How is the Bruiser_
#1
Posted February 24 2014 - 07:15 PM
I should begin by saying that I started playing yesterday. I got the starter pack, so mech-wise, I'm currently rolling with the CRT, Infiltrator (favourite so far), Vanguard, and Sharpshooter (second-favourite).
I'm getting very close to the 12-13k HC mark, and I'm looking to buy another mech.
Now, I know everyone is going to jump in and say "You don't need another mech, you already the CRT which is a god among mortals, and blah blah blah...", as well as "You shouldn't be spending your hard-earned HC on more mechs, you should be buying new weapons and internals".
I'm the kind of person who likes to try all kinds of different playstyles; I always try out each class in every game I play. I like having options, otherwise I get bored if I play the same character/class/mech for too long.
Anyway, on to the topic at hand. Bruiser: yay or nay_ It seems kind of interesting, but I can't find a whole lot of information about it. I've found a number of topics from 2012-2013 about it, and they all seem to agree that the Bruiser is the bottom of the barrel. Yet, a lot of time has passed since then, which means that a boat-load of patches have probably hit since then. I can't seem to find any recent topics, hence why I made this one.
Otherwise, I'm also looking at the Predator, Berserker and Scout. C-class mechs don't seem very interesting, and I get the feeling I'm far from the only one to think so.
TL;DR: Read the topic you lazy bum.
#2
Posted February 24 2014 - 07:29 PM
On topic to your question, the Bruiser is so-so in my opinion. Don't get me wrong, I like it and think it's a fun mech, but when you get to tougher levels of play it's outshone by other classes. I think it's the odd weapons combo that causes it problems, so that it doesn't really have an optimal range like a lot of other mechs do. I still like to bust it out just for fun though (I have two actually ) so if you want to try it out I say go for it. Would you score better with other mechs_ Probably, but you already have some good choices for powerful hitters, so there's no harm in getting a "just for fun" mech the way I see it.
Just be aware that on open maps like Last Eco and Bunker you might receive a bit of ire for using Hellfire classes if a lot of your teammates are too.
Also, welcome to the game.
Edited by DM30, February 24 2014 - 07:30 PM.
#3
Posted February 24 2014 - 07:47 PM
Scootin' and Shootin | Ballin' and Brawlin' | Ragin' and Raidin'
I am Omega Null. The abyss is my home and your last frontier. Welcome to my lair and become my Prey. As I track your scent through this nether,
my mouth begins to water. Your Demise will be quick and wretched.
Enjoy your Pain and Suffering as I tear Limb from Limb. Prepare to meet your Final End.
Member of Violent Resolution
#4
Posted February 24 2014 - 08:08 PM
Its special ability, damage absorb, reduces damage taken by a very high amount, but has an extremely short duration and a fairly short cooldown. It's used for blocking a single big hit, not becoming a tank.
Hellfires are pretty strong in the open, and easily hit fliers. They're a pain in the ass to fight against at long range, but at close range they suffer somewhat.
The assault rifle is a good weapon choice for the mid-long range bruiser, while the other primaries are more mid-range. These can be a little odd though, given that you have a mid-to-long-range secondary and a short-to-mid-range primary.
#5
Posted February 24 2014 - 08:14 PM
I've been playing a few matches with the Bruiser (test-drive), and I'm definitely having trouble figuring out how to play it. Am I wrong in assuming that it's more geared towards scoring assists than kills_
I've also beent trying out the hellfire curving, since I saw someone mention that in another thread.
My biggest issue so far is trying to deal with close-range targets. I've gotten pretty good at dancing around my opponents with the Infiltrator, and I've escaped death numerous times thanks to that. However, with the Bruiser, letting someone get that close has spelled death for me almost every time.
I'm definitely leaning more toward the Berserker now.
#6
Posted February 24 2014 - 09:29 PM
Heat is the biggest problem for the Bruiser, the SMC currently is a good option for easier heat control.
Damage reduction has about 15 second cooldown, don't be afraid to use it when you see a TOW coming.
Edited by Stingz, February 25 2014 - 08:06 AM.
Someone elses data of Hawken gear/mechs | and another one
#7
Posted February 25 2014 - 12:07 AM
#8
Posted February 25 2014 - 08:45 AM
Pick up the scout or maybe the raider are great choices. I picked up the scout last and now I love playing it.
#9
Posted February 25 2014 - 09:12 AM
It's an A mech though, so it's made out of glass.
If you just want to shred people, go for the Zerker.
