[QUOTE=Gung-ho;332738]
I for one will be not be buying the next Splash Damage game unless I hear it’s a truer to the PC platform. .[/QUOTE]
same for me
and before i buy, i swear on my head, ill test the demo or no buy
[QUOTE=Gung-ho;332738]
I for one will be not be buying the next Splash Damage game unless I hear it’s a truer to the PC platform. .[/QUOTE]
same for me
and before i buy, i swear on my head, ill test the demo or no buy
Putting my feedback here as a copy before the other thread went down.
IMHO these are issues that need fixing:
The most irritating for me are issues 3, 5, 14 and 15.
/not agree on nades.
No 1 hit kill grenades is probably 1 of the few strong points of Brink vs ET:QW imho. They bring you down, which is in itself very good
In fact, I like the whole mini-game with putting your foe on the ground in Brink, be it through tackle, grenades, etc…
It adds something compared to normal FPS
The point of shrap grenade has always been to kill people rather than bring em down. If I want to bring someone down I would tell him bad things 
The fun of cooking a grenade and making it explode enemy’s face in the window, so that only gibs fly out of it is priceless. It’s just removing all grenading fun from the game as it is now 
Grenade cook time is too long for how fast/far they go . Damage is not too low, however. Opening a firefight with a nade is a fairly easy way to win it and you never run out.
Just give us dedicated server tools so we can tweak our game settings the way our clans see fit.
Some folks say guns to strong some say not strong enough , movement speed, projectile spread range are all more about opinion so let them run servers the way they want. the ideas that suck will be unpopular empty servers and the most popular servers can trade up prefrences.
just give us linux server binaries, so game servers can actually host the damn game
[QUOTE=brutt01d;333485]The point of shrap grenade has always been to kill people rather than bring em down. If I want to bring someone down I would tell him bad things 
The fun of cooking a grenade and making it explode enemy’s face in the window, so that only gibs fly out of it is priceless. It’s just removing all grenading fun from the game as it is now :([/QUOTE]
Just a reminder, smtg I’m glad I don’t hear in Brink :
“grenaaade”
“grenaaade”
“grenaaade”
“grenaaade”
“grenaaade”
“grenaaade”
“grenaaade”

And QW was not the worst game in this matter !
Yeah, me too! And you can’t because there is a nice cooldown for grenades. So spam is impossible. But the grenade damage increase has then nothing to do with that
Would be nice to be able to throw grenades seldom, but accurately timed and lethal to one/two not health-buffed persons standing near each other. Currently a grenade that explodes under my feet decreases my a health barely to half…
And I like that 
It’s a matter of taste, and in fact, I see this as a good change. It’s one of the Brink specifics, you don’t find that often, making focus shift, there on bringing your opponent down and taking advantage of it.
Different game, different mechanism. Not a game breaker to me, far from it
Well, I don’t have anything against bringing down at all - in fact I think it’s cool and funny, aslo more realistic. What I mean is that bringing down should happen only when a person hit isn’t killed because he was on the outer area of splash damage, otherwise - killed and gibbed depending on person’s health status when hit. But even if killed, a body throwdown would be nice 
I wonder if there’s hope for the game at this point. Seems that there are far less populated servers now than there were even a week ago.
My own interest in the game has dropped to near-nothing.
The game feels empty. There’s no sense of community. Playing against humans is just as (un)satisfying as playing against bots.
There’s little skill necessary because the weapons are so inaccurate. It amounts to finding a good spot to take cover, and hoping the bad guy doesn’t see you before you let loose in a flurry of controlled bursts (holding down the trigger is suicide, and that’s okay) that may or may not hit the target before he ducks behind a crate or something.
I actually like the objectives and the map designs. Playing in them just feels off. Like my character is running around with bricks attached to the bottom of his shoes. Oh, and of course there’s the random slide move performed when sprinting, and suddenly crouching to avoid fire, which inevitably ends up putting you right into the center of a room with no cover.
I really want to like this game, but it feels like it has no soul. No personality. The cutscenes amount to frosting on a styrofoam cake.
Sorry for rambling.
[QUOTE=Crawdaddy79;334191]I wonder if there’s hope for the game at this point. Seems that there are far less populated servers now than there were even a week ago.
My own interest in the game has dropped to near-nothing.
The game feels empty. There’s no sense of community. Playing against humans is just as (un)satisfying as playing against bots.
