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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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ALL of Brute Weapons In Need of Adjustment?

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 ALL of Brute Weapons In Need of Adjustment? 
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wooser
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Joined: Sun Jan 29, 2012 4:07 pm
Posts: 695
Post Re: ALL of Brute Weapons In Need of Adjustment?
Tamburlaine wrote:
The DPS of a weapon built for burst damage isn't necessarily too terribly important...


I've played with it enough to say that the fire rate definitely makes a difference, DPS may be a bad term in shooters but fire rate can mean a lot in duels. All anyones asking for is for it to be on level with the soldiers fusor, which an equal fire rate would do. But seeing as it's meant to be a heavy weapon, may as well make the things noticably different than almost exactly the same.


Mon Apr 02, 2012 1:14 am
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fr0zenknife


Joined: Wed Dec 21, 2011 2:27 pm
Posts: 110
Post Re: ALL of Brute Weapons In Need of Adjustment?
Heavy spinfusor so OP man. Like you can oneshot sentinels and pathfinders, just like soldier and you deal 50-60 more damage, which is trivial and you finish them off with pistol or shotgun. Just like soldier. Also you get to have slowest projectile spinfusor on top off longest reload. Almost rivalling Mortar's. Like how much can a single weapon have. But on top of that. Class has double the health of soldier. BUT WAIT THERE IS MORE. Soldier has twice the mobility AND jet recovery. When a brute with energy pack and both capacitors just cannot do anything outdoors unless some med or light carelessly goes to hunt him down without even moving around.

This class has everything. Like seriously best class ever.


Mon Apr 02, 2012 2:25 am
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SneakyTouchy


Joined: Thu Jun 16, 2011 11:06 pm
Posts: 438
Post Re: ALL of Brute Weapons In Need of Adjustment?
I think all the disc speeds were recently equaled out.


Mon Apr 02, 2012 3:28 am
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Fingon
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Joined: Wed Sep 14, 2011 12:55 pm
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Post Re: ALL of Brute Weapons In Need of Adjustment?
SneakyTouchy wrote:
I think all the disc speeds were recently equaled out.


Thats just projectile velocity, not the reload time ;).
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Mon Apr 02, 2012 4:31 am
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Alpherior
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Joined: Sat Jun 05, 2010 9:01 pm
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Location: Ontario, Canada
Post Re: ALL of Brute Weapons In Need of Adjustment?
wooser wrote:
Tamburlaine wrote:
The DPS of a weapon built for burst damage isn't necessarily too terribly important...


I've played with it enough to say that the fire rate definitely makes a difference, DPS may be a bad term in shooters but fire rate can mean a lot in duels. All anyones asking for is for it to be on level with the soldiers fusor, which an equal fire rate would do. But seeing as it's meant to be a heavy weapon, may as well make the things noticably different than almost exactly the same.


Well, I feel that they should have DIFFERENT RELOAD TIMES and HSF have LOTS more damage, but at the same time when it comes to duels slow firerate really can be a problem -- A Pathfinder can almost certainly be reloaded again when you hit the ground again, but when you have HSF you could lose your chance to hit him 1 or 2 times because you can't even shoot yet. Still, perhaps this wouldn't be much of an issue if it just did lots more damage.
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Mon Apr 02, 2012 9:53 am
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Alpherior
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Joined: Sat Jun 05, 2010 9:01 pm
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Location: Ontario, Canada
Post Re: ALL of Brute Weapons In Need of Adjustment?
fr0zenknife wrote:
Heavy spinfusor so OP man. Like you can oneshot sentinels and pathfinders, just like soldier and you deal 50-60 more damage, which is trivial and you finish them off with pistol or shotgun. Just like soldier. Also you get to have slowest projectile spinfusor on top off longest reload. Almost rivalling Mortar's. Like how much can a single weapon have. But on top of that. Class has double the health of soldier. BUT WAIT THERE IS MORE. Soldier has twice the mobility AND jet recovery. When a brute with energy pack and both capacitors just cannot do anything outdoors unless some med or light carelessly goes to hunt him down without even moving around.