The ability has about a minute of cooldown, from what I remember.
The Predator is more of an assasin/defensive mech, depending on how you play it.
Laying mines is fun, but unless you lay them well, it's not a very rewarding strategy.
Personally I prefer making direct hits with the EOC P and EOC R, but that's just personal preference.
The Bruiser_
Well.. some people like raum do very well in it, but I wouldn't reccomend it.
HellFires are easy to dodge, and it's primary weapons seem a bit odd of a mix with HF's.
The Ability is really useful though; however, you can only use it to block 1 secondary hit. (TOW, HF, Sabot, etc.)
Ofcourse you can use it to reduce the damage from sustained fire weapons, but I'd reccomend blocking secondary's with it,
seeing as it only lasts 1 second.
Sorry if it's too long to read.
#10
Posted February 25 2014 - 01:23 PM
#11
Posted February 27 2014 - 12:07 AM
Anyway, I think the Bruiser's pretty nice. Very versatile. Hellfires can be hard to hit with, but at the same time, can provide excellent cover fire at any range (like, spawn and see an ally far off in a fight_ Just toss them a volley of support missiles 100 feet away!) and it's just something people have to react to even if you won't be hitting. The vulcan is weird, seems a bit too weak, maybe, but once you get used to the rev-up it's not bad and can add in some nice damage for your party. And the ability has saved me a lot. Seems crappy at first, but if you use it like a 'counter,' it's enough for Bruiser to win a duel. Predict and take in a grenade or rocket for half damage and their other shots for two seconds, and make your counterattack. It has very impressive cooldown, allowing you to use it in just about every encounter. It can help survival, turn the tables in a duel, and even rush in with a little defense if that's what your team needs.
Missiles also aren't too bad up close, especially against heavies. And they let you fight enemies at your own pace around cover so they need to chase you down. Also amazing to finish off that Scout that's getting away with low HP. And chase away pesky snipers for the team. I also like firing them through halls or near corners, people sometimes run into them as they peek out because of their high spread, and it can keep teams away from an entrance because the missiles disperse pretty wide, leaving no room through an entrance. Bruisy also has a built in turret, which is quite pathetic IMO, yet, it also has many uses that compliment his can-do-anything play style.
In short, I understand why people see it as a weaker mech... But honestly, he should be, because he fits any role. The 'one' thing Bruisy lacks is killing power. Which is very important, but, if the rest of your team can kill, Bruiser provides amazing support in any aspect. And helpful at indirect control, because people know they have to steer clear of open areas. My score is usually low with him, but that doesn't mean a lot because I feel like I really help my team (some area control and skyrocketing assists), like an offensive Tech that provides cover fire enemies just can't ignore.
But even so, Bruiser can win some CQC duels against As and Bs with crazy super pilot skills (make some newtype non-lock on missile shots) and his ability. Might not happen a lot, realistically. But he can beat Cs by abusing cover and arced missiles. His main thing is being able to do anything and especially help the team, Bruiser is the ultimate mary sue mech!
But now, a question. Coming from Vanguard, I feel like the sub machine cannon will really boost my damage output up close. Point D Vulcan just feels really awkward to me, can't really tell how strong it is with Bruiser. Anyone think the cannon is a more ideal choice_ I mean, I dunno, it looks like heat and the windup are the only big differences, but I feel like the cannon does much more damage when I play Vanguard. Would it help a lot more up close_
tl;dr Sorry didn't mean to tl;dr. But I think Bruisy's underrated. And just read the last paragraph.
Faithful to my deus machina Bruiser.
#12
Posted February 28 2014 - 03:38 AM
This is what I think of the mech:
Goods:
Breaking through a choke point: Timing it's ability correctly, it can easily go through and still have enough health to take out a mech or two.
In 1v1: Personally in 1v1 situations I have won most of the time. There was even a time where an assault sneaked up on me and fired first, but I still managed to take him out. Generally the only mech type I encountered so far I have trouble winning in 1v1 situations are those bulky huge mech that can transform into tank shape thing (srry for my ignorance, I don't know what A, B, C class stand for). The bruiser just can't output enough damage without overheating to take out those type of mechs.
Finishing of a mech: The hellfire missile with its homing ability is very useful in taking out mechs that's running away and low in health.
Bads:
Vulcan’s heat: Unless one master how to keep track of how much they can fire the Vulcan before overheating you will be overheating A LOT. The Vulcan also loses a lot of accuracy in far range, so mostly use it in close to medium situations. It’s actually quite effective in close range. Does plenty of damage.
