you probably have to hit -12.5% to lose a rocket.
HOWEVER, getting the endos to actually gain a rocket is the single best thing you can do for her dps.
the only pro that needs to bother with reload speed is the gunner
Is it just me, or is Support a bit on the weak side nowadays? Feels like everything he does, CG does better. Especially since she doesn't have to worry about the roof blocking her beam cannon.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Laser is better than air strike on spunky/bg, and as good on the other 2.
Kitties are more useful than the firebase period.
The nailgun is infinitely more useful than the shotgun.
That said, the heal/hurt gun is beastly. (I'd be ok with them nerfing it if they actually made the shottie at all useful) AND overclock is a lot better than fortify.
At the end of the day, I'd say an excellent Support does more for their team than an excellent CG in a premade team, BUT at low-to-average levels of play they're pretty on par with each other.
If I'm carrying a team of bads, I'd much rather be doing it as a CG. I can't even say how many games I've lost as support because I can push to their rock-its, but can't get them down by myself. Then we lose on the counter push after the defending team gets a free level or two off my teammates running in blindly. (here's one from last night) If I'm playing CG in that same situation, I can typically get the turret and moneyball down and that's enough momentum to secure the win.
SaraLuna on
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Snare on the Hurtgun means that Support is the undisputed champion of any 1v1 encounter
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
Dude support turret just owns whatever area it's in. That couple with the hurt gun should be considered cruel and unusual torture.
Spamming airstrike > laser every once and awhile.
Denying annihilator control on loco moco > kitty nest
Support's firebase can be taken out in seconds by almost any pro and only kills people dumb enough to walk into it.
Properly placed kitties distract opposing players for longer and have way more utility even if they're not strictly 'deadlier'
And yes, I almost always take support on loco b/c air striking the anni is stupid good there. (Though like I said, I'm beginning to suspect it's costing me more games than it's winning)
Support is amazing on Loco Moco due to annihilator control. CG is pretty good on any map though due to the way her skills go, and her weapons (excepting the snare on the heal/hurt) seem overall better than Supports.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I thought Support's airstrike now dealt some damage even if the target was under cover? I could be wrong.
But yes, I prefer CG over Support. By quite a margin.
Homogeneous distribution of your varieties of amuse-gueule
Free Pro Rotation: Assassin, Gunner, Karl, Leo, Support, Veteran
I hear Rule Changes: 7 is on the Foxy Boxing Network.
It's time for Turbocross! Our first new game mode has arrived for all you who want to try much faster, less strategic gameplay. The Rules Have Changed! Turbocross features rebuildable turrets, faster movement, higher lethality, and no passive power improvement with level. The objective remains the same as Super Crossfire; push bots, destroy the Moneyball!
We're also introducing more fan inspired content! Mustaches are now available as flair. There is a new slot of flair that goes on Pro's heads so you can mix and match your staches with your chest flair. We'd love to see pictures of your Pro creations!
As always, feel free to leave us feedback at http://www.uberent.com/forums! If you have issues please email support@uberent.com.
The current version is: 36647. If you don't have this version, please restart your game.
New Rules
Added new game mode: Turbocross
Changed "Mute Players" menu option to "Action Menu"
Added reporting of players to the Action Menu.
Added new visual effect for health regeneration.
When choosing item categories in the store, the camera will now focus on the area of the Pro the item represents.
Flair can now be previewed in the inventory screen.
Reduced the volume of the game ready horn.
Selecting a Pro in the store now updates the item store filter.
Custom games now allow the creator to choose the map.
Added Long Shot Turrets for Turbocross
Added Shave Ice Turrets for Turbocross
Updated turret chooser UI.
Long Shot turrets now have shells that do not collide with the world during their ascent.
Bug Fixes
Fixed store filter drop down from appearing when you return to Pro selection from the cart.
Fixed turrets from targeting enemy shielded turrets.
Fixed being able to open the skill pick menu while using the Annihilator.
Fixed music turning itself back on while looking through taunts.
Fixed turrets being rebuildable when they shouldn't be in Super Crossfire.
Fixed selecting a Pro in the custom class screen from resetting to default.
Fixed navigation bar button text from reading "PLAY NOW" if you held the mouse button down over one for a short time.
Fixed image size for endorsements in the Locker Room.
Fixed small visual overlap in the bundles screen.
Fixed the Annihilator ready message from sometimes showing a player's name under it.
Fixed the "Exit" button from sometimes displaying "Play".
Bundles
New Bundle: The Stache Stash
Flair
Added slot for head flair.
