MONDAY NIGHT COMBAT SNIPER GUIDE Gamertag: xPEx Noscope Gamefaqs UN: x1R3CONIx Table of Contents 1. Legal Information 2. Class Introduction 3. Overview of Sniper Abilities 4. Countering Other Classes 5. Endorsement Options/ Gameplay Styles 6. Conclusion Legal Information This Guide/FAQ belongs to me and is not subject to be reposted without my permission. If you have any questions or concerns about this guide just email me at palagi987@gmail.com. Also if you want permission to repost this FAQ anywhere then just email me and make sure to give me some credit. Don’t want anyone claiming my work haha! Also as I’m sure you know I do not own Monday Night Combat or have the rights to this game or anything affiliated with it and these all belong to Uber Entertainment. Class Introduction Hi! Welcome to my MNC sniper guide. In this guide I will cover things such as how to counter specific classes, all of the sniper abilites and other things. My gamertag is xPEx Noscope and I am currently a level 80 in MNC. I don’t claim to be the best MNC player ever but I do have a lot of sniping experience. I have played the class since almost day one of the game and know it pretty well so I figured I would publish this guide! The sniper class in this game can be quite finicky, but when put in the right hands can single handedly win a match for a team. The sniper provides ridiculous long range damage and a fantastic ability to kill bots while being able to kill just about any class if played correctly. This class is a real glass cannon though (deals high damage but cannot take a lot), if an enemy gets in close range to the sniper it becomes much harder for the sniper to defend itself. Overview of Sniper Abilities The sniper class presents itself with a wide range of abilities that help to provide ways for the sniper to defend itself. When these are used correctly it becomes almost impossible for the sniper to die and extremely easy to take out other enemies. Weapons Sniper Rifle: This is the snipers main weapon and the bread and butter of any strategy you will have. It provides excellent long range damage and when upgraded to level two gives it the ability to penetrate. When upgraded to level three the bullets explode on impact with bots and pros. The alternate fire makes the sniper look down the sight. No scoping in this game lowers the damage of the sniper bullet a lot and makes crazy no scope shots completely useless. When firing the sniper sometimes it may look like you hit someone but the hit does not register. Sometimes you may have to lead your shots a little bit depending on the lag or even in a perfect game. Headshots will always have a slight lag and some odd hit boxes that take a little bit of getting used to. SMG: The SMG is the secondary of the sniper. It has a small clip and fires pretty fast and does moderately low damage. The alternate fire of the SMG does a grapple that does moderately low damage. Passive (Down): The passive skill of this class when upgraded first gives the sniper bullets the ability to penetrate enemies. When upgraded again the bullets now explode off of any pros, bots, or turrets. This is extremely useful and should be soft after fairly early in the game. This allows you to kill multiple bots with few shots and even the occasional pro while botting. Also if you know a friendly team mate is being damaged but you cannot see the enemy you can toss a couple shots on your friendly pro and the explosion may damage or kill the enemy. Using the explosive shots effectively can seriously help turn the tides of battle. This ability alone makes the sniper one of the most effective botting classes in the game and also gives the sniper a great way to control the enemy pros. Flak Grenade (X Button): This skill makes the sniper toss an area of effect (AOE) grenade a little ways in front of him. Upon upgrading this skill the damage and radius of this skill increase and the cool down reduces. In lower levels this ability is used more for crowd control than for damage. It doesn’t really have much effect on enemies until level two and isn’t really a level three priority until somewhat later in the match. At the beginning of the matches if you see an enemy and you want to force him to go a certain direction just throw a flak his way and he will be forced to move opposite of the flak. This is a great way to control the flow of enemies and especially when flights come to close range. When upgraded to level three the flak becomes deadly and greatly aids in killing heavy classes such as tanks and gunners while it can also solo rogues and healers. Freeze Traps (Y Button): This is probably one of the most crucial abilities the sniper has. Proper placement of traps allows for greater defense and sniping without interruptions. The number of traps you are allowed to have out at once corresponds to the level of your trap. So a level three skill allows three traps at once. When leveling the skill up the radius of the traps increases and a skill drain aura is added also. When camping on elevated positions put traps on ledges that enemies commonly will fly up to or on landing pads that jump pads put you up to. Proper trap placement allows for a secure sniping position and a few easy headshots while you’re at it. Grapple (B Button): A very good close range ability; the