Adrenaline should probably be unbanned


(GreasedScotsman) #1

Been thinking about this quite a bit. I think competition needs to re-examine this ability now that it only lasts 4 seconds. It is still stack-able, I believe… but it may be worth looking into, regardless.

I think this is a case where we reacted too quickly before truly exploring its pros and cons.

Adrenaline does provide 4 seconds of “happy time”… but there are a lot of counters to it that make it worthess.

  1. Sliding into the target knocks them down.

  2. Molotovs knock them down.

  3. Grenades knock them down.

  4. Grenade Shooting means the team trying to take down the adrenalized player do NOT have to wait to cook their 'nade at all. Toss and shoot. Ranged knockdown that is wonderfully skill-based.

  5. Melee = knockdown

In all cases, by the time they get up, the Adrenaline has pretty much expired AND then the target will suffer all the damage that was inflicted while adrenalized, so they’ll get knocked on their ass again. In fact, Adrenaline then becomes a liability unless it’s used well because the target will spend a great deal of time on their butts, unable to complete the objective.

Even if the ability still stacks, that means the medics are a) wasting their pips on Adrenaline instead of health, b) not shooting back at you, making them vulnerable targets.

The more i think about it, this ability seems kinda balanced if players actually focus on ways to counter it.

Thoughts?


(FishStix) #2

Agreed, for obvious reasons. If this does anything to make competitive play less defensively biased, it will be good.


(Zarlor) #3

The ability seems worthless to me anyway. I have never benefited from an adrenaline shot in any meaningful way. What are you possibly going to do in 4 seconds where you probably end up on your ass at the end of it? Plant a bomb or complete a hack -no… I guess either I’m Not Doing It Right, or it has been called OP simply on concept alone. I hear the grenade shooting would make a more likely candidate for banning in comp anyway. Good topic Greased.


(tokamak) #4

It seems like it rewards especially the teams with good coordination. Seems a typical pro-skill to me.


(BMXer) #5

You make some good points. My problem is I think the use of adrenaline could easily become the “go to” strat for almost every objective. It seems like it will almost be a given every single time. Every objective will be stratted around the adrenaline.

Aquarium is an obvious example. If adrenaline is allowed, I don’t see how basically every team is not going to strat around their objective guy being adrenalized for the plant. Then every team basically has to sit a guy just waiting to knock down the adrenalized soldier. If teams aren’t ready and waiting, its a free plant. Any option for a free plant is obviously going to be taken so it becomes a forced stock strat.
I feel like regardless of how many counters their are, teams are still basically forced to use it due to its “cheapness” and the fact that its almost a free plant.

And the fact that the defense can use it to defuse makes me not like adrenaline more for comp. Teams almost always have plenty of medics on hand. Popping the guy defusing with adrenaline seems like a given for %90 of defuses. Medics already buff the engie’s health on almost every defuse, why not adrenalize and get a guaranteed/cheap defuse?

PS and i agree with zarlor. grenade shooting is a joke. The nade hit box must be bigger than the enemy model. You can throw a nade at someones feet while shooting at head level and the nade still blows up. I personally think nade shooting is super lame with those giant hit boxes.


(Apoc) #6

The issue is with defusing not planting, defusing when interupted doesnt reset.

So teams can nearly completely diffuse with adrenaline, and even if they get knocked down they will still have defused probably a decent percentage that they shouldnt have been able to


(riptide) #7

[QUOTE=BMXer;334956]

PS and i agree with zarlor. grenade shooting is a joke. The nade hit box must be bigger than the enemy model. You can throw a nade at someones feet while shooting at head level and the nade still blows up. I personally think nade shooting is super lame with those giant hit boxes.[/QUOTE]

Unreal tournament disagrees with you and the size of the hit box really doesn’t affect it in fact it goes along with the inconsistent accuracy.


(GreasedScotsman) #8

One of my suggestions to badman is to make a damage threshold for the Adrenalized person… if they take a certain amount of damage (say %150 of their health), instead of being knocked on their butt with 1% health ready for a health buff, they die completely. Gibbed and all.

That should make it a purely tactical choice, in my mind. Do you use Adren for that extra 4 seconds knowing you’re going to lose this guy in the fight w/ no chance to revive them? Or do you perform the objective without it, with the option to get your objective class back on their feet?

Thoughts?


(ras) #9

Don’t like the mechanic at all - it cheapens firefights. Back when it was unbanned it just felt stupid when a Soldier/Medic combo came running around the corner, popped adrenaline, and all you could do is run. There is no capacity to outplay someone who doesn’t take damage.

Just fix spawn timers and the buffer and we’ll be good to go.

