Monday Night Combat for PC. The following weapon, Endorsement, Turret and Bot data is based off of the "HostileBalance" file.
Important: There are some intentional differences between the PC and console versions of MNC. These are/will be based on the PC version. The Sniper has a lower ammo capacity than the 360's 10 round capacity to slightly deal with the ease of aiming the mouse offers. The Support's turret has significantly greater defenses while deploying so that it isn't destroyed swiftly by PC aiming. There may also be some subtle changes to Skills in order to limit the wanton destruction possible by twitch reflex. Discrepancies will be plentiful, but there should be no drastic differences between the PC and 360 versions. FEB 24 UPDATE: Sniper rifle damage and headshot modifier changed from 225 and 5x to 170 and 6.7x. MAR 10 UPDATE: Armor Endorsement weakened for Assault, Support, Sniper, Assassin (Medium and Light type classes). MAR 25 UPDATE: Assault Bomb regen times boosted slightly, Assault Charge regen times reduced siginificantly. MAY 18 UPDATE: Lazer Blaser damage went up a few points. Juice effects altered slightly. Currently, I'm not completely sure how the damage drop over distance for bullet weapons is scaled. It uses an exponential slope rather than a linear decrease between two points. Pay no mind to the line. The white squares are good though for where damage reaches their minimum or the shot stops. Several Grapples have multiple hits, so depending on how many hits, just multiply the grapple damage. Because of the variety and functions of the weapons, most things have to be in text. On Health Regeneration, there are three different rates of regeneration. The Light Classes - Sniper and Assassin - will take 6 seconds to begin recovering and then 6 seconds to return to full. The Medium Assault and Support have a time of 7 seconds for both instances. The Heavy Tank and Gunner, 8 seconds for both.
Explanations for the stuff immediately below the image.  The handheld weapons of each class are all quite unique in their behavior and secondary functions, so most things need an explanation. The measurement of units in the game is a very small distance. The distance between each pixel in the damage box is a length of 256 units of measurement. Damage is easy enough. It starts high, goes low and continues on. Unless it's the Shotgun, JetGun or explosive. The weapons' rate of fire is determined by the time between shots, or Interval. Divide 60 by the interval and that's the rounds per minute. All weapons have infinite reserve ammo to go into their Clip Size, but they still gotta Reload for a few seconds. The base damage is multiplied against Bots, Turrets and the Money Ball. Some things are better than others. Spread for the few guns that use it is an arbitrary amount. Bigger is wider. The ring that each weapon uses is an accurate representation of the cone of fire. The Grapple has a base damage against Pros and huge damage against bots. The Radius Damage of nearly every explosive is 256 units. For reference on just how big that is, the Assault's Bomb has a 256 radius at Level 1 and a 512 radius at Level 3. The circle it projects is an accurate representation of that radius. The ASSAULT's Assault Rifle is a standard automatic weapon. When zoomed, the Assault slows down and the cone of fire tightens, but the range at which the weapon's damage decreases is improved a bit. The Grenade Launcher is also straightforward, an explosive that bounces off the environment and detonates after one second or after hitting an enemy. Its secondary Grapple will deliver 150 damage against Pros and destructive damage against most bots. - The TANK's Jet Gun is very particular. When deployed, the range at which the Jet Gun will reach extends to a greater distance. The "Death Blossom" technique is a radial attack that delivers damage based on the current amount of ammunition loaded. A fully loaded Jet Gun will unleash a full ring of 250 damage while a Death Blossom using only one ammo will only cause 54 damage. At the default ammo capacity, every round of Jet Ammo is worth 4 damage. The