Super MNC Pro Guide - CG
Super MNC Pro Guide - CG
Super MNC Pro Guide - CG
COMBAT GIRL
Written by Kvlheim
Pro Overview
Combat Girl is the evolution of MNCs Pit Girl, and joins Support and Leo in the Defender class. As such, she is slow, and has moderate health, but the highest damage output of all the defenders. She is more competent at holding her own in a fire-fight than the other defenders, with one of the most powerful nuke abilities in the game, and an effective secondary weapon. Combat Girl is effective at healing her team, pushing lanes and providing a secure hold on the annihilator if allowed to set up early enough. Considered as one of the easier pros in the game, she is very suitable for a player who wants to help their team with heals and setting up defensive positions with her turrets, but also soften up targets with her offensive abilities.
Weapons
Combat Healer: The Combat healer is a miniaturised version of Supports Heal/hurt gun, with the same primary heal and secondary hurt mechanic. Individually, amount healed per beam/damage per beam is much lower, and lacks the slowing ability. The way it shines, however, is in the multiple tendrils. Up to four targets can be healed/hurt at once, and she will be healing a larger amount than Support if all four beams are connected to the team, making her very effective in the early armouring up stage. Her hurt gun also drains health from targets, meaning that if the Combat Girl is low on health, she can drain a group of slims/shady bots to quickly regenerate. Unlike Support, the hurt beam will not designate targets for her turrets. Money can be gained from healing, and she will gain more money by healing all four teammates at once than Support will get from pocketing one team member. Remember that at every moment you should be checking up on your teams HP, if anyone dips below 60-70%, start healing. While you are not a TF2 Medic and cant keep someone alive in a huge fight, you can help them regenerate their health faster, and add that little bit of extra durability. Remember to over-armour your team at once at the start of the match, as while a team with support will only be able to armour up one member before the fighting starts, you will be able to get the whole team that extra health.
Nailgun: The Nailgun is a very effective secondary weapon that deals out moderate DPS, and has a grapple as secondary like all second weapons. It is extremely useful for wiping out bots and harassing overextending enemies. While useful, it is important to remember that Combat Girl is not a striker, and whilst the Nailgun should be used at every opportunity to wipe out bots and whittle down Pros who are too close, its a very bad idea to chase down opponents with it and go Nailgun Rambo like all too many new players do. When combined with her kitten turrets, opposing Pros in close proximity can be very quickly brought down in a hail of nails. While juiced/criting, the Nailgun can very quickly whittle down turret health from a distance, providing a quick stream of nails at it. Remember however that it is a pretty short ranged weapon; whilst infinitely more ranged that supports shotgun, there is pretty severe falloff at mid-long range. An interesting side note is that Combat Girl has a separate animation when grappling Assassin, a reference to the animosity between CG and Sin.
Skills
Skill 1 - Fortify: The only skill in the game that requires the use of another skill, Fortify increases Combat Kittens DPS, Health, Range, and adds a slow effect to them. This is VITAL in the situation you are ambushed by a Commando Defenders (minus a Leo with Massive Air) are the slowest classes, and have no mobility skills. You are always going to be outrun by a Tank charge or an Assassin rolling at you. When such a situation arises, the slow on your nest and you should always have a nest of kittens could be that one thing that helps you escape long enough to make it to a turret, or a teammate to come to your aid, or Death Dodger to kick in if you happen to run it. Its also useful to use during an annihilator fight; a lot of fire goes down there, and especially on Bullet Gorge/Spunkys walls it can be a whole ton of extra damage that the opposing team is too busy to notice. Skill 2 Combat Kittens: By in far the best turret in the game, purely for the fact that theyre robot kittens that meow and shoot bullets. But in all seriousness, Kittens are the perfect ambushing turret. Whilst they individually are extremely weak and have a low DPS, they are set up instantly and can be, nay must always be stuck on walls and ceiling, as 9 times out of 10 theyll be destroyed as soon as theyre noticed. Its useful to have at LEAST two kittens by the time the first annihilator comes, and to have a nest set up on it at the 4 minute mark. On Bullet Gorge, set them on the opposing teams wall; Spunky, on the ceiling between each pillar; Loco Moco is tricky as the annihilator platform is tiny and a single AoE explosion will destroy them, but corners is always a safe bet; Gun Mountain should be placed on the underside of the upper jungle, or the walls on the opposing side of the room. GrenadeIII.XIV is fairly awkward, as there is no need to set up on the annihilator platform itself, instead its effective to place them around an ejector button and lock that one down. An important note is to ALWAYS have a nest set up wherever youre pushing. Kittens are easily spammable and can be replaced as you move forward/back, but theyre essential for keeping you safe from pesky little commandos. They will keep them under fire long enough for the striker/enforcer covering your ass to move in and take them down, and fortify will hinder their escape. Its also good to note any kitten bot kills will count to your own use them in lanes to tag bots!
