brawler
#21
Posted December 14 2013 - 11:29 AM
#22
Posted December 14 2013 - 12:37 PM
#23
Posted December 14 2013 - 01:15 PM
#24
Posted December 14 2013 - 03:25 PM
GantradiesDracos, on December 14 2013 - 11:26 AM, said:
good GOD man, are you high off the fumes from a broken Generator_ Turret mode in general ius horrible, and since it the Brawler got hit with a nerf bat due to the Devs apparently playing a completely different game, its turret mode, allready the worst in the game, has become even weaker! only 10% damage reduction, takes double damage form explosive weapons regardless of hit location ( im looking at you EOC), and the Health regen that was supposed to compensate for the poor defense bonus is now laughable, unless some BIG changes were made in the last hotfix
I average a 4.0 KD with the brawler so I'd like to think I know a thing or two about how the mech functions. It's good, learn when to use it.
#25
Posted December 14 2013 - 04:29 PM
Edited by dEd101, December 19 2013 - 01:56 AM.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#26
Posted December 14 2013 - 06:46 PM
@RU_IN_3D My art: http://ru-in-3d.deviantart.com/ My rig: http://pcpartpicker.com/b/E9Z Are You in 3D_
#27
Posted December 14 2013 - 07:09 PM
I play it a LOT differently than other people though:
Maxed out armor -1
Maxed out hydraulics -1
All but 2 slots in boost and suspensions
The rest in weapons loader
I have a lot in armor because I have the Advanced armor fusor which works on a percentage basis so having MORE armor means getting MORE health so why not right_
You may notice that, I have zero points in CU and heatsinks, so yeah before the CU buff I always had the threat of a 10.25 second overheat lol. However, I don't find myself pushing that limit too often, and only when taking on my 2nd-3rd opponent in a row.
The buff to its overheat post patch means all the difference to me >< The SA Hawkins have REALLY bad hit registration for me I dunno, so just flak all the way for me
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#28
Posted December 16 2013 - 06:43 AM
- you have to spend Tuning just to not be sh_t whereas all the other mechs spend Tuning to buff an already viable innate play style
- A-class and C-class base heat values are backwards
(okay, not specifically a Brawler problem but the Brawler suffers from it the most)
Edited by Muffintrumpet, December 16 2013 - 06:44 AM.
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#29
Posted December 16 2013 - 07:51 PM
Decrease the fuel tank by 3 points and put it in suspensions. That should result in a fuel tank of 134L (still plenty big) and a base dodge cooldown of 1.88 seconds (1.6 with tuning points put into it). That may be just enough to help make it a bit more mobile in combat.
Edited by PhysicsCrime, December 16 2013 - 11:31 PM.
#30
Posted December 17 2013 - 09:09 AM
#31
Posted December 17 2013 - 09:31 AM
#33
Posted December 17 2013 - 11:46 PM
PhysicsCrime, on December 17 2013 - 06:27 PM, said:
It is not so terrible, but waaay too situational. Used in the right moment of time it can save your life, but using it wherever it's possible without any particular reason will end badly .
The only one mech which turret mode is nearly useless is Rocketeer, because it's mobility gives him much more killing potential than 40% damage reduction and auto lock-on.
Edited by LarryLaffer, December 18 2013 - 12:17 AM.
Throw away Air Compressor! Be a man!.
#34
Posted December 18 2013 - 07:00 AM
turret mode is fairy viable only in co-op mode, and by god that is no way to justify the existence of a mech ability
turret mode /must surely/ now be marked for a radical rethink
no ADH spokesperson can cling on to an argument that it is a worthwhile mech ability and simultaneously retain a shred credibility
Edited by Muffintrumpet, December 18 2013 - 07:01 AM.
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#35
Posted December 18 2013 - 08:28 AM
Muffintrumpet, on December 18 2013 - 07:00 AM, said:
turret mode is fairy viable only in co-op mode, and by god that is no way to justify the existence of a mech ability
turret mode /must surely/ now be marked for a radical rethink
no ADH spokesperson can cling on to an argument that it is a worthwhile mech ability and simultaneously retain a shred credibility
It is a situational ability. Meaning, if you use it in every encounter you are doing it wrong.
#36
Posted December 18 2013 - 08:54 AM
IareDave, on December 18 2013 - 08:28 AM, said:
Muffintrumpet, on December 18 2013 - 07:00 AM, said:
turret mode is fairy viable only in co-op mode, and by god that is no way to justify the existence of a mech ability
turret mode /must surely/ now be marked for a radical rethink
no ADH spokesperson can cling on to an argument that it is a worthwhile mech ability and simultaneously retain a shred credibility
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#38
Posted December 18 2013 - 11:50 PM
#39
Posted December 19 2013 - 02:01 AM
As for my main brawler don't feel completely gimped when I take it out anymore, which is good. The last buffs made a huge difference. I'd like better suspensions for cqc but everything else feels about right.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#40
Posted January 17 2014 - 02:26 PM
MexichanMan, on December 13 2013 - 11:50 PM, said:
Honestly, the only thing it needs now is a better ability. Other than that I think its good now.
yea
increase the regenrate and damage reduction
and ...... mobility.. nah how about turn rate increase_
that the hero'll come and save us all
as we call the ones we left below
we all dream of day we rise above
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