body types.


(ED209) #21

It’s the little differences that make a game great

The Medic and Technician have to be played in a completley different manner. They might serve the same function but you can’t play them the same way. The Level 4 medic is more Fun to play with insta res.

I will be interested in how Brink tuns out


(Joshua Morrison) #22

[QUOTE=ED209;232636]It’s the little differences that make a game great

[/QUOTE]

I agree, if the lightweight is way faster and the heavy takes a ton of bullets its only going to lead to unfair firefights. I think it should be more about player skill then tactics but to each his own.


(tokamak) #23

I’m not denying that both factions need to be played differently, but if that difference would be representative of the range in different types you can have in Brink then frankly I don’t see the point of having them in the first place. It needs to be much wider.


(stealth6) #24

hehe such a relative word ‘small’ I think some people here are talking about the same changes, but one regards to them as small and the other as big.


(tokamak) #25

Yeah I might as well keep refering to my first post from now on :smiley:


(jazevec) #26

Likewise a medium type can be so ridiculously medium that it unbalances online.

Does anyone know if different body types actually differ in size as opposed to just appearance and abilities ? Is bigger body type wider and/or taller ? For reference, I’m about 202cm tall and my weight is 85 kg.

I wonder about the usefulness of various body types depending on objective. On maps where, say, Resistance attacks, you would likely see lots of heavies and perhaps mediums on Security team. W:ET and ET:QW maps were largely about checkpoints, and you generally can’t run or sneak past those. I just don’t see much point for light body type on defense. One exception - a light medic would probably benefit from high speed because it would allow him to reach those in need faster. But if my Enemy Territory experience is of any value here, if you find yourself reviving lots of teammates it usually means your team is so weak it’s hopeless, you’re probably the best player.


(stealth6) #27

that would be awesome if you could like take a ‘light’ body type but still have a tall character model :smiley:

Or real height differences in the models.


(coolstory) #28

are there any limits on how many of each body type/class can be in a game? talking about competitive modes here.


(INF3RN0) #29

Well since body types are locked, anything is possible depending on what people are using when they join a server.


(INF3RN0) #30

The concept of gain/loss on the whole makes sense. Add something here, take something away there. If I have increased movement, I will have less health. If I have more health, I will move slower. It is a choice just like say picking a weapon with a higher rate of fire with more recoil. Only thing to worry about is how well these things balance on a group scale. A saturated concentration of heavies may have an easier time defending than a team with mostly lights, but then when it comes to attacking, the heavy team might have a lot of trouble. Now some might call that balance, but there has to be a better option than playing a series of one-sided matches and shaking hands at the end of a campaign. I surely hope that this won’t be the case, but by design it makes sense. Considering that you have no idea what the body-types being used by your teammates will be when you join a game (unless your in que with friends) and considering that they are locked, you can only hope that everyone can play with what they got to a helpful extent. Hoping that body-types are at the bottom of the list when it comes to influencing game outcomes; locking may mean that they will have less substance than we would think, maybe.


(tokamak) #31

Better vantage points.

And I have to say, speed is incredibly handy in defense. While attacking you’ve got a lot of time to get where you want. While defending though, you sometimes need to rush to the objectives after you got killed or you’re in big problem. That’s the thing with heavies, you kill them and you can rest assured that they won’t be popping up any time soon.


(ultraddtd) #32

[QUOTE=jazevec;232662]Likewise a medium type can be so ridiculously medium that it unbalances online.

Does anyone know if different body types actually differ in size as opposed to just appearance and abilities ? Is bigger body type wider and/or taller ? For reference, I’m about 202cm tall and my weight is 85 kg.[/QUOTE]

Yes. There’s a big difference. I’m not sure about height, but int he videos shown there’s a noticeable change in muscle mass which makes the characters stockier and wider with each increase. Lights are scrawny and wiry while heavy’s are puffed up and wide.

I’d have to assume that the level design will take advantage of the parkour elements and will be wildly different than their previous games. if not, then what the hell ahve they been doing for the past few years? :slight_smile:


(ultraddtd) #33

But body type also influences what weapons you can carry. Lighter types don’t have access to the heavier weapons. I would think that’s a pretty substantial difference and probably why SD decided to lock the body types. Though, since we know that we can create multiple characters, I wonder if it’s possible to switch characters mid match; i.e. you switch from your light to your heavy character mid-match.


(PSG_Mud) #34

See that is where you’re wrong… completely. A part of a whole is still a part, but the whole itself is a different entity itself. When describing TF2(pub play), one has to realize that all parts of the team make up its own identity. If you look at a cell, you don’t call it a mitochondria, because a mitochondria is a part of the cell. Rock Paper Scissors all represent a difference and not linked in anyway.

Plant cells are pretty much reverse engineered to animal cells. Without plant cells, all animal cells would die, without animal cells all plant cells will die. They work in unity, and thus apart of a system, and not single entities independent from each other. So, you cannot use the rock paper scissor argument when looking at classes.

The greatest reason for classes, is to promote teamwork, to make an individual directly or indirectly work together. If that is not the goal, then problems with balance will arise.


(Joshua Morrison) #35

:smiley: So true

I agree and I’m hoping the same thing.


(Senyin) #36

The bodytypes and their perks are the only thing that
“worry” me and might put me off the game.
I sometimes wish they were just purely esthetic and nothing more.
I very much prefer a leveled playingfield.

Plus I play just a few times per week so I think I will
not ‘keep up’ and my character will always stay weaker then those of people
who play a lot more.
Unlocking new stuff is not a motivation at all for me to play more.


(Apples) #37

[QUOTE=Senyin;232822]The bodytypes and their perks are the only thing that
“worry” me and might put me off the game.
I sometimes wish they were just purely esthetic and nothing more.
I very much prefer a leveled playingfield.

Plus I play just a few times per week so I think I will
not ‘keep up’ and my character will always stay weaker then those of people
who play a lot more.
Unlocking new stuff is not a motivation at all for me to play more.[/QUOTE]

Meh, if you are good at aiming ze heads you’ll win, even with a “lower” perk or whatever.


(LyndonL) #38

Besides they’ve already alluded to the fact that a large portion of your unlocks will occur in the first playthrough.


(tokamak) #39

[QUOTE=Senyin;232822]The bodytypes and their perks are the only thing that
“worry” me and might put me off the game.
I sometimes wish they were just purely esthetic and nothing more.
I very much prefer a leveled playingfield.
[/QUOTE]

leveled playing fields make for simplistic and repetitive gameplay.


(a-lil-old-lady) #40

yeah and unbalanced makes for an anoying and stressful game.