There’s little skill necessary because the weapons are so inaccurate. It amounts to finding a good spot to take cover, and hoping the bad guy doesn’t see you before you let loose in a flurry of controlled bursts (holding down the trigger is suicide, and that’s okay) that may or may not hit the target before he ducks behind a crate or something.
I actually like the objectives and the map designs. Playing in them just feels off. Like my character is running around with bricks attached to the bottom of his shoes. Oh, and of course there’s the random slide move performed when sprinting, and suddenly crouching to avoid fire, which inevitably ends up putting you right into the center of a room with no cover.
I really want to like this game, but it feels like it has no soul. No personality. The cutscenes amount to frosting on a styrofoam cake.
Sorry for rambling.[/QUOTE]
this post pretty sums up what the major flaws are, but they still dont make the game complately unplayable. i came to the point of boredom after leveling up each char to level 20.
what gave me a few more hours gametime is chaging the FOV in the game, for me it added more intensity to gameplay, and makes the feeling of run and gunning that little more faster, that is if you dont choose to play Heavy ass jugganaught snailpace.
With the new patch I had an enjoyable day of gaming. It did seem to bring of few of the players who had put the game down out of the woodwork, including myself, but I only put it down to play BLOPs free weekend.
The new hacking times I really dug a lot, made it worth while to try and hack objectives, instead of feeling like my team would never be able to get it done. Not sure if there was a typo in the upcoming release of changes stating that the hack time had been increased or if SD decided to shorten the time it takes in the end.
Also the de-hacking with an engineer time increase was nice. I only had a couple tries on reactor to de-hack, but it seemed to give the resistance time to actually get back to the hackbox to prevent the de-hack which is a nice change of pace.
Still cant stand being a light and getting OHK’d straight out of spawn zones with or without a medic buff. But oh well I guess, isnt a game breaker.
Loved the new server browser, and maybe it can be refined a bit but the implementation was awesome to see.
Seeing Pings in the TAB screen was nice as well, all except for the 200+ pings in the servers. A high ping kicker needs to be added now that I know what people connecting pings are, but I can deal with it as is. Why people choose to connect to servers across the world is beyond me, being a gamer from CS and CS:S low pings is and has always been a high priority to me and many other gamers. Seems redundant to connect to a server with more than 100 ping you are just asking to hate a game if you do, on top of adding to the low pingers hate of a game because of all the high pingers in a server.
The auto look buffing seemed to work and not work. There were times when I didnt get auto looked at the person I was buffing and times when I did get the auto look, not sure why it would work part of the time and not all the time. But again being used to how the game worked out of the box, so to speak I have a Steam copy, it wasn’t game breaking to me.
Ran 2 servers all day since patch with one being full the whole time, and things seemed to perform better server side. Client side seemed to gain some more stable average FPS. I did have some players complaining about lag here and there, but I noticed next to no lag the entire time I played today, if I was going to guess it seemed that the lag complaints still occurred when players where connecting and leaving. Especially when a lot of connects and disconnects occurred in a short period of time.
Think I covered most of the patch stuff from today so I will leave it at that.
Thanks for the update SD.
Guys from SD I do enjoy the game, but can´t you guys at least fix the invisible players bug and sound gone…
Invisible players happens often and thats the most turn off thing ever, the sound gone bug comes in 2nd.
Engineer Feedback:
-The Engie Turrets are very weak, is there even a health different between light/medium/heavy turret?, one grenade and broken turret, thats not very fair considering heavy turret requires a rank/grade 5 which is only aquired at lvl 20. seems pretty weak for that level type.
*-Perhaps increasing turret health OR letting us fix the Turrets without them having to be put down to half health, i would like to be able to bail behind to the turret and repair it on-the-fly.
no, in comparison with the other turrets there is no major improvement.
The latest patch seems to improve things quite a bit on the PC. The game feels smoother (FPS-wise) and the server browser is definitely getting there.
Hacks aren’t instawin for defense… had a few where the offense recovered after a partial de-hack.
Adrenaline to 4 seconds makes it far more tactical, though I think it still stacks. Meant to test that last night but forgot. Also need to test to see if “beaning” someone with a grenade (before explosion) knocks them over. If so, Adren should be viable for comp play as you could a) slide into, b) melee, c) grenade-bean d) Molotov an adrenalized enemy. Edit: grenade-bean does not knock over a player, but grenade shooting still makes this type of ranged knock-down possible.
The server browser enhancements also indicate to me that SD has gotten far enough through their “huge bugs” list to start focusing on PC-specific issues… and my hope for comp adjustments soon remains strong.