Abilities Take Center Stage in New Brink Trailer


(Ragoo) #161

At least that means I can have a very standard character for pub play with all the passive universal abilities ^^


(DouglasDanger) #162

So are you going to lone wolf on “pub” games? That is the kind of behavior SD wants to discourage.


(Ragoo) #163

Quite the opposite. I’m gonna be equally bad equipt for every class , so whatever the team needs I will do it :smiley:


(DouglasDanger) #164

That’s great. :slight_smile:


(Humate) #165

Personally, I’m not going to fire a single bullet.
Hopefully other people can shoot for me and I see no reason why I should do that, when I can do really important things like build machine-gun nests. At least thats what will happen when I’ll play engineer.

When I play medic, I’m going to find the worst player on my team and follow him. I think its kind of nice to ensure that bad players are also having fun even if they arent really contributing. So yeh constantly reviving and healing them not only will earn me lots of valuable XP… but it will also give me that warm fuzzy feeling.

:infiltrator:


(St NickelStew) #166

(The comments found below are clearly speculative as the video may not precisely reflect the game as it will be released.)

From the video it appears that all class-specific abilities are Rank 2 (Level 5) and above. If this remains true, then the first five abilities chosen must be from universal abilities (a list, very possibly incomplete, can be found here: http://img861.imageshack.us/img861/3277/universalabilities.png.

I guess I am hoping something is different in the final version of the game. Either #1 there are more universal abilities (which seems very possible) or #2 there are class-specific abilities that no longer require Rank 2. My “beef”, such as it is, is that I don’t like many of the universal abilities and would rather be able to choose class-specific abilities in their place.

Ah well, less than two months until the game is here.


(Je T´aime) #167

I think the 1st videos that came out like the developers videos here a lot more polished, the latest ones, feels like a amateur job sorry to say . <


(Whydmer) #168

[QUOTE=Humate;276309]Personally, I’m not going to fire a single bullet.
Hopefully other people can shoot for me and I see no reason why I should do that, when I can do really important things like build machine-gun nests. At least thats what will happen when I’ll play engineer.

When I play medic, I’m going to find the worst player on my team and follow him. I think its kind of nice to ensure that bad players are also having fun even if they arent really contributing. So yeh constantly reviving and healing them not only will earn me lots of valuable XP… but it will also give me that warm fuzzy feeling.

:infiltrator:[/QUOTE]

If you are playing on the 360 you can add me to you friends list and always have someone to tail… :wink:


(Cankor) #169

[QUOTE=Whydmer;275759]While I personally love the trailer, my one criticism is that it seems geared to those of us who are living, breathing, eating Brink information. We know what we are looking at. We understand what is going on with the skill system.

People who have only been casually watching this game at best (you know potential customers) may be confused. Does the video mean that you can choose any skill you want just before doing the action? Does every medic (or worse every character) get the ability to self resurrect? Does every character have the 2nd Chance ability?

Maybe I am over reacting because I feel like crap, but just my .02…[/QUOTE]

Those are all good points. But it could be enough to get the guys asking questions to find out the answers.

[QUOTE=LyndonL;275783]Christ. SD can’t win. Every day people are whining that all we get is the same information over and over. They put out a decent informative trailer, and then you (basically) say it’s too much information?

However I disagree. I showed it to someone who knows very little about Brink and they really enjoyed it :)[/QUOTE]

His points were valid, especially where they show a guy selecting an ability right before performing an action, as if one immediatly followed the other. The other two not so much but that one in particular is confusing for anyone who doesn’t know how it works if you ask me.


(Whydmer) #170

I agree, for many many people this will be an enticing video.

And probably those that will be confused, will find fault, will complain are looking for reasons to complain and find fault, and they will never be pleased.

I think though that videos that focus more on gameplay would be more enticing all the way around. (then again I am still in a grumpy mood)


(Herandar) #171

There are 42 class abilities shown in the new video. 11 Soldier, 11 Engineer, 10 Operative and 10 Medic abilities. It has been confirmed by Splash Damage that there are 58 total abilities to choose from, so there are 16 Universal abilities, of which I think we really know of about 8: Sense of Perspective, Battle Hardened, Combat Intuition, Downed Fire, Sprint Reload, Silent Running, Grenade Shooting and a couple more.

[QUOTE=St NickelStew;276328]From the video it appears that all class-specific abilities are Rank 2 (Level 5) and above.

