The point here is that the players want to play tough bricks that can take hits. If the only way for them to survive is through mind control, then that's rather sidestepping the issue. It's also not very fun for the player if you keep rendering their build worthless - it feels like you're punishing them for building an effective character.
Also, Immunity (kinetic) works incredibly well for a brick type that wants to shrug off bullets, particle beams, gauss rifles, punches, kicks, and large objects being thrown at him. Clint ruled it halves the damage done vs immunity.
Interesting character to be sure. But like most focused Super characters he's really a one trick pony. Yes, he gets two attacks (Improved Frenzy) that will most likely hit a head shot every time but he's so very vulnerable in all of his other areas. It would cost all 20 starting Power Points for the powers above. So focusing on damage taking/dealing limits you in a lot of other areas.
Only 7 PP go into damage dealing, the other 13 PP are purely for surviving damage - Construct and Super Attribute (Vigor) to exploit a loophole in the Incapacitation rules (which has since been addressed in SWD).
The "brick" in my group was actually a mad scientist with d12 Smarts, who had replaced his entire body with nanobots and had a range of nasty powers (including the ability to split into two via Duplication). He had d12+8 in Fighting and used two vibroswords, and cleaved through enemies at about the same speed as the robot cat. But even with 13* points of armour, he still got one-shotted by Extras on one more than one occasion. It's not difficult to get a decent damage output, but when someone is inflicting a lot of damage on you your options are more limited.
* Only 9 vs energy, but he always got one-shot from physical attacks
That's a very helpful thread. I was confused since the villain in SPC has Immunity Kinetics.
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