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Posted by: DenKirson

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Original: 5/19/2011 4:14 AM
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Thursday, May 19, 2011

Monday Night Combat

 

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

=

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)

-

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


-----


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

-

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)

-

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

-

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

-----

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

-

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

-

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

-

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

-----

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

-

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

-

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

-

Tank Passive

Level 2
Health Regeneration Delay: 0.75x

Level 3
Max Health: +300

-----

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

-

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

-

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

-

Sniper Passive

Level 2
Sniper Rifle Penetration

Level 3
Explosion Damage: 100
Explosion radius: 256

-----

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

-

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

-

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

-

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)

 Posted 5/19/2011 4:14 AM - 51068 Views - 24 eProps - 26 comments

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Visit PaintByGaming's Xanga Site!

Awesome that you included stats for this game on your site. I just picked it up today, looks like fun.

Posted 1/25/2011 7:28 PM by PaintByGaming - recommend - reply

Visit MistahPhoenix's Xanga Site!

Can't wait to know everything about this game. So I can make an educated choice instead of randomly picking endorsements without being able to tell which one fits my playstyle best :D

Posted 1/27/2011 11:33 AM by MistahPhoenix - recommend - reply

Visit PaintByGaming's Xanga Site!

The minigun is really weird if I understand that correctly.

Essentially after 1, 2, and 3 seconds, the minigun overlays a second firing interval of shots over the first.So for the first second it is firing 1 shot every 0.1 seconds.

At 2 seconds it is firing 1 shot every 0.1 seconds AND 1 shot every 0.2 seconds.

At 3 seconds it is firing 1 shot every 0.1 seconds, 1 shot every 0.2 seconds AND 1 shot every 0.3 seconds

And at 4 seconds it is firing 1 shot every every 0.1 seconds, 1 shot every 0.2 seconds, 1 shot every 0.3 seconds, AND 1 shot every 0.4 seconds

Is that all correct?

Are these times based off how long the minigun has been spinning or how long it has been firing? Ie if you hold right mouse to keep it spinning does it retain the higher rpm?

And I assume it is not retained after a reload?
Posted 1/28/2011 2:21 PM by PaintByGaming - recommend - reply

Visit DenKirson's Xanga Site!

@PaintByGaming - Yes. Four different fire intervals from a single weapon.

The sequence of the intervals causes the minigun to fire in a pattern of 1-2-2-3-1-3-1-3-2-2-1-4 shots per 0.1 second.
That pattern takes 1.2 seconds, so it would repeat exactly 50 times in a minute. Multiply each number by 50 and add them all up and you get 1250 RPM at the default rate of fire.

While it takes four seconds to reach the maximum spin up, it takes only one second to spin back down to the initial rate of fire.
That might mean that if you spun up to full and let it go for half a second, you'll catch it at the two second mark in the spin up.

Holding the secondary fire will keep the minigun spun up and it will fire all intervals once you start shooting.

Posted 1/28/2011 2:59 PM by DenKirson - recommend - reply

Visit alan44's Xanga Site!

you got a typo there in the table at sin sword's front grapple damage, 150 instead of 450.
and as always - great job, thanks. your work helped me to enjoy bc2 better in the past, and once I pickup mnc here you are again to save the day.

Posted 1/29/2011 9:15 PM by alan44 - recommend - reply

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What file(s) contain this data? 

Posted 1/30/2011 1:55 PM by PohTayToez - recommend - reply

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@PohTayToez -  For the PC version, monday night combat/HostileGame/Config/HostileBalance.ini

Posted 1/30/2011 7:32 PM by DenKirson - recommend - reply

Visit MistahPhoenix's Xanga Site!

I wonder if the Assassin's Dagger back damage multiplier applies to bots, or only pros.

Posted 1/30/2011 8:11 PM by MistahPhoenix - recommend - reply

Visit alan44's Xanga Site!

@MistahPhoenix - it does for bots too.

Posted 1/31/2011 4:04 PM by alan44 - recommend - reply

Visit Silhouette0's Xanga Site!

Den, I was wondering if it'd be okay for me to use some of the data from your blog to write a 'guide' of sorts on Monday Night Combat for GameFAQs.
I'll of course give you, and your site, full credit for supplying all the information, and if you'd approve of it, I'd happily send you a complete version first to ensure you're happy with the way I've done this.

I'd do this mostly to bring this information to more people, only in a different format, to post it as more of a guide than a collection of data.

I would obviously only do this after your approval, and I eagerly look forward to hearing your response, whatever it may be.

Thanks for your time, and for the info.

Posted 2/7/2011 5:12 PM by Silhouette0 - recommend - reply

Visit DenKirson's Xanga Site!

@Silhouette0 - Sure. They're just numbers anyone could get out of HostileBalance.ini.

Posted 2/7/2011 5:26 PM by DenKirson - recommend - reply

Visit dan1elzy's Xanga Site!

Hi Den, First time I am replaying here...
I like your work here, I am visiting ur blog since CoD4 weapons stats and used it for almost all the games u included....

Can you please say when can we except the Skills Information :) ?

Well I checked the file u said and figured out the things I was needed...

But I have some questions.

If I read correct at Skill_Level3 the assault Charge do 300 DMG and the grapple another 450 DMG...

Well, is it possible to do to a Pro the 300 + 450 at the same time ?

