Brink Q&A


(Sssaap) #421

I’d love to be able to change weapons (without getting the upgrades/buffs with it).
Also I quite much liked it in far cry 2 that you just had to walk over it to get the ammo of it.
Not sure if you have the same ammo type for different weapons in brink but if so it imo should be possible to change to the one on lying around without losing your ammo - as long as it really uses the same type of ammo.


(tokamak) #422

Again. I say it’s random and scarce. You can tweak the randomness so that it becomes scarce. And we’re not talking about in-combat randomness here. It’s resource randomness to prevent people from being able to rely on ammo lying in the field.


(Floris) #423

If you pick less bullets up than you used to take the player down, it’s balanced enough, as you won’t be able to rely on just the guns dropped by the guys you kill. So it’s just a question of making the clip sizes the right size. No fancy features needed like randomness.


(Jamieson) #424

I think it is pritty simple. Give the player the option to pick up a new gun and also allow them to take ammo from guns left by dead players on the ground like ET.

If the gun has 23bullets when the player died then the player who picked up the ammo gets 23bullets. if the gun had 10 they get 10. Don’t overcomplicate it.

I don’t think limitatin is the answer look what happened to ETQW you couldn’t pick up any ammo and most people just respawned when they ran out of ammo as it was quicker than finding a supply crate/tech/field ops.


(tokamak) #425

Yes but then it would make the ammo-suppliers completely obsolete again. But you have a good point, the simple approach is best here.

Maybe we’re looking at the wrong side here. Just make it so that ammunition handed out by your teammates is more powerful (incendiary if upgraded even?). And keep this simple as well. A simple reload loads the most powerful bullets in the clip first.


(radiator) #426

[quote=Jamieson;201164]I think it is pritty simple. Give the player the option to pick up a new gun and also allow them to take ammo from guns left by dead players on the ground like ET.

If the gun has 23bullets when the player died then the player who picked up the ammo gets 23bullets. if the gun had 10 they get 10. Don’t overcomplicate it.

I don’t think limitatin is the answer look what happened to ETQW you couldn’t pick up any ammo and most people just respawned when they ran out of ammo as it was quicker than finding a supply crate/tech/field ops.[/quote]

Yes, but ET:QW had huge maps and players where far from which other.
But in brink, i think they’re designing the maps so everyone is up and close, so you can rely more on your teammates.
Maybe picking up ammo from dead enemies should be designed has a last-resort solution for players like the lonewolf covert-ops (or operative ou whatever).


(darthmob) #427

I always thought it was really tiresome to supply teammates with health / ammo. Especially on pubs you have to drop it right in front of them or they won’t bother picking it up. The only people who do it right are the ones who had the same experience (eg. they played medic / fops).

Being able to directly give medpacks / ammo to someone while pointing at them would be nice. Sort of like it’s done in L4D. Of course you should still be able to pile them up on the floor.


(tokamak) #428

[QUOTE=radiator;201169]Yes, but ET:QW had huge maps and players where far from which other.
But in brink, i think they’re designing the maps so everyone is up and close, so you can rely more on your teammates.
Maybe picking up ammo from dead enemies should be designed has a last-resort solution for players like the lonewolf covert-ops (or operative ou whatever).[/QUOTE]

As an upgradeable skill it would be nice.


(Mustang) #429

Question:

Has a decision been made yet about allowing shooting, grenading and reloading, whilst sprinting?
If so, can we do it?


(Nail) #430

yes, as long as you have right hand free you can shoot, left hand free, reload


(darthmob) #431

[QUOTE=Nail;201210]yes, as long as you have right hand free you can shoot, left hand free, reload[/QUOTE]Wait a second. That is true when climbing something but not when sprinting?


(SockDog) #432

As I said, attach a time penalty for picking up ammo from the dead.

That way it’s slower than getting it from a nearby team mate but quicker than respawning.


(Jamieson) #433

Im ambidextrous and used to play leftie but now play as with my right hand.

I think it would be interesting if developers catered for lefties. Would change up the game play if you could decide how you wanted to hold your gun to reflect how you are are in real life. It’s a small idea don’t expect it to happen but if you could see how your enemy held there gun you could figure out how they are likely to move.

This would be imporant in Brink if like you say you can only climb or reload when certain hands are free etc.

in my experince if you try and backrape a right handed person they usually turn around anti clockwise or to the left because it easier to move your hand to the left if your right handed.

Try it now, hold your mouse. The way your wrist is shaped just makes it harder to move to the right so people are less likely to do it because it doesn’t feel natural. I try to mix up how I strafe or dodge just to make it harder and less predictable.

So if you backrape somone move to the right side of them as they turn and back rape thema gain then might not even see you :smiley:


(tokamak) #434

[QUOTE=Jamieson;201236]Try it now, hold your mouse. The way your wrist is shaped just makes it harder to move to the right so people are less likely to do it because it doesn’t feel natural. I try to mix up how I strafe or dodge just to make it harder and less predictable.

So if you backrape somone move to the right side of them as they turn and back rape thema gain then might not even see you :D[/QUOTE]

This becomes painfully clear in Shattered Horizon.


(ZernoK) #435

Ok so question about how many players it can be, I heard it time on time being said it’s 8v8, but in an interview I heard Rahdo say Quake Wars being 32v32 at max, which is like wrong it’s like 16v16. So my question being, is it maximum of 8 players or 16 on a server?


(tokamak) #436

Official size is 8vs8, there are no gameplay limitations making the battles bigger, the technical side is the weakest link here (and therefore deciding in how many can play online, theoretically 32vs32 is possible) which Radho never talks about.

It only means the maps, classes, weapons just the entire game is designed around 8vs8.


(ZernoK) #437

Mmkay, had me worried alittle that it would be like 4v4.


(Jamieson) #438

how is Shattered Horizon Tokamak?

I’ am also concerned about the size of servers and how the maps will be balanced. In my gaming community TAW we have a minimum requirement of 20players for a Division my previous Division Quake Wars had over 160members representing North America and all of Europe.

Small server sizes limits the capabilities or potential for clans/organisations to grow because it just isn’t practical to have 40 members if you can only fit 16 onto 1 server. Obviously this isn’t a problem on internal clan trainings/events for TAW because we just lock the server and set it to unranked (in QW) and play with 32 slots available and we have over 10 servers which most clans wont have as well as this we have no idea how the server system will work in Brink other than it will support Dedicated servers.

So more information on whether servers will be ranekd to support stat progression and stuff would be useful.

Just don’t make the mistake in QW where ranked servers killed custom content because it was so hard to do without promod.


(tokamak) #439

(Off-Topic) Right now I consider Shattered Horizon the best game of 2009. It’s brilliant. Gameplay is new, challenging, graphics are great, and everything is very well polished.

And to pull it a bit further back on topic. The game is very flexible in the number of players. 2v2, 8v8, 16vs16 all works because the maps are very versatile (can be fought in different scales).

Oh and the statistics are pretty fun as well, very dynamic

http://stats.shatteredhorizon.com/stats/playerStatistics.action?playerId=14990

And best off all, they’re quality orientated, not quantity like in ETQW. I think that’s another key to avoid statpadding.

Quality statistics will always remain fresh and exciting, especially if you keep track of ‘this month’ and ‘this week’ as well.


(Rahdo) #440

16, 8 on each team. Sorry about the QW misquote. Don’t remember where that’s from, but sometimes I get talking so fast that I make verbal typos like that :slight_smile: