Overview
The Bruiser is equip with an arsenal of deadly, hard-hitting weapons, and a skill that makes its medium chasis feel larger and tougher than a Vanguard in tank mode whilst retaining its movement and evasiveness.These qualitys lead people to use the Bruiser as an attack mech to devasting results, so why is it classed as a suppression mech?This guide will pin point suppressive capabilities covering all aspects of the Bruiser. The whys and hows, the do’s and don’ts, the rights and wrongs.If you want to explore the suppressive qualitys of the Bruiser then this is the guide.(Guide still under construction)
Introduction To Destruction
The Bruiser, or as I preffer to call it “The Deathcannon” is a powerpacked and versatile mech with the ability to manipulate the flow of a battle in a high-risk and dangerous way unique only to the complete capabilities of the Bruiser itself.
Since these methods (Which I am very eager to get into!) rely heavily on the unique outfit of the Bruiser and while the tactics involved may be performed by other mechs. No other mech will beable to reach the level of suppression purely because of the mech itself and not the player.
The player himself needs to recognise in the heat of play that survival is the most fundamental aspect, and that any kill his team secures means nothing if it comes at the loss of a friendly mech.
An unfortunate truth is most players do not have this approach entering a fight, and could possibly get more worried about “not getting a kill before they die” (Brought on by the knowledge of respawning and not winning. FACT! this is not a guide into phychology and an explination as to why that’s a fact would probably be as long as this guide itself) and whether they think of that in a defenceful manner or an aggressive manner, it will lock the player into a cycle of carelessness. This however does not impact the skill of the player themselves but instead, impact there perception, awareness both self and situational, and most importantly… Instinct.
If a player can not maintain a calm and (LITERALLY) make the RIGHT split-second descisions all instinctually then they will not beable to fully utilize the Bruisers unique outfit.
Maintaining situational awareness may sound simple, heck, I just have to pay attention to my surroundings and whats going on around me right? Exactly, that is the definition of it, but it is NOT something you “do” it is something sense, analysis, process, store in your brain and it the term itself holds no meaning to what you’re actually thinking. It’s a sub-conscious quality of the human perception, you cannot simply “be” self-aware. That is why I stressed earlier the mindset of the player is crucial, and he should not be focused on killing, but surviving. pushing forward but as a slow, merciless, ruthless, destructive force that the opposition can’t fight against. That way the players mind is conistently analysis, processing, ect.
ANYWAY I think I’ve talked it up enough and it’s time to start justifying the amazing supportive role of the DEATHCANNON.
The “Deathcannon”
“F”tw
Damage Absorb!!!
The Bruisers ability allows it to absorb freakish amounts damage. It’s the only mech with this ability, and it’s the backbone behind the whole deal. with a 15 sec cooldown it does everything you need to pull off the otherwise, suicidally stupid tactics the player can employ to not only support his team, but manipulate and control the flow of battles alltogether, of course with the intentions of tilting the odds towards his own team.
The Bruiser is… The highschool jock, irritating, bullying, poking and frustrating. and its ability is… The rich father, the only reason he can get away with it all.
Dressed To Kill
The Point-D Vulcan (gatling gun) and Hellfire missiles (cluster of heatseeking missiles), it’s not hard to guess why I call it the Deathcannon. With sub-machine gun and assault rifle alternatives, both of which are guns more fitting to other mechs and for most purposes should never be used with the Bruiser if you hope to be a successful support.
Point-D Vulcan
THIS.GUN.IS.SCARY
And that’s EXACTLY what you need it to be. What breaks your calm more? the consistent “ping, pow, bang, clank, ting, tow” of bullets hitting you. Or not even being able to hear the full “Ping” noise because the next bullet has allready hit.
Would you be calmer having your screen give you a “hit” warning every 1-3 seconds? Or just just go nuts?
It’s the chainsaw of the game, If it’s focused on you , you almost feel abliged to direct your attention to it. And if you don’t, you just let it get closer where it’s even scarier. But avoid, and consider this lesson 1! avoid getting to close. It’s wild inacuraccy may lead you to think you have to.. but you don’t have to. It operates best at mid-short range but starts to lose effectiveness from short-close range and long distances. It fires fast enough for a few misses to hardly mean anything, and to get to close would limit the use of your hellfire missiles. and there are guns and mechs that specialize in close range combat and they will prove that if you try and take a bite.
The 1 exception to this is if the opposing mech is equip with an explosive secondary and a machine gun primary eg, (Point-D Vulcan, Assault rifle, Hawkins-RPR). Those kinds of guns. Basically because now, like you there secondary will inflict self-harm, and since they are not armed with a close quarters weapon such as the Flak-Cannon or EOP Repeater. Just press “F” and you’re going to win (of course player skill factors strongly in the outcome… Don’t blame the gun because it IS justifiably a very good gun)
Hellfire Missiles
Now, the Point-D Vulcan is scary, sure… But think, This weapon’s designated name is “Hellfire”. Imagine what the nicknames are? A weapon where, in most cases someone just has to look at you and guaruntee a direct TOW Rocket impact. This weapon requires no player skill to conquer with. So imagine what a highly skilled player can accomplish?
