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Bruiser - Overview and Gameplay

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#1 Abidus

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Posted March 17 2014 - 04:28 PM

Hey guys! Found the time to make another mech overview, this time with the Bruiser. Thought you guys might enjoy it.


Edited by Abidus, March 18 2014 - 06:58 AM.


#2 Claxus

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Posted March 18 2014 - 11:59 PM

For your final question, I think the Bruiser doesn't stick to a defensive or offensive style. You mentioned it's best for point defense, but I think the thing about the Bruiser is that it can do, basically, whatever the team needs.

I would lean more to an offensive style, though, simply because of the powerful vulcan and menacing missiles, and the ability (which also cools down extremely fast). But it's also great at defense if that's what the team needs.

Overall you're right, Bruiser's success depends on good hellfire usage, and I felt just as you said; Sometimes I feel like I can destroy enemies, sometimes I feel helpless... Probably because Bruiser is highly rewarding for good shooting and timing the ability, but can easily fall if you waste too many moves.

Last I want to add that I prefer having a Shield or Blockade in my item mixup. Simply because of their defensive-offensive nature, and Bruiser can lob missiles over or around both of them. I like Hologram because it can mess with peoples' minds along with hellfire lock ons. The turrets are nice but the threat they pose is so laughable...

Okay, I said last, but really, last couple of things. Air Compressor is nice with Bruiser's second highest air speed, and deflectors will let you block 85% of damage with the ability.
Use power for the right things. At least for the things that you believe in. ~ Dingo Egret - Zone of the Enders 2
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Faithful to my deus machina Bruiser.

#3 Abidus

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Posted March 20 2014 - 01:44 PM

View PostClaxus, on March 18 2014 - 11:59 PM, said:

For your final question, I think the Bruiser doesn't stick to a defensive or offensive style. You mentioned it's best for point defense, but I think the thing about the Bruiser is that it can do, basically, whatever the team needs.

I would lean more to an offensive style, though, simply because of the powerful vulcan and menacing missiles, and the ability (which also cools down extremely fast). But it's also great at defense if that's what the team needs.

Overall you're right, Bruiser's success depends on good hellfire usage, and I felt just as you said; Sometimes I feel like I can destroy enemies, sometimes I feel helpless... Probably because Bruiser is highly rewarding for good shooting and timing the ability, but can easily fall if you waste too many moves.

Last I want to add that I prefer having a Shield or Blockade in my item mixup. Simply because of their defensive-offensive nature, and Bruiser can lob missiles over or around both of them. I like Hologram because it can mess with peoples' minds along with hellfire lock ons. The turrets are nice but the threat they pose is so laughable...

Okay, I said last, but really, last couple of things. Air Compressor is nice with Bruiser's second highest air speed, and deflectors will let you block 85% of damage with the ability.

While I agree the Bruiser can sort of fill any void the team needs at that point in time, I am tentative in selecting the Bruiser if I am intending to be playing aggressive from the get go. An Assault mech pretty much outdoes the Bruiser in almost every aspect (stat wise), Hellfires notwithstanding. Even then, I feel the TOW completely outperforms the Hellfires in close quarters, where firing them blind is much less accurate and waiting for a lock will mean they get a free shot on you in the meantime, if they don't dodge the missiles anyway.

The thing about turrets is not so much the damage they can do (and they can do damage if you ignore them!), but rather that they act like your own scanners in a sense that you get a hitmarker every time they manage to hit something! Pretty useful for covering your flank or an objective you are moving away from.

#4 Claxus

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Posted March 20 2014 - 06:51 PM

Yeah, Bruiser's not the best choice for offense alone, but it's not too bad. Once at close range, you should focus on staying away enough for the missiles to hit with lock on. I've beaten plenty of Assaults in duels by spacing and fighting in the air with Air Compressors and Fuel Converter. They'll mostly be getting splash damage if you're playing evasively in the air, while your missiles will always be hitting dead on. Not to mention TOWs are perhaps the most predictable secondary, I can consistently shut down a shot with my ability which is enough to turn the tide in a DPS-centric game.

Anyway, Bruiser is outclassed up close, you just gotta try to avoid those situations. I've found that playing aggressive works fairly well, though, but you just have to keep your spacing. A lot of times I find myself playing quite aggressively with the internals I mentioned, because Bruiser can attack very effectively from the air while also being evasive. I like to jump into a fight from the air, and dodge a lot while lobbing missiles down (use the ability if you're taking some fire from accurate weapons), and make sure my trajectory leads near cover if possible so I land and can then suppress with lock ons around cover. It's no Berserker, but you know. It's just surprisingly effective with hellfires and making use of his air speed with Air Compressor and Fuel Converter, and probably Basic Deflectors can help.

I think a lot of people just don't know what to do when they see a Bruiser flying in the air twitching to the sides with missiles locked on to them... Even some veteran players seem to struggle against some Macross-style flying missile-fighter. But I think otherwise, a Bruiser without aerial combat based internals is quite lacking in offense... It's the best way to bring out the best of his assault in my experience.

About turrets, I do use them as a semi-radar, but the thing is, if you're far enough that a scanner won't affect you, you're probably too far to go back and catch the turret's victim in time. I've had better luck dropping them in corners people don't look to often, high places, or if possible, in bushes or high grass. Places people won't usually bother turning to in the heat of battle. I've found they can last a long time like that to get a tiny bit of DPS, but I'm wondering if the rocket turret would be any better since they hit harder and are lower profile.
Use power for the right things. At least for the things that you believe in. ~ Dingo Egret - Zone of the Enders 2
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Faithful to my deus machina Bruiser.





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