grapple does great damage and has a knockback when upgraded to level three. When using the grapple with the sniper rifle out you will do more damage than using it with the SMG. This ability is perfect for killing rogues or any other class that thinks they can sneak up on you. There is really no special tactic to this move besides trying to aim enemies near the edge so even if you don’t kill them all the way you will get the ring out. Countering Other Classes You can kill bots as much as you want but at the end of the day you’re going to have to kill some pros at some point. Here are my tricks and tips to combating all the enemy classes. Assault: The assault is a formidable enemy because of his jet pack which allows him to hover over freeze traps and he can angle down on you. The assault rifle also provides him with decent long range damage and the grenade launcher can be used to drive you out of positions and blow up your freeze traps. When dealing with them at long range it is fairly simple; a nice headshot or a few body shots will take the assault out nice and easy. When the assault gets close though, things can get a little bit tricky. In this situation line of sight is your best friend. Make sure the assault can see you as little as possible because that assault rifle will tear you up. Toss a flak towards the assault to force him into moving a certain direction. Keep kiting (or guiding) the assault around corners while shooting with SMG and toss a freeze trap or two around corners to trap him for the easy headshot. Grappling the assault is not the best option because then you will be in range of his charge which does massive damage. Your whole strategy here should be to keep make the assault not be able to see you and to force him where you want him to go. Use corners to your advantage and traps. Rogue: The snipers worst enemy; the rogue has any ways of avoiding traps and has many ways of taking you out. Trap placement is key when dealing with rogues. Try not to put traps on places they can avoid by walking on ledges for example or putting them in easily jumpable spots. The rogue’s dash to grapple combo can eliminate a sniper in two seconds so not allowing the rogue to get close is also critical. Even with Gold armor you will not survive a back grapple from a rogue so the goal here is to have this not happen. If you are opened on a by a front grapple you will live with gold endorsement armor and second endorsement armor until the rogue gets the katana. When this happens quickly grapple the rogue as soon as hers finishes. A level two or three grapple will either ring out or kill the rogue but a level one grapple will not do enough damage. If you use a level one grapple quickly jump backwards as it finishes because the rogue will most likely dash at you. Then simply SMG the rogue to death or lead her into a trap for the easy headshot. If you see a rogue coming from a distance then try and lead the rogue to a trap or grapple the rogue before it has the chance to open on you with a grapple. This is all about timing. Listening for the rogues very audible hum is huge when trying to combat rogues. Support: Overall the support class does not really pose a huge threat to the sniper because they should be healing their teammates and not going for you. Chances are a healer will be grouped with another pro that has high armor such as a gunner or tank. Explosive bullets help a lot here because you can pick up the double kill nicely or at least kill one and damage the other for another teammate to kill. The main weapon that a support has against you is the airstrikes. A properly placed airstrike will take you out without even knowing, so listen closely for the beeping noise that an incoming airstrike makes. When sniping on top of bridges they will throw the airstrike under the bridge so the noise will be much fainter and seem distant and may take you out or trip your trap. If a healer puts a firebase near you then your best bet is to just snipe at it, wait for your health to recover and rinse and repeat. In the off chance that a healer makes it close to you their shotgun will tear you to pieces. So just lead them to traps and use your flak and grapple as highlighted earlier. Tank: Tanks are scary no matter what class you play. They have ridiculous health and amazing close range damage. Fortunately they move very slowly and this allows a lot of time for the sniper to damage the tank before he gets to you. Headshots are fairly easy on tanks because the head is right in the middle of the body. Tanks close to a sniper are extremely dangerous. Flak grenades and kiting with freeze traps around corners is key. The tank is another class that should not be getting close to you most of the time because of its slow movement and it is a large target for other pros on your team. Make sure when kiting you stay out of charge and death blossom range because these attacks do serious damage. Gunners: Gunners can be extremely annoying for snipers because of their mortar cannons. This gun can do some nasty damage if it hits you, blows up your freeze traps, and can force you of your sniping position if used correctly. Fortunately the gunner moves fairly slow and will often not make it very close to you. When gunners shoot they move even slower and open themselves up