The true, overlooked power of this weapon i believe, is not its damage or lock-on capabilities. It’s the fact that the lock-on is an optional trigger, and the way the developers have made it the way it work the way it works. Untill you manually trigger the lock-on sequence you basically have a dead accurate shot that just has an really large circular field of impact. and whether 1 of them hit the mark or all of them do they still pack a whallop and seeing them come at you, well you GET THE HELL OUT.. thus creating suppression, as with the Point-D Vulcan, it’s a scary force to face and seeking cover is usually the instinctual approach.
Now nobody likes to see the words “WARNING, MISSILE LOCKED ON, INCOMING MISSILE” and THAT’S what makes this weapon such a crucial part to this mech. Prioritize locking on to the biggest, deadliest enemy that you know could tear you apart, and you know what, if you can do it from a flanking position where he is focused on the bulk of your team, the suppression will be greater because now they just know they’ve been locked on to, but from where? A sporadic moment of thought where the target if forced to question “where from” can break there focus, lead to dashing in the wrong direction, looking away from the bulk of your team, simply retreating to cover. So just by locking onto him, not even firing a shot (You should be going NUTS with Point-D thou :D) at the target you have either. Suppressed him, thus temporairly removing him from combat reducing the number of the opposing teams mechs. Gained his attention, he will attempt to dodge and return fire, but still have to try and spot from where you are, and normally be greeted with explosions, creating abit of confusion and more time for you and your team to dispatch the target. Or he just soaks it… No complaints you are trying to kill them after all.
So that coupled with the damage and just how good the missile seek the targets… A VERY scary weapon.
Engaging The Enemy
Direct Team Combat
Your priority when you play as Bruiser should be, the guardian of the team. Whilst the Tech is the medic, you must be the guardian, whilst every other mech performs there roles.
When in straight up firefight, Heavy mechs lead the charge on ground you should be next in line firing away, as the heavy mechs start to take to much fire, LAUNCH from behind them hit “F” and REFUSE to let anyone not pay attention to you! At this point the rest of your team should take advantage of the distraction to jump in next, covering the fall-back and repairs of the heavy mechs and taking the advantage to get some free shots in and claim the fight.
Because whilst you’re up in the air you’re the most visible and vulnerable, you’re not as agile as other medium mechs and easier to hit, almost a free kill. But you’ve pressed “F”… Their shots arn’t doing the damage they expect, there will be frustration as they recognise this, they will feel more abliged to focus on you, there focus starts to break, the rest of the team come back into the picture, they spent to long focusing on you, with your Hellfire missiles causing panic and the Vulcan laying down a sheet of bullets.
Flanking
The key to flanking is to not flank to far. There’s no need to go to far, instead you just waste more time moving and spend less time covering all whilst your team is in the midst of combat. Just get the the edge of your team perimeter and then some into neutral grounds, you just don’t want to be where the center of fire is being directed, that’s all. But don’t think the element of a suprise attack is enough. Because now that you’ve singled yourself out from your team you become a strong target. which, being a Bruiser isn’t to bad. Even with your ability you can headstrong charge in and start wreaking havok. Lock-on and engage any mechs you deem a threat to your team as a whole from the most effective distance possible. If it’s the closest enemy mech to you then engage them relentlessly but never risk your own life at the start, or in the middle of an engagement, outlasting them and staying alive is what wins. dying is a point for them. always position yourself securely and never flank without a planned escape route. AND NEVER flank away from the flow of the battle, try and anticipate where the fight is leading and try to intercept that X between your teams position and direction of the battle to judge where to move.
Never commit to flanking either, pay attention to your team and what’s happening as you move to your position. Sometimes it mightn’t be worth it and you can serve better uses elsewhere. You should only ever make the descision to flank when engaged in a cover fight, and not an open engagement, to try and up-root enemy positioning, throwing them off-balance so your team can move forward, and as your team starts to move forward and you have no room to directly engage an enemy mech, rejoing your team at it’s new position and continue fighting.
Outflank Like No Tomorrow
Like I said, the Buiser is the universal guardian of the group. You can almost always count on the enemy attempting to flank, and you can almost always count on them expecting you or your team to flank. Coordinate with your team to ensure nobody breaks to flank, and instead set yourself up in preparation to catch the attack.
Pre-determining the position of attack from the enemy can take time, and time, and time. Keen eyes can sometimes catch a mech, with to much health to be retreating leaving the point of battle. Judge what direction he left, don’t waste time thinking if they could be or not. Because if they ARE then they’re on the way at that very moment. Determine the point of entry for him, and try to situate yourself where you can observe your entire team in action but remaining out of fire and hidden, more behind your teams position than to the side of them but far enough so that you’re positions to catch the enemy as soon as they launch there attack. Simply reign down on them with Lock-off Hellfires so they remain unawhare untill impact and a direct Vulcan barrage, and they’ve just landed themselves in a pincer attack from the ally mech, whos attention they’ve begrudgingly attained and a Bruiser with the jump on them.
Most of the time this will be Berzerker mechs, understandably there ability (Temporairy damage boost) and size (Small chasis) make them perfect flankers. It’s also there ability that lets them stand face-to-face with medium and large chasis mechs.
The Bruiser however, with its own unique ability complete levels the field against Berzerker mechs, and can dispatch a Berzerker whilst remaining almost stationairy.
UBRUISERCHARGE
Technician+techs ability on a Bruiser+its ability.
This needs no detailed description