[QUOTE=Apoc;336791]If im fighting an invincible player and iv got my grenade recharging, i consider that OP.
Especially considering the fact that in comp people die in less than 2 seconds, often less than one. I see it as OP that if a player runs into the room adrenalined up, i have to somehow keep them knocked down while avoiding their fire, even though they can fire when knocked down…for 4 seconds (twice the required time to kill someone easily). This is assuming their medic friend isnt close behind trying to kill me also.
Its unfair as the adrenalined player can be used to tank the other team, they drop into the middle of the room adrenalined up, and then the rest of the team time their co-ordinated push with that…the defense have a choice…focus on the push and ignore the adrenalined player who will be just running around killing their team, and hope you come out with more alive. Or to keep the adrenalined player knocked down the whole time, thus sacrificing 2 players nades and 2 players time and attention on one player, leaving the team in a 3 vrs 4 situation.
Thats considering that defense dont start taking advantage of it also and rolling 3 medics who adrenaline 3 players as soon as the attack makes its main push, who have also adrenalined 2 or 3 players, leading to a large ridiculous 4 second invincible nade fest…[/QUOTE]
That was a very good explanation, thanks.
I do have an idea concerning this, though. I think it would be rather interesting to see what would happen if adrenaline was allowed, and it became obvious that a perfectly-coordinated offense would always work against a good defense in Brink.
I often compare games to American Football strategy. I think that in American Football strategy, against a passive defense that allows time for the QB to make a play, that the offense would always win. Given time, there is basically nothing the defense can do.
However, in order to prevent this, the defense adds pressure on the offense. They attack the offense and try to disrupt their strategy before it gets started.
Right now, it seems to me that defense in Brink is very passive. They take good angles…wait and then respond. And that seems to be good enough to handle a well-coordinated offense.
What would happen if you allowed adrenaline, and then as you suggest, a well-coordinated offense would always be able to break a passive, reactionary defense? Well, you would force the defense to try and attack the offense. Preventing them from comfortably setting up an attack would be key. The defense would be scouting more…pushing out more…and trying to rush the offense before they were ready (using adrenaline for their own attacks.).
The result of this, in my opinion, might make a more dynamic game. A good defense would be one that disrupts…but even with the best defense…their pressure would come with a risk, and would often create huge openings for the offense.
Instead of breaking the game, because offense would always beat a defense that is waiting passively for them… it might make it more interesting, as the defense would be forced to take risks and be more creative. You would have more times set…and the team that wins might be the one with the most disruptive defense…not the one with the most well-coordinated offense.
Just an idea