to extremely easy headshots. If a gunner gets close he can slam you off the map, and grapple you. Also the mini gun does ridicules damage at close range. So in the off chance that you encounter a gunner in close range just make sure traps are laid out properly and get the easy headshot. Sniper: An enemy sniper is probably your biggest worry on the other team. Not only is it your job to make sure he can’t kill your bots or teammates you also have to make sure he doesn’t kill you! Sounds fun right? Well when engaged in a sniper battle your first thought is to locate the spots the enemy sniper will commonly shoot from. This way you can set up angles on him that make it much harder for him to snipe you. If you see a sniper looking at you but you are behind cover try and line the shot up level with his head and a nice distance away from him. This way when you move out of cover the reticule will be right on his head and you can get the quick headshot before he even realizes what happened. When in a sniper battle in the open you have to constantly move and try and predict his movements. Most often the enemy will be strafing to the opposite side that you are. You can use this to your advantage; for example if instantly start strafing right you will figure the enemy will strafe to your left and you can place your shot accordingly. Also use jump shots to your advantage. If you are behind cover you can line up a shot on a sniper in the open and just jump and fire. Endorsements and Game Play Styles There are multiple builds or endorsement combinations that a sniper can use to snipe effectively. The most common builds that I use/see other snipers use are as follows: Class 1: Gold: Rate of Fire Silver: Armor Bronze: Critical Shot This class is the main set of endorsements I use when playing sniper. It allows for quick firing to get more body shots into the enemy faster resulting in more kills and faster botting. Lets face it, the sniper base rate of fire is pathetically slow and an endorsement that helps it is needed. The silver armor allows for the survival of most grapples and other damage. Survivability = more sniping and better team support. The bronze critical shot allows for some added damage and can help take down heavier classes easier. Class 2: Gold: Rate of Fire Silver: Armor Bronze: Skill Recovery This class is also very popular and similar to the previous one. The only variation is in the bronze skill recovery. This allows for more grapples, traps, and flaks; making this class slightly more suited to crowded sniping spots or offensive snipers. Class 3: Gold: Armor Silver: Rate of Fire Bronze: Skill Recovery By switching around the Armor and Rate of fire you give the sniper a little bit more survivability. This class allows the sniper to push forward more and provide more offensive support. A sniper using this setup should still stay with team mates but help them push up the map as well. There are other variations of sniper endorsements that are viable but I would say that with these three you will see the best results and also enjoy playing the class as well. As far as game play styles go, I believe that there are really only two styles of play a sniper can have. These are being an offensive sniper or defensive sniper. The job of a defensive sniper is to stay back and lurk near your base: killing whatever bots or pros that make it past the midfield line. You basically want to keep your side of the map on a lockdown and make sure your turrets stay up. Another key job of the defensive sniper is to make sure the annihilator is clear. Keeping the enemies off the annihilator allows for bot domination by your team. When defensively sniping make sure your perimeter is lined by traps and you have a clear view of bot lanes and the annihilator. Being mobile around your base isn’t a bad idea either because you can keep eyes on all your team mates while keeping the enemies guessing. Key things to upgrade first when playing defensively are your passive skill, traps, and grapple in case a pesky rogue tries to pick you off. Level three is not really a necessity until late game so keeping it at level two for a while isn’t a bad thing while playing like this. The offensive sniper is a different beast. Your job is to bot early and often and stick with your teammates to help push the lanes. Good spots to snipe are the annihilator and secure bridges that have lots of walls. Having a firebase nearby isn’t bad or another pro to help protect you. Throw your traps in guaranteed enemy paths so you can pick off lots of pros. Some skills you will want to upgrade while playing like this are your passive, grapple, and flak. Your traps do not have to be at level three because you should be pushing up with your team mates and forcing a lane. Three traps are nice if you have the money in the early game but it is better to focus on your offensive abilities. Level three grapple is not also necessary in the early stages of the game because you will probably rely on flak to push enemies back. Conclusion Overall the sniper is an extremely fun class to play. When this class is played correctly it is a very formidable killing machine that uses all of his abilities to an advantage. I hope you learned something from this guide and I will see you in the arenas! :D Thanks xPEx Noscope