lobby is now 45 seconds.
Min Number of Players to start Crossfire is now 6.
Increased player bot spawing from 5 seconds to 10 seconds.
DLC Plans
Beyond the Title Update, we will be releasing our first of three DLCs. The first DLC will contain new content, gameplay adjustments, and more bug fixes. What’s exactly in the first DLC will be announced closer to its release. We’re very invested in our community and want to see it thrive so the first DLC will be free.
Uber at PAX
For those of you going to PAX this week, you’ll be able to play the updated version of Monday Night Combat that incorporates the Title Update changes. Stop by the Uber booth for tournaments, merch like character statues, shirts, and prints and say hi to the Uber team.
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Just got this a couple of days ago, I'll be on it over the weekend.
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Finally MS got off their ass and approved the title update.
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Lol I haven't touched this since I got Reach. Great game though. Maybe I'll get back to it after I rank up completely in Reach.
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Finally MS got off their ass and approved the title update.
Is anyone actually still playing this? I assume XBLA titles' online community degradation curve to be sharper than for a popular full retail game, if for no other reason than the total number of sales of a successful XBLA game is still far lower, resulting in a smaller community to begin with.
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Finally MS got off their ass and approved the title update.
Is anyone actually still playing this? I assume XBLA titles' online community degradation curve to be sharper than for a popular full retail game, if for no other reason than the total number of sales of a successful XBLA game is still far lower, resulting in a smaller community to begin with.
I definitely don't have any problems getting in games. It sold very well for an XBLA title.
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Finally MS got off their ass and approved the title update.
Is anyone actually still playing this? I assume XBLA titles' online community degradation curve to be sharper than for a popular full retail game, if for no other reason than the total number of sales of a successful XBLA game is still far lower, resulting in a smaller community to begin with.
True, but this was honestly one of the better online multiplayer games on Live. I think about 200,000 people owned last I checked. The community should still be there.
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Patches and fixes and two new maps being added. For free. Awesome devs.
Due out in November, Spunky Cola Special adds two new maps, Spunky Cola Arena for the competitive 'Crossfire' mode and Survivitol Arena for survival mode 'Blitz.' Survivitol also brings a new mode of its own, "the incredibly frantic Super Sudden Death Blitz."
On top of that, the DLC will add the option for private matches as well as scores of fixes, map changes, balance tweaks and new features as detailed below.
Balance Changes
Assassin
Reduced damage done by the dagger to the Moneyball.
Increased the damage Assassins do after both dagger and sword lunge.
Normalized multipliers for both dagger and sword when doing damage from behind an enemy.
Reduced recovery time on Assassin's alternate fire grapple on the Dagger, Sword and Shuriken Launcher.
Fixed an issue that caused Assassins to do too little damage from front facing, alternate fire, Shuriken face slap grapple.
Sniper
Reduced the damage the Moneyball takes from a sniper rifle.
Reduced the skill drain rate of Sniper Traps.
Reduced the amount of juice gain from the sniper rifle damaging targets.
Support
Reduced juice gain from healing with the Heal/Hurt Gun.
Increased skill recovery time of level 2 and 3 of the Support's Air Strike.
Gunner
Reduced minimum damage on Gunner's minigun, making it less effective at long ranges.
Tank
Reduced the damage the Moneyball takes from the rail gun.
Other Balance Changes
Decreased effectiveness of Lazer Blazer Turrets vs players.
Increased effectiveness of RockIt Turrets vs bots.
Reduced cost of all levels of RockIt Turrets.
Greatly increased the cooldown time for Juice machines in Crossfire.
Bug Fixes and Gameplay Changes
Arenas
All Arenas:
Added game clocks to spawn rooms.
Added new opening and closing cinematics.
Added heat vents to top of spawn room tunnels.
Changed all jump pads to be non-enabled at the start of a match.
Steel Peel Arena
Added glass walls to break some long lines of sight.
Moved turrets in each base.
Moved some jump pads to help getting 'stuck-in-jump' loops.
Added game clocks to the inside of the dome.
Ammo Mule Arena
Added bridge supports to better protect turrets.
Fixed issue that caused AmmoMule to show up less often than intended.
Lazer Razor Arena
Added extra jump pads to get to the top level of the left side of both ends of the arena.
Fixed Bot Spawners showing usable by wrong team.
Fixed jump pads not lighting up green when active.
Grenade Arena
Reduced the number of juice machines so there are the same amount as other arenas.
Fixed Bot Spawners showing usable by wrong team.
Sprintz Arena
Added game clock to spawn room.
Added multiple round displays in the arena.
Added two more digits to round displays so that they show up to round 9999.
Tank
Fixed Rail Gun from being able to shoot through nearby walls.
Fixed various issues with the Jet Gun.
Sniper
Sniper Traps will now only freeze enemy Pros caught in the initial freeze trap explosion. An enemy Pro entering the area while the effect is active after the initial explosion will only be slowed. Traps work the same on bots as they did before.
Changed Flak visual effect to include team color and to have better performance.
Fixed issue where Sniper's Flak would damage players inside their spawn.
Fixed Snipers disappearing in the other view port in split screen when they are zoomed in with the Sniper Rifle.
Using bot spawners as a Sniper will now spawn two Scrambers.
Fixed issue where the sniper rifle, in certain instances, could shoot through walls .
Gunner
Fixed Minigun getting stuck with no ammo and not reloading.
Assassin
Assassins no longer make an audible hum to allied players.
Fixed an issue with the cloak sound not going away when the Assassin dies.
Support
Fixed an issue with Firebases that caused them to focus on a Moneyball they can't hit.
Reworked Heal/Hurt Gun code to make it more reliable.
Fixed griefing with Firebases: Firebases placed on an active jump pad or activating a jump pad with a Firebase on it will now destroy the Firebase.
Other Fixes and Changes
Fixed GapShots in Blitz from moving on clients when they are stopped on the host.
Reworked reload to greatly reduce the occurrence of having to restart reload when the reload animation was interrupted near the end.
Reworked the death UI so that it now displays the endorsements of who killed you.
Fixed players assisting in their own death.
Fixed Tank's and Gunner's jump jets staying on after a jump.
Fixed getting charged multiple times when using hazards and juice machines in high lag situations.
Changed money, kills, assists and deaths font in the scoreboard to add more emphasis on money making.
Fixed new round music riff and crowd cheer to play during Crossfire.
Changed formatting of numbers in the ticker to make them more readable.
Fixed seeing two Moneyballs in the end-game cinematic if the game ended without one being destroyed.
Fixed Bouncers playing their grapple animation when they charge at a player but hit a Blackjack.
Fixed Moneyball sometimes showing its shields when it has none.
Fixed players recovering health very quickly while juiced.
Various audio tuning for frequency and balance of sounds and voices.
More improvements to host migration to make it faster and more reliable.
More improvements to the party system when joining games and after host migration.
Reworked how random maps are chosen to be less repetative.
New Features and Additions
All Star Mode
Added a feature that allows players to go beyond level 99 by going back to level 0 and getting a new "All Star" icon next to their name.
Highlights
Added in 12 new highlights with associated ProTags.
Career Milestones
Added career milestones and ProTags for bacon pickups.
Added career milestones and ProTags for killing each type of class.
[TASTY PICKUP]
Added [TASTY PICKUP], a prize that drops and gives [SOMETHING AWESOME].
Added career milestones and ProTags for [TASTY PICKUP].
Club Tags
Added a 4 character 'Club Tag' that players can append to their name.
Other Additions
Added "South Paw" and "South Paw Tactical" control schemes.
Added multiplayer ready functionality so a game can start before the timer runs out if most players press X in the lobby and set themselves as ready.
Added several new loading movies.
Added a mascot head icon on the locker room menu denoting when you have a new ProTag from a highlight or career milestone.
Added many new Mickey Cantor announcements.
Added new effect for picking up bacon and [TASTY PICKUP].
Arenas
Added a new Crossfire Arena:
Spunky Cola Arena: A single lane arena that puts players into the action faster and guaranteeing more explosions, more shooting and more awesome!
