By the Power of Netvars - Brink Gets Balance Tweaks


(AnthonyDa) #81

[quote=GreasedScotsman;332520]I actually like this mechanic. Given that, unlike every other objective you have to be standing in front of it to perform it, with hacking, you can go running off to a corner or behind cover.

Just think of how lame it would be if you only needed to be in proximity and could whip out your hack tool at any time. Operatives could easily run somewhere else on the map slightly in range, completely ignoring the objective and defense altogether and just pop out their hack tool to win.[/quote]
If you can de-hack faster than the hack, then it shouldn’t be an issue.
Also, the signal strengh for the hack lowers way to much, if you aren’t on the same room, it’s near 0% already.

So you still have to control the room to successfully complete a hack objective (unless on ****ty map where you can hack behind a wall, far far away from the objective).

Problem greased?:penguin:


(.Chris.) #82

Too many cry babies in this thread acting like this will be the last update or something and that they will never get around to resolving the other issues, people need to chill out more.


(Rtistik) #83

it annoys me how PC keeps getting everything last, why is that. and why cant it all be launched together


(St NickelStew) #84

[QUOTE=DrpPlates;332510]o yeah, bad way to put it –

how’s this - Brink is nothing more then a Console Game Ported over to PC…[/QUOTE]

So, are the only games that do not fit this description only available on PC?

This particular game was developed simultaneously on all three platforms, by the same group of people. No port involved.


(Jess Alon) #85

Because consoles all run on the same hardware and systems. Ironing things out on PC is different.


(BomBaKlaK) #86

Something is a bit strange !

for example in réactor the 1rst obj is really hardcore ! so great for the time modification in the furtur patch (hack/dehack)
But if you watch some match on this map in ESL even with the dont dehack rules player do the first obj maybe 1 time on 10 matchs ! so increase the time to hack on this one is a bad idea imo !

on Reactor / container city and resort we need a big map fix !!

  • Reactor 1rst obj is to hard for attackers (even open the upper door is a joke, need to make a big turn and 80% of the time gor to fail ! turn the panel acces to repair on the other side maybe ? open a window were light can go through ? a hole in the roof of this room ?)
  • Container city is spawnraping city fo the security (I see some good ideas by players)
  • Resort spawnkillraping for the resistance (another exit ? cause only one is really boring !)

the 3 big black spot in your game


(AnthonyDa) #87

Explain me how collecting stats on PC is different from a PC to another?
It’s 100% related to the game/steam code, not the hardware/OS.

It might be harder to get stats on the PC (dunno why) but not because all PC are using their own configuration, imo.


(Breo) #88

[QUOTE=St NickelStew;332400]Once again, huh??

How, exactly, is it not a “PC Game”. Watch any Brink.TV lately?[/QUOTE]

Can you also explain why I need to control the “sense of perspective” ability with buttons? :tongue:


(Coolaguy) #89

[QUOTE=Shadowcat;332348]Much larger community. Last i had heard, Xbox had like five times the sales that PC did.[/QUOTE]Not true. It’s just not reported through retail. Look at the Steam numbersand compare them to Console sales (Xbox 360 and PS3).

It’s possible that Brink sold some additional Console units Direct2Drive, but all studies suggest that Digital Distribution is decidedly lagging Retail Distribution on Consoles.

[QUOTE=.Chris.;332368]The problem with the hacking objectives just isn’t purely the time taken to complete them or the time taken to dehack them, it’s a big factor sure but another equally large factor is the map layout.

On resort and Terminal the hack objectives are within quite small contained rooms, once you’ve lost that room while a hack was in progress and an enemy engineer get’s in there you have no chance to take him out unless you are in that room, i.e. you can’t take him out from a distance, no long range nade launcher knock down, no long range rifle shot, nothing that you as a player can do to slow him down when you have been pushed back.

Considering the attack spawn so far away in comparison with the defense it creates quite an advantage to the dehackers, it’s too easy for them to be in a position to dehack, providing you have a couple guys watching your back the success rate of dehacking would be quite high I’d imagine.

The adjustment in times will help for sure but a change in map layout would help yet again and create a more fairer playing experience in my opinion, I’ll draw up some an example later this weekend.[/QUOTE]This is an excellent point. In fact, a confined room benefits an Engineer De-Hacking more than it does an Operative Hacking, because Operatives have mobility and can seek alternative cover whereas Engineers are static (relatively) and must be adjacent to the objective.

The question is, though, would more-open sight lines be too abusive for entrenched attackers (i.e. Barnett snipers with full Line-of-Sight as an example)?

The only analogy I can provide is Security Tower when spawning as a Soldier for the Security. If you go to the upper balcony, you can overlook the HE plant site. Players are vulnerable to fire while planting, and you can easily deny all plants and accomplish a full-hold on the first objective. A combination of Grenades and Gerrund fire (or Barnett sniping) can completely dominate the plant site. This is accomplished single-handedly without even having your team’s support… (i.e. I’ve played games where I camped up their with my team racking up the kills down below… and I’ve played games where my team was slain and pushed back, but I could still prevent them from planting with some judicious nades and headshots [while watching out for the rare but occasional flanking enemy]).

I don’t think it’s a problem to have the engineer out in the open, but I do believe that the Lines-of-Sight would need to be moderated. Actually, the design on Reactor seems well-suited for limiting the Engineer De-Hack.


