[QUOTE=wolfnemesis75;339371]I agree with Nephandys. These rules make the game a very vanilla version of Brink, and far less innovative. We play Big Team matches on Xbox that are hugely competitive 8v8 where it takes very highlevel of teamwork to make progress, but there are few stalemates. We play against Tactical Gamers and Military gamers who do coordinated attacks with actual squad commands and callouts. Maybe get some opinions outside the strict competitive section like from some actual military or tactical gamers instead of pairing down the game. Operative is pointless with these rules besides as a means to complete a hack. The competitive rules should be more of a reflection of the game Brink, rather than a water-down version that is more about pure shooting. Brink in its true form is about teamwork, not gun aim.
My two cents:)[/QUOTE]
The game is still about teamwork; you aren’t going to ace the other team even when things are restricted, because not only do the guns have the most random attributes ever, but the game still plays like the BRINK you know, just without all the crappy stuff that doesn’t matter.
The innovations of BRINK were lackluster, let’s be honest; SMART is a great idea, but it comes at the price of strafejumping and everything that made W:ET and ET:QW great. Strafejumping is a million times better than SMART because you have way more control, you actually move so much faster which spreads up the pace of matches, and it allows for way more fun strats and combat.
De-hacking was a horrible implementation of a great idea; in theory it sounds balanced, but it just isn’t the way SD actually put it into the game. It should have taken way longer to dehack and shouldn’t have been able to completely reset your progress. The abilities are so-so; they’re fun and all, but too many of them are unbalanced and just make the game so slow.
I can’t really think of anything else innovative that BRINK did, since SD’s previous games did the same thing and actually did it better.
Bringing in military gamers does nothing to alleviate the game’s flaws; combat experience doesn’t really correlate into being good at games and being able to pinpoint what doesn’t work. You might be able to shout “enemy on left flank” better, but that doesn’t mean you’ll out aim them, out move them, or out play them. Why not just let the people who are actually going to play the game competitively do that? It worked well for all the QUAKE, Team Fortress, and Counter-Strike games that came before BRINK.
The competitive scene is nothing but fullholds without ESL rules in place; even with these rules in place you still get way too many fullholds compared to ET:QW and W:ET. The maps are so defensive sided that one bad push can waste you minutes because you have to wait for everyone to respawn (they may be on different waves because you can’t /kill and there’s no timer to know when to make a bumrush to suicide and try to take some with you), get health/kevlar/weapon buffs out to everyone, and then try to get a pick or two again so you can move in.
Really, no matter how you play BRINK it just isn’t as fun as SD’s previous games by any means. Pubbing is too spam-filled and you rarely win on offense, unless you just steamroll the other team. Steamrolls are fun maybe one or two times every now and then, but it isn’t fun for it to be the only way teams win. Competitive play isn’t fun either because it’s dominated by buffing and that slows the pace of the game down to a crawl because the offense has to sit and wait and waste the precious time they have.