The Brute :: Final Release

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

_Duke_

FNG / Fresh Meat
Aug 22, 2010
280
151
0
Yes, with 20+ players they have a ton of health, but it's loadsafun if people know what they're doing.
The Netsky Brute server just needs to garner more veteran players! >_<
 

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
Brute Description


Blocking
Whenever there is a target he will block when not doing anything else.

Any shots within the region of the head and the blocking arm cause 10% of their normal damage.

When not raged he will attack while blocking. Each successful hit he makes increases a counter which decreases a chance that he will block when attacking, meaning he'll use the other two attack animations. This means as he's causing more chaos he'll become more vulnerable. Successful hits landed while charging also increases this counter.

When his hand is blocking his head – he can still be shot from the side or back of the head at full damage.

When attacking but not raging he will attack with his block up – after a few attacks he will perform a normal attack which doesnt block

When performing the charging throw the brute uses an animation which exsposes his head

Charging
His charging (rage) state is caused by receiving too much damage over a short period of time (50points in 2 secs).

When first entering the charging state he gradually (over 1-2 secs) builds up speed.

On all difficulties above beginner he is locked to the target he is attacking, similar to other specimens.

Whoever causes him to rage will be his first target.

After successfully hitting his target he will switch to another if they are close enough.

After successfully hitting his target he will calm down some, slowing his movement speed. Enough hits will calm him down completely and he'll leave the charging state. He must make 2 hits when there are 3 players or less, or 3 hits when there are more.

He damages any other specimens he charges into.

Charging will also automatically be triggered after a random time (10-15 secs).

Throwing
When he hits a player he will throw them in the direction determined by the angle between him and them, with a fixed Z velocity of 150. When not charging his throw strength is reduced by 15%. Additionally, a berserker gains another 25% throw resistance.

When charging his throw affects all players in front of him. Slightly less if players are to the side of his front angle.

Weaknesses / Strengths
Berserker gains 25% throw resistance
He has a 25% melee damage reduction.
30% reduced HEAD resistance against fire (not body)
10% reduced HEAD resistance against anything else (not body)
When set on fire it slows the brute by 15% of his active speed

Tactics to defeating the Brute
Berserker and Sharpshooter are weakest against the brute – but when working together the berserker can turn the brute so the back of the brutes head is opened to the sharp shooter

This is even easier when slowed by fire

A balanced perk spread across an assembled team is also a good way to defeat him – to many sharp shooters will not be effective.

The more members on a team increases the brutes health just as it would a Fleshpounder.- This ensures he has enough health to throw players around before he is killed

Intended Implementation
To promote teamwork and perk balance in squads
To promote slower/weaker zombies by throwing players into them
To promote panic and margin for error
To bring down barricades formed by players
To encourage the medic gun/darts
 
  • Like
Reactions: Pluberus

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
It's incredibly disappointing (and baffling) to see that the Brute still uses the Flespound's "insta-kill everything weaker than a Scrake while raging" behavior. Here's an example of just how bad it currently is:



See all that blood on the ground? See that exploding Bloat and two Clots being flung away? This was all done by the lone raging Brute you see here running back and forth, but that was hardly the end of it. See all those specimens walking towards the Brute's position? Well look again:



In literally four seconds, a single Brute killed six Clots, four Gorefasts, and a Scrake. One Brute wiped nearly a dozen specimens in the blink of an eye. The incoming Siren and Scrake didn't survive the Brute's slaughter either, nor did the rest of the wave. This is nothing short of gamebreaking, especially since Brutes spawn well before Scrakes and Fleshpounds.

As I said before, it is an amazingly ill-conceived idea to create an early, weak, and relatively common specimen that has the potential of killing more foes in a single wave than the players. The culprit behind this fault is the use of the Fleshpound's unaltered rage behavior, hence why I quite emphatically suggested you changed it. It seems nothing became of that, so lo and behold, you've unleashed a zombie on the field that can easily be exploited to be more of a help than a hindrance. Give players a little time and they will find ways to abuse this broken behavior to great effect.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
It's incredibly disappointing (and baffling) to see that the Brute still uses the Flespound's "insta-kill everything weaker than a Scrake while raging" behavior. Here's an example of just how bad it currently is:



See all that blood on the ground? See that exploding Bloat and two Clots being flung away? This was all done by the lone raging Brute you see here running back and forth, but that was hardly the end of it. See all those specimens walking towards the Brute's position? Well look again:



In literally four seconds, a single Brute killed six Clots, four Gorefasts, and a Scrake. One Brute wiped nearly a dozen specimens in the blink of an eye. The incoming Siren and Scrake didn't survive the Brute's slaughter either, nor did the rest of the wave. This is nothing short of gamebreaking, especially since Brutes spawn well before Scrakes and Fleshpounds.

As I said before, it is an amazingly ill-conceived idea to create an early, weak, and relatively common specimen that has the potential of killing more foes in a single wave than the players. The culprit behind this fault is the use of the Fleshpound's unaltered rage behavior, hence why I quite emphatically suggested you changed it. It seems nothing became of that, so lo and behold, you've unleashed a zombie on the field that can easily be exploited to be more of a help than a hindrance. Give players a little time and they will find ways to abuse this broken behavior to great effect.

Not a big issue, I'll just alter damage done to specimens while the brute is charging. I had no idea he could be so destructive, though I did severely reduce his damage to other specimens in a more recent version. Which version are you using?

It's not "unaltered rage behaviour" by the way, since most of the code was rewritten and I decided to throw in a few similarities which were thought to be beneficial to its functionality. If necessary I could completely remove damage to other specimens while charging and see how that works. Perhaps then you could leave at least a single positive remark about the work that's gone into this. :)
 
Last edited:

webley

FNG / Fresh Meat
Oct 14, 2010
172
43
0
www.wolfpackclan.com
It's incredibly disappointing (and baffling) to see that the Brute still uses the Flespound's "insta-kill everything weaker than a Scrake while raging" behavior. Here's an example of just how bad it currently is:



See all that blood on the ground? See that exploding Bloat and two Clots being flung away? This was all done by the lone raging Brute you see here running back and forth, but that was hardly the end of it. See all those specimens walking towards the Brute's position? Well look again:



In literally four seconds, a single Brute killed six Clots, four Gorefasts, and a Scrake. One Brute wiped nearly a dozen specimens in the blink of an eye. The incoming Siren and Scrake didn't survive the Brute's slaughter either, nor did the rest of the wave. This is nothing short of gamebreaking, especially since Brutes spawn well before Scrakes and Fleshpounds.

As I said before, it is an amazingly ill-conceived idea to create an early, weak, and relatively common specimen that has the potential of killing more foes in a single wave than the players. The culprit behind this fault is the use of the Fleshpound's unaltered rage behavior, hence why I quite emphatically suggested you changed it. It seems nothing became of that, so lo and behold, you've unleashed a zombie on the field that can easily be exploited to be more of a help than a hindrance. Give players a little time and they will find ways to abuse this broken behavior to great effect.

looking into it - Certain maps like the one your playing on horde every specimen to one door point - which means when a brute or FP come along they would destroy every small specimen in the way. we tested on white listed maps that allows specimens from all angles so the brute in this case would only kill 1 or 2 zombies before reaching its target

and for your information the rage mechanics have changes very much compared to FPs - however zombies do take damage just like it

it will be a shame to see exploding zombies go - as it did add atmosphere to the game - but to make maps where only 1 entry point is allowed more fun to play - we will adjust in version 1.4

it is however more at fault of the maps - as if the brute doesnt do it - the fleshpound will instead
 
Last edited:

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
I've lowered the damage done to other zeds when charging (for 1.4), but not completely removed it. Hopefully that should be enough.
 