(V1cK_dB) #90

Funny I was thinking the opposite in the beginning. The PC got the lag patch, server, etc. changes before consoles. There is a sticky on this forum from SD asking just for PC feedback lol. Console players have been asking/begging for a party lobby system from day 1 and that is the major thing holding the game back but they haven’t fixed that. They can take all of these tweaks back in exchange for a true party lobby system. I’m sure most console players will take that trade.


(riptide) #91

Actually you are both wrong they have shown no favoritism to any platform and only do what they are able to when they are. I really do not like how people are so emotional that they are unable to see reality. It’s always an irrational distortion of what really happens.

As for this thread… who is to say SD was the one to sticky the PC feedback thread. It started off as a very objective and rational thread which had lots of good information and requests. However GIB LOBBIES pl0x does not constitute a sticky. I promise you they know about it and I would even bet they are working on seeing if it is feasible and the best way to implement it right now.


(.Chris.) #92

[QUOTE=Coolaguy;333093]This is an excellent point. In fact, a confined room benefits an Engineer De-Hacking more than it does an Operative Hacking, because Operatives have mobility and can seek alternative cover whereas Engineers are static (relatively) and must be adjacent to the objective.

The question is, though, would more-open sight lines be too abusive for entrenched attackers (i.e. Barnett snipers with full Line-of-Sight as an example)?[/QUOTE]

There would need to some balance I think, I’ve been busy with my ET mapping project to draw up a sketch of what I think the resort hack area should be like but I was thinking having the hack room on the first floor, ie the same level as the defense spawn and that balcony across the square that the attack use. The room would be semi open on the front facing walls, just a railing covering the lower half of players leaving their upper torsos and heads on show.

This would allow the attack to use rifles from the previously mentioned balcony to pick of would be engineer dehackers. This would also require the defense to push out to the railings to provide covering fire for that engineer instead of the current situation where they just need to camp the small entrances to the hack room.

It would also make clearing out that room a bit more easier as you can lob a few grenades up there to flush them out and obviously pick them off from that balcony. As such purely camping that indoors area wouldn’t be the best solution for a defense and as such the area outside will get used to more affect. Maybe add a couple more cover spots around the attack side though where the bot escapes as it’s quite open there at the moment.


(General Techniq) #93

Okay, did something happen to the “repair speed” for the Engineer? I just played as Security attacking Shipyard, and it seemed like FOREVER trying to get that freaking crane repaired.

Please tell me that some incompetent associate didn’t get this into the “tweaking update”
…please.


(BomBaKlaK) #94

so, when the balancing tweak gonna be release ?


(Donnovan) #95

PC Version does not work with NetVars? They will be implemented on the future?


(Coolaguy) #96

[QUOTE=.Chris.;333377]There would need to some balance I think, I’ve been busy with my ET mapping project to draw up a sketch of what I think the resort hack area should be like but I was thinking having the hack room on the first floor, ie the same level as the defense spawn and that balcony across the square that the attack use. The room would be semi open on the front facing walls, just a railing covering the lower half of players leaving their upper torsos and heads on show.

This would allow the attack to use rifles from the previously mentioned balcony to pick of would be engineer dehackers. This would also require the defense to push out to the railings to provide covering fire for that engineer instead of the current situation where they just need to camp the small entrances to the hack room.

It would also make clearing out that room a bit more easier as you can lob a few grenades up there to flush them out and obviously pick them off from that balcony. As such purely camping that indoors area wouldn’t be the best solution for a defense and as such the area outside will get used to more affect. Maybe add a couple more cover spots around the attack side though where the bot escapes as it’s quite open there at the moment.[/QUOTE]What you are describing is what I would probably consider to be abusive. The balcony that the Resistance control is too long of a sight-line in my opinion. I don’t think that Barnetts or snipers should be able to clearly target the objective from extreme range and with plenty of cover from return fire.

I would prefer it if the Engineer De-Hack point were still exposed, but if the sight lines were more mid-range (obviously you can still use a Barnett in a mid-range engagement, but you don’t have such a tremendous advantage against counter-attack given that you are more exposed and less able to exploit cover in mid-range).

Do you see what I’m saying? Or do we just differ in the way that we want the gameplay to play out?

The other thing is that it would be pretty tough for the Security to control the Resistance’s balcony. I’ve tried as much as an Operative in Disguise (against a mix of bots and humans). It’s tough to accomplish, even when you have the drop on them.


(.Chris.) #97

A dehacking engineer could crouch to avoid the shots, remember I said it would only expose the upper parts of the body, there would also be pillars and such along the railing, with the correct alignment you could hide from snipers. I see what you are saying though, I don’t want it to turn into a sniping fest either.


(trollface) #98

[QUOTE=St NickelStew;332870]So, are the only games that do not fit this description only available on PC?

This particular game was developed simultaneously on all three platforms, by the same group of people. No port involved.[/QUOTE]I guess you haven’t played the PC version then.

If you doubt this game is a port you need a reality check.

If they had planned changing some of the features to suit the PC, they either ran out of time or just dont care. No response from the community managers regarding these issues suggests the latter is the case.


(crazyfoolish) #99

[QUOTE=trollface;333664]I guess you haven’t played the PC version then.

If you doubt this game is a port you need a reality check.

If they had planned changing some of the features to suit the PC, they either ran out of time or just dont care. No response from the community managers regarding these issues suggests the latter is the case.[/QUOTE]

Sadly i must agree with you. And i am a fan boy. Hopefully the UAV control is handled well. BC2 tank turret anybody?


(Exedore) #100

None of the weapon tweaks are live yet.

The reason the consoles will sometimes get the netvars first is because bigger fixes are going into the PC version along with them, and therefore require more testing. You could always stop finding problems…
:eek: