Smoke grenades were in the works, I guess they just didn’t have much of an idea on how to implement them. Rahdo had all kinds of complex ideas about rewarding how much line of sight you blocked etc.
3 suggestions for devs from an ET player
[QUOTE=Beermachine;311991]True, but as people get better at the game more people will start to flick the mouse view quickly away and back again when they see a grenade being launched (especially one thrown into the open to maximise coverage), making flashbangs pretty ineffective against good players.
At least with smoke it will give the attacking team a chance on certain troublesome chokepoints to rush through to the nearest cover.[/QUOTE]
Sorry about this question, because I bought the game but didn’t play it yet (moving to another country, PC in luggages =_=).
Can’t you hold the grenade and launch it on the final ticks or something, to that you can still surprise people ? I know veterans on PC with mouse will have time to switch back to avoid the blinding, but it launched on the last tick, it could still be pretty efficient.
[QUOTE=Stormchild;312093]Sorry about this question, because I bought the game but didn’t play it yet (moving to another country, PC in luggages =_=).
Can’t you hold the grenade and launch it on the final ticks or something, to that you can still surprise people ? I know veterans on PC with mouse will have time to switch back to avoid the blinding, but it launched on the last tick, it could still be pretty efficient.[/QUOTE]
I like informed questions, no appologies needed!
Yes it can, and it has a MUCH shorter tick count than grenades making this a lot easier. I’m not denying that flashbangs can be incredibly effective, even against really good players in a lot of situations (close range especially, around corners and such and rush in).
In the situation where the whole team is intelligently covering the one or two chokepoints to certain objectives, especially where they can sit back at distance sniping away at angles that makes throwing it incredibly difficult without being instakilled, there usefulness in breaking through is greatly diminished.
Adrenaline could be a solution, but again an intelligent player who sees any enemy who rushes through and takes no dmg and is not firing is going to be cooking a grenade of some sort, most likely a flashbang, and will take appropriate action.
Throw in the fact that on FF enabled (which I only play on when possible) it affects you and your whole team, successful timing and coordination with your teammates is pretty hard to accomplish on a pub server to break a solid D.
not a fan of maxlives, other 2 points are very interesting though. As I play the game more I do feel like “Damn if we only had a smoke grenade right now”.
Keep in mind they already said they are adding more filters to the browser. I wish they’d copy the ETQW browser functionality tbh.
and a side note, the steam browser has some of these filters, sometimes i just minimize (window) the game and find/join a server from the steam browser.
Wow. I’m shocked to see people actually interested in maxlives. I thought I was the only one left.
Smoke Grenades: It’s nice to hear the devs were actually working on them. Maybe they’ll get added in eventually. I don’t really see the fuss about making sure Ops get XP for using them correctly though. If it enables the team finally break through a tough chokepoint that’s reward enough for me.
[QUOTE=premiumjones;311668]Haven’t posted here in a few years. I’m surprised my login still works.
I’m an old RtCW and ET player but I’ve been playing Brink for the past few days and I feel like it’s a pretty worthy successor to ET. However I have some suggestions.
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Smoke Grenades for Covert Ops - These were very important in ET to get through a heavily fortified corridor. With all the folks using secondary Sniper Rifles in Brink it seems that every mid-long range fight is dominated by Sniping. A great counter to that was the smoke grenade. Toss a canister and the snipers can’t see you. Then the team goes running through the smoke to close the gap on the enemy and push the front forward. This would also give the Ops another job to do when sticking with the team. And just for the record, I love sniping, I just think it needs another option to get around.
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Better Server Browser Filters - Specifically Friendly Fire on/off. I really don’t like playing on servers that have FF off. I know you can choose OldSkool and it’s on by default but then the dynamic timer is off as well.
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MAXLIVES/Limited Lives! - I know it’s a longshot but I’ve got to ask. To new fans who don’t know, Maxlives was a server option that allowed the admin to set a certain number of respawns for each player. So every player on the axis and allies had his own set of lives, once gone he no longer respawned until the next match. Typically the defending team got a few less lives than the attackers. This helped teamwork immensely because medics and revives were more important, as was gibbing. Whittling down the defense’s life count was another option to get past a tough chokepoint. Also it allowed new players who would usually run out of lives earlier to spectate others to learn how to play.
The maxlives servers in Wolf:ET were my reason for playing for so long. I can see why they were abandoned in ET:QW due to vehicles dominating infantry, but I feel like the option would work perfectly here since Brink is essentially ET with more customization and parkour.
Before any fans fly off the handle about how there shouldn’t be limited lives remember it would be an option, just like friendly fire and rank restrictions.
Thanks![/QUOTE]
That’s just awesome. GIEV PLX!!!
Good suggestions! I really enjoyed the W:ET maxlives servers, it was great fun when there were just a couple people left and everybody else is rooting for them in spectate mode.
I agree on the browser and smoke grenades for sure. Also former RTCW/ET player.
I’d also like to see more document run objectives and less escorting. Doc chases with Parkour would be great. Have maps more like Fuel Dump where an operative can hack a door and get in with an engineer to blow up an objective vs. doing the entire escort bot thing linearly.
-Dual objective maps. May not be as good with a 16 player cap, but RTCW had many great duel objs. Well you guys made Market Garden, so you should know. Classic!
