Brink Interviews Make Weekends Better


(Senethro) #41

You’re going to have to explain this one to me or write a smug copout about how you’re unable to.


(tokamak) #42

Quoting a text suggests you’ve read it yourself. I know it’s fashionable to argue against whatever you think is being said -H0RSE loves to do that as well- but that’s not what the quote function is meant for.

Now, from someone who quoted such a statement one could assume that he has read and understood the citation. But alas,he rather goes about being a smart-ass and dis phantom statements.

I know, I know, it’s too damn bad that people are actually able to hold nuanced views. It prevents you from ragging on simplistic statements with equal stupidity. But next time, and this goes for you too H0RSE, try to read what is being said so you don’t look like an utter fool to anyone who’s paying attention to the discussion.


(Senethro) #43

You do get that if pre-selection is the standard function of the use key, then it stops existing because theres no slow selection? The advantage only exists when some people do it and others don’t. If everyone does or noone does there is no advantage.

You’re asking for the ETQW feature which is weaponslots.


(tokamak) #44

If you can prepare yourself by pressing the context sensitive key while approaching the objective and prepare yourself through that, then you should have an advantage over people who bump up against the objective and then press the button for the simple reason that you were prepared to put away your guns and gave priority to the objective rather than fighting.


(Senethro) #45

Assuming there is a long weaponswitch time.

Rahdo made an (old) post saying there is not a long weaponswitch time. You’re stuck in the ETQW mindset and keep ignoring this.

Would someone who has played Brink feel able to comment on the length of time required to switch to construction/hacking/explosive tool?


(tokamak) #46

Whether or not it is in Brink doesn’t really affect my opinion. In my view this mechanic should be in it as it adds depth without complicating anything else. Especially with the different weapon switch times objective-doers can then chose to down-tune their weapons to make for better switching while the combat-specialist don’t have that concern and can specialise in weapons.


(light_sh4v0r) #47

It has been confirmed that weapons have different switchtimes, and gunmods affect this.


(Senethro) #48

In my view that mechanic should not be in as it can mislead players and cause them to engage in unhelpful play when they feel rewarded by pre-switching to pliers and advancing the completion bar by 2 pixels. This is also evidenced by some players believing that there are such things as “objective-doers” as opposed to “combat specialists”. If such biased terminology as “objective-doers” is going to be employed, then a more accurate description of “combat-specialists” would be “objective-completers”. Objectives are completed through area control. With total control an objective is completed with ease by a single player without the need for 5 pre-switched lemmings all hopped up on the idea of personal glory and sacrifice as a positive thing.

Sure, the more bling on your gun the heavier it gets I assume. But does that affect switching to or switching away?


(Humate) #49

The equip speed, probably only affects primary to secondary and back again… not, tool to weapon. :slight_smile:


(H0RSE) #50

this is probably how it works.


(tokamak) #51

I sure hope it’s both.


(light_sh4v0r) #52

It surely affects switching to, not sure about switching away. Would make sense though.


(Cankor) #53

??

It’s how fast you can pull your weapon out. Don’t think of it as switching away from something, think of it as switching to something. At least that is what makes sense to me so naturally that’s how i think it should work :slight_smile: What are you switching to? A pistol, probably pretty fast. A rocket launcher, probably pretty slow. switching to a tool? apparently very fast.

As far as switching from a tool, you are most likley doing this simply by stopping pressing on the use key, then your last weapon pops up. I would think the speed it pops back up is based on what that weapon is, otherwise the whole disadvantage of having a slower weapon is moot when doing objectives and that certainly doesn’t make sense to me.

Why would you be able to pull up a giant rocket launcher just as a fast as a pistol simply because the last thing you had in your had was a blowtorch?


(Humate) #54

I would think the speed it pops back up is based on what that weapon is

Yeh I dont think thats the case. I wouldnt know ofcourse, as I haven’t played the game. But I get the impression based on the attitude towards class actions SD have taken, that they want to encourage players to do the objectives/class stuff without leaving them exposed.

For example if you are repairing a crane, all your team mates die, and you are the only one left to defend yourself. The moment you stop repairing to deal with the threats, the game switches to your gun for you. It would be a bit counterintuitive, if they included autoswitching to speed things up, and then add a mechanism that says “hang on buddy you have too much bling on your gun, this will take a while”

Equip speed from weapon to weapon makes more sense.


(darthmob) #55

ooo it has been a while since there was something worth discussing.

My impression so far has been that you don’t get penalized with scripted animations. You can instantly stop smart moves or reload animations. I’m with Cankor on the weapon switching. It may be the case that when you stop using your tools you’ll have to wait a bit until you’ve got your biggest weapon ready. I wouldn’t wonder though if you could just as well cancel that animation and instantly switch (as in instantly cancel the selection of your big weapon and start the timer for the smaller one) to a much faster drawn pistol instead.


(tokamak) #56

That seems completely right to me. It makes people think about their role within the team, putting much ‘bling’ on your weapon should have consequences like that. Having an extravagant weapon should make you more effective in what you specialised the weapon for, yet players that want to be the objective guy might prefer to walk around with bare weapons.

And this especially weighs in your scenario where the entire team dies. If all your team-mates die and you’re repairing the crane with a heavy weapon then apparently you shouldn’t have been the one to take up that role in the first place. You have chosen to put your specialism elsewhere and should therefore be prepared to accept the consequences. You can’t have it all.

This means that teams that communicate and divide the roles better gain an advantage over those who don’t.


(Humate) #57

I think you’re missing the point.

Im not arguing whether they should or shouldnt have this mechanic in.
My post is more about predicting what SplashDamage will do, based on the information they have given to us. And I’m predicting that they will try to protect and reward players for class based actions - that means I dont believe ‘tool to weapon’ will be affected by the equip stat

Having said all that:
If the game was made specifically to my needs - it would be weapon bank centric and smart would be manual for all. But thats just me.


(tokamak) #58

I wouldn’t have difficulties with allowing people semi-automatic stuff as long as the manual stuff allows for a potential advantage.


(Humate) #59

Provided the advantage is significant (with SMART).
Would be great to see a video demonstrating this, with a timer.

Ive been made aware, that there are certain spots on maps where one can only manually SMART to get there. Knowing that SD wouldn’t remove auto-smart, I’m hoping there are quite a few of these manual only spots.


(light_sh4v0r) #60

I don’t think so, doesn’t fit in the philosophy of making the game accesible for noobs and pro’s alike.