New head flair: My Friend Lars
New head flair: The Plumber
New head flair: Dali
New head flair: Captain Thompson
New head flair: Motorhead
Products
Health Inverter: Life Steal amount: 0.13 -> 0.12
Bullet Gorge Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Downtown Spunky Arena
New unique hazard: "The Fuzz" - When used, a swarm of Fuzz bots will fly along the to of the middle wall and ring damaging anything they hit. Cost: $500 Recharge: 60 seconds.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Gun Mountain
Continued art revisions.
Shelly Cannons now fire only on the closest lane.
Fixed missing overhead cameras.
Fixed collisions on some wall pieces that allowed weapon fire through.
Fixed missing name on damage taken by Shelly.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Loco Moco Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Assassin
No longer takes any fall damage.
Captain Spark
No longer takes any fall damage.
Voltage Spike: Alt Fire Damage: 45 -> 40
Cheston
Roar: New visual effect.
Fixed headless Cheston when using his Chickey head on the Icemen.
Combat Girl
Combat Healer: Alt Fire heal from drain: 3 -> 6
Gunslinger
Fixed disco ball dropping down during the Action Hero taunt.
Uniform: Valentines Day: Fixed corrupted backpack texture.
Knee Cap: Slow: 0.7/0.5/0.5/0.5 -> 0.75/0.75/0.75/0.75
Knee Cap: Lock Time: 1/0.75/0.5/0.25 -> 1.25/1/0.75/0.5
Leo
Updated the trail effect on Leo's wings.
Fixed mis-mapped poly on Leo's wing.
Well, I played my first game of Turbocross. Can't say I really enjoyed it. Is this really what MNC was like? Theres really no point to bot waves (since most games end during "overtime"), snipers and gunner are ridiculously powerful, and theres no real feeling of progression in matches. Its just a big killfest in the middle of the map until overtime. Uber's game design has improved so much in the past six months, its such a shame to see them release a mode like this. At least it will shut up all the people complaining that the lethality is too low.
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
I don't know. I can see some great things happening with turbocross. For 1, a single player can carry better. So being stuck in a team of retards isn't so much as a automatic loss.
Posts
I'm usually happy with 5-10 kills, but mostly because I push for 10-15 minute wins.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Been thinking about buying one of the bigger reload speed ones.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
HOWEVER, getting the endos to actually gain a rocket is the single best thing you can do for her dps.
the only pro that needs to bother with reload speed is the gunner
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
also: ultra and bacon fire rate endos get you the same boost to clip size as regular and extra clip size endos respectively
it hurts your accuracy but that doesn't matter as much when you can rapidly spam rockets forever
I didn't know that!
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
CG is a good noob class, but support haves so much more utility.
Kitties are more useful than the firebase period.
The nailgun is infinitely more useful than the shotgun.
That said, the heal/hurt gun is beastly. (I'd be ok with them nerfing it if they actually made the shottie at all useful) AND overclock is a lot better than fortify.
At the end of the day, I'd say an excellent Support does more for their team than an excellent CG in a premade team, BUT at low-to-average levels of play they're pretty on par with each other.
If I'm carrying a team of bads, I'd much rather be doing it as a CG. I can't even say how many games I've lost as support because I can push to their rock-its, but can't get them down by myself. Then we lose on the counter push after the defending team gets a free level or two off my teammates running in blindly. (here's one from last night) If I'm playing CG in that same situation, I can typically get the turret and moneyball down and that's enough momentum to secure the win.
Spamming airstrike > laser every once and awhile.
Denying annihilator control on loco moco > kitty nest
Properly placed kitties distract opposing players for longer and have way more utility even if they're not strictly 'deadlier'
And yes, I almost always take support on loco b/c air striking the anni is stupid good there. (Though like I said, I'm beginning to suspect it's costing me more games than it's winning)
But yes, I prefer CG over Support. By quite a margin.
Free Pro Rotation: Assassin, Gunner, Karl, Leo, Support, Veteran
I hear Rule Changes: 7 is on the Foxy Boxing Network.
It's time for Turbocross! Our first new game mode has arrived for all you who want to try much faster, less strategic gameplay. The Rules Have Changed! Turbocross features rebuildable turrets, faster movement, higher lethality, and no passive power improvement with level. The objective remains the same as Super Crossfire; push bots, destroy the Moneyball!
We're also introducing more fan inspired content! Mustaches are now available as flair. There is a new slot of flair that goes on Pro's heads so you can mix and match your staches with your chest flair. We'd love to see pictures of your Pro creations!
