Brink 'A Choir of Guns' Trailer


(Apples) #101

This, and it will be fun to kill the “OMG_my_perk_is_so_kool” guyz :wink:


(Nail) #102

yepper, it’ll be fun watching the light ninjas go “WTF” when they realize us W:ET players know how to kill moving targets

btw, if you see a Heavy smarting about holding his secondary, shoot him in the head while he tries to equip


(Mad Hatter) #103

Even if the guns were locked to the classes you still couldn’t tell what someone was using until you got fairly close, since every facet of our appearance is customizable save for gloves and backpacks. Even if Engineers could only use shotguns it would be tough to point out who the Engineers are in a firefight.

And personally I consider it huge part of the fun, being able to be any class and use any gun I want. It takes away a lot of the restrictions past class-based games forced upon their players. And in my mind at least Brink is all about removing the limits that other games shackle us with.

And not being able to predict what someone is using based on their class should be interesting as well. You have to be prepared for anything and everything when you go up against someone. Hooray for unpredictability. :slight_smile:


(LyndonL) #104

I don’t understand about all this talk of preparation? WTF?

When I play I see someone running, I head them off and shoot at them… WTF? Prepare?


(DoHo) #105

[QUOTE=SockDog;257061]My point was more that having 400 variations on the same gun kinda weakens the decision making, ultimately it’s pretty much the same gun so why not have one and save me clicking through 400 stats pages to pick it or worse, pick one because it looks cool.

Not surprisingly I agree with Humate. I’m not totally sold on the mish-mash of perks, guns, buffs and other stuff all coming together. Either they don’t matter enough to have an effect (in which case why bother including them) or they do have a dramatic effect on outcome (in which case you’re down to random luck on whether you live or die).[/QUOTE]I agree and disagree.

On the one hand it makes no sense to have 30 or 40 guns with minute differences. Why have 6 submachine guns if they all act the same? But on the other hand variety is the spice of life (or so I’ve been told). It may be the same gun statistically, but hell, if it looks different then I have two guns to choose from. I may prefer one gun to be silenced, purely because aesthetically it looks cooler, and suddenly I’m less bored of both guns.

If in Brink the attachments do make a difference well then you’ve got several weapons from just the one gun, and I’m sure people will have their weapons set up purely because they think they look cool. Personally I’m hoping the Kriss Super V look alike will be able to be silenced and have a red dot scope and a butt of some sort even though it probably won’t be the strongest weapon or the best in drawn out fire fights if I eat through my ammo fast.

But just to re-iterate I do agree that it can be and often is pointless to have many items doing the same thing. It all depends on GUIs and HUDs and what not as t how much information or how saturated the screen is with pointless info.

Edit: As for the second half of your post I totally agree. I think I cover anything else I have to say about it below.

[QUOTE=LyndonL;257137]I don’t understand about all this talk of preparation? WTF?

When I play I see someone running, I head them off and shoot at them… WTF? Prepare?[/QUOTE]

I’d look at other games where you see a class or character and you can immediately identify them and their load out. You may subcnsciously be making decisions based on this information. As much as you guys hate it, take TF2 in the early days. You see a soldier, you know the kind of damage he can do so you stick around for two rockets then retreat before you take a third rocket and die. If that soldier has some sort of perk that you don’t know about that does extra damage well anything you know about the soldier or his loadout goes out the window: enter random crits. You expect to be able to take two rockets, maybe three, but then the soldier gets a crit and suddenly you’re dead from the first rocket.

One thing I hated about CoD was that you never knew what your opponant had. Does this make you play smarter or more cautiosly? Not in my experience. It just makes me think - no wait, it stops me from thinking altogether. I just go at him and hope I aim better (I never do) before he lunges me with a knife from fifty meters away. Any strategy I may have placed against him subconsciously based on his weapons is void because of his perks. More over, CoD (and Brink I imagine) are much faster paced than TF2 and thinking becomes less of an issue.

I think I’ll be using skills/abilities that appeal to me, but in the end I won’t be thinking any differently in how I play aside from aiming and shooting and hoping for the best.


(MatthiasK75) #106

while you guys are arguing over something thats probably stupid and dont care to go back and read i will take this time to ask a probably ignorant question.

What to muzzle brakes do for your gun? (in brink)


(LyndonL) #107

Limit the recoil


(MatthiasK75) #108

what is the drawback? damage?


(PsYcHo) #109

Limit the recoil? Why? It’s okay like it is :wink: We don’t need another game with 0% recoil.


(BomBaKlaK) #110

there are 24 different weapons in Brink, plus weapon customization. Definitely more than 5 Smile


(tokamak) #111

what is the drawback? damage?

In reality muzzle-brakes are louder and give more flash (would LOVE to see that in-game). A gameplay aspect would be a lower accuracy which represents the player flinching by the high flash and noise and smoke.

They also add more weight and volume to the weapon. A longer weapon switch time would be appropriate.

Brain-storming on how these trade-offs account to reality and gameplay balance at the same time has got to be the most fun part about making a game.


(darthmob) #112

A comment from gametrailers.

I watched this vid 3 times because it looked like something was wrong. Then i realized there is only one death animation all the time. No ragdoll whatsoever. I hope this is because it s still unfinished.

Just watched it again and it looks like he is right. Please Splash Damage, don’t do this! Ragdolls make every kill unique. Every enemy going down the same way on the other hand ruins the immersion. :frowning:


(0xT1) #113

Ragdoll is a little overrated imo, although I did like the “active falling” feature for the wolfram game


(MatthiasK75) #114

[QUOTE=darthmob;257200]A comment from gametrailers.

Just watched it again and it looks like he is right. Please Splash Damage, don’t do this! Ragdolls make every kill unique. Every enemy going down the same way on the other hand ruins the immersion. :([/QUOTE]

how does a lack of death animations ruin immersion?


(Mad Hatter) #115

But that’s the “downed” animation, not the death animation. Somehow everybody who gets downed needs to end up on their back in a position where they can still see and possibly shoot. Wouldn’t work with people going down in jumbled heaps. :confused:


(SockDog) #116

Because its unnatural to see people fall in exactly the same manner over and over and over again. It just tickles that uncanny valley part of the brain. It’s also a little contradictory to put all that work into making these believable and unique characters then lock them to a single animation for death.

Game breaking? No. Critical cosmetic aspect? IMO Yes.

@Mad Hatter

Just watched the video again and there is only one animation (unless you’re being picking over the choice of words). To make it worse the animation seems to trigger based on the direction the person is facing with is another WTF moment for the sub-concious (check around the 42 second mark where a grenade is thrown at a tank and a player running away dies and animates back into rather than away from the blast).

Hopefully this is old footage and place holder animations until ragdoll gets put in. I had thought it was confirmed as coming.


(H0RSE) #117

Just watched the video again and there is only one animation (unless you’re being picking over the choice of words). To make it worse the animation seems to trigger based on the direction the person is facing with is another WTF moment for the sub-concious (check around the 42 second mark where a grenade is thrown at a tank and a player running away dies and animates back into rather than away from the blast).

I still can’t see what the big deal is with the animations. I just watched that part you are talking about, knowing what to look for, and still I don’t see how something like that can be such a huge problem, as to have pages worth of discussion over it. It doesn’t hurt gameplay, it doesn’t hurt immersion - am I missing something?


(tokamak) #118

It certainly does hurt immersion.


(Nail) #119

so does lack of pain when you’re shot, but I’ll gladly do without both


(DarkangelUK) #120

Some are saying it’s an immersion breaker, but are requesting that the player gets ragdolled and flung halfway across the map, but still in one piece ready to be revived… eh?