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. Donít want anyone 
claiming my work haha!

Also as Iím 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 donít 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 doesnít 
really have much effect on enemies until level two and isnít 
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 youíre 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 
donít 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 
youíre 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 rogueís 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 canít kill 
your bots or teammates you also have to make sure he doesnít 
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 isnít 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 
isnít 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 isnít 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