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Brute Update Ideas

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 Brute Update Ideas 
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DibbzTheLoner
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Post Re: Brute Update Ideas
Might as well copy-paste this here >_>

From ALL of Brute Weapons In Need of Adjustment?


"Napalm" Plasma Canister
This is not a conventional weapon, it's simply the result of a Brute finding the keys to the ammo storage facility.
A canister filled with compressed super-hot plasma that shatters upon impact. Unlike most grenades the canister has no explosive knockback, instead the area in a 2.0 metre radius is bathed in searing hot ionised matter. There are 3 damages to consider with this grenade, all over which occur over time:
1. AoE: The area remains saturated with plasma for 5 seconds after impact, dealing 60 damage every 0.10 seconds.
2. Afterburn: Any player that takes damage from the AoE is briefly still coated with a small amount of plasma after leaving the AoE, taking an additional 25 damage per 0.20 seconds for 1.2 seconds.(re-entering the AoE while under the Afterburn effect will pause the Afterburn, and refresh/restart it once they leave the AoE again or when the AoE fades)
3. "Drenched" Burn: Players caught in the initial impact zone are drenched in plasma and will burn for 20 damage every 0.20 seconds for 3.0 seconds.


-AoE and burning effects do NOT stack with multiple grenades, plasma saturation has a limit - avoid throwing 2 grenades on top of each other and avoid drenching an enemy twice at once. The AoE is small enough that strategic positioning of plasma clouds is possible.

-The plasma canister deals 40% damage vs Generators; throwing a canister directly onto the Gen will deal a total of 1380 damage over 6.2 seconds (150 dmg over 3.0 sec from "Drenched" burning, 1500 dmg over 5.0 sec from AoE, then 75 dmg over 1.2 sec from Afterburn when the AoE fades)
1380 damage over 6.2 seconds can be helpful, but in no way is it an anti-generator grenade; it doesn't tread on the Light Sticky's feet.


-The plasma canister deals only 10% damage to Armoured targets, however Beowulf and Shrike pilots/passengers receive 25% of the normal burning damage, and Grav Cycle riders receive 100% of the normal burning damage. It is possible to burn a careless driver out of his vehicle (although you may need Safety Third and a lot of luck to accomplish this feat)

-The plasma canister deals 300% damage to Shrikes; a direct hit on a moving Shrike will burn it for 1530 damage total. Explosive weapons deal well over 2000 damage to Shrikes so I hardly think 1530 for a direct grenade hit is too much.

So basic points:
  • Activates immediately on impact; timing and accuracy are required.
  • Has zero knockback - it is non-explosive.
  • Reasonably small AoE of 2.0m radius, nowhere near as large as the Fractal Grenade... much more concentrated.
  • AoE deals 600 damage per second to targets in the cloud, up to a maximum of 3000 damage after the full 5 seconds (which is quite a long time, people will very rarely stay in the AoE longer than 1 second)
  • Leaving the AoE will cause Afterburn for a total of 150 extra damage over 1.2 seconds. This means that the minimum damage a player can take passing through the plasma cloud (even at high speed) is 210 damage (1 AoE tick + Afterburn)
  • Deals 300 additional damage over 3 seconds to those "drenched" in plasma upon impact.
  • "Drenched" enemies will take a minimum total of 510 damage if they do not stay in the AoE at all. For reference the Impact Nitron deals 300 damage and the Explosive Nitron deals 650 damage instantly. (300 "Drenched" burn over 3.0 seconds + 60 AoE damage for the initial tick + 150 Afterburn damage over 1.2 seconds)

Uses of the "Napalm" Plasma Canister:
  • More specific, smaller area denial than the Fractals, with greater consistency.
  • Can be used against high speed enemies, throwing it infront of them for 210 damage when they pass through it (a single 60 damage AoE tick + 150 Afterburn), or a more skillful throw will see them damaged for a total of 510 with the "Drenched" burning.
  • Extra line of defence against flag-cappers... when an enemy is incoming throw a canister onto the flag so that the capper will take 210 damage if he decides to go for it anyway. 210 damage is in no way OP for these purposes, but can act as support in aiding chasers/snipers. Throwing 2 in the capper's path will only deal 270 damage, due to the way Afterburn works. Once again, this is not a spam grenade :P
  • The damage over time effect delays health regeneration and INF re-cloaking, which can be useful in a few uncommon niche circumstances... helpful since slow BRTs are relatively easy to flee from.
  • Burning enemies are prone to panic and make stupid mistakes.

Overall it features less raw area and killing potential than Fractals, making it not a spam-happy weapon like the Fractals infamously are, but can be deployed rapidly and consistently, and can be used (to varying effectiveness) against generators and vehicles.


Idea concept inspired by Dormivi's comment:
Dormivi wrote:
Call me crazy, but I was playing last night and thought, "I'd love to see a plasma grenade for the BRT."

- Impact detonation like a nitron
- deals mediocre explosive damage on det then tosses plasma everywhere within a certain range
- plasma does hit dmg plus 3-5 seconds of burn dmg since it is freaking plasma after all (the hottest state of matter in the universe)
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Last edited by DibbzTheLoner on Mon May 07, 2012 10:21 am, edited 4 times in total.

Mon May 07, 2012 8:23 am
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Zephyr4813
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Post Re: Brute Update Ideas
I have 2 ideas that I want to see in action.

-"The energy rod launcher"-This would be an equivalent of a projectile based sniper that fires long "energy rods" for high direct hit damage and low AOE damage. The handicap feature would be a very slow reload.

