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Fortified


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#1 Female

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Posted October 29 2012 - 04:23 PM

Does anyone know if they will add a better HUD to the fortified position for Brawlers and Rocketeers?

I never know how much HP I have while fortified.
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#2 vince

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Posted October 29 2012 - 04:25 PM

After that, can someone explain what's going on in Female's signature gif?

#3 PiVoR

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Posted October 29 2012 - 04:28 PM

Sharpshooter got same issue while zoomed in.

#4 seeyouinhell2mf

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Posted October 29 2012 - 04:31 PM

I like it like that, it makes you come out of fort position every now and again to check, its a good way to help balance it.

#5 Beemann

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Posted October 29 2012 - 04:44 PM

View Postseeyouinhell2mf, on October 29 2012 - 04:31 PM, said:

I like it like that, it makes you come out of fort position every now and again to check, its a good way to help balance it.
Except it's not even a good ability as it stands
Making yourself a static target for +35% prot and a bit or regen or a small damage boost isn't really worth it
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#6 seeyouinhell2mf

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Posted October 29 2012 - 05:03 PM

Usually I pull down a couple kills in that mode, boost away and repair, repeat. I really like the twin barrel MG that the brawler gets too.

#7 AsianJoyKiller

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Posted October 29 2012 - 05:24 PM

View Postseeyouinhell2mf, on October 29 2012 - 05:03 PM, said:

Usually I pull down a couple kills in that mode, boost away and repair, repeat. I really like the twin barrel MG that the brawler gets too.
At the moment there are a lot of new players who don't know how to deal with a turret mode C class properly.
But even a lone A-mech that knows what they're doing will be able to take you out without much difficulty.

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

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#8 Daien

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Posted October 29 2012 - 05:59 PM

Have been playing a Brawler for the past hours (20?) and I really do not find this ability usefull. Sometimes - yes sometimes, when defending an AA in siege, might be interesting to pull it out and get a few frags on the fly from the 'surprised' players.

The lousy regeneration do not compensate the loss of mobility. Even if it was like 75% damage reduction, a standard player (knowing game mechanism) will be able to escape 99,99% of the time.

I will not add the fact you can't even see your life.This would be 'okay' for a pure DPS mode (like a berserker ability or whatever) but for a defensive one ? Really ?

#9 seeyouinhell2mf

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Posted October 29 2012 - 06:51 PM

I dunno, it seems if you play the part right its not too bad. usually I keep my back to walls and say a decent distance away and just let rip with the MG, though flak cannon and the tow are pretty brutal at close ranges I must say. regardless I like that you can't see life, it makes you come out of turret mode every now and again to avoid a team full of turret classes forting the fuzzy bunny out of a single area. So long as you do an adequate job of keeping track of your health, weapon heat, and ammo reserves you'll have a good time.

#10 AsianJoyKiller

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Posted October 29 2012 - 06:56 PM

View Postseeyouinhell2mf, on October 29 2012 - 06:51 PM, said:

it makes you come out of turret mode every now and again to avoid a team full of turret classes forting the fuzzy bunny out of a single area.
You don't see that because it wouldn't work.
A team full of near-static mechs would be easy to wipe out.

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'


#11 seeyouinhell2mf

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Posted October 29 2012 - 07:17 PM

It really isn't that hard to move around in turret mechs, I just use the reserve tanks internal and I can pretty much boost around where I need to be, set up shop, do what needs to get done, then repair.

#12 AsianJoyKiller

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Posted October 29 2012 - 07:28 PM

View Postseeyouinhell2mf, on October 29 2012 - 07:17 PM, said:

It really isn't that hard to move around in turret mechs, I just use the reserve tanks internal and I can pretty much boost around where I need to be, set up shop, do what needs to get done, then repair.
Once you set up shop as you put it, it's easy for an experienced player to rip you to shreds.

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'


#13 Elix

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Posted October 29 2012 - 07:30 PM

Staying still means you're infinitely easier to hit. From any direction.
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#14 TheChaffeemancer

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Posted October 29 2012 - 07:36 PM

As fun as fortified is, you are pretty much toast once people catch wind of what you're doing. Also, the fact that pressing the key in the middle of the animation just does the opposite animation from the start.
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#15 seeyouinhell2mf

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Posted October 29 2012 - 08:16 PM

That is why I do it with my back to a wall, a fair distance from those who wish to harm me, and usually I deploy a turret next to me. If they start coming at me and I can't kill them? I run.