As for sliding, you’ll just get instantly ripped by any decent player before you get to them. And you can bet the team’s best shots are the ones being adrenalined. Grenade shooting is a possibility to counter it to some degree, but even that should probably be banned. It’s incredibly easy to abuse and also cheapens one’s ability to aim. The hitbox is too lenient.

I just don’t like the complete focus on adrenaline the game would have if it were enabled.


(Anderson) #10

No thanks!

Its the worst thing about Brink and thats why I got removed immediately, maybe this feature is awesome in TF2 but it doesn’t belong here

Also this 30 second spawntime is bull****, I mean you guys tested with random people and it worked and now you think its super awesome…this also happened in Wolfenstein, suddenly there was a 40 second spawntime in TGL cup and maps were over within 2 minutes because you only needed to spawnrape once. No wonder the US scene is dead when you don’t even adapt ESL EU rules (which work very nicely btw)

End of rage


(wolfnemesis75) #11

It is a mechanic to make a push more successful. The game is so structured around the defense being able to create an effective wall, I think Adrenaline creates an “x-factor” that can break a gridlocked face-off. A short tipping of the scales to boost a strike. Like a pick in basketball or a screen. It should have a long cool down or some setting so that it is part of a strategic strike rather than a spam-attack. Stopwatch is all about time rather than full-holds ideally, right? Yes, it adds a level of invincibility (there is a debate about revive) but what it does is promote teamwork. Successful Adrenaline strike, should be the result of a combined force/team strike. Hence the 4 seconds?


(bjorn) #12

No,
You are focused on the offensive side and how mostly they would use adrenaline, that is only normal considering at the moment almost only fullholds are happening, but it will not help offense at all. Defense can not only use it for defusing while being invincible but are also able to almost completely push the offense back in to their spawn by timing chained adrenaline usage. Like someone said before, the game would be centered around the adrenaline buff, and that will not change with potential changes to adrenaline, 2 rambo medics with adrenaline buff will still kill the majority of the team on offense, taking away the advantage or progress they made before. It doesn’t make the game more complicated or harder, it just dumbs it down.
The adrenaline buff is probably in the game in an attempt to appeal to TF2 players but it just doesn’t work for competition in this game.


(GreasedScotsman) #13

[QUOTE=Anderson;335140]No thanks!

Its the worst thing about Brink and thats why I got removed immediately[/quote]

Yeah, recall that we removed it before ESL EU rules even existed. It was the first thing to go, in fact.

To be clear, I’m fine if the community decides that it’s **** and doesn’t want it in… but I think the ability should be put through its paces rather than dismissed outright and immediately banned, especially now that its duration doesn’t guarantee success.

Note that I also think the costs of using it should be higher… the adrenalized player should be outright killed if enough damage is done to them so they’re not even revivable. And, of course, the ability should not be stackable on any single target.

Think about it… that’s a serious tactical choice to make: Does a team risk a teammate living for 4 seconds and pretty much instantly dying thereafter? Or do they forgo the ability and try to keep them alive through health buffs and syringe tosses?

What bothers me is that some seem so rigid and unwilling to play Brink for what it is: A new game with new features and new abilities that have to be learned. Has anyone even tried to counter adrenaline? I already know the answer given every comp config that’s out there.

In my view, ESL EU rules go too far in castrating the things that make Brink unique and, more importantly, they don’t fix the problem of double full holds. They help quite a bit, but they don’t solve the problem.

Brink is not ET. Brink should not be ET.

Also this 30 second spawntime is bull****, I mean you guys tested with random people

We tested with both pugs and teams. We’d like to test further with better teams, but guess what? They kinda left til the patch, even with the ESL EU rules floating around.

…This also happened in Wolfenstein, suddenly there was a 40 second spawntime in TGL cup…

No one has ever suggested anything beyond 30 seconds and I can’t imagine anyone wanting anything higher. We played around with a 25 and 30 second window after soliciting feedback from over 30 teams, including yours.

You, in fact, were the only person to dislike the idea, yet we both agreed that dignitas wasn’t a good measure since you guys have yet to lose a map… which makes me wonder how you’re arguing for or against a situation you haven’t yet faced.

Think of it this way: ESL EU neuters the game to the point where O has, at best, a slightly better chance of completing the objectives. Hasn’t stopwatch always been about setting times, or more appropriately, setting the faster time?

In our tests, the better team always won. I can’t say the same for some of the EU streams I’ve seen, as many were still extremely D-biased.

maps were over within 2 minutes because…

Even with these Brink spawn tests, times to beat were over 10 minutes unless it was clear one team was superior to the other. Keep in mind that the tests were also a more severe handicap for the D than a real respawn adjustment would be.

Yet, in nearly every test, the D was able to recover ground at an objective after the O had a good shot at the objective.

