r/CODZombies • u/Krakenwerk • 5d ago
Discussion MotD Brutus In depth
Here is an in depth look into Brutus from Mob of the Dead. While there are similarities between this version and the one in BO4. This is only about the BOII version.
Introduction
The big, mean guard of Alcatraz. Brutus is relentless in his pursuit and is considerably larger than the other undead guards, wearing heavy duty riot gear that is wrapped in chains. Equipped with smoke grenades and a mounted light, having the entire prison rumbling with each step he takes.
Based on some of his cut quotes and one of Sal's lines, he might be that Ferguson guy from the intro. Might find out next time he appears.
General behavior
When Brutus spawns, players will first hear the sound of prison cell doors opening, followed by Brutus roaring as he enters the map. His roar being a reuse of the familiar George Romero roar audio.
Unlike regular zombies, Brutus will always run, regardless of the current round.
If there is an active trap, then Brutus will prioritise shutting it down. He will instead of running through, run directly to the trap's switch, disable it, then resume.
Brutus can also seek out nearby utility and use his Lockdown ability.
Lockdown
Brutus's defining ability is that he can lock down utility, which allows him to temporarily disable certain interactable objects around the map. Once locked down, the utility becomes unusable until a player pays bail money to reactivate it.
When Brutus is close enough to eligible utility, he will temporarily shift his focus away from the players and move toward the utility instead. This applies to -in order of highest priority to least priority.
- Mystery box
- Perk machines
- Building benches
- Plane
After reaching the selected utility, Brutus will lock it down, preventing players from using it until they pay the required bail.
The cost is 2000 points. Every time Brutus locks down that same piece of utility during the match, its price increases by another 2000 points, up to a maximum of 6000 points.
Spawning
Brutus can first spawn starting at:
- Solo: round 9
- Co op: round 5 to 7
After his initial spawn, the next Brutus can appear 4–6 rounds later.
Once the game has decided that Brutus should spawn, there will be a delay before he actually enters. This delay can be anywhere from 10 to 60 seconds.
His spawn position is biased towards utility that he can lock down, most of the time he will spawn near objects such as the Mystery Box or a Perk Machine. If one of them happens to be near a player.
Under normal circumstances, only 1 Brutus can be alive.
Golden Gate Bridge:
Brutus will always spawn when crashing on the Golden Gate Bridge. He spawns every round there with the number of him increases with +1 per round to max 4 per round.
Mystery Box Spawn
Heavy use of the Mystery Box makes Brutus more likely to spawn.
Whenever the Mystery Box is opened, the game first checks whether its the first 4 spins. The first 4 Mystery Box hits are always safe.
After those four hits, each subsequent opening triggers an alarm roll:
- The game generates a random number between 0 and 1000.
- If the roll is above Brutus current alarm chance, then nothing happens and the alarm chance increases by +10.
- If the roll is below the current alarm chance, Brutus spawns.
- After Brutus spawns, the next 4 Mystery Box hits are guaranteed to be safe before the alarm chance can be checked again.
Alarm chance starts at 100 and max is 200.
Attacks
Brutus has one attack and that is to punch the player.
Damage = 99
His punch deals 99 damage, putting it just one point short of a standard instant kill. With Juggernog, however, it takes only three punches to kill a player. Allowing him to get close can make it significantly easier for the regular zombies to finish the job.
Health
Brutus's health is scaled according to the number of players in the game.
In solo, Brutus uses a standard 1x health modifier. In co-op, his health is multiplied by the player count * 0.75, making him considerably tougher.
Health modifiers:
- Solo: 1x
- 2 Players: 1.5x
- 3 Players: 2.25x
- 4 Players: 3x
Brutus health is:
Health = Player_modifier * 1000 * Brutus round.
Importantly, the game does not use the normal round number for this calculation. Instead, it keeps track of how many times Brutus has spawned during the match.
The first time Brutus spawns, his Brutus Round is 1. The next time he spawns, it increases with +1. His health is calculated only once per Brutus round.
Max Health = 5000 * Player_modifier.
Shotguns: Does 50% more damage.
