It seems rather natural for the turret to dissapear, otherwise everyone would almost be obliged to first go engineer deploy a turret and switch classes.
Assault Container City in New Brink Gameplay Footage
Im just from a nice ETQW match and you know what, compared to it, Brink here looks so slooooow. And its not like ETQW in vanilla was especially fast either!
[QUOTE=Slade05;242398]Im just from a nice ETQW match and you know what, compared to it, Brink here looks so slooooow. And its not like ETQW in vanilla was especially fast either![/QUOTE]
That’s why I say PC users should have the ability to set their on rules since we pay for our dedicated servers.
Yes it’s a good idea ! some différent speed mod for différent players
and yes it look so SSSLLLOOOOWWWWWWW !!! …
I think even cod run faster ! 
It looks allright, but not really as exciting as other videos we’ve been treated with before.
The sound recording was not so good I think, as the sound from the game was dull to me. And it looks slower than ETQW indeed, which is a shame.
U can change speed in mod, but u cant enlarge the map for it. If u boost the speed on a small map- bye bye balance.
I agree, and that is why I was surprised to discover that there is persistence in BF:BC2. Yet, it isn’t problematic in that game (though admittedly, an anti-tank mine is different from a turret).
[QUOTE=3Suns;242393]I have a question, Jolly changed classes from Engineer to Medic, did his turret disappear too, then? In BF:BC2, I was very surprised when I discovered that ammo and health stations, and anti-tank mines, for example, are persistent even if I change kits or classes.
Edit: The HUD is growing on me.
I like the XP counter with the half-faded zeros! NICE! Oh, baby. So sexy![/QUOTE]
I hope it does and same thing with mines. Else everyone will start engineer; mine and turret everything then change to something else.
mines and turrets? everyone could go engineer and buff their guns then switch to med and up their health before going off and doing whatever they want.
i dont mind if deployables go away when you change class, i just hope they dont go away when you die.
I got the impression that the damage buff was time limited? If so that won’t be a problem.
And people concerned about how “slow” planting the bomb is? Count it. 3-4 seconds, and behind a wall. If your team can’t defend you in that circumstance you don’t deserve to win.
My concern from that video was the second person he killed at the start - the ironsights weren’t even on the enemy for most of the time that his (enemy’s) health was dropping. I’m hoping that that is a consolification, cause if I play the game (on PC) and keep going down when some noob can’t even aim at me I’m gonna rage like a mofo 
[QUOTE=LyndonL;242420]
My concern from that video was the second person he killed at the start - the ironsights weren’t even on the enemy for most of the time that his (enemy’s) health was dropping. I’m hoping that that is a consolification, cause if I play the game (on PC) and keep going down when some noob can’t even aim at me I’m gonna rage like a mofo
[/QUOTE]
I think that other friendlies were shooting at the enemy. When the enemy dies, “Group” XP is awarded. I would be amazed if you will get take down the enemy’s health without actually shooting them. lol
Some highlights/feedback:
00:22 Friendly health bars always visible even to non-medic class.
00:26 Enemy health bars visible when in gun sights.
00:27 Group scores for individual slaying? Is that assist points?
00:52 Sub Objective timer
01:06 Toss out ammo to individual players where they are as opposed to dropping an ammo station a la BF.
01:10 Reload timer circle
1:16 Incap HUD. Options: Medic revive or respawn. Info about Medics “en route” AND timer for respawning wave. You can choose to forgo respawning and wait for a medic, but then you may have to wait until next respawn wave if the medic fails to help you. Freedom to move camera and watch action through blurry lens - friendly health bars visible.
01:34 Circle timer for using syringe
01:48 Class change at command post is very simple and quick.
01:51 100XP just for choosing “Objective” (engineer) class, or was that the just the class most needed at the time?
02:20 Engineer buffs other class - increases their gun damage.
02:23 Self-buffing as engineer class (not limited to medic class) - increases damage.
03:06 Enemy lying on the ground presumably with syringe in hand, suddenly gets up and guns gamer down.
03:20 Medic distress call answered “1” medic en route - indicated in incap HUD.
