Brink PC Feedback


(suho) #61

[QUOTE=raib;315498]I find it easier to notice a framerate drop in CoD or BF:BC2 than in Brink. Yeah, it’s that slow paced.

Fixing performance issues should still be the top priority though.[/QUOTE]

In a lot of fights my framrate drops down to amlost 25 fps. You simply cannot aim rigth with that low a framerate. I have already tweaked my autoexec a little and am playing with the lowest resolution possible which looks really awful on an LCD.

Anyway, I wanted to say that even when I am locked on to some fallen teammate (at least it appears im locked on) that it kinda takes a bit too long for the game to give me feedback wether I am reviving him or not. Sometimes I dont even see me throwing him a syringe, yet in the end it turns out I did. Maybe its related to lag or low frames I dont know. But I totally agree on the matter that the “locking” machanism doesnt work is it is now. It would certainly improove when there are seperate buttons for revive and buff because a lot of times when I want to revive, I find myself buffing some random guy staying close. But what when there are more than one fallen teammates and you want to revive the obj-class-guy first?
Would use the lazarus though but it kinda takes me to long to in a fight to select the grenade and then press the grenade button, guess I have to tweak my controls a little more. Also pressing the button for a long time is kinda annoying.

Oh, and I almost forgot sometimes the game wont even lock on to someone who is downed unless you are facing him in a certain angle. Often I had to walk around in order for the game to finally lock on.


(Kendle) #62

That’s pretty much impossible, especially as a Medic buffing and reviving constantly, you would need to constantly position yourself so that the person you wanted to buff / revive was closer than anyone else (or a command post), and sometimes doing so would involve going around a person / area rather than directly to the person you wanted to buff / revive AND doesn’t take into account other people moving within your field of influence at the wrong moment.

After a week of playing Brink, exclusively as a Medic (and with many years experience playing Medic in RTCW / ET / ET:QW) I can tell you the “one button does all - lock on” “feature” is a gnat’s testicle away from being game breaking for me, and I suspect a lot of oldskool PC players, and, on topic with this thread, is not necessary on PC as we have enough keys to not need this “feature”.

I’d prefer the ET / RTCW way of doing things where one key selects the tool / action to perform, and you then press “fire” to perform it. This is way more intuitive, you already press a key to select a weapon and press “fire” to use it, pressing a key to select a revive tool and then pressing “fire” to use it on someone is the same mechanism. There would be no need for anything to lock on to anything and you’d never perform an un-intended action on an un-intended target, and you’d only need 1 extra key compared to now.


(suho) #63

[QUOTE=Kendle;315598]
I’d prefer the ET / RTCW way of doing things where one key selects the tool / action to perform, and you then press “fire” to perform it. This is way more intuitive, you already press a key to select a weapon and press “fire” to use it, pressing a key to select a revive tool and then pressing “fire” to use it on someone is the same mechanism. There would be no need for anything to lock on to anything and you’d never perform an un-intended action on an un-intended target, and you’d only need 1 extra key compared to now.[/QUOTE]

As a longtime Quake/Quake Wars player: Agreed.


(Kendle) #64

Thinking about it you’d need 2 extra keys, currently “buff” / “class action” / “use command post” are on 1 key, so in theory you’d need 2 extra keys.

However, we currently have a key for “objective wheel”. Perhaps make that key the “use command post” key as well (i.e. when next to a CP the obj wheel key uses the CP, when not next to a CP the obj wheel key acts as it does now).

Then have buff on the current “interact” key and assign class action (revive etc.) to a new key. End result, 1 extra key required. In all cases the key selects the action you’re going to perform, the “fire” button performs it. So …

Use the “obj wheel” button in open space = brings up the wheel, mouse to highlight the desired objective, click MB1 to select it.

Use the “obj wheel” button near a CP = takes / uses the CP, mouse to highlight class, MB1 to select class.

Use the “buff” button = highlights a player to buff (the nearest one to you), move mouse to choose a different player if required, click MB1 to apply the buff.

Use the new “class tool” button = weapon switches to tool, aim at the thing you want to use the tool on, click MB1 to use the tool.

Only 1 extra key required, and control lies completely within the players hands.

The problem I see with this is that I don’t think SD would ever implement it. It’s part of the “clever programming” they’ve spent months / years working on and is a key selling point of the game, to un-ravel it and admit that doing things the old way is actually not a lot more complicated and is way more intuitive kinda undermines the key concepts on which Brink is built.

