That’ll be added in the second DLC pack – The BRINK Baby Catapult and Flamethrower Pack™
BRINK suggestions forum
I find this completely inappropriate, think of all the victims of fire injuries.
I thought the one guy sounded Israeli, but I wasn’t analyzing too closely. There should be many different accents, given the backstory. I’d prefer a really thick Dutch accent, myself.
Ugh, being Dutch myself that sounds like nails on a blackboard. Dutch people always try to imitate the accent instead of just talking normally.
But yeah adding a Dutch accent for comical effect always works.
[QUOTE=tokamak;213521]Ugh, being Dutch myself that sounds like nails on a blackboard. Dutch people always try to imitate the accent instead of just talking normally.
But yeah adding a Dutch accent for comical effect always works.[/QUOTE]
Good idea, the dutch thing!
Nederland powned iedereen! 
More accents from Asia especially from Southeast Asia (Indonesia, Malaysia, Thailand, East Timor etc).
Just a question can we make our own voice pack later with the sdk? Maybe it will need something like FacePoser to match the lips movement etc. If possible, can’t wait to make Javanese voice pack, Batak voice pack or almost all voice pack from entire race of indonesia (about more than a hundred race in indonesia):eek:
I’m sure they will have an Asian voice pack. Maybe not from the exact locale you want, but I’m sure they will have some sort of Asian voice pack.
[QUOTE=Rahdo;205092]
…
For instance, straight kills are the poorest paying way to earn XP in Brink, unless they’re kills earned at the site of the prime objective. Spawn camping to try to level up is a huge waste of player time if all they want to do is ding faster (since spawn areas aren’t near enough to the core objectives to get the XP bonuses)
…
Yes, and in fact, you do. There’s a base amount of XP you get from any kill, and it’s pretty low. But that gets increased based on how smart those kills are: kills out in the middle of no where, not so useful. Kills while defending a bomb thats been planted, pay very well.
So if you want to farm, do the right thing… the thing that helps your team win the match, and you’ll be better rewarded.
You get no XP for planting mines. Getting kills from those mines does pay, and the more valuable the kill (i.e. the closer to the core objective), the more they pay.
…
I look at it as we’re encouraging players constnatly to find the best ways they can to help win, which is why we only reward activities that do one of two things: help win the match, or help teammates have more fun (which is equally important to me).[/QUOTE]
The above just pointed out to me and…
I find this really cool, especially considering I made a post way back when on the ETQW forums with this very idea. Any chance some of you guys read that and picked up on the idea or is this just a case of great minds thinking alike? (I ask not in order to take credit or anything, but because it seems like you guys are really listening to feedback from your fans and if this is a case of that then it make me feel pretty good you thought the idea was worthwhile, I sort of figured I was one of those frustrated amateur game designer guys you pros get tired of in a hurry).
Here’s a copy of that post (it was part of a multi-serious thread about designing an XP and leader board system that rewarded “good” behavior, I have all 5 parts because I wrote them up in word before posting them):
XP awards based on map location
This thread is a sub thread of the following: Creating a persistent stats site that encourages team based play and is here to provide additional detail and discussion on this particular concept.
Here’s a complicated and possibly very hard to implement idea:
What if there were “bonus areas” built into the megatexture, such that performing certain tasks within that area yielded an XP bonus. For instance, you could have an area immediatly around the shield generator inside that yard on valley. Within this area, any revives, health packs picked up, damage inflicted, etc. get an XP bonus. This would replace the current “defend the objective for x minutes” mission, instead only the guys who are actually defending in the immediate vicinity would get the bonuses as they’d clearly be defending the objective.
Maybe there’s even a couple of different bonus areas, each with different amounts of bonus associated with them, the area immediatly in front of the sheild generator is a 1.5 bonus area, the area just in front of that is 1.25, etc.
edit: my recollection from that thread was someone pointing out the same thing which tokomak has pointed out here, if killing players in the “objective zone” nets more XP people will wait until they get there to kill them so they get more XP. Not sure how deal with that, or if you even try (it would certainly tend to help focus the action around the objective 
Meh to this distance between kill and objective system. You would hope you could get just as many points by killing soldiers en route to obj. Flanking is the best part of any game, straight up kills take too much aim and too little cognitive thought, which is why I am only at the frontline if I am carrying the team for the obj. or without any other choice if I want to get behind the enemy.
Not that it matters, because I’m assuming if you play a little upwards of the campaign you will unlock most non-character customizations.
In TF2-speak, weapons now, hats later.
[edit] I only hope that people don’t start doing what they did to MW2, non-objectivising objective gameplay (for instance not planting the bomb in sabotage, just to get free kills on noobs). This ruins the game. It’s hard to camp in the game but the heavy body type has me scared. Should that body type have over twice the health of light (on top of the amped up weapons, which could very well be on 'roids) it might prove harder than I thought to play the game.