That’s about it. Generally my play style is if enemy is camping at far range I lock on, fire hellfire, and get in cover. Then if a path is available I try to get as close to the enemy as possible, find either the weakest mech in the clump or find a mech not near any other mech, then take it out. After that retreat to cover, heal up, rinse and repeat. Works pretty well.
#13
Posted February 28 2014 - 04:39 AM
Farlanghn, on February 25 2014 - 08:45 AM, said:
Pick up the scout or maybe the raider are great choices. I picked up the scout last and now I love playing it.
Edited by Odinous, February 28 2014 - 04:44 AM.
#14
Posted March 01 2014 - 04:03 PM
But I don't know much about the Assault Rifle. Anyone think it's a good weapon worth the prestige, and choosing it over the cannon for Bruiser_
Faithful to my deus machina Bruiser.
#15
Posted March 01 2014 - 05:29 PM
Hellfires are worthless in mid or long range combat if you opponents play cover well. They're not ideal in close range combat either (even if you dumbfire). I can't find much use for it's ability - only lasts a second now, and I can't predict incoming TOWs or Grenades that well. I liked the Bruiser much more when it's ability lasted several seconds. I could hop into the middle of a fight, pop the ability, and go to town with the Point-D Vulcan, locking on and using Hellfires to finish anybody who tried to run. Can't do that any more.
For weapons, I have the best luck with the Assault Rifle (for sustained damage at longish range). When playing cover in close range (where the Bruiser is weakest), your best bet will be the Submachine Cannon. I don't think the Point-D Vulcan as particularly viable in any one on one encounter, though it'll shred a distracted enemy at close range.
#16
Posted March 01 2014 - 09:03 PM
#17
Posted March 01 2014 - 09:45 PM
Bruiser's kind of the assist king, that can hold his own, too. He doesn't need tow rockets. Hellfire makes him a versatile machine. They can be easy to avoid, but still provide amazing support fire at any range, and can annoy enemies by tossing them around corners or over cover. eventually making them change their position one way or another.
The shield ability, coupled with deflectors, will shave off 70% of damage for two seconds. Best used for 'deflecting' a secondary attack. Most people fire off their secondaries ASAP, so if you can get the timing for their secondary cooldown, you can close to completely negate their attack by boosting/dodging with the shield and deflectors, which gives you a 3~ second advantage. The shield can also be used effectively when you're under a lot of fire, or to make it out of a firefight (sometimes those 2 seconds of extra defense are what you need to turn that corner into safety or your team). And its cooldown is so short it can be employed often.
Well, Bruiser can be seen as bad because hellfires are both easy to avoid and makes his DPS low (and need special tactics in CQC), but he's more about just damaging. He can fit into just about any role in combat. Hellfires are easy to avoid but people know they have to avoid them, because they can hit anywhere in the open (including sniper positions), and they provide reliable and powerful support/cover fire. Bruiser is meant to play on a team and do whatever the team needs.He just lacks killing power. So go support a teammate with tow rockets.
Edited by Claxus, March 02 2014 - 01:23 AM.
Faithful to my deus machina Bruiser.
#18
Posted March 02 2014 - 02:14 AM
#19
Posted March 03 2014 - 09:01 AM
#20
Posted March 04 2014 - 02:39 AM
Krellus, on March 02 2014 - 02:14 AM, said:
These are things snipers or rocketeer can do, but the thing is Bruiser's a medium class. While he does this he's also up close with sustained danage weaponry, fighting on the front lines of the team, capable of taking more damage than a sniper, and capable of dodging unlike a heavy.
Already said my 50 cents on his ability, but in short, it lets him take a hit from anything and shrug it off, furthering his versatile offensive capabilities.
No other B class can throw hellfires to help an ally in combat far away, or fire artillery missiles around cover. They're essentially a 100% hit rate secondary at any range, for full damage. That alone is a merit of great support. Even the enemy just knowing they have to avoid open areas, or cover where you can arc missiles easily, because of you, is a big plus for the team.
With the vulcan or sub machine cannon, he can shred through enemies up close. With the assault rifle, his all-range capability is pretty dang impressive.
Also he does surprisingly well with an air compressor... Struggles a bit with fuel, but it turns him into quite an agile airborne missile machine, with the second highest flight speed rating in the game.
Edited by Claxus, March 04 2014 - 02:45 AM.
Faithful to my deus machina Bruiser.
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