I can only see this being implemented by a custom mod (like Hannes did with Wolfenstein 2009).


(Kinjal) #65

[QUOTE=DarkangelUK;313826]I completely agree, and yeah the whole ‘F’ button thing is a nightmare with a group of team mates. It was an objective in itself trying to give an adrenaline shot to the code carrier on sectow, I think I had to just buff everyone so he was the only one left and couldn’t miss.

I didn’t want to say it but I will… I’m pissed off at SD for letting such easily avoidable issues make it into the release. I hate to say it, but this is why betas exist, especially from a technical standpoint. The Ati performance problems and the audio issues on maps could’ve been found and fixed before anyone even knew they existed, the 360 lag problems and feedback about lack of lobby would’ve been highlighted and dealt with. It just boggles my mind that very little/no public testing was done with such a new IP.

I wanted this to be SD’s crowning achievement, their world dominating game that said “Look! There can be more to shooters than just TDM!”, but I’m worried that the bugs have affected so many people that the games reputation has been tarnished beyond repair. Sure other games have had releases just as bad, but mostly they’ve been established IP’s, and everything should be done to make sure a new IP has the smoothest possible release.

I’ll keep playing, and i’ll keep trying to convince people to ignore reviews and ‘rumours’ of a broken game… but damn SD you’ve made that a challenge in itself.[/QUOTE]

[QUOTE=DarkangelUK;270588]Why is it not valid that they said each version is being worked on individually? Is it not valid because you think they’re lying? Please… explain why it’s not valid for them… you can’t use “other developers said this” (which devs exactly?)… it’s not valid :wink: The comprehension is that they’ve got more experience with PC games than console games, so this version should be the easiest for them as they know exactly what a PC version requires. The interpretation is up to yourself, you can be pessimist all you want… i’m using past games they’ve worked, the fact they know the engine inside and out as they worked on it extensively with Quake Wars, and also going with various conversations on here and on IRC.

I’m not proving anything to you, it makes no odds to me if you’re all doom and gloom want to believe the the stars are falling. A few people here have no vision, and are stuck on their favourite game and using that as a template and believe that every game needs to conform to that. Common sense is required… there just isn’t much of it going about.[/QUOTE]

DarkangelUK was right all the way


(neg0ne) #66

@Kendle: Why make things more complicated than nessecary??

One Key for all actions is not the big problem here ( ever tried to revive a commpost or to change weapon at a fallen teammate ??). just adding “revive” and “buff” to the numbers 1 and two, where 3,4 and 5 are for choosing special abilities anyway, would make the job.
( when i buff i dont wanna choose with mouse witch player…got go be fast, accurate and easy )

The problem is the automove and lockon on actions.

This takes away freedom of movement and contol over actions.

neg0ne


(dazman76) #67

I’d be happy with that, assuming we can also remap the chosen keys to our liking.


(suho) #68

[QUOTE=neg0ne;315644]@Kendle: Why make things more complicated than nessecary??

One Key for all actions is not the big problem here ( ever tried to revive a commpost or to change weapon at a fallen teammate ??). just adding “revive” and “buff” to the numbers 1 and two, where 3,4 and 5 are for choosing special abilities anyway, would make the job.
( when i buff i dont wanna choose with mouse witch player…got go be fast, accurate and easy )

The problem is the automove and lockon on actions.

This takes away freedom of movement and contol over actions.

neg0ne[/QUOTE]

One key for everything is a big problom imho. I dont see it could ever work, there will always be situations when it does something which I did not intend to do.


(Kendle) #69

Well it’s not really, you press a key to choose a weapon and press another key to fire it, so it’s the same logic when extended to tools as well as weapons …

… however

yeah, that would be acceptable, and logical, “buff” and “revive” are 2 separate and different abilities just like the other 3.

I don’t mind the single key press for an action tbh (I quite liked it in Wolfesntein 2009 when they made it so planting dyno was a 1-key action), as long as the game doesn’t decide what the action is (you’ve pressed a key to tell it what action to perform) and the game doesn’t decide who / what to perform the action on (you point at the the thing with your mouse).

