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Monday Night Combat (PC)

Historical capture recovered from the Wayback Machine · captured 2014-04-26 · 9 posts
Any interest in getting a league going for this game? I would LOVE to play this competitively, as would several of my old TF2 buddies who have lately become disillusioned with all of the extra unlocks and such (as well as horrible lack of optimization in recent patches) that Valve continues to pump out without much thought.
How about some info on the game and community?
Yeah, initial post was pretty lacking, my bad.

The game is a third-person class based shooter with a decent splash of DotA-style gameplay tossed in. Instead of trying to control the entire map, capture the flag, or simply outkill your opponents, your goal is to destroy their "Moneyball." Here's the catch - the Moneyball is shielded and your weapons cannot take down the shields. To be able to damage the Moneyball directly you must first escort your team's bots - which will spawn in small waves periodically - to the Moneyball, as they can take down the shields and allow you to attack.

Players can build and upgrade various turrets inside their base, and there are a couple of "Hazards" around the map that can be activated for a small to moderate amount of money (which is earned through pretty much every action on the battlefield, with some actions like high kill-streaks and ring-out kills granting significant bonus cash).

Classes are Assault (Highly mobile, medium armor, medium strength weaponry, powerful special abilities), Gunner (Slow, heavy armor, extremely powerful weaponry, simple special abilities), Tank (Slow, massive armor, powerful weaponry, simple specials), Support (Normal speed, medium armor, medium weaponry, critically useful specials), Sniper (Normal speed, light armor, extremely potent sniper rifle that's likely to be nerfed shortly, good specials), and Assassin (Very mobile, light armor, short-range but extremely powerful weaponry, specials related to keeping her out of the line of fire).

Every class has 3 activatable specials and one passive skill that can be upgraded for cash as the game progresses.

Overall, the game has a lot of tactical depth, doesn't require a huge amount of twitch aiming (with the exception of the Sniper) and seems to me to be full of wonderful strategic possibilities in a competitive scene. Games are played 6v6, and with 6 classes available (all with highly unique and useful attributes) it will be quite difficult to pick a single, dominating lineup ala TF2.

Website: http://www.uberent.com/

The community seems friendly and at the moment quite lively - it's quite difficult to find servers with space, but if you join an empty one it will fill in under five minutes. Dedicated server files have just been released, so getting stable private servers going is no issue.

As far as rules, having spoken to others about the possibility of a competitive scene I've found a general consensus about a couple of things:

-Overtime should be disabled (all strategy goes out the window as the Moneyball's shields are down permanently, leading to little more than a zerg rush in 99% of situations).

-Juice buying (essentially paying 500$ for a short but massive boost to all stats) should be disabled.

-Class limit of 2 per class.

Hope that helps!
Any cheats or form of AC?
This is where cheating will be problematic, as there's no way to record in-game demos natively right now. Obviously something like FRAPS would work, but you can't do anything in-game. I have no idea how you'd definitively provide evidence for a hack accusation.

That being said, my clan and I would love to see someone do some competitive MNC.
It uses VAC.
There's also a global banlist for cheaters monitored by Uber Entertainment, so that would help too.
Yeah, just picked this up during the Steam sale, and right now the servers and player list has really gone up. I'd love to play MNC competitively. I know several people interested in playing this in a TWL league.
That was a great piece of information, I enjoyed reading it...

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