Brutes seem to be lacking.

Classes overpowered? Ability cooldown too quick? Certain items too expensive?
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Brutes seem to be lacking.

Postby terencela » Wed Sep 30, 2009 10:05 pm

I've looked at the 3 classes and I think scouts and marines run the game. The only good thing brutes are good for is DMs, even though scouts using gas and marines using grenades still have the upper hand. In CTF, brutes don't have a hope. Scouts have the sprint ability and marines have blink. Brutes should also have some way of being able to move faster and stand a chance in keeping up with the enemy who has the flag. The brute's specials are pretty lame in comparison to the other classes too. Gas, flash, sprint and invis are all great, as are grenades, shield, lifesteal and blink. Enrage sucks because you're left with one life, reflect sucks because it doesn't reflect all the damage, setup kinda sucks because you can't move and luck completely blows. I feel brutes are only good for killing which doesn't really matter in CTF. You can make 30 kills and still lose.
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Re: Brutes seem to be lacking.

Postby superman » Thu Oct 01, 2009 7:13 pm

I strongly disagree I personly think I make more of an impact on a ctf game with my brute. If u just sit and w8 u don't do much to influence who wins the game. But I can take my brute to a ctf game on either map and stop ppl with just a presence. If u try to just run past me ull regret it if u avoid me then that's time I take from your attempt at my flag. If the other team is camping at the base then I'm going on a sucide run and taking out 3 or 4 of u allowing for my team to have a chance at the flag. Its a lot more than who can run the flag

Setup is an awsom skill for deffence and offence once u practice at it

Reflect is great against other brutes and smoke

Enrage it a tide turner when u are out #ed (if u time it correctly)

Luck makes up for the lack of speed



I understand your points I once thought the same way but after I played different tactics other than sitting on flag I quickly changed my mind(I even changed my def stratgy)


If and class is lacking its marines abilty to produce offence they can run and defend well but have no usefull offence. Frags are basicly useless and the other stuff is just deffensive don't get me wrong marines can be game changing but useless without potions


Its like in real life u send hords of marines in half of them die and the army has to bail them out with there superior variety of effective on target quick and deadly fire power
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Re: Brutes seem to be lacking.

Postby Phantasm » Thu Oct 01, 2009 9:35 pm

Seeing that I only play brute and marine, I know nothing of scouts lol.

But superman is correct in many ways.

Setup works best when a group of people charge you. U will take them down. And brutes that spin in circles are noobs. When you use setup, you need to plan the timing of its refresh so u can unsetup and hit luck or a damage potion and boom, their dead.

Enrage has some kinks in it. There is a glitch where it doesn't work at all, and you just die. But when it does work, you make sure you have a medpack ready. Hit enrage, then large med, and medium med if u have one too, and you are practically at full hp again AND invinsible. Again, noobs use it and then die (unless the brute is out of medpacks). It can mean 1 to 2 player kills.

Reflect is only truly good on smoke grenading scouts and brute against brute. Otherwise, its pretty useless imo.

Luck is AMAZING with the accuracy trinket.

With the right skill and trinket arrangement, many players know, I kill scouts like flies. Except for the occasional rocket that shoots past faster than I can target.

I do agree that brutes lack in one area....range. Scouts have smoke, marines have grenades, I think brutes should have stun grenades. Just a short term nade that will need to be properly timed to utilize. 1-2 seconds of sitting still, can give a brute the chance to catch up. Because half the time people just avoid me unless I sit at my flag or attack the opposite team's base.

As for marines, if I would change anything about them it would be lifesteal. I like the skill, but I think it needs to give more health to the marine, even if the damage given remains the same. Marines are purely tactical, if you don't plan and think your actions through, you will die just as much if not more than you kill. But if you are slick, you generally come out to at least 2 kills for every death.
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Re: Brutes seem to be lacking.

Postby terencela » Sat Oct 03, 2009 10:22 am

Another point, when I'm setup and there's a scout running towards me, I'm shooting but doing no damage, but when a marine's coming towards me, I'm tearing him up and killing him in 5-7 shots. Is this a glitch?
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Re: Brutes seem to be lacking.

Postby Phantasm » Sat Oct 03, 2009 3:40 pm

Its that scouts mainly run this game. That's why I refuse to play one and add to the mayhem. Their speed out does any skill a marine or brute can come up with.

When they move fast with sprint or potions they can't be hit unless they are running directly toward or away from your barrel. But even worse, with both, along with stimpack and then again sprint and potion....it makes them immortal. There is no way to target them until they slow down. Some of them are naturally so fast (with their stat points) that they can merely run back and forth, run in a circle, or at a diagonal and avoid all fire.

That's why I usually stay at the flag or attack the enemy's base, where scouts have no choice but to fight or lose.

I know many will disagree with me, but I believe that skills should not be able to stack nor should the same potion be able to be stacked with the use of stimpacks. I think instead scouts should be given an evasion that lowers the accuracy of other players against them for a short time.
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Re: Brutes seem to be lacking.

Postby p_boy » Sat Oct 03, 2009 3:57 pm

so what ur saying is ur gonna take away my secret weapon? Cheetah? thats what makes my scout so effective. once i get the flag, majority of the time wen i use my cheetah im halfway there. its a strategy that i use and its up 2 u guys 2 counter it
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Re: Brutes seem to be lacking.

Postby Phantasm » Sat Oct 03, 2009 6:09 pm

LMAO! Your cheetahs are a thing of evil! And its up to the developers not me.
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Re: Brutes seem to be lacking.

Postby p_boy » Sat Oct 03, 2009 7:05 pm

to my team, my cheetahs are a thing of beauty. haha i like what u sed about not breaking the sound barrier. that cracked me up!
Inf:LightFoot 50 = runner atk def clear outs plan maker. hes versitile and can do pretty much anything
HawaiiBoy808 6 = atk def plan maker
VeryHeavyFoot 15 =mayb atk for sure def plan maker
LightF00t 6 = runner, def plan maker
Green_Arrow808 9 = idk
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Re: Brutes seem to be lacking.

Postby superman » Sat Oct 03, 2009 9:04 pm

I've got the brute vs scout thing down to a science a good scout can get away from me but they got to use 2 meds and catch me off guard and get lucky with the hit ratio (ok well maby not all of those but at leats 1 of them). I can say that no 1 can escape my scout without hlp but with my brute ther are so low on health and they barly get out the door with my scout they get to the pond were they can get some back up so its kinda a give and take while my brute needs some hlp getting those last few shots off my scout let's them get too far away

1 on 1 scouts got the advantage(invis) but if I'm attacking the base they got no chance probly cus they got a different quick slot set up then if they are attacking
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Re: Brutes seem to be lacking.

Postby [STR]THE-FLASH » Mon Nov 02, 2009 2:05 am

I own wit my brute lol especially if u kno wat ur dooing
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