Railgun is a powerful hitscan weapon. Not much else to it. - SUPPORT's Shotgun is another ordinary weapon... but like most videogame shotguns, the buckshot suddenly vanishes after a short distance. While you may only see six tracers from a shotgun blast, there are actually fifteen hitscans. The fifteen shot divides the total 405 point blank damage of the shotgun attack. The Heal/Hurt Gun is a complex weapon. First off is the simple Heal ray that sticks to whatever nearby ally Pro or Bot, healing them for 20 points every quarter of a second. The Heal Gun can also boost the Pro/Bot's maximum health to 150% of its natural maximum. On the flip side, the Hurt ray will sting an enemy for 15 damage while also returning 3% of the Support's max health every quarter of a second. The Rate of Fire Endorsement is a very effective thing to have for a Support's HealGun, boosting the rate of healing significantly. - The ASSASSIN's Blade has a number of contextual modifiers. Attacking an enemy's rear will multiply damage and cause greater grapples. The Dagger in Level 1&2 has a lesser base damage than the Sword, and also has a weaker Grapple attack. The Sword has a slight improvement to slash damage, and its front grapple is a triple hitter for a total of 450 damage. As a class that can grapple the JackBot, the Assassin is capable of hitting it hard. The Shuriken has a lot in common with the Assault's grenade launcher, except without gravity on the projectile and ten times the rate of fire. The Shurikens will ricochet off of surfaces and last for two seconds before they vanish. - The GUNNER's Minigun starts off firing at a rate of 600 the instant you pull the trigger. As the first few seconds pass, the weapon begins firing multiple shots at the same time, effectively adding to the minigun's rate of fire. After a second of sustained fire, the minigun fires two rounds every 0.2 seconds. After another second, a shot fired every 0.3 seconds. Two more seconds and the minigun is as full blast with another shot every 0.4 seconds, essentially giving the weapon a total of 1250 RPM. Also note that the Dual Minigun cuts the minigun's Fire Interval to 0.05, doubling its initial rate of fire (making its total RPM when in full spin 1850). But it also lowers the maximum damage to 66% of its original damage... so that it isn't too strong with the doubled rate of fire. The Mortar Launcher is devastating against turrets and bots, though its base damage lacks against Pros. Leveling up his passive Skill will fire multiple rockets at once, essentially doubling and tripling the damage output. It's the Gunner's long range anti-machine weapon. - The SNIPER is another typical class like the Assault. His Sniper Rifle is as you would expect. When not zoomed, the rifle delivers a weak and inaccurate shot. Zooming both boosts its base damage and makes it near perfect in accuracy. It's headshot is lethal to every class except the Gunner with a head shield and a Level 3 Tank with Armor Endorsements. At Level 3, the Explosive Round will cause an explosion on the first thing it hits. The SMG is Assault Rifle lite. Though, it apparently doesn't lose damage over a distance. It lacks the accuracy of zoom (though better base spread than the Assault rifle) and has a smaller magazine. ----- Juice gives several benefits to the character when activated. Damage Taken: 0.4x Critical Damage: 2x Fire Interval: 0.8x Assassain, Sniper Speed Boost: +180 Support, Assault Speed Boost: +200 Tank, Gunner Speed Boost: +250 Reload Time: 0.5x Max Health changed to: 1000 ----- Skills are not that complicated, though some do have a bunch of variables and effects. I get the feeling some time-critical things are different between PC and console. The Sniper's Trap for example has just over a second of freeze time against Pros for this PC Balance. The 360 version wouldn't happen to be much longer, would it?
Almost every skill has a maximum "capacity" of 60. Why 60? It makes a lot of sense. A capacity of sixty allows for easy synchronyzation to a minute of time. Each "per second" rate regarding regeneration or degeneration neatly comes out to a round number instead of a fraction of a second. Assault Flight