I guess I am hoping something is different in the final version of the game. Either #1 there are more universal abilities (which seems very possible) or #2 there are class-specific abilities that no longer require Rank 2.[/QUOTE]

Rank 1 Class abilities in the Ready and Able video:

[ul][li]Soldier: Ammo Resupply (default)[]Soldier: Molotov Cocktail (active)
[/li][li]Engineer: Landmines (active)[
]Engineer: Weapon Buff (default)
[/li][li]Medic: Life Buff (default)
[/li][li]Operative: Disguise (default) (They’ve said that Operative is skewed towards higher-level play.)
[/li][/ul]

You only know about half, and aside from Downed Fire, (and possibly Grenade Shooting) I’d suspect most are lower-rank. At level four, you can choose from Molotovs, Landmines, and the base Universal abilities. The base abilites are not really to change your gameplay.

I guess you’ll really be learning the maps, the movement and the shooting mechanics in the first rank.


(BioSnark) #172

[quote=Whydmer;276356]I agree, for many many people this will be an enticing video.

And probably those that will be confused, will find fault, will complain are looking for reasons to complain and find fault, and they will never be pleased.[/quote]
Well, the previous video was extremely basic. I still don’t agree that it was necessary with the popularity of tf2 but perhaps it did have a legitimate target audience who wouldn’t follow what’s being demonstrated in this video.

humate’s off to the 360. his altruistic master plans of being a buff dude buffing dudes surely won’t require great precision aiming :slight_smile:


(Whydmer) #173

Well, me moving to PC gaming (if I could afford the new PC) would truly be a scary concept, I would probably need 2 Humates to keep me going.


(DouglasDanger) #174

[QUOTE=Herandar;276374]There are 42 class abilities shown in the new video. 11 Soldier, 11 Engineer, 10 Operative and 10 Medic abilities. It has been confirmed by Splash Damage that there are 58 total abilities to choose from, so there are 16 Universal abilities, of which I think we really know of about 8: Sense of Perspective, Battle Hardened, Combat Intuition, Downed Fire, Sprint Reload, Silent Running, Grenade Shooting and a couple more.

Rank 1 Class abilities in the Ready and Able video:

[ul][li]Soldier: Ammo Resupply (default)[]Soldier: Molotov Cocktail (active)
[/li][li]Engineer: Landmines (active)[
]Engineer: Weapon Buff (default)
[/li][li]Medic: Life Buff (default)
[/li][li]Operative: Disguise (default) (They’ve said that Operative is skewed towards higher-level play.)
[/li][/ul]

You only know about half, and aside from Downed Fire, (and possibly Grenade Shooting) I’d suspect most are lower-rank. At level four, you can choose from Molotovs, Landmines, and the base Universal abilities. The base abilites are not really to change your gameplay.

I guess you’ll really be learning the maps, the movement and the shooting mechanics in the first rank.[/QUOTE]

That’s some good guesswork, Herandar. Do we know for sure there are not 11 abilities for Operatives and Medics? That seems strange that Engineer and Soldier would have 11.


(St NickelStew) #175

[QUOTE=Herandar;276374]There are 42 class abilities shown in the new video. 11 Soldier, 11 Engineer, 10 Operative and 10 Medic abilities. It has been confirmed by Splash Damage that there are 58 total abilities to choose from, so there are 16 Universal abilities, of which I think we really know of about 8: Sense of Perspective, Battle Hardened, Combat Intuition, Downed Fire, Sprint Reload, Silent Running, Grenade Shooting and a couple more.
[/QUOTE]

Well, that is good to know.

To me those that you list as “Rank 1” appear to be default abilities you can use when you choose the class. All the other abilities have a required rank listed; those you list above have no rank listed (no 1* but a blank space). It would make sense (and be more fun) to be able to use all classes, regardless of your ability choices. Excluding the abilities in your list, there are exactly nine abilities per class that can be unlocked, which provides a little bit of support for my reasoning that the abilities you list above are the defaults for each of the classes, and as such do not need to be “chosen”.


(DouglasDanger) #176

Looking at the trailer, it looks like back packs are in. You can see one on the hacker Operative, and one on the medium in shorts with the suppressed shotgun. Do they signify anything? Do different classes have different backpacks?


(Humate) #177

Looking at the trailer, it looks like back packs are in. You can see one on the hacker Operative, and one on the medium in shorts with the suppressed shotgun. Do they signify anything? Do different classes have different backpacks?

They are supposed to signify class.


(A.i) #178

I’d rather not have a back pack, especially as an operative - the less volume you have - the better :slight_smile:


(Herandar) #179

Did you not watch the video released a couple of days ago? Hit pause and count the abilities. It’s way too late in the development cycle for them to be wrong. I don’t think it is strange, because both of the classes with 11 start with an active ability as a part of the standard kit.

I know that the abilities that I listed as “(default)” are default. You will be able to buff/resupply/disguise immediately when you start playing. I do not believe that the active abilities (Molotovs, Landmines) are default, you have to choose them or one of the passive universal abilities with your credit to use them. (I could be wrong though.)

You can. The abilities do not restrict you in any way.