Feel good though, because SD probably won’t adjust higher than +5 because they share some of the same concerns you do.

you don’t even adapt ESL EU rules (which work very nicely btw)

Sure we did. I love some of the ESL EU rules. 1 Mine per Engineer, 1 turret per team is great–less spam, more focus on gameplay. My point is that some rules go too far.

At the end of the day, the teams and leagues will decide if adren or even spawn time adjustments are **** or worth having. I just want these things to actually be tested before being dismissed outright. That’s all.


(Anderson) #14

EDIT:

The problem is not actually the spawntimes…its the time it takes to escort/hack

20 for attack and 25 for def is the solution


(Trane) #15

[QUOTE=GreasedScotsman;335170]
To be clear, I’m fine if the community decides that it’s **** and doesn’t want it in… but I think the ability should be put through its paces rather than dismissed outright and immediately banned, especially now that its duration doesn’t guarantee success.

What bothers me is that some seem so rigid and unwilling to play Brink for what it is: A new game with new features and new abilities that have to be learned. Has anyone even tried to counter adrenaline? I already know the answer given every comp config that’s out there.

At the end of the day, the teams and leagues will decide if adren or even spawn time adjustments are **** or worth having. I just want these things to actually be tested before being dismissed outright. That’s all.[/QUOTE]

Completely agree with this.

This is what I was advocating for in the other unban adrenaline thread. It was immediately dismissed without being tested. The community made a decision off of theory without presentable evidence to show otherwise. That shouldn’t have happened.

Ideally, a competitive game should be played as close to vanilla as possible. Obviously, it’s pretty rare this happens, especially with fps games compared to other genres. But the difference is these tweaks are done after solid play-testing. That basically didn’t happen for Brink, which boggles me. Adrenaline was banned when, Day 3?

Greased, I would love to see some scrims with Adrenaline allowed on Brink TV. That way if it is broken, we have evidence of it that everyone can see.


(Apoc) #16

Well i personally think it would ruin comp. The game has enough depth and strategy, i feel adrenaline would become an ability used by every team for obvious reasons…I just dont feel invincibility has much of a place in comp, especially when its such an easy to use, chainable thing.

It would reduce the tactical and strategic aspects of the game and would mean teams focused on perfecting adrenaline pushes and adrenaline disarms…and i know it is counterable, but its kind of lame especially on defense. For attackers it would be lame but not unbalanced, however defence could abuse the hell out of it.

ESL rules are great and some really good games are being played. I dont think it should be changed. And even after when the DLC/patch is out and weapons and abilities and stuff are changed/added i still feel adrenaline should be a skill left out of comp.


(wolfnemesis75) #17

^I still feel that the game should be played with Adrenaline. Until tested out with two very good teams, I just don’t buy how it automatically ruins competitive play. Not every team is running the same Classes. Also, I found it odd just a few days after Brink released, stuff is made so stripped-down. Brink suffers from some crazy baggage that has nothing to do with the actual game; never seen this before with a new IP; such polarized views and feelings about it literally before its played even a week! But that’s another topic that’s been beaten to death; basically I think Adrenaline in Comps would make matches more exciting to WATCH for sure. MLG Pro, baby. Sometimes you got to have the “x-factor” to keep it exciting. That’s what adrenaline would do.


(GreasedScotsman) #18

Matt and I discussed this on-air during the… erm… “downtime” of TWL’s tournament.

Biggest issue is that adrenaline still stacks, and I can understand wanting it to be out in that case, as a daisy-chain of adrenalines on a single guy is a bit silly. My offered counter remains… give the adren’d target a damage threshold of maybe 150% of their health. If they receive enough damage to pass this, they die instantly as soon as the adren wears off, not able to be revived. If adrenaline can’t be stacked, then you risk losing the guy 'til the next wave, yet have a chance to maybe complete a plant objective or disarm.


(archzilla) #19

LOL Brink. :stroggtapir:


(Humate) #20

Think about it… that’s a serious tactical choice to make: Does a team risk a teammate living for 4 seconds and pretty much instantly dying thereafter? Or do they forgo the ability and try to keep them alive through health buffs and syringe tosses?

We’re talking about Brink here. It doesnt require much thought. Did you actually come to the conclusion that players who wanted it banned, didnt really understand the mechanic? The counter is a knockdown, pretty simple stuff. But that doesnt mitigate the fact players dont like the execution of it and thats where SD have failed. Incorporating things they perceive to be interesting and fun without actually doing their research.

What bothers me is that some seem so rigid and unwilling to play Brink for what it is: A new game with new features and new abilities that have to be learned. Has anyone even tried to counter adrenaline? I already know the answer given every comp config that’s out there.

Its easy to claim that players dislike something on the basis that its different.
The fact of the matter is, its not that different to the Tac Shield in etqw.
I’m sure you can figure out, why that was ok in etqw and adren isnt in brink.