MNC: Endorsements

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Zork Nemesis
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MNC: Endorsements

Post by Zork Nemesis » Thu Apr 07, 2011 5:05 am

I've been looking for some advice on 'good' endorsement setups, trying to figure out what endorsements can make each class more effective, and while i've got some which I feel work, I think they're a little under par and I would like some recommendations and evaluations on what I already have. This is what I have now.

Assault
3. Firing Rate
2. Health
1. Clip size

Tank
3. Health Regeneration
2. Health
1. Reload speed

Assassain
3. Health Regeneration
2. Health
1. Firing Rate (faster blade swings)

Support
3. Health
2. Reload speed (cause that shotgun takes far too long to reload in a firefight)
1. Skill recovery

Tank
3. Accuracy
2. Health Regeneration
1. Reload speed

Sniper
3. Firing Rate
2. Clip Size
1. Critical Chance

Are these good setups? I seem content with my Assault and Sniper setups, but not sure about the others, especially Support. What are peoples thoughts on these?
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Re: MNC: Endorsements

Post by abiscuit » Thu Apr 07, 2011 9:53 am

The Support has a lot of options with endorsements. I currently have three custom supports.

Bombs Away

1. Skill Recovery
2. Armor
3. Clip Size / Anything

The Support's skills are arguably his greatest asset, so Skill Recovery goes well with him. I find myself on the front lines more with this set due to the amount of Air Strikes you will have, so having an Armor endorsement is nice. Plus, the Armor allows you to survive Assassin facestabs with enough health left to shotgun them back. The last endorsement can be anything really.

GAP SHOT

1. Speed
2. Skill Recovery
3. Armor / Anything

I made this set specifically to spam Gap Shots. The speed allows you to go back and forth from the spawners quickly enough for maximum shenanigans. Skill Recovery is there to get your Firebase redeployed quickly in order to keep the money farm going. Bear in mind, this set is good for other things too. The extra Speed allows you to play hit and run with Air Strikes and sneakily placed Firebases. The last slot can once again be used for anything, but an Armor endorsement is always nice.

Tank Support

1. Armor
2. Health Regeneration
3. Fire Rate / Anything

This set's pretty obvious. Armor and Health Recovery make you a pain to kill, especially if you get a Lv.3 Firebase deployed. Skill Recovery is missed on this set, but you should be able to hold your own in combat.


I'm happy with these sets, they serve me well for their purposes. I'm still messing with other combinations of Support. An idea I want to try is one that maximizes the shotgun's efficiency.
Last edited by abiscuit on Thu Apr 07, 2011 9:58 am, edited 1 time in total.

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Re: MNC: Endorsements

Post by Jesus_Faction » Thu Apr 07, 2011 9:58 am


metacide
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Re: MNC: Endorsements

Post by metacide » Thu Apr 07, 2011 10:55 am

How does one get the upgraded endorsements?
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Re: MNC: Endorsements

Post by TheCarpe » Thu Apr 07, 2011 11:38 am

metacide wrote:How does one get the upgraded endorsements?
By buying custom classes. It's not really upgraded endorsements, just that you get to pick your own and what level.

I have like four custom Tank builds (because that's really all I play unless I'm screwing around) but the one I use most often is:

1. Speed
2. Health
3. Skill Recovery

A Tank who is deft on his feet is a real surprise to opponents expecting to be able to run out of his short-range weapon. I also do love my Product Grenades and Jet Charge, so some skill recovery is nice, but not as nice as staying alive longer.

Though I've been dabbling with a build consisting of:

1. Critical Shot
2. Health
3. Clip Size

This one is all about being a bunker buster. The critical chance isn't as appealing as the critical damage boost. In essence, when I'm juiced and everything becomes crits, I do much more damage and can really maximize my juice time. A juiced Tank is scary enough as it is, but with a 25% damage boost he's an absolute terror.
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Re: MNC: Endorsements

Post by BigBiker05 » Thu Apr 07, 2011 1:38 pm

Please don't put 1 2 and 3. Its actually Gold Silver and Copper and in game it turns those into Gold = 3, Silver = 2, and Copper = 1.

So when you guys are listing:
1. aaaa
2. bbbb
3. bbb

It is a bit confusing because I'm pretty sure you mean:

Gold. aaaa
Silv. bbbb
Cop. cccc


But anyways, for gold I would always do Armor. They nerfed it awhile back but it is still overpowered compared to the other endorsements.

Following armor for gold, it switches up a bit depending on class, but for silver its either speed or attack speed followed by copper with the opposite.

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Re: MNC: Endorsements

Post by Zork Nemesis » Thu Apr 07, 2011 2:34 pm

BigBiker05 wrote: But anyways, for gold I would always do Armor. They nerfed it awhile back but it is still overpowered compared to the other endorsements.

Following armor for gold, it switches up a bit depending on class, but for silver its either speed or attack speed followed by copper with the opposite.
Somehow I don't think that's good advice, as that doesn't really bring out each class' specialties, like Sniper and Support. Sniper has so little health to begin with that health endorsements don't do a whole lot. Sure, gold health will allow you to survive facestabs, but if you're staying alert, they're easy to avoid and counter. Support shouldn't be on the front lines either and while I see people running gold fire rate (and those people can murdelize with the heal gun), I don't think firing rate should be used on a support who's acctually doing their job.

What about other class weaknesses if you use that blanket endorsement set? Gunner reload speed and Support's relativly slow skill recoveryfor example; how does this work in their favor?
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This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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