I find it a bit ironic that you unlock heavy after normal when they said the primary reaction players have to a new map is slowing down and aiming more. Hopefully, though, if there are any balancing issues, both light and normal come out on top of heavy, otherwise the game may just become one huge objective camp fest with unrealistic health like in TF2. Don’t get me wrong, I love TF2, but only arena, and even then I think the Engineer and Heavy are cheap, easy to use and (in many cases and aspects) overpowered. Alternatively in realistic games I like to respawn.
As a future reference to SD, it would be nice if they would simply add a game mode that involves only Light/Normal/Heavy body type for consul (and hopefully add numerous counters to Engineer, in MW2 the only counter to sentries is cold-blooded enemy if an enemy can clutch a position and no one likes Noobtubes (grenade launchers), gaymores (claymores) and sementax (semtax) (joking but in all seriousness explosives and turrets require balance more than any other weapon because of their high killing potential)). PC can allow only light body type hands down with dedicated servers, consul can’t. Also I’d like to see to it that turrets cannot hit fast moving targets if the strafe away from it enough. Everyone knows that the largest threat to a scout in TF2 was the sentry. The main point of fast moving players is to move behind the enemy, divert attention from the frontline, allowing heavy artillery to get into the base and out of any death funnel there may be. If well coordinated the operative class could “sap” the sentry (if such a thing is in the game) though more likely termed as sabotage, and allow the advancing team to get a foothold in a new clutch point.
Sentries missing may be impossible seeing as SD has already said that bullets are instantaneous and explosives are not. Hopefully they can add a tracking system that lags behind the trail of the enemy though…
Even if it can do this, I hope to insert name here it can’t turn beyond 180 degrees of motion and has a SigNiFiCant delay to hitting its target (which it seemed to have in gameplay).
My only question is which player type will be the most effective for flanking, assuming you can get a buff from a engie every life its between Medic, Operative and Soldier. However apparently ppl don’t like this Rambo medic deal, so I may not do that if it does turn out to be OP, uncooperative or annoying to my team.
So who is actually planning on turning on voice? Personally I think voice helps outside of the normal situations and if I’m talking to 20% people then I won’t be able to say behind you medic, etc, etc. Though on the same token I hope teams don’t stack into clans/parties where unbalance is of the essence. The player I hate most in any game ranked in order is the one that:
doesn’t cooperate (goes out of the way to do the opposite, ie kill the last zombie in nazi zombies after you tell him not to).
Doesn’t listen (runs into a sentry after you tell your team where it is or feeds the enemy by rushing in regardless of KD, feeding killstreaks to campers)
doesn’t reciprocate (will not tell you a spy is about to backstab you)
All games are about communication and its unlikely that an AI voice can tell you everything. Regardless I hope this doesn’t become the 2nd MW2, where everyone is a Heavy Engineer that camps with sentry and landmines. Usually I can amass an extremely negative K : D just because 5 out of my 5 teammates refuse to move. I should at least be given the liberty to yell at my teammates for not moving, usually if you accuse ppl of camping you can at least get half to move, exponentially increasing the chance for each kill.
WTF AM I SAYING? I am saying this: first, don’t making camping OP (overpowered) for the defensive side; second, if Splash Damage makes camping OP (which I hope it does not), then it should at least add flanking counters AS WELL AS regular counters; and thirdly, An in game AI voice should be able to say at least one phrase that involves a form of the word “camp” and puts it in a negative context.
[QUOTE=shirosae;205110]
So it’s not about TK revives being intended or an exploit at all, it’s about TK revives being a skill-less bypass. Why would you even talk about TK revives being an unintended exploit if this was your problem with them?
Anyway: TK Revives don’t really make medpacks useless, since you only get 50% HP from a revive, and someone with 50% HP is going to die very quickly against an enemy at 100% unless they’re significantly better than said enemy.
So you can put anyone/everyone on your team to 50% HP, and then your medpacks come in, because you can only put a finite number to 100%.
You could argue that medpacks become useless when the medic gets full-health revive (I’d disagree because they’re useful even then, for spamming down onto a player doing the objective), but given that that only happens near the end of the third map in a campaign I don’t see where the beef is.[/QUOTE]
This just raised a question in my mind:
Can players not regenerate health above a set percentage of their max? because that would be soooooo stupid. Not in the logical sense, but it would promote camping and everything. If I couldn’t get above 50% health as a light body type flanker, then why try? I mean Splash Damage legitimately describes this body type as being able to be knocked over by a slight breeze or whatever. Seriously, you might take 2 bullets before your enemy is like, good fight (When he can take 200 because he is a Heavy Engineer hiding behind his sentry).