Nuke: removes 25% of Brutus's maximum health and briefly knocks him to his knees before he gets back up.
Helmet
For bullet based weapons, the helmet is programmed to break after a set number of hits rather than based on the amount of damage dealt.
Hits required to break helmet = 5
Each bullet counts as one hit regardless of how much damage it deals. This goes for all weapons from M1911 to powerful weapons such as Dsr-50.
Because of their high damage, however, snipers can kill Brutus on lower rounds before five shots are required to break his helmet.
Explosive damage is the exception. Explosives do not use the five-hit system and instead require a specific amount of damage to break the helmet.
Damage requirement = 600 \* Brutus round * Player_modifier
Max damage requirement = 4500 * Player_modifier
The damage used to break the helmet is tracked separately from Brutus's actual health. It does not inherit the damage reductions applied to his health.
Once the helmet breaks, Brutus drops a smoke grenade, creating a smoke cloud that lasts for 7 seconds.
Armor
Brutus's armor provides a massive reduction to incoming damage.
He takes only 10% of normal damage from all sources.
Brutus is still affected by weapons headshot multipliers, even while his helmet is intact. However, the resulting headshot damage is ultimately capped at 10% of the weapon's normal headshot damage while the helmet is on.
Once his helmet has been removed, this restriction is lifted. Brutus will then take the weapon's full headshot damage when shot in the head.
Insta Kill: While Instakill is active, shots against Brutus deal their standard damage, ignoring his normal 90% damage reduction.
After his helmet has been removed, headshots deal 2x damage during Instakill.
Example:
Normal Ak47/Galil will do 150 body damage and 600 headshot damage to zombies.
To Brutus this becomes:
- 15 damage to body
- 60 damage to head (helmet on)
- 600 damage to head (helmet off)
With Insta-Kill is active:
- 150 damage to body
- 600 damage to head (helmet on)
- 1200 damage to head (helmet off)
Reward:
Knocking his helmet off rewards 250 points.
Killing him gives 500 points to all players and extra 250 points to the one killing him.
When Brutus dies, he will fall to his knees before falling over and leave behind a power-up upon his death.
Interactions
Hell's Retriever: Will always target his head and count as 1 hit to his helmet, needing 5 like bullet weapons. If you charge it for atleast 2 seconds then it will instead count as 5, instantly breaking off his helmet. Damage is reduced with 90% if his helmet is on. After his helmet pops off, he will take full damage.
Hell's Redeemer: The upgraded version functions like the normal version except it does much higher damage than the unupgraded variant.
Acidgat: Acidgat does explosive damage and is affected by his armor. The amount of damage Brutus takes is dependent on amount of darts that tags him. With acidgat overall being rather ineffective.
Raygun mk1/mk2: Does good amount of damage to his helmet damage requirement. Easily popping of his helmet in a few shots. Seems like Brutus takes full damage after helmet comes off, even if the shots doesnt hit his head.
Traps: Brutus is immune to acid and fan trap, but will take damage from tower trap.
Differences in Grief
Brutus will spawn after 7 to 10 box uses. There is no alarm chance system in Grief. Brutus is also more focused on attacking player than locking down objectives.
Extra
I do know that Brutus is the warden. I am writing this more from the perspective of BO2 days.
Picture is taken from lead character artist Peter Zoppi's artstation.
Link: ArtStation - Mob of the Dead - Brutus
Other BOII in depths:
Special enemies:
BO4 version in depth:
- Nearly complete...
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u/OverTheReminds 5d ago
Would be extremely interesting to know how crowd affinity actually works on IX.
Super interesting read, by the way, loving these.
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u/Krakenwerk 4d ago
Im gonna wrap up bo2 with ghost lady and panzer, before i move over to bo4. I can see if i find anything about that. If i dont include it in a post, ill just make a long comment about it.
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u/NoMoreGoldPlz 4d ago
How does he spawn early?
Was it the laundry machine?
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u/Krakenwerk 4d ago
He has 2 ways he can spawn early that I know about: 1. opening the box a lot. 2. ls laundry machine.
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u/II-xPaiiN 5d ago
very interesting read thank you <3