03:56 Enemy recieves ammo? Green bubbles for ammo? Orange bubbles for engineer damage buff? Also, as opposed to the passive health and ammo stations in BF:BC2, all buffing in Brink is diliberate, “aimed” and must be chosen by the buffer.
04:25 Finishing off incapped player? (also at 04:02)
04:32 Self-buffing Medic, increases health bar.
General impressions of the HUD - it provides TONS of info. Timers, counters, indicators for seemingly everything possible, certainly everything relevant. Circle timer for syringe, turret construction etc. is cool.
For beginners, the big flashing circles indicating friendlies who need ammo (e.g., 00:58) will be helpful, but once we are familiar with the game, I would hope that we could “tone it down” a bit. Just the simple blue “X” indicating possible action will be plenty once we are familiar with the game.
The bottom right corner gun icons etc, should have greater transparency, and the icons should be smaller in my opinion.
You missed right near the start, where a ‘somename buffed your Sprinting Speed’, it seemed to be from a medic.
Great! I’d like to see even more gameplay videos with or without narration.
Watching it again at slower playback speed with VLC so I can get all the details of ever scene.
“Qureshi buffed your Sprinting Speed” and it has a slippers icon. I really appreciate the icon styling. Simple white and transparency shows that less is more. It also just keeps the interface from looking cluttered and can be stored as a simple vector or small size texture. Before color LCDs we had passive matrix displays like on gameboys and the first blackberries. Those were pretty much limited to simplistic “two color” icons which is what this reminds me of.
Some of the newbie interface stuff I don’t care for is the text popping up all over suggesting how to play your class. “Give ammo to him, and him, and him too!” Hopefully that can go away like in L4D. Though I still kept L4D’s on since it was the only way you could tell who startled the witch or triggered a car alarm.
The finger massage done on the explosive’s touch screen doesn’t really match the keypad. I wonder if a touchscreen is really a practical interface for that kind of thing? I mean it’s probably not so durable and if it breaks in any way you can’t rewire a switch at all. 7-seg displays and physical buttons would have been cooler. Also another thing I noticed is that you can see the transition jump where the explosive ceases to be an equipped item and is deleted then transplanted into the map as an added object.
This video would have been more interesting if the people who were playing knew what they were doing. Watching that medic just run by at first brings back painful memories of clueless players in ET. Also someone could have escorted the robot from the start instead of doing it after the explosion.
I really hate the glowing gun to represent a buffed gun. Is that so every friend and foe can know about it? If not I’d rather it just be an indiscreet icon somewhere. When I get very used to a game I eventully turn draw weapons off if it’s allowed. The animations they make are actually kind of distracting.
It looks like XP for hits and kills is extremely low. 100 XP for doing a class action and then 10-20 for a kill next to the team and objective? Or is that per hit? It seemed too low though. I know the point is to not go out on your own but even next to the group and the objective?
I’m not sure about the game’s pacing. It only seems slow paced because everyone playing is a rookie. There were plenty of moments where others could be shooting at each other but they don’t notice or couldn’t aim in time. The pace may be just right actually. I don’t care for iron sights but hopefully hip fire can be practiced enough to generally ignore them.
Everything else in the video is more good visual confirmation of things I’ve read about and saw previews of. I’d really like to see how an 8v8 match starts out when everyone is joining up and how initial choices are made.
Nice to see some gameplay with great commentary!!!
However i’m a little disapointed by movement speed which is really slow imho, the map size which seems really small and may be… a little bit too much “glow” in some places 
But other than that it looks great and i can’t wait to get my hands on it !!!
I really hope SD will release more gameplay and maybe a “from the sky” snapshot of container city.
n1 vid but would like to see a pc footage next.
I still hope for strafejumping movement to get fast on the front on the pc version.
If not hopefully it can be activated it a mod.
I suspect that as Auzner suggests, the game “speed” will increase as people who actually know what they are doing start to play the thing.
Imagine watching a room full of TF2 gamers who don’t know the map and don’t know how to rocket jump, or buff etc. etc. That is what this is. It seems to me that when skilled people start playing this competitively, you will hardly be able to keep up. I cannot wait to see what the comps do with this game. I can’t wait to play it!
Brink oozes developer FPS experience and love.