=Evanz=

FNG / Fresh Meat
Oct 30, 2010
76
19
0
uk midlands ghetto gangsta
jesus guys 1 person moans about him killing a few zeds and you change all your hard work concentrate on the majority not the minority

you cant please everyone and those halfhearted pics dont really show much i havent seem him kill any zeds but then again i have played it on your guys servers with half decent maps

no body has ever moaned about a fp storming threw a mass of zeds why moan about the brute he is the size of a tank he shud be able to splat a few zeds if he has the power to throw me across the map
 
  • Like
Reactions: Slappy Cromwell

=Evanz=

FNG / Fresh Meat
Oct 30, 2010
76
19
0
uk midlands ghetto gangsta
It's incredibly disappointing (and baffling) to see that the Brute still uses the Flespound's "insta-kill everything weaker than a Scrake while raging" behavior. Here's an example of just how bad it currently is:



See all that blood on the ground? See that exploding Bloat and two Clots being flung away? This was all done by the lone raging Brute you see here running back and forth, but that was hardly the end of it. See all those specimens walking towards the Brute's position? Well look again:



In literally four seconds, a single Brute killed six Clots, four Gorefasts, and a Scrake. One Brute wiped nearly a dozen specimens in the blink of an eye. The incoming Siren and Scrake didn't survive the Brute's slaughter either, nor did the rest of the wave. This is nothing short of gamebreaking, especially since Brutes spawn well before Scrakes and Fleshpounds.

As I said before, it is an amazingly ill-conceived idea to create an early, weak, and relatively common specimen that has the potential of killing more foes in a single wave than the players. The culprit behind this fault is the use of the Fleshpound's unaltered rage behavior, hence why I quite emphatically suggested you changed it. It seems nothing became of that, so lo and behold, you've unleashed a zombie on the field that can easily be exploited to be more of a help than a hindrance. Give players a little time and they will find ways to abuse this broken behavior to great effect.


please clear this up for me at the start you say anythink under a scrake then you say he killed a scrake hmmm whats that funny smell
 

Braiken

FNG / Fresh Meat
Oct 26, 2009
46
23
0
please clear this up for me at the start you say anythink under a scrake then you say he killed a scrake hmmm whats that funny smell

He said: "insta-kill everything weaker than a Scrake while raging". The Scrake probably didn't got insta-raped so I don't smell anything funny here. Also his concern was a fair one. The devs won't do anything you ask of them unless its reasonable.
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
it is however more at fault of the maps - as if the brute doesnt do it - the fleshpound will instead
Fleshpounds are moderately uncommon late game specimens that are designed to take a lot of damage (no head block required) and to dish out equally deadly blows. I don't think anyone would ever object to a Fleshpound killing several specimens on his way to one-shot a hapless survivor on Wave 9. He's the big cheese of the specimen world before the boss. That's just what he does.

However, having Brutes run amok wiping out fellow specimens left and right only to do a bit of shoving before being felled by a couple of shotgun blasts during the pre-Scrake waves is hard to justify. You want your zombie to "promote slower/weaker zombies by throwing players into them," but if any specimens weaker than a Scrake gets within melee range of the players while the Brute is shoving them around, the Brute is pretty much guaranteed to insta-gib those specimens since it only requires the slightest glance. To put it one way, the Brute isn't going to be helping those poor slow Clots latch on to the speedy player if the Brute is just going to run up to the same player and instantly plow through those very Clots in the process.

please clear this up for me at the start you say anythink under a scrake then you say he killed a scrake hmmm whats that funny smell
The Brute was humping the Scrake while running back and forth for several seconds, continuously dealing damage every time they came into contact until the Scrake died.
 

=Evanz=

FNG / Fresh Meat
Oct 30, 2010
76
19
0
uk midlands ghetto gangsta
The Brute was humping the Scrake while running back and forth for several seconds, continuously dealing damage every time they came into contact until the Scrake died.


i stil think your making a mountain out of a mole hill

in this post your now saying several seconds before it was literally 4 seconds

plus why are the zeds not attacking you or others the pics look like someone had used a glitch to get them to crowd in 1 place normal maps will not play like that they come to attack you
 

_Duke_

FNG / Fresh Meat
Aug 22, 2010
280
151
0
Webley, I have a suggestion to give the Brute a metal gauntlet over his blocking arm, or some other visible rationale for why his blocking arm is so impervious to attacks.

It doesn't have to be a shiny gauntlet, in fact I'm sure the opposite would be better. Maybe a giant chunk of rusted metal that used to be a wrist restraint, broken free (at last) from his confines in a hereto undiscovered Horzine lab.

I know the existing backstory says he has metal plating under the arm, but I think something visible on the outside would be better for the uninitiated, while giving him some more style.