Skill 3 Combat Laser: Unarguably, the best feeling in the entire of Super MNC is landing a Laser Kill. This nuke ability fires an infinitely long laser beam in a straight line, dealing massive damage to whatever touches it. There are three main uses for this: wiping out bot lanes, softening up opponents for a teammate to finish off, and finishing them off yourself. It will instantly kill bots up to about Fuji-level of health, making it useful on straight lanes for completely clearing the lane (the lasers width meaning that spread groups will still be hit). Against softer Pros early game, and even higher hit point ones when upgraded, the laser will vaporise around half of their health pool if theyre fleeing, especially on the corridor on Locos left lane, a laser can destroy them. Against a full health Pro, the laser can seriously soften them up, meaning that a striker/commando can jump in to finish the job. While not bound by needing open air like Supports airstrike, and with unlimited range, the drawback to her laser is that it takes a good two seconds to charge, during which you cant move, and an indicator beam shows everyone where your laser will land. Make sure youre relatively safe when charging, as a grapple or knockback effect will cancel the laser and reset its cool down, which can be a huge problem. Fortunately, even with the indicator, opponents have a nice habit of walking into them. Predict where theyre going to be, or aim at a cluster of them to guarantee at least one hit.
Endorsements
Skill regeneration! Its very important to get this high, as it simply increases your ability to spam kittens and shoot off lasers, which are two of her more important abilities. Its also just a useful thing for any pro to use; meaning cooldown on your abilities is made much shorter. Rate of fire and accuracy can really increase your Nailgun power, putting it on par with the assault rifle, while fire rate will also increase your healing ticks, upping your healing potential and money gained from it.
Products
Again, just some advice based on what I use Money Magnet: Since youre rarely going to be right up in the thick of battle, its good to be able to mop up coins quicker from bot kills, saving time spent in the danger zone and allowing you to get back by a teammate. Bot Buster: Your second most important role after healing is going to be downing bots with the Nailgun. If this is allowed to build up enough, youll be downing bots in no time; helping your team clear lanes and helping you level up quicker. Death Dodger: Commandos are evil. Thats an absolute fact, and the quicker you get away from them the better. If theyre hurting you a lot, fortifying a kitten nest to slow them long enough for this to take effect will really save your bacon, and occasionally your remaining turrets may kill the offending ninja. Ive had so many lucky saves from this product its unbelievable.
Weaknesses: One of the slowest Pros in the game Very team dependant without protection shell die, and lone wolves are hard to heal. Healing will make you the target of enemy Pros, and the target of your own angry team. The curse of videogame healing. She has no mobility moves, very hard to escape a striker/commando jump. Laser cooldown in early game is painfully long.
Advice
Should your pro go after the annihilator or push bots? Its very crucial to set up at the annihilator as early as you can, usually a minute before its active. Keep a constant eye on it when its around 2/3 to 3/4 full, set up a kitten nest. This early, the other team are likely to not be there, but if theres enemy presence then NEVER go for it alone. Is your pro good at killing bots? Lasers and Nailgun say yes. Clear a lane with a beam of destruction and pick them off with the Nailgun. The hurt-beams are excellent at destroying groups of slims instantly. Is your pro good at killing pros? In a way, yes. Her Nailgun can provide very good DPS at close-mid range, and her laser can finish off and weaken enemy Pros very effectively, but it shouldnt be a priority. Most of your cash should come from healing and bots as good as her offensive abilities are, she is not a striker, and will not last in a one-on-one with a skilled player who isnt also a defender.
When should you fight and when should you run? Fight: When theres a cluster of enemies far away, use the laser. When someone has an opponent grappled, quickly set down kittens to add more DPS. If youre outnumbering the enemy at a location, help in the fight and whittle them down with nails. Always fight with your team, and dont lone wolf. Run: When youre one on one with a full health enemy who isnt also a defender, its good to retreat. You should always be with an enforcer for protection, but if you find yourself alone, retreat to your team. Naturally if youre low health, either retreat if there is an enemy presence, or go find a group of hostile slims and shady bots to drain some health back. Common sense naturally applies, youre weak, so dont stay somewhere where theres a lot of fire going on unless you have your team to protect you.
Basic Tips
Always set up nests wherever you go, you need that extra protection. Likewise, keep close to friendly enforcers at all times. An assassin will think twice about stabbing your pretty little face if a big mean gunner is watching your back. GrenadeIII.XIV Keep on the upper level. There are lots of places to set up traps on those walls, and you have no jetpack to save you if someone presses those ejectors. Dont Nailgun Rambo. Its a good weapon, but other people have better. Its hard to be humble when you know how to rumble. Put kittens where nobody can see them. Theyre best placed where an opponent wont notice them until they are being shot at. Use the hurt beams to wipe out slims and shadies instantly. If you think you can get that laser, go for it. It can very often get cross-map kills, and any bots between you and the point it hits a wall will be vaporised. Youre a healer. Heal. But you cant pocket very well, so instead try and keep more peoples health up. Above doesnt mean you should ignore a low health ally. For gods sake, get that boy back in fightin shape! Healing extinguishes fire, and destroys Artemis radiation. Grapples can hold an attacker in your nest, doing damage to them and allowing aid to come and finish them off