Skill Capacity: 100 Regeneration: +5 per second Activation cost: 10 energy
Level 1 Drain: -30 per second Level 2 Drain: -20 per second Level 3 Drain: -15 per second
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Assault Bomb
Skill Capacity: 60
Level 1 Damage: 100 Radius: 256 Regeneration: +4 per second (20 second recharge time)
Level 2 Damage: 200 Radius: 384 Regeneration: +5 per second (15 second recharge)
Level 3 Damage: 300 Radius: 512 Regeneration: +6 per second (10 second recharge)
Damage vs Turret: 3.3x Damage vs Bots: 2.5x Damage vs Moneyball: 1.5x Damage when attached: 2000 Bomb Activation: 1 second
- Assault Charge
Skill Capacity: 60
Level 1 Damage: 150 Regeneration: +3 per second (15 seconds)
Level 2 Damage: 300 Damage vs Bots: 500 Regeneration: +4 per second (10 seconds)
Level 3 Damage: 300 Grapple Damage: 450 Grapple Damage vs Bots: 5000 Regeneration: +6 per second (6.67 seconds)
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Assault Passive (Critical Chance) Critical Hit Endorsement is added to Assault Critical
Level 2 Critical Activation Chance: +2% Critical Damage: 1.15x Critical Duration: 1 second
Level 3 Critical Activation Chance: +5% Critical Damage: 1.25x Critical Duration: 1 second
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Support Hacking
Skill Capacity: 60 Regeneration: +1 per second (always 60 seconds)
Level 1 Hack Time to Hack: 5 seconds Duration: 150 seconds Turret Fire Interval: 0.8x
Level 2 Hack Time to Hack: 4 seconds Duration: 165 seconds Turret Range Boost: +1024
Level 3 Hack Time to Hack: 3 seconds Duration: 180 seconds Turret Fire Interval Boost: 0.6x Turret Range Boost: +1536
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Support Airstrike
Skill Capacity: 60 Time to Impact: 2 seconds
Level 1 Damage: 2500 Radius: 256 Skill Use: 60 Skill Regen: +1 per second (60 seconds)
Level 2 Damage: 2500 Radius: 384 Skill Use: 30.5 Skill Regen: +0.75 per second (40 seconds for one use)
Level 3 Damage: 2500 Radius: 512 Skill Use: 20.5 Skill Regen: +0.67 per second (30 seconds for one use)
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Support Firebase Skill Capacity: 60
Level 1 Health: 1000 Damage: 15 - 5 Range: 1280 Fire Interval: 0.1 second Skill Regeneration: +1 per second Pickup Skill Recovery: +15
Level 2 Health: 1250 Damage: 20 - 5 Range: 1280 Fire Interval: 0.1 second Skill Regeneration: +1.5 per second Pickup Skill Recovery: +30
Level 3 Health: 1500 Skill Regeneration: +2 per second Pickup Skill Recovery: +45 Healing Aura Rate: 10% healed per second Healing Aura Radius: 384
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Support Passive
Level 2 Support Health Regen Delay: 0.6x Passive Bot Support Radius: 768 Supported Bot Fire Interval: 0.75x Supported Bot Damage Reduction: 0.5x
Level 3 Support Max Health: +200
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Gunner Slam
Skill Capacity: 60 Bot Stun Duration: 3 seconds Pro Stun Duration: 5 seconds Pro Stun Speed: 0.5x "Flapjack Master" Direct Hit Damage: 1500
Level 1 Damage: 150 Radius: 512 Skill Regeneration: +4 per second
Level 2 Damage: 200 Radius: 768 Skill Regeneration: +5 per second
Level 3 Damage: 275 Radius: 1024 Skill Regeneration: +6 per second
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Gunner Grapple
Skill Capacity: 60
Level 1 Skill Regeneration: +4 per second Grapple Attack #1 Damage: 50 Grapple Attack #2 Damage: 100 Grapple vs Bots: 2000
Level 2 Skill Regeneration: +5 per second Grapple Attack #1 Damage: 50 Grapple Attack #2 Damage: 250 Grapple vs Bots: 3500
Level 3 Skill Regeneration: +6 per second Grapple Attack #1 Damage: 50 Grapple Attack #2 Damage: 550 Grapple vs Bots: 5000
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Gunner Deploy
Skill Capacity: 60 Skill Regeneration: +10 per second
Deployed Spread: 0.8x Damage Taken: 0.75x
Critical Damage: 1.2x
Level 2 Critical Chance: +2%
Level 3 Critical Change: +5% Sniper Headshot Disabled
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Gunner Passive
Level 2 Mortar Radius: 384 Mortar Count: 2x