Added a new Blitz Arena:
Survivitol Arena: Bought from Grandma Betty's, the Survivitol Arena is the next level of Blitz action. Small and deadly with two tiers of bot spawners will keep Pros on their toes!
Added a new Blitz Mode:
Only in the Survivitol Arena will you be faced with the deadly, the intense, the incredibly frantic Super Sudden Death Blitz!
Private Games
Added in new options for private games:
Set game duration
Set overtime duration, including 0 time for no overtime
Toggle buying bots
Toggle buying Juice
Toggle Bullseye spawning
Toggle using Hazards (Annihilator / Ejectors)
Choose specific or random map
Hazards on / off
Force random classes
Toggle use of custom classes
Toggle class changing
Class limits on all classes
Added IceMen Pitgirl to updated level intros/outros
http://www.uberent.com/blog/2010/10/monday-night-combat-halloween-unmasking-part-iv/
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Sweet, this game needed new maps. Will play again when they're released.
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[youtube=560,345]http://www.youtube.com/watch?v=dKjiHhXyfW4&feature=sub[/youtube]
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:bow
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I find it crazy that I don't have a single person on my FL that has this yet they keep pushing updates.
Game sold very well for an XBLA title. At least a few hundred thousand (probably around 200k) on the leaderboard from what I saw which is more than a lot of retail games. I never have a problem finding a game.
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Oh yeah? How's the community?
Small but like I said, I never have a problem finding a game. It's a neat little game. I mean it doesn't have the longevity of something like Blacks Ops or Reach but its nice for the occasional change of pace. And they've done an admirable job of supporting an XBLA title. Actual real devs on retail games could take some lessons from them.
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This seems like one of the few XBLA games to get constant support.
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I wonder if it was planned as a free update from the outset, or if it became a free update when they realized it might just split the remaining online community between have and have-nots.
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http://store.steampowered.com/app/63200/
PC version comes out next year.
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didn't see that coming. I'd totally pick this up in a sale.
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Cool. I think its a neat game so any money they make on it is worthwhile.
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[youtube=560,345]http://www.youtube.com/watch?v=g_eTsZXZ1LE&feature=sub[/youtube]
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Pretty nice visuals for a budget game. My interest is piqued.
(http://cdn.steampowered.com/v/gfx/apps/63200/ss_f4cff39b31a80fb1ae7e2c84e5581c726c830480.1920x1080.jpg?t=1292289338)
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I never got into the XBLA version, but I see 'DOTA' namedropped in every MNC thread, so I'm interested. How exactly is it related to DOTA?
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I never got into the XBLA version, but I see 'DOTA' namedropped in every MNC thread, so I'm interested. How exactly is it related to DOTA?
Various robots continuously spawn for each team. They travel on a pre-determined path to reach the other teams "moneyball". The goal is to escort your robots to the other team's moneyball. When enough robots are there the moneyball drops and your team can attack it with their guns and weapons. You can also build and upgrade turrets at pre-determined positions on the map to kill the other team and their robots. The winner at the end of the match is the team that did the most damage to the opposition moneyball.
It's classed based with the players who all have different attributes and special abilities.
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I'm regretting that I didn't get this while it was on sale, but with the PC release, it seems more likely that the community for it may last longer there. Is it too much to hope that the 360 and PC players will be able to play together? I imagine that's a GFWL exclusive...
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Is it too much to hope that the 360 and PC players will be able to play together?
I think that MS inspired dream is over. Too much difference in accuracy between the keyboard and mouse and dual analog control schemes. Shadowrun got away with it by slightly gimping PC controls which made the PC crowd mad I heard. I think MS finally realized that and stopped pushing that idea.
It will never happen but I've always thought it would be cool if PS3 and 360 users could play with each other since they at least both use the same control mechanism.
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It will never happen but I've always thought it would be cool if PS3 and 360 users could play with each other since they at least both use the same control mechanism.
Yeah, it's tragic. The walled garden competitive and wholly self-limiting playgrounds are not for the consumers' benefit.