Brink PC Feedback


(MorsTua) #261

[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


(Ashog) #262

Putting my feedback here as a copy before the other thread went down.

IMHO these are issues that need fixing:

  1. proper VoIP
  2. proper voicechats/vsays
  3. simple aftermatch chat
  4. full ETQW’s demo support
  5. enable showing of enemy names above cursor (when you are incapacitated or the enemy is incapacitated)
  6. proper ETQW’s server browser
  7. proper ETQW’s scoreboard: both teams + specs on 1 page
  8. proper end screen table: both teams + specs on 1 page, another page for awards
  9. introduce K/D ratio and kills count, also spree count, accuracy count, teamkill count, ect. - as it was in ETQW and allow to see them on the end screen (including the hover mode of the cursor over the fields of end screen to show your personal scores in all categories of awards)
  10. tweak heavy bodytype (increase health, a bit speed and/or weapon damage)
  11. Nerf Carb9 and Kross as almost everyone is using only them anyway
  12. reduce endless camping and spawncamping by rebalancing spawns and certain maps
  13. nerf damage for all weapons (except sniper rifles) to get rid of CoDish instakills with 2 shots in 0.2 ms
  14. at the moment one gets no information about the direction where the shots come from (I guess hence the public roar about the invisible enemies) - please implement the same visual damage awareness as in ETQW. Also when you are incapacitated or gibbed, the camera doesn’t turn to the person who killed you, which is VERY frustrating
  15. grenades are a joke now - tweak grenade damage (frag + molotov) and physics (ETQW/W:ET style was perfect, but to avoid spam you have successfully implemented the cooldown so I am sure that tweaking damage will be ok). Another solution would be to make the grenade splash area and damage upgrade as general abilities for every class, not only for soldier. I personally like to throw the grenades and want to do it with every class. Absense of grenades is why I don’t play TF2 and will never touch it. So don’t go this way by nerfing tactical grenade fun.
  16. Provide separate weaponbank for holding grenades and being able to throw with mouse1 as in all your previous games
  17. separate revive syringe and interact (buffs, etc) by making up a syringe weaponbank and use of the syringe by mouse1 as in all your previous games
  18. enable printing of obituaries and all normal game log into console log, as now only chats are going in there. If one misses an obituary in the HUD area (disappears very fast) there is no way to check who killed you and how from the console
  19. allow to change characters and bodytypes in the command posts. Noone wants to switch to key classes anymore because their characters may be missing some certain class specific abilities…
  20. decrease medicine manual return time on container city
  21. remove automatic pulling of character from/to other characters (esp. incapacitated) generally. Destroy it in any of its metaforms!
  22. fix the font garbage problem
  23. remove sound smudging and visual blurring effects when being hit

The most irritating for me are issues 3, 5, 14 and 15.


(Kalbuth) #263

/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


(Ashog) #264

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 :wink:

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 :frowning:


(BioSnark) #265

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.


(Dolo_420) #266

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.


(Nail) #267

just give us linux server binaries, so game servers can actually host the damn game


(tokamak) #268

And most say both.


(Kalbuth) #269

[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 :wink:

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”
:wink:

And QW was not the worst game in this matter !


(Ashog) #270

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 :wink: 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…


(Kalbuth) #271

And I like that :wink:
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


(Ashog) #272

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 :slight_smile:


(Crawdaddy79) #273

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.


(TheMattylongden) #274

[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.


(Deadwalking) #275

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.


(Je T´aime) #276

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.


(TheMattylongden) #277

Engineer Feedback:

  • The Engineer doesn’t feel like a support/defensive role atm, it seems that half of the MG Nests arent in a helpful position at all, and the MG nests are pretty weak compared to any equipped weapons.
    *- Perhaps an MG nest dmg increase, or having the option to move the MG nest a couple of feet to the left or right of its default position?.

-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.


(tokamak) #278

The heavy turret is weak compared to what? Other rank 5 abilities?


(TheMattylongden) #279

no, in comparison with the other turrets there is no major improvement.


(GreasedScotsman) #280

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.