Level 3 Mortar Count: 3x
Dual Minigun Initial Fire Interval: 0.05 (1200 RPM) Dual Minigun Max Damage: 68 Dual Minigun Ammo Capacity: 150
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Tank Product Grenade
Skill Capacity: 60
Level 1 Damage: 100 Radius: 256 Skill Regeneration: +4 per second
Level 2 Stun Duration: 2 seconds Damage: 150 Radius: 384 Skill Regeneration: +5 per second
Level 3 Grenade Split: 4x Damage: 150 Radius: 256 Skill Regeneration: +6 per second
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Tank Deploy
Skill Capacity: 60 Skill Regeneration: +10 per second
Jetgun Range: 768
Jetpack Flame Damage: -10 per Interval Flame Intervals: 0.5 seconds Flame Duration: 5 seconds
Level 1 Deployed Damage Reduction: 0.75x
Level 2 Health Regeneration Delay: 0.5x Health Regeneration Duration: 0.5x
Level 3 Ammo Regeneration: 1 Second Intervals
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Tank Charge
Skill Capacity: 60
Level 1 Damage: 150 Skill Regeneration: +4 per second
Level 2 Damage: 275 Skill Regeneration: +6 per second
Level 3 Damage: 300 Skill Regeneration: +8 per second
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Tank Passive
Level 2 Health Regeneration Delay: 0.75x
Level 3 Max Health: +300
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Sniper Flak
Skill Capacity: 60 Skill Regeneration: +3 per second
Flak Lifespan: 5 seconds Flak Damage Interval: 0.25 seconds
Damage vs Turret: 3x Damage vs Pros: 0.5x Damage vs Money Ball: 0.33x
Level 1 Damage: 25 Radius: 256
Level 2 Damage: 50 Radius: 512
Level 1 Damage: 75 Radius: 768
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Sniper Trap
Skill Capacity: 60 Skill Regeneration: +2 per second
Trap Health: 25 Trap Trigger Radius: 256 Trap Effect Radius: 640 Trap Arming Time: 3 seconds
Level 1 Skill Use: 60 Max Traps: 1 Slow Duration: 0.5 seconds Slow Movement Speed: 0.5x
Level 2 Skill Use: 31 Max Traps: 2 Bot Freeze Duration: 0.5 seconds Player Freeze Duration: 1.5 seconds
Level 3 Skill Use: 31 Max Traps: 3 Skill Degeneration: -1 Degeneration Duration: 1 second
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Sniper Grapple
Skill Capacity: 60 Grapple vs JackBot: 2500
Level 1 Damage: 150 Damage v Bot: 2000 Skill Regeneration: +4 per second
Level 2 Damage: 140 x 2 Damage vs Bot: 3500 Skill Regeneration: +5 per second
Level 3 Damage: 225 x 2 Damage vs Bot: 5000 Skill Regeneration: +6 per second
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Sniper Passive
Level 2 Sniper Rifle Penetration
Level 3 Explosion Damage: 100 Explosion radius: 256
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Assassin Smoke Bomb
Skill Capacity: 60
Jump Height Boost: 2.5x Jump Boost Duration: 1 second Jump Air Control: 4x Jump Air Control Duration: 4 seconds
Bot Stun Duration: 4 seconds Pro Blind Duration: 1 second
Damage Taken During Smoke: 0.5x Damage Mod Duration: 1 second
Level 1 Smoke Blast Radius: 384 Skill Regeneration: +3 per second
Level 2 Smoke Blast Radius: 512 Skill Regeneration: +4 per second
Level 3 Smoke Blast Radius: 640 Skill Regeneration: +5 per second
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Assassin Cloak
Critical Hit Out of Cloak: 100% chance Critical Hit Multiplier: 1.15x Critical Hit Duration: 0.5 second
Cloak Minimum Visibility: 2400 - 1000 range Cloak Color Visibility: 700 - 350 range Cloak High Visibility: 250 - 150 Range
Level 1 Cloak Drain: -6 per second Cloak Regen: +2 per second
Level 2 Cloak Drain: -5 per second Cloak Regen: +2 per second
Level 3 Cloak Drain: -4 per second Cloak Regen: +2 per second Cloak Stationary Regen: +1 per second
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Assassin Dash
Skill Capacity: 60
Level 1 Skill Use: 20 per second Skill Regeneration: 10 per second
Level 2 Skill Use: 15 per second Skill Regeneration: 10 per second
Level 3 Skill Use: 5 per second Skill Regeneration: 10 per second
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Assassin Passive
Level 2 Falling Damage: 0.5x
Level 3 Falling Damage: 0x Katana ----- Endorsements are straightforward in their operation. Armor (Heavy Classes) Bronze: +100 Health Silver: +200 Health Gold: +300 Health Armor (Light and Medium Classes) Bronze: +75 Health Silver: +150 Health Gold: +225 Health Critical Hit (Base Critical Hit Duration lasts 1 second, so it adds up for automatic weapons) Bronze: +2% chance of Critical, 1.1x damage Silver: +3% chance of Critical, 1.15x damage Gold: +5% chance of Critical, 1.25x damage Health Regeneration Bronze: 0.8x Regen Delay and Regen Time Silver: 0.7x Regen Delay and Regen Time Gold: 0.6x Regen Delay and Regen Time
Juice Bronze: Spawn with 10% Juice Silver: Spawn with 15% Juice Gold: Spawn with 25% Juice Rate of Fire Bronze: 0.9x Fire Interval Silver: 0.8x Fire Interval Gold: 0.7x Fire Interval
Skill Cooldown Bronze: 1.25x Skill Regen Per Second Silver: 1.35x Skill Regen Per Second Gold: 1.5x Skill Regen Per Second
Movement Speed Bronze: +25 Run Speed Silver: +50 Run Speed Gold: +100 Run Speed Accuracy Bronze: 0.8x Cone of Fire Silver: 0.65x Cone of Fire Gold:0.5x Cone of Fire
Clip Size Bronze: 1.4x Clip Size Silver: 1.6x Clip Size Gold: 2x Clip Size
Reload Bronze: 0.8x Reload Time Silver: 0.7x Reload Time Gold: 0.6x Reload Time ----- Slim Bot Health: 175 Speed: 450 Laser Damage: 7 Laser Interval: 0.5 seconds Targeting Range: 1280 units
GapShot Health: 750 Speed: 150 Mortar Damage: 250 Mortar Radius: 256 Mortar Interval: 2.0 seconds Mortar vs Turrets: 1000
BlackJack Health: 2000 Speed: 400 Blaster Damage: 25 Blaster Projectile Speed: 1800 Melee Damage: 200 Attack Interval: 0.75 seconds Targeting Range: 1280 units Blaster vs Bot: 100 Blaster vs Turrets: 38
Buzzer Health: 10 Lifespan: 20 seconds Air Speed: 900 Detonation damage: 125 Detonation radius: 128 Damage vs Turrets: 750
Bouncer Health: 5000 Speed: 650 Melee Damage: 150 Melee vs Turrets: 600 Grapple Damage: 275 x 2 hits Grapple Regen: 5 seconds Damage versus Money Ball: 300
Scrambler Health: 1000 Speed: 450 Melee Damage: 150 Drain Rate: -3 per second Drain Radius: 768
Gremlin Health: 200 Speed: 750 Melee Damage: 50 Damage vs Turrets: 200 Damage vs Money Ball: 200
XL JackBot Health: 20,000 Health Regen Delay: 30 seconds without damage Health Regen Time: 30 seconds to full Speed: 300 Cannon Damage: 150 Cannon Radius: 256 Cannon Projectile Speed: 3000 Attack Interval: 1 second Targeting Range: 4096 units Damage vs Bots: 1500 Damage vs Turrets: 600 Damage vs Money Ball: 75 Slam Damage: 200 Slam Radius: 1408 units Slam Regen: 20 seconds
Bullseye, the Official Monday Night Combat Mascot Lifespan: 30 seconds Speed: 400 Money Per Hit: 1-2 random Item Drop Interval: 2 seconds ----- Turrets
Laser Blazer
Damage vs Bots: 8x Damage vs Cloak?: 4x
Level 1 Health: 1500 Build Time: 2 seconds Damage: 6 per shot Fire Interval: 0.2 seconds Sight Range: 1408
Level 2 Health: 3000 Upgrade Time: 3 seconds Damage: 7 per shot Fire Interval: 0.2 seconds Sight Range: 1664
Level 3 Health: 4500 Upgrade Time: 4 seconds Damage: 10 per shot Fire Interval: 0.2 seconds Sight Range: 1920
Rockit Turret
Damage vs Bots: 3x Damage vs Cloak?: 8x
Level 1 Health: 5000 Damage: 160 Radius: 96 Fire Interval: 1.0 second Sight Range: 1408
Level 2 Health: 8000 Upgrade Time: 10 seconds Damage: 160 Radius: 96 Fire Interval: 0.75 seconds Sight Range: 1664
Level 3 Health: 13000 Upgrade Time: 15 seconds Damage: 160 Radius: 96 Fire Interval: 0.5 seconds Sight Range: 1920
Shaveice Turret
Level 1 Health: 5000 Fire Interval: 2.5 seconds Range: 1408 Slow Multiplier: 0.8x Slow Duration: 1 second
Level 2 Upgrade Time: 5 seconds Health: 10000 Fire Interval: 2.0 seconds Range: 1408 Slow Multiplier: 0.75x Slow Duration: 1 second
Level 3 Upgrade Time: 8 seconds Health: 15000 Fire Interval: 1.0 seconds Range: 1408 Slow Multiplier: 0.6x Slow Duration: 1 second
Longshot Turret
Damage vs Bots: 5x
Level 1 Health: 1000 Damage: 60 Radius: 256 Fire Interval: 4 seconds Range: 3584
Level 2 Health: 2000 Upgrade Time: 5 seconds Damage: 60 Radius: 256 Fire Interval: 2 seconds Range: 4096
Level 3 Health: 4000 Upgrade Time: 10 seconds Damage: 60 Radius: 256 Fire Interval: 1 second Range: 4608
----- All Class Melee Damage vs Pro: 100 Damage vs Bot: 200 Back Attack vs Pro: 2x damage Interval: 0.75 seconds (also applies to bot melee) |