#16 TheMadness

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Posted October 29 2012 - 08:22 PM

Running away as a C class seems to be a daunting task. I'm impressed you managed to get some mileage out of a pretty fuzzy bunny ability, but in my experience I can't recall ever dying to a fortified C class, because if they outdamage me I can simply turn and leave.
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#17 Rotaken

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Posted October 29 2012 - 08:28 PM

View Postseeyouinhell2mf, on October 29 2012 - 08:16 PM, said:

That is why I do it with my back to a wall, a fair distance from those who wish to harm me, and usually I deploy a turret next to me. If they start coming at me and I can't kill them? I run.
Let's say there is coming class A that you can't kill, well you can't run either because they are way faster than you and can close distances very quickly. The fortified mode as it is is UP and that's that it needs serious tweaking. I know this well because I'm the one killing fortified enemies and I'm at my best little over mediocre pilot.

#18 seeyouinhell2mf

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Posted October 29 2012 - 08:38 PM

OH I'm not disagreeing, it is most definitely UP, just describing ways for it to be at least playable for now. As for running, the reserve fuel tanks internal comes in handy. As do the armor and piercing ammo internals for regular play. As it is I really play it as more of a rapid fire sniper, and the TOW really helps in escapes. I would like to see some slight buffing of the fort mode though, either in firepower, armor, or regen it is most definitely needed. I would say it would be far more worth it to play if when I went into fort mode I got a gatling cannon or something that could help with with my DPS, though a more viable and more class-suiting solution would likely be armor/regen seeing as the point of the class is to be a damage sponge, not DPS. Maybe both would be ok if used in moderation, giving an armor buff that makes it so it'd take some teamwork to deal with you, and a slightly more powerful fort mode main gun would allow you to be a fairly useful asset.

#19 Subdivision

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Posted October 30 2012 - 01:43 AM

We all see what you are saying and as a C class brawler player I will say fortify against any player with an ounce of common sense is stupid. If you don't get killed, you wont get a kill. You can stay alive for longer and take less damage doing so avoiding fire rather than tanking it. There are times to tank it and help team mates but you still shouldn't be fortifying then either. Until the issue with the ability is resolved I use it sporadically in game where I know I'm playing against people too daft to realise how easily countered it can be. Which is to say, on very few occasions. It is playable in the sense that you have the ability to do it in game but it accomplishes very little. The best use made of it is in combination with other lighter mechs while you hold down a position and make a fire base while you are covered by others. Even still, an enemy team with similar co-ordination could chose to focus you down. You might say good, you took one for the team and soaked up the fire. Wrong. Support roles rely on how much help you can give. I learnt this in moba style games. In a support role, the more you can use your tools and abilities to help others the better, this means keeping alive. If you can come back into the fray moments later and then tank a shot that would kill a retreating ally, you have done a better job than being a static pin cushion for 10 seconds.

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#20 Xzalander

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Posted October 30 2012 - 01:46 AM

As a Fort C, on its own it does struggle. But in Siege Mode I find it is almost a Clutch Mech.

My usual play is to hold point one or three with a supporting player who is out of sight. Get the attention of as many enemy as possible by firing rockets at them (doesnt matter if they hit, helps if they do though).  You then see the greed of a free kill gloss over their eyes, they stop attacking / defending and even some teams make a concerted effort to take out a "troublesome" Fortified C. This is where the C class wins the game in Siege (indirectly).

The Fortified C, sends his own Type A's to capture, absorbs as much damage as possible chipping away at the enemy and the Type B's go around mopping them up from behind.

As for an armour buff to force the enemy to teamwork to deal with you, I find I have only ever been killed by teamwork or by latecomers, although in one v one I don't spend the entire duel Fortified. A nice bumrush into their face regardless of weapons really throws B's off.

Personally, what the Fortified C needs is to have two HP pools, one for the mech and one for the Shield Wall. When the shield wall runs out of armour the player can repair it. However until that point, it is unrepairable, causing a downtime in the shield wall. This is a buff and a nerf, making the Fortified types stronger but only circumstantially.

Edited by Xzalander, October 30 2012 - 01:47 AM.





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