I submitted so many questions to the BRINKish Q/A e-mail but I’ll see if I can get a few answered now (at least this major one):
Is there bullet penetration? because the vid made it look like there was not.
and…
Are Sentries as OP as TF2 in defending positions (ie can look straight up and in 360 degrees, fire with only a split second delay (no delay in your perspective with enough lag) and never miss even on scout (the fastest class))?
Seriously the worst aspect to any game seems to be realism, the more realistic a game is the more people camp, which instantly translates to less fun for everyone (I personally play to get adrenaline from huge non-air-support-assisted killstreaks in situations where I almost died 40,000 times or kills that were 1 in a billion (like getting a no-scope across the map at 1 hp, on 10 sensitivity, spinning in circles and jumping off a cliff), esp the skill ones (not like the previous situation) that make the enemy think that they were just thoroughly owned, rather than no-lifing in a basement watching a non-changing screen until a guy pops in and I can say surprise (because apparently it isn’t rape if you say surprise) and say I owned the enemy team when I got an AC130 (or even cheaper a harrier/chopper gunner combo). Some realist aspects are nice, but rocket jumping in TF2 is the most unrealistic, don’t-do-this-at-home,-kids add-on to a game ever (because it would never work), but it makes the game fun and interesting for your opponents. Realism on the other hand, tends to degrade any game to linearity and real life tactics (where flanking happens but is usually stealth based rather than running based). Linearity implies set options (like objectives) but only with one mean to reach an end, one path to reach an outcome. That is EXACTLY what MW2 is, and personally if I knew this game would be like MW2 I would never buy it (even though I bought MW2). MW1 is my favorite game of all time. Ironically then MW2 is my least (based on its budget at least, campaign=awesome, multilayer=failure). Seriously, the only thing that was unrealistic about MW2 was the lack of recoil, and that’s the one strand of realism I want to keep in any game. Too bad drop-shotting won’t be in this game, but I can see why they don’t want to add prone. Also I hope the shove option doesn’t incapacitate opponents (because 1 hit kill knifing is OP in any game), but that’s just me.
[QUOTE=Lequis;213983]This just raised a question in my mind:
Is there bullet penetration? because the vid made it look like there was not.
and…
Are Sentries as OP as TF2 in defending positions (ie can look straight up and in 360 degrees, fire with only a split second delay (no delay in your perspective with enough lag) and never miss even on scout (the fastest class))?
[/QUOTE]
What I’ve read here: No on bullet penetration. Sentries (turrets) are not over powered. Apparently they don’t do a lot of damage real fast and have to pause now and then (sort of an overheat type mechanic) which may give you opportunities to run past.
[QUOTE=Rahdo;205093]Actually, I’m hoping to find ways to reward the proper use of even something like a smoke grenade, though it is tough. I’m wanting to try a thing where we check for line of sight between enemies and teammates, and in cases where the smoke grenade has actually blocked said LOS, reward teh thrower a little. Not sure if that will work, but worth a try.
Well, you do if that in part led to the overall success of your team and you won the match (since your team winning of course nets you an XP bonus as well)[/QUOTE]
On ETQW forums I had a suggestion for a player callable mission “deploy smoke”. So other players ask for it, you do it an get the XP. But, also had the suggestion about the line of sight thing to give oppressor’s XP for using their shields (only get XP if the shield’s blocked bullets that would have otherwise hit a player).
Sounds like you are thinking about stuff like this the same way 
I suppose on the smoke thing you’d get the bonus to the XP award if the smoke were near an objective, which is really where it’s useful anyway, but you may think about the player callable mission so people could ask for it.
[QUOTE=Cankor;213989]On ETQW forums I had a suggestion for a player callable mission “deploy smoke”. So other players ask for it, you do it an get the XP. But, also had the suggestion about the line of sight thing to give oppressor’s XP for using their shields (only get XP if the shield’s blocked bullets that would have otherwise hit a player).
Sounds like you are thinking about stuff like this the same way 
I suppose on the smoke thing you’d get the bonus to the XP award if the smoke were near an objective, which is really where it’s useful anyway, but you may think about the player callable mission so people could ask for it.[/QUOTE]
as well as for shields and turrets.
in reasonably scale.
Are there actually smoke grenades in Brink? As I heard there were 24 weapons
5 pistols
6 LMGs
6 close quarters or something
5 HMGs
and the speculation was that the other two weapons would be grenades, regular and Molotov.
Smokes are sick to use, but they get glitchy (in MW2 at least, for instance, if you crack glass you can see through smoke and sometimes in killcams you are killed by an enemy that could see you through the smoke while you could not (not thermal guys)).
Also, smokes would be most useful if they were instant, ie explode when you pull the pin, not take 3 seconds (plus the time for the smoke to spread) before you can use the cover.
speculation was on 2 explosives, we know there’s grenades, but there still has to be explosives for blowing stuff up