This class has everything. Like seriously best class ever.


And its funny too, because people LEGITIMATLEY COMPLAIN that the Brute can 1 shot lights, while both other heavy classes can 1 shot lights/mediums/heavies. Hell, maybe Brute should be able to 1 shot a light with his d*** splash. As for projectile, I thought they normalized the speeds in a patch not too long ago, which had a good effect.
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Mon Apr 02, 2012 9:56 am
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Crossflippe
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Joined: Thu Mar 01, 2012 12:43 pm
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Post Re: ALL of Brute Weapons In Need of Adjustment?
I think the Brute doesn't need too much of a buff... Just up the DPS value of the HSF to somewhere higher than the soldier, like 1080 DPH. And then the shotgun. Whoa. That thing needs way more damage. Like, 60 to a pellet, and less falloff range.

But the main problem with the Brute is that it does nothing better than any other class does it.
Sure, the soldier doesn't either, but at least the soldier is capable of everything.
The Brute, though, isn't. So there's o reason to play it. What it needs is either greater overall consistent damage output, or a niche in the game where it outperforms other classes. I'm thinking
offensive harassment and anti-personnel.
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Mon Apr 02, 2012 10:36 am
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Alpherior
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Post Re: ALL of Brute Weapons In Need of Adjustment?
Crossflippe wrote:
I think the Brute doesn't need too much of a buff... Just up the DPS value of the HSF to somewhere higher than the soldier, like 1080 DPH. And then the shotgun. Whoa. That thing needs way more damage. Like, 60 to a pellet, and less falloff range.

But the main problem with the Brute is that it does nothing better than any other class does it.
Sure, the soldier doesn't either, but at least the soldier is capable of everything.
The Brute, though, isn't. So there's o reason to play it. What it needs is either greater overall consistent damage output, or a niche in the game where it outperforms other classes. I'm thinking
offensive harassment and anti-personnel.


I was thinking something on the lines of a large damage buff to HSF, a double/triple hitbox buff to the Nova Colt (not automatic/6 clip? Enjoy missing all your shots), and what you said about the Automatic Shotgun... But also, since he's supposed to be the brawler, maybe his energy pack can have +20 more, or perhaps his armor can be upgraded so he takes -25% or -50% self damage (ie. shooting the ground at your feet, you'd take half damage).
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Mon Apr 02, 2012 10:56 am
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wooser
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Joined: Sun Jan 29, 2012 4:07 pm
Posts: 695
Post Re: ALL of Brute Weapons In Need of Adjustment?
After comparing the autoshotty and colt in target practice after using both in games today I guess I can say I'm a little more educated on things. The projectile bullets from autos, turns out, are barely larger than the hitscan laser and use the same hitboxes for enemies. The nova colt also has no spread on full speed fire, unlike the eagle pistol, which is nice.

Shotty:
Normalised spread! Every shotgun needs it to be honest.
No fall off. The weapon has a max range and a large spread, its range is very poor, may as well let the ~2 bullets that'll hit at max range deal more than 30 damage each. Even with this, it's still only 50 per pellet and not anything close to an SMG.

Colt:
Zoomed fire. Every weapon needs it, but this one really does. A lot.
Same fire rate as the eagle pistol. I get that the weapon has a high skill ceiling with good reward, but the skill floor is quite high in itself with the unforgiving clip size. Much less forgiving than the shotgun and its spread, too. I'd rather have this than grazing shots or a larger clip size.
Smaller model with small models on. I got no idea why this is the only weapon in the game that isn't effected by that setting, but it'd help to not have half the screen be your gun.


Mon Apr 02, 2012 1:27 pm
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Serosen
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Joined: Mon Feb 28, 2011 10:35 pm
Posts: 393
Post Re: ALL of Brute Weapons In Need of Adjustment?
I'd just like to see more damage on the Heavy Spinfusor and maybe some better shield efficiency.


Mon Apr 02, 2012 1:48 pm
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