-"Plasma whip"- This would be a close quarters melee weapon that would stay equipped, unlike the current melee animations. It would also have increased range, and slightly better damage. Good for brute as he is invading bases.
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Mon May 07, 2012 8:52 am
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miniKAD
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Joined: Sat Mar 03, 2012 5:03 am
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Post Re: Brute Update Ideas
DefendR wrote:
Just give Brute the Flak Cannon already:


Ah, my favourite gun from every Unreal Tournament game.
Would love to see it in Tribes.
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Mon May 07, 2012 9:18 am
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Dormivi


Joined: Fri Mar 16, 2012 11:30 pm
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Post Re: Brute Update Ideas
Glad you posted that here Dibbz. I was about to quote it over to here :D
I would like a small little tag crediting me with the idea though ;) you got the numbers, I got the creativity
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Mon May 07, 2012 9:33 am
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DibbzTheLoner
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Post Re: Brute Update Ideas
Dormivi wrote:
Glad you posted that here Dibbz. I was about to quote it over to here :D
I would like a small little tag crediting me with the idea though ;) you got the numbers, I got the creativity

Haha, sure thing :lol:
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Mon May 07, 2012 9:37 am
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TheEschaton


Joined: Wed Aug 17, 2011 12:53 pm
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Steam Gamer Name: LeadProphet
Post Re: Brute Update Ideas
Well it's pretty much certain that the Brute will be getting the Plasma Cannon for his primary. This is going to be a bigger plasma gun, essentially - much like his heavy spinfusor is a heavier version of the regular spinfusor.

I don't think he'll get a new pack, because he already has two. If he does, it will probably have something to do with health, like a regen pack.

The grenade slot will probably get an upgrade. I don't like DOT weapons, but I suppose it's within the realm of possibility that the Brute would get something like that, given his focus on area denial.

The secondary weapon slot upgrade is where I'm most interested to see them coming up with stuff. HiRez will almost certainly make it an auto of some kind, although I really wish they wouldn't.

I'd give him a "Fluxthumper" for his secondary:

Fluxthumper:
Damage: 770 direct, 600-275 splash
Range: identical to the Thumper DX
RoF: slightly lower than the Thumper DX (~.2s)
Ammo: 30
Speed: Identical to the Thumper DX
Knockback: very little
Special: The Fluxthumper is a Thumper DX converted to fire miniature ELF (electromagnetic flux) mortar rounds. These ELF mortar rounds zap any target that comes within a meter of the round's flight through the air, causing a slight loss of energy and 100 damage. When the round explodes (its fuse runs out or it hits the ground), it releases an EMP burst like the Raider's EMP grenade, only not as powerful, draining energy and damaging targets based on the amount of energy consumed.

In flight, the projectile looks like a tiny shining blue orb that crackles with electricity. When it explodes, the explosion looks like an EMP grenade going off, only smaller and with arcing electricity that lasts for a few seconds (damage effects don't last).


The idea behind this weapon is to give the Brute another gun that can help it even the playing field against enemies that fly high (lights and mediums), helping "midair" them. It also helps the Brute by providing a pretty useful weapon versus Shrikes and Tanks, where the energy drain and EMP-like damage are pretty powerful.
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Mon May 07, 2012 10:04 am
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GoldenSamurai


Joined: Sun Jun 05, 2011 10:12 am
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Post Re: Brute Update Ideas
I think a heavy spinfusor + a "fluxthumper" would be a little OTT, like soldier having a thumper and a spinfusor, or a pistol and AR

I like the plasma canister idea, makes brutes load-out more interesting

considering everything on this topic, I think this would be a decent load-out

Primary: Rocket Launcher (like I stated in my original post, slow reload, high speed projectile and the ROF of a spinfusor (Credit to me :D))

Secondary: Flak Cannon (high-spread 1 shot shotgun with high damage and bullets that ricochet like the nova blaster, but with limited range and a lot less damage after each ricochet, with up to 2 times it can rebound (Credit to DefendR for the suggestion))

Grenade: Plasma Canister (on impact drenches ground and whoever it hits in plamsa, with a 5 second duration and a 2 metre radius, dose 1.2 sec afterburn and 3 seconds "drenched" status (Credits to Dibzz & Dormivi for the invention and refinement of this weapon))


Mon May 07, 2012 10:42 am
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Dormivi


Joined: Fri Mar 16, 2012 11:30 pm
Posts: 108
Post Re: Brute Update Ideas
DibbzTheLoner wrote:
Dormivi wrote:
Glad you posted that here Dibbz. I was about to quote it over to here :D
I would like a small little tag crediting me with the idea though ;) you got the numbers, I got the creativity

Haha, sure thing :lol:

Many thanks 8-)
I'm working on another grenade currently that is along the lines of the Nova Gas grenade from CoD Black Ops, so I'll probably PM you or just slap it in some threads and hope for the best.
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Mon May 07, 2012 10:54 am
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TheEschaton


Joined: Wed Aug 17, 2011 12:53 pm
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Post Re: Brute Update Ideas
A rocket-pod gun as seen in Tribes: Vengeance would make a great non-auto Brute secondary, as well.
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Mon May 07, 2012 10:59 am
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DibbzTheLoner
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Post Re: Brute Update Ideas
I haven't seen anyone mention it in quite a while on this forum, so I'll bring it up again:

Buckler.
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Mon May 07, 2012 11:06 am
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