The only reason I prefer the “select” + “do” method is because it’s useful when performing the action multiple times, i.e. press 1 key to select revive, then press fire to revive player 1, press fire again to revive player 2, press fire again to revive player 3 etc., in that circumstance it’s not 2 key presses for every 1 action (it would be 4 key presses for 3 revives in this example) and it also allows you to pre-select the action (bring out your revive tool en-route to the downed player(s)) making it quicker to perform the action once you arrive (I was pretty damn good at the “drive-by” revive in RTCW, even if I say so myself).

However that last paragraph has to be just personal preference, I doubt SD would go that far, so buff on a separate key to revive / action seems a decent compromise.

I’d still have to make sure not to buff / revive near a CP (and if you die next to one don’t expect me to pick you up).


(Kalbuth) #70

question : with this intuitive method, how do you “target” a specific player for your buff? How does it work?


(H8tz) #71

100 % approval from me for all main points here.

And additionally: The crosshaire must be changeable.


(Kendle) #72

By looking at them :wink:

At the moment the game decides who to buff (presumably whoever’s closest and needs buffing?), and even assuming you don’t want to revive someone a tad further away or use a CP you still don’t get to choose who to buff currently, the only way you can force it is to move closer to the player you want to buff, make sure there’s no CP or anyone waiting to be revived who’s closer, and “hope” no-one else moves within range before you press the magic “do everythiing for me cos I’m stupid” button. :wink:


(Kalbuth) #73

[QUOTE=Kendle;315818]By looking at them :wink:
[/QUOTE]

OK, we’re on the same boat them, that’s what I was meaning with “aiming” at your target and having it outlined in blue


(Auzner) #74

The F key control is Brink is very clumsy. It was designed for “I don’t know what to do but if I’m holding USE KEY on teammates I’m getting points for it” For people who actually have experience and tactics it makes prioritizing very difficult. You do end up positioning yourself just to compensate for what the game control wants to do. It’s almost like an added minigame. This is my class skill, why should I have to play frogger just because it wants to automate what’s in my face?


(Weyoun) #75

Why isn’t this thread sticky yet :rolleyes: ?

Anyway: concerning “aiming” with the current system…I still find it very difficult if there are a lot of guys in your way, crossing your way and so on. In ET:QW I really loved the shock-paddles-thingy because I only needed to jump at a corpse and jump right back. The shock-thingy wouldn’t try to aim me on a specific path and I was hence able to avoid enemy fire while strafing to my teammate and shock him.
Now I have to run there, aim at the body in a right angle, wait for my guy to actually throw the syringe and hope to not get shot or diversed by a friendly nearby.

So all in all: it needs a buff :tongue: .

And again for the sake of it: fix the soundbug (oh how it is annoying) and for the love of the Makron add the round-end-chat.

Anyone else feels awkward with being a level 20 guy and seeing the XP count into the nirvana? I’m not that much of a stats whore. But some stats would be neat and stopping the XP-count altogether feels just weird.


(kamikazee) #76

[QUOTE=Weyoun;315855]Now I have to run there, aim at the body in a right angle, wait for my guy to actually throw the syringe and hope to not get shot or diversed by a friendly nearby.[/QUOTE]With the new system, you don’t need to be right above them but you can throw the syringe over a short distance. For example, if your buddy got downed when running through a doorway, you can still take cover and throw him a syringe, then supply covering fire when he revives himself.


(howie) #77

I agree with the main points. The lock on, one button does all context sensitive actions/abilities are obvious console concessions that break the flow of the game and take control away from the player. Compared to RTCW/ET it feels laboured and clunky. I want to be able to select an item and use it with a mouse click. Fast, precise, as it should be. The giant and thick crosshairs have to go too. Do this I will be playing Brink for a long time to come :slight_smile:


(sirius89) #78

I agree completely.

This has to be changed on PC.


(Brandmon) #79

I agree too. While I didn’t have major problems with the F key as it did what one would expect, I do prefer the more flexible system as it was in the other ET games. Although that doesn’t mean that “F Key” system should be throw away, but rather that some old ideas are reintroduced.


(ScumBag) #80

Obvious console crap is obvious. I know that the game will be awesome in a couple of months once the casual players fall out and I can get all of the extraneous crap installed and tweaked the way I like it. Already I’ve had to install Mumble or some such crap which I can’t get working yet just so I can talk to people.

Having poured hundreds of hours into QW, I bought this in the strength of RPS stating it was SDs best game yet. This might be true, but it just doesn’t feel like a PC game the way QW and ET did. Is there a console? It’s not ~ or shift+~…