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

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Ideas regarding fixing the Brute/Juggernaut overlap

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 Ideas regarding fixing the Brute/Juggernaut overlap 
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Ashesx
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Joined: Sun Feb 26, 2012 1:15 am
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
I'd take the X1 LMG from the Jugg and put it on the Brute. IMO that would fix things.
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Tue May 29, 2012 8:36 am
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raqyee
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Joined: Fri Mar 30, 2012 5:52 am
Posts: 1914
Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
Fingon wrote:
I would actually be in favour of removing the LMG. But then people will still use the jug indoors.

LMG is fine, it really fits the Juggernaut as a heavy Automatic. It's too powerful though (not to mention if you pair it with Discs). You're just too hard to kill even by other Automatic users. So basically, you have an advantage in dueling and in shelling the enemy base. IMO LMG should be nerfed a little bit and it should be unlocked by default. Reasons why are stated above in my first reply.
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Tue May 29, 2012 8:37 am
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MaxHubert
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Joined: Tue May 05, 2009 8:46 am
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
You have no idea how much I hate people like you, I spent so much time mastering my juggernaut and now you think Hi-Rez should just come in and destroy it instead of improving brute? Do you have any idea at how this idea as no chance of being applied because too many people would hate Hi-Rez for it, including me. The solution for brute isnt a juggernaut nerf, its a brute improvement. During beta brute were one of the most played class because of there grenades that were really good, when they decided to completly nerf them to oblivion right after the reset, I hated Hir-Rez so much for the nerf you have no idea. BAD BAD BAD idea! Leave the Jugg alone, its one of the best and most well balanced class out there!


Tue May 29, 2012 9:07 am
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raqyee
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
MaxHubert wrote:
stuff

Major changes probably won't happen at this point, chill out.
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Tue May 29, 2012 9:12 am
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VIChiefIV
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Joined: Tue Jan 17, 2012 10:06 am
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
No offense intended but if you think the JUG is fine the way it is you're essentially a fanboy of your class and unable to see things objectively. Anyone who sees the loadout of the JUG and thinks things over for a minute can easily tell the class has too few weaknesses to outweigh its strengths.

I mean I love the Technician as my primary and most favourite class but despite loving it I know and accept all of stuff that's wrong with it, and I actively promote all posts calling upon HiRez to change it because it makes the game as a whole a more enjoyable experience.

Quote:
Leave the Jugg alone, its one of the best and most well balanced class out there!

It's too flexible in terms of the its loadout and ability to do all the things it does. Changing the loadout of the weapon package he carries could easily address this problem. I like the JUG when playing him but you only need to go back to other classes to understand that the JUG is too versatile and basically, once you unlock the LMG, has no drawbacks.
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Tue May 29, 2012 9:19 am
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corbaminator


Joined: Tue Mar 27, 2012 1:19 pm
Posts: 98
Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
Even if they remove the spinfusor from the Jugg it won't fix anything, I hardly ever need to take my spinfusor out indoors, I mostly manage with the mortar and grenades, the spinfusor isn't the reason the class is all around better than the brute inside.

The problem lies in this - for a slow class with slow weapons the brute doesn't have much more HP than the other classes. And he should - they kinda tried to fix this with the survival pack.
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Tue May 29, 2012 9:26 am
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Varonth


Joined: Wed Apr 14, 2010 9:14 pm
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
So in order to fix the Brute you want to take away the Spinfuser MDK which is probably the worst Spinfuser ingame, and then replace it with a SMG?
Does this game really needs another easymode SMG?

The LMG needs a huge nerf, like any other automatic ingame, so that Spinfuser becomes a viable alternative.


Tue May 29, 2012 9:46 am
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VIChiefIV
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Joined: Tue Jan 17, 2012 10:06 am
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
Varonth wrote:
So in order to fix the Brute you want to take away the Spinfuser MDK which is probably the worst Spinfuser ingame, and then replace it with a SMG?

The worst Spinfusor by far is the Brute's. At least speaking for myself I find the JUG's medium Spinfusor much easier to kill with due to its faster reloading and smaller weapon model. Sure the BRT's does more damage but reloading is still slower than it takes the Grand Canyon to erode. And until the Plasma Gun was released the BRT only had the crappy automatic shotgun to back up his primary weapon in indoor situations where he's supposed to be the ultimate king.

As for my SMG suggestion, it would be one that's more balanced than lets say the currently OPed SMG that the Technician has. Applying an automatic weapon to a class isn't necessarily a bad thing (I know there's plenty of people who go into 'No automatics in this game!'-mode by default), applying an OPed automatic is.
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Tue May 29, 2012 10:09 am
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corbaminator


Joined: Tue Mar 27, 2012 1:19 pm
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Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
VIChiefIV wrote:
The worst Spinfusor by far is the Brute's.


They're all about equal. If you use them WHERE they're supposed to be used.
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Tue May 29, 2012 12:19 pm
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OuchMyBoobies
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Joined: Fri Mar 09, 2012 7:32 pm
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Location: Eastern US
Post Re: Ideas regarding fixing the Brute/Juggernaut overlap
indoors, i'd rather be a brute than a jugg...plasma cannon is...wait for it...brutal.

concerning overlap, it is what it is. there are nine classes, with a couple weapons each...overlap is inevitable. all three of the heavy classes are good indoors depending on the loadout. the jugg is slightly less mobile, slightly worse off indoors, but has the potential for higher burst damage and has protection outdoors in the form of the x1 lmg. the brute is slightly stronger indoors, more durable overall and has higher mobility, but is more vulnerable outdoors. while the heavy spinfusor is worse than the fusion mortar, it is easier to use.

kind of the same, but kind of not. personal preference thing i guess...i like the brute better than the jug so far. i'd leave them for now.


Tue May 29, 2012 12:29 pm
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