As always, feel free to leave us feedback at http://www.uberent.com/forums! If you have issues please email support@uberent.com.
The current version is: 36647. If you don't have this version, please restart your game.
New Rules
Added new game mode: Turbocross
Changed "Mute Players" menu option to "Action Menu"
Added reporting of players to the Action Menu.
Added new visual effect for health regeneration.
When choosing item categories in the store, the camera will now focus on the area of the Pro the item represents.
Flair can now be previewed in the inventory screen.
Reduced the volume of the game ready horn.
Selecting a Pro in the store now updates the item store filter.
Custom games now allow the creator to choose the map.
Added Long Shot Turrets for Turbocross
Added Shave Ice Turrets for Turbocross
Updated turret chooser UI.
Long Shot turrets now have shells that do not collide with the world during their ascent.
Bug Fixes
Fixed store filter drop down from appearing when you return to Pro selection from the cart.
Fixed turrets from targeting enemy shielded turrets.
Fixed being able to open the skill pick menu while using the Annihilator.
Fixed music turning itself back on while looking through taunts.
Fixed turrets being rebuildable when they shouldn't be in Super Crossfire.
Fixed selecting a Pro in the custom class screen from resetting to default.
Fixed navigation bar button text from reading "PLAY NOW" if you held the mouse button down over one for a short time.
Fixed image size for endorsements in the Locker Room.
Fixed small visual overlap in the bundles screen.
Fixed the Annihilator ready message from sometimes showing a player's name under it.
Fixed the "Exit" button from sometimes displaying "Play".
Bundles
New Bundle: The Stache Stash
Flair
Added slot for head flair.
New head flair: My Friend Lars
New head flair: The Plumber
New head flair: Dali
New head flair: Captain Thompson
New head flair: Motorhead
Products
Health Inverter: Life Steal amount: 0.13 -> 0.12
Bullet Gorge Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Downtown Spunky Arena
New unique hazard: "The Fuzz" - When used, a swarm of Fuzz bots will fly along the to of the middle wall and ring damaging anything they hit. Cost: $500 Recharge: 60 seconds.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Gun Mountain
Continued art revisions.
Shelly Cannons now fire only on the closest lane.
Fixed missing overhead cameras.
Fixed collisions on some wall pieces that allowed weapon fire through.
Fixed missing name on damage taken by Shelly.
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Loco Moco Arena
Turbocross: Setup turrets to be level 3 Lazer Blazers in front, empty nub second, and level 3 RockIts at the Moneyball. Turrets have no shields, can be rebuilt and can be healed.
Assassin
No longer takes any fall damage.
Captain Spark
No longer takes any fall damage.
Voltage Spike: Alt Fire Damage: 45 -> 40
Cheston
Roar: New visual effect.
Fixed headless Cheston when using his Chickey head on the Icemen.
Combat Girl
Combat Healer: Alt Fire heal from drain: 3 -> 6
Gunslinger
Fixed disco ball dropping down during the Action Hero taunt.
Uniform: Valentines Day: Fixed corrupted backpack texture.
Knee Cap: Slow: 0.7/0.5/0.5/0.5 -> 0.75/0.75/0.75/0.75
Knee Cap: Lock Time: 1/0.75/0.5/0.25 -> 1.25/1/0.75/0.5
Leo
Updated the trail effect on Leo's wings.
Fixed mis-mapped poly on Leo's wing.
Sniper
SMG: Damage: 16 -> 18
Wascot
No longer takes any fall damage.
if anything, they should just lump both play system on the same queue.
That was quick. Maybe TF2 and Dota aren't patching tonight.
One thing I will say: do not use Lime Spunky. Juicing heals you fully.
I have to admit, it's a lot of fun.
There needs a lot of balancing to be done. For example, Gunslinger is the 'Fuck you, that's why' class in this mode.
The turrets needs some work too.
But overall, it was a fun mode.
Not that they're very complex, but it always felt weird that they were missing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
My board games -->http://www.boardgamegeek.com/collection/user/cpugeek13
My BGG wishlist --> http://www.boardgamegeek.com/wishlist/cpugeek13
The only major issues is the balancing.
I wish SMNC would get more coverage than it has. It is by far my favorite game of this year so far, but most people I know have never heard of it.
My board games -->http://www.boardgamegeek.com/collection/user/cpugeek13
My BGG wishlist --> http://www.boardgamegeek.com/wishlist/cpugeek13