Not really…
Defence should be able to cover the whole objective, now you just let a camper waiting for lemmings to go on his scope because all player who are going to plant are exactly at the same place, you just have to wait and pull the trigger without moving, nice knowing !
Plus, as attacker, it deeper, in term of gameplay, to look where to plant, you prefer acting like a lemmings ? Nice but then don’t come to say it’s not “noobfriendly” or even better than old system, it’s just here for noobs, eod.
Brink Q&A
I agree on this, one place to plant is noobfriendly, period.
Try to convince me that it ads “depth” in the gameplay plz, I’ll be glad to hear it…
Peace
Rahdo, thanks for the info. It all sounds excellent!
Especially, I like the idea of differentiation by giving friendlies info above them even when not targeted, and providing no info about enemies unless directly targeted.
Also, wherever possible, try to bring toggles/options to the console version as well.
[QUOTE=Apples;212811]I agree on this, one place to plant is noobfriendly, period.
Try to convince me that it ads “depth” in the gameplay plz, I’ll be glad to hear it…
Peace[/QUOTE]
No one is saying it adds depth, they are just stating that it doesn’t take away any depth.
[QUOTE=Apples;212811]I agree on this, one place to plant is noobfriendly, period.
Try to convince me that it ads “depth” in the gameplay plz, I’ll be glad to hear it…
Peace[/QUOTE]
I find it hilarious when an engy runs in circles trying to find the charge. Best trick plants have to be the icarus+A22 last obj and one on Ark that I am pretty sure no one else knows of (inside the bioscanner). Exploits yes, would I use them personally in pubs… no, just vs FI in official matches.
If it’s not an exploitable plant, then being able to plant on different parts of an objective adds definite depth. There is a lot more strategy to which part you plant on that doesn’t have to do with it not being quickly found, but more so in a way that is easier to cover. Best example is shield gens and the 1st objective on Outskirts (back or front plant). The only fault is the fact that developers did not think ahead to people finding ways to exploit the system, that is all.
the bigger plant is on salvage up the material, gg to defuse that…
My point was that one place to plant = noob friendly, it doesnt require much IQ to go deeper…
Peace
of course it is !
thats why ETQW are so great !
because SD:
- evade things “suggested”/promoted by you as eventual.
- well balance things without streamline it to make appear/become “every other stupid pew-pew rambo crowds FPS, without purpose and interest of gaming”
sure.
if “refined and polished” not mean “all features, loved by ETWQ players in ETQW was completely crippled and thwarted”.
which is usualy is it.
[QUOTE=Apples;212824]the bigger plant is on salvage up the material, gg to defuse that…
My point was that one place to plant = noob friendly, it doesnt require much IQ to go deeper…
Peace[/QUOTE]
nah, this is disadvantage to me.
more players with low IQ==lower interest in buying/playing this thing.
thats why i not play TF2[somewhat funny 1st time …but …], for example.
one place to plant = noobfriendly… I still dunno why ppl keep trying to find a flaw on this affirmation.
You can plant everywhere on the obj = tactics, you plant on one spot only = ghey…
Gimme some arguments plz or its boring.
peace
My point was that one place to plant = noob friendly, it doesnt require much IQ to go deeper…
i was unaware that something like planting a charge had to be looked at like a math equation, and like I said before, it doesn’t make it noobfriendly, it makes it gamerfriendly, which is what they are trying to accomplish with Brink. So if you want your “place charges anywhere,” gameplay, wait for a community mod to be released, otherwise stop whining and deal with it.
[QUOTE=SockDog;212809]It reduces variables, I wouldn’t go so far as to say it’s noobish but it certainly limits tactical variation. Whether you consider that’s good or bad for gameplay is purely opinion.
[/QUOTE]
This pretty much sums it up.
Personally Im in favour of planting anywhere on the objective for the reasons you’ve stated.
Im even in favour of planting on non objective areas, but it has been said that there are other items that allow for that sort of thing. Unless I’ve misunderstood cough:infiltrator:
And yet, a charge that flashes and beeps in ETQW is hard to find.
And yet, a charge that flashes and beeps in ETQW is hard to find.
Even more reason why a default plant locations will ease frustration and make the game more fun overall.
My biggest problem with the default location is that it reminds me of Wolfenstein.
- you have to use your special button
- you have to stand in exactly the right spot to arm it
- you have to properly aim at the spot to arm it (if you don’t your special button will do something different you didn’t want to do at all)
- you can’t crouch or prone to arm it
- same goes for disarming
- will the arm / disarm progress reset when you get shot?
I guess it can work but after literally years of planting explosives in ET & ETQW the mechanics in Wolfenstein just got me into a rage. It’s difficult to point out what is wrong with it. Maybe it’s just that the game forces you to act in a unnecessarily complicated way and at the same time implies that it is actually simpler and more user friendly. In ET / ETQW you put the dynamite somewhere on the objective and used your tool to arm it. That’s no rocket science! It’s so simple that trying to simplify it even more will only make it more complicated.
The people complaining about exploits maybe never played in a controlled environment. Eg. in 6on6 ET on Oasis you had to decide how to plant the dynamite on the final objectives. If you plant it just next to or on the gun it will get easily defused. If you plant it on the ceiling you have the risk of wasting it (if you didn’t place it right) but the big benefit was that it took a lot longer to defuse as well. The other allowed trickplants had similar tradeoffs. It’s no exploit if everybody knows about it but another layer of depth. The nasty exploits like silent / undefusable plants got either fixed or got you banned.
I’m with Darthmob and Apples, more options is always better imo, and I don’t see how planting everywhere makes the game more complicated for new players as long as they can prevent the explosives from going into models like you could do on some earlier versions of ETQW.
Also following from Darthmob: please allow us to preselect the charges, I hate ‘use’ buttons.
It does require skill (or at least knowledge) to plant inside the obj in The Ark, if you know map better than the first noob coming here, then i don’t see anything wrong if the guy can’t disarm because he can’t open his eyes and see the big red light flashing.
This hole is definitely here for that purpose, you find it’s an exploit ? If so it could have been patched in 5min, which isn’t, so it’s not an exploit.
Now if you want a compromise, then we should be able to plant at hardcoded location but it would be nice to have multiple place to plant on the objective, not always the same.
edit:
Stop hiding behind words and admit the fact, plz ? What is a “gamerfriendly” feature ? You are thinking about “hardcore gamer” vs “casual gaymer” maybe ? Because I can’t see a “non gamerr” playing BRINK in the incoming year you know :rolleyes:
No please, describe what is a “gamerfriendly” feature so we can all understand what you are talking about.
And AFAIK Brinkpro has already many work to do and won’t change the whole gameplay, just allow the possibility to add competition support and remove too noobfriendly feature with new cvars.
By doing it I believe SD have said it allows them to do other stuff, I can live with that and certainly will look at Brink as a whole not a sum of parts that piss me off.
To say it makes the game “gamerfriendly” is a little presumptuous at best. I’m playing a game against other, real, intelligent, random people. Rounding off the corners of that experience to make it more accessible removes some of that depth, it’s adding single player accessibility into a multiplayer experience. What next, only allow a single corridor to walk down because covering multiple points is not “gamerfriendly”.