Posted 2/8/2011 8:23 PM by dan1elzy - recommend - reply

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@dan1elzy -  I'm not sure yet, but I think the two are separate. 

Whoever the Assault grapples in his Charge takes the 450 grapple damage, but will not have suffered the 300 from the charge.

Everyone else who just gets pushed away takes 300.

It's challenging to make sure these numbers do what I expect, especially since my particular system specs cause MNC to crash my PC at a whim (and my situation prevents me from rolling back to previous drivers to alleviate the issue), so testing is a big risk.
I'll probably have some/most of the skills up sometime this week and then I'll start figuring a way to put them in little images.

Posted 2/8/2011 8:45 PM by DenKirson - recommend - reply

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I will glad to assist you, after I enjoy your info for years thats the least I can do...
Contact me via steam [sonicx7x] if you need any help.

Posted 2/9/2011 5:23 AM by dan1elzy - recommend - reply

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Den, if you want some hlep with your PC situation, I'm glad to help, and will do some input for the Xbox 360 variant (Both pre and post-patch).  Just email me or post on my profile here if you want any of the software I use to fix computers.  As for dan1elzy, I don't think so, as the assault only does his full damage for the person he grapples, and the damage is applied after the grapple animation and stun animations are completed.  The other pros/bots in the grapple AOE take the 300 damage as a somewhat splash like damage (where distance has no bearing on the damage takes as long as your in the radius).


So, long story short, on the Xbox 360, the assault does a base 450 damage to the person that gets the throw animation, and 300 to the "splash zone" in a small redius about the assault's target.  This is based off a lot of conflicts on the Xbox 360, and I am still subject to being wrong (and I may very well be).


-IBurn36360

Posted 2/9/2011 4:49 PM by IBurn36360 - recommend - reply

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questions:
#1: does the critical endorsement and the assault skill stack?
#2: does the critical apply to skills as well? (e.g. charge attack)?

thanks bros.

Posted 3/22/2011 4:58 PM by reiyu13 - recommend - reply

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@reiyu13 - It does appear that the passive Critical Chance and the Endorsed Critical Chance will be added together.

In the case of an Assault Rifle and a Gold Endorsement:
An Assault's 5% and a Gold 5% will be a 10% chance of a Critical on every shot.
The two 0.25 damage multipliers are also added together to 1.5x.

I'm thinking there may be another possibility (two crit chances being independent), but this is the most simple, so it's probably right. Kinda tough to test random stuff.

#2: Critical Shot is limited to the weapons.

Posted 3/22/2011 11:27 PM by DenKirson - recommend - reply

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Den, does clip size endorsement upgrade increase the damage of Death Blossom for the Tank guy?

And how much health do bots gain after each level in Blitz gametypes?

Posted 3/23/2011 11:11 AM by Luftwacko - recommend - reply

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@DenKirson - thanks boss!

Posted 3/23/2011 12:16 PM by reiyu13 - recommend - reply

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@Luftwacko - Death Blossom Damage of Ammo is percentage based. A full Clip regardless of the max amount is the max 250 damage.
Though one thing I forgot to mention was that the Death Blossom does 10x damage versus bots compared to the JetGun's primary attack.

There are six bot variations in Blitz.

The bots at the beginning are at the default levels of health, armor and movement speed.

The first upgrade gets a 1.1x armor boost, a +50 speed boost.
Second, 1.25x armor, +100 speed and 0.75x Fire Intervals.
Third, 1.5x armor, +150 speed and 0.5x Fire interval.
Fourth, 1.75x armor, +200 speed and 0.4x fire interval.
Fifth, 2x armor, +250 speed and 0.3x fire interval.
Finally, 2.25x armor, +300 speed and 0.25x fire interval.

Posted 3/23/2011 1:00 PM by DenKirson - recommend - reply

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Any chance you can list the before/after changes of the 3/25 update?  More specifically the Assault changes as I'm curious how badly they gimped the Charge

Posted 3/26/2011 12:41 AM by Troggdor - recommend - reply

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@Troggdor - The bomb went from 346 to 456.

Charge went from 479 to 346.

Posted 3/26/2011 1:35 AM by DenKirson - recommend - reply

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Could I get you to clarify? I have no idea what those numbers are specifically :\
Mostly wanting to know the specifics of:
Bomb recharge old/new
Charge recharge old/new
Charge speed old/new
I'll take the raw stats from the Hostile/DefaultBalance.Ini's

Also trying to make sense of the values in the Hostile/DefaultBalance.Ini  I'm assuming the _Impulse is the speed for the Assault/Tank charges

Did the Assault Bomb get a nerf vs the moneyball?  I've seen a few people state that it used to do 3x to the MB and does 1.5x now

Posted 3/26/2011 5:40 AM by Troggdor - recommend - reply

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@Troggdor - The recharge rates depending on their Skill level, 123.

The Bomb's recharge rates in Levels 1 and 2 went up by one.
The Charge Skill went down one, two and three points of recharge per second on Skill level one, two, three respectively.

Yeah, the Bomb's damage vs MoneyBall went down to 1.5x from 3.3x.

Impulse is the force exerted on other players when hit by the Charge, what knocks them around. The speed/duration of the charge aren't in the Balance file.

Posted 3/26/2011 1:38 PM by DenKirson - recommend - reply

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does critical shot apply to death blossom and assassin grapples, especially back grapples?

Posted 6/22/2011 2:23 AM by reiyu13 - recommend - reply

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