Adrenaline should probably be unbanned


(DonkeyDong) #21

[QUOTE=Anderson;335140]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[/QUOTE]

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(Decayed) #22

People just want what is considered the “golden” competition settings without giving them a shot.

There is a ton of theorycrafting on how OP adren can be, but in reality, if you have two good teams, are you really going to see chained adrenaline consistently? Maybe you’ll see it once in a while. Why is nobody killing the trailing medic who is about to chain/rez the target?

Sure you’ll have strats built around it, but eventually there will be strats to defend it too.
I admit defense may have a huge advantage around it when it comes to defusing.

I do think there should be an instagib installed though.


(chasm) #23

I’m pretty sure half the people in this thread haven’t even scrimmed with adren enough times to make an informed decision. The scrims we played against l4s in the early stages of this game proved adren wasn’t game breaking, but rather added an element that makes the game that much more exciting (both for spectators and players). However, I agree it needs to be tweaked slightly.

I like the 150% damage absorption, but I feel 200% would be better. 150% will go away rather quickly with 5 guns focusing on one target.

Edit: The above would include the target dying instantly when 200% damage is received, even if it hasn’t been 4 seconds

Also for the stacking argument, simply increase the cooldown.


(kamikazee) #24

I’m wondering: a lot of arguments are based on the problem of “chaining”, so I would appreciate it if somebody could answer the following questions to see how feasible chaining actually is.

How easy is it to pull off? How long can you keep it up? Wasn’t there some cool-down on adrenaline making it hard to continuously buff somebody? If you have a team of medics, does adrenaline-chaining bring some inconvenience to them like a serious decreas of pips?


(Anderson) #25

When you see an organized team using adrenaline and stacking them you will cringe, do you people realize how long 4 seconds actually is?


(Decayed) #26

For stacking, you will need at least 3 if not 4 medics. You could put class restrictions in place to remedy that.
4 seconds is long but what is the opposing team during the setup and execution of a chain? Sitting on their hands?
I think it will take a lot of coordination and won’t be something that happens flawlessly everytime. I’m trying to think of scenarios where it will be unstoppable. Can someone provide me with a strategy cause I can’t come up with much at least when it comes to objectives.
During firefights I could see it turning the tide at certain points, but game breaking? Dunno.


(Tandem) #27

Still don’t like it.

The counters you mentioned are fair,
but invincibility shouldn’t have to be countered
unless your in a spawn situation or revive.


(tangoliber) #28

Just setup one high level clan match… allow Adrenaline…and see what happens. I predict that there won’t be very many successful chains. Using that many medics, and grouping them up like that would pretty much be a disaster.


(Apoc) #29

Its op without chains…with chains its just extreamly op


(tangoliber) #30

From what I understood, people were saying that it is only OP because of chains… and wouldn’t be OP without them since the player can be knocked down.


(Apoc) #31

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…


(Apoc) #32

Btw greased you guys really should have covered the Brink friday night cup, the final was the single most epic game i think brink has ever seen.


(GreasedScotsman) #33

Yeah, sadly I was at work when it started. If these become regular, I may be around for finals of them. Great to hear some solid games coming together. :smiley:


(tangoliber) #34

[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 :slight_smile:


(Yeti94) #35

As I see it having a team of 3 medics and 1 soldier and engineer really limits turrets, mines, grenades, ammo, and just about everything that ISN’T adrenaline which for a defending team leaves them extremely vulnerable after their 8-12 seconds of one guy on a five man team invincible.

For an attacking team not focusing on adrenaline the all they have to do is attack again after the first plant is defused and crush a team that has half of the grenades and weapons buffs.

And why not hit the medics with grenades instead of the adrenaline-ed guy? with two guys shooting the adrenaline and one throwing a grenade back to knock down the medics at three seconds into the push. The adrenaline guy is down and the medics (that this strategy forces to group together) are at half health and have to retreat.

As fun and easy as coming up with 50 “what if” scenarios is, it seems that this argument really can’t be settled with theory craft since there are so many variables that could or could not come into play. What we really need is a scrim with two good teams that are trying to specifically use, abuse, and counter adrenaline and THEN decide if its broken or not.


(Kurushi) #36

They should leave it in.

Does it really give the defence that much of advantage when defusing? No, not really. If the attacking team aren’t there to disrupt the defuse that’s their fault; all it takes is one soldier with a molo to ruin the defuser’s plans. As for chaining/stacking, that’s easier said than done when the attackers are there doing something about it.


(Efrath) #37

I personally hope that they can add class limits on Server settings soon, it would be nice I think. I personally think 3 medics in a 5 man team is too much and seems just to be plain annoying when people spam revive syringes to eachother. 2 medics (Maybe even 1?) would probably be better I think. Less adrenaline chains and makes dying a bigger consequence. But I might be wrong here :C


(Humate) #38

A team should be able to tweak their class structure based on the objective.
Therefore class restrictions are not the answer to adrenaline.


(its al bout security) #39

comps shouldnt bann anything from brink its dumb and only done because (not balance issues) nerd wanted it that way


(needforWeed) #40

I’m sure no one will ban anything from Xbox.