Changes from an old school comp gamer and pubber . *NSFW*


(hly) #1

I put NSFW to get your attention. Here are 20 changes I believe most of us can agree on.

95% of the problems fixed:
1.) Defensive spawn time 30 seconds
2.) Offensive spawn time 20 seconds
3.) Eliminate the 2.5 or 3 second spawn buffer

5% of the annoyances to fix:

4.) Add respawn time on HUD.
5.) Implement /kill
6.) HE charge from 40 seconds to 30 seconds
7.) HE charge from 7 seconds to 5 seconds to arm.
8.) Being able to move around while arming a HE Charge and not standing straight up and unable to move. (Think of being an engineer repairing or building an objective or machine gun nest).
9.) (see above but more cooler) Being able to plant a bomb anywhere on the door or area likes previous games (rtcw, et, etqw)? (think of arming the dyno on assault in rtcw or The ark (bio dome) etqw map.
10.) Having multiple people arm a HE charge.
11.) With the defensive spawn times increased the defuse time is perfect. Should take around 5 seconds. I’m not sure what it is know with or without the perk.
12.) Make mines and turrets weaker to gun fire and explosive damage. It shouldn’t take over 20 bullets to blow up a mine. Make this 5 bullets max.
13.) Re-invent the whole buffing system. I’m an old man now. Tendinitis is flaring up in my hand because of this. I’m getting tired of having my mouse fling 180 degrees to throw someone an ammo pack, health / weapon buff. It’s also frustrating when I’m handing out a buff in the spawn and it’s dragging me to the CP and I accidentally change class. There were a couple of critical situations on aquarium where I was planting a HE charge at the door. All of a sudden as I’m arming the HE charge it ends up cancelling because a team walked behind me to give me a weapon buff. I end up throwing an ammo pack and having to start the whole 7 second process again.
14.) Make the whole buffing system bind-able to a weapon. Do I really need to hold down a button to buff and heal? Can’t we make it easier where you press the button once and use mouse 1 to buff and heel? My keyboard doesn’t support anti ghosting and half the time I can’t press more than four keys at once. My computer starts beeping. We’ve been playing these type of games for over 10 years. Why does an old gamer like myself need to adapt to console like controls?
15.) Make the MG nest useful.
16.) Announce the Quakecon tournament games no later than May 1st.
17.) Make enemy tinting standard. Half the time I can’t tell who is on my team.
18.) If a teammate is down but not gibbed change the color of his name from white to red. If the teammate is gibbed take his name off the hud.
19.) Add k/d ratios
20.) Remove cut scenes.


(zenstar) #2

No nsfw content? Stopped reading!
at least make the text look naughty.


(xartion) #3

A very thorough list, but I’m pretty sure that it has been made clear (at least by their actions) that SD does not intend for this to be a competitive title. Sorry :frowning:


(r3fleX) #4

Yea i agree with nearly all of these points.

Mostly strongly agree with:
4.) Add respawn time on HUD.
5.) Implement /kill

These features impact gameplay massively, and adds a new tactical dimension to the game. So often in scrims and pub’s i find if we have no soldier in our setup and i need ammo, i virtually have to go suicidal to respawn for more ammo or waste time capturing a CP. On pub’s even if we do have a soldier they are never bright enough to refuel your ammo supply as there is no vsays/writing in chat takes to long, and no-one listens to VOIP.


(hly) #5

Release SDK and we’ll do it our selves. It wasn’t the first time we had to fix splash damage’s deficient games. These changes aren’t just the enjoyment for competitive play. It’s also for pubbing and casual as well.

Some one needs to link the youtube videos of Paul Wedgewood prior to release stating that they will work on the competitive side. He mentioned people are still playing ET but failed to mention it was on a pro mod. There was also another video where they said snipers can’t get one shot kills. I recalling dying in a pub last night to a one shot kill :frowning:


(GreasedScotsman) #6

Sad… I expected to see hly topless when I hopped in this thread.

That said…

We already know 1) & 2) are being worked on

For 3), the respawn buffer is a server CVAR.

  1. probably in the works. I’d be okay if this was on the TAB scoreboard (it’s on the ESC menu which doesn’t toggle w/ a keypress)

  2. I know ET teams are used to this, but in some ways Brink inserts a greater challenge of coordination by removing this… /killing was a quick and easy way to coordinate. Now you have to truly do it through gameplay.

  3. Not necessary if teams re-examine Adrenaline now that it’s 4 seconds.

  4. See above.

  5. Completely agreed.

  6. I know this was intentionally changed due to charges being difficult to find… SD wanted detonations to be about who’s better at protecting or disarming a plant, not who can better hide/find said plant.

  7. Agreed. I loved this mechanic in previous games.

  8. It is 5 seconds w/o perk, 4 seconds with it. Here’s a youtube video that does side-by-side comparisons: http://www.youtube.com/watch?v=JQfbgLyAKEM

  9. Agreed for mines but disagree for turrets since they become disabled about 1/2 to 2/3 of the way damaged. If mines only took half the current number of bullets to take down, that’d be fine, I think.

  10. & 14) Part of this was addressed in the latest patch, as your view no longer whips to your buff target. However, I know SD is looking for ways to improve the “oh ****, I want to revive but now I’ve buffed a guy w/ 90% full health. **** me!” moments. I have faith this will be addressed.

  11. Agreed.

  12. … May 1?

  13. Not sure why competition has turned this off in most configs… especially considering it’s hard to tell enemies apart from allies compared to most games and most games have bright skins anyway. Either way, this is a server setting.

  14. Good idea. I like it.

  15. Not needed… just bind a key to the console command that lists this personal stat.

  16. For custom servers, you’ll only see a cutscene for the very first map load. After that, you load straight in once you press a key to get past the loading screen. I wouldn’t mind a “skip keypress” CVAR though.


(Stormchild) #7

It they ever implement /kill, I demand that it pops up a confirmation window or something that make it not too much instant.

=> I never want to see people using /kill in combat ever again. It’s supposed to be used if you lost yourself in the map, or out of ammo and far from team, or coodinate a respawn with fireteam I suppose.


(iezza) #8

Sorry noob: what is /kill?


(neks) #9

/kill is for selfkill or suicide if you prefer.


(Crytiqal) #10

It is a last resort if you run out of bullets.
You press /kill and the enemy dies

WTH you think it does?
If you read Stormchil’s descriptive post you should understand


(BioSnark) #11

simple solution that was discussed here a long while ago was have it wait to kill when the spawn wave timer hits 0.


(hly) #12

The point of having /kill is to not abuse the system. It’s so you don’t die on a full spawn.


(Humate) #13

SD wanted detonations to be about who’s better at protecting or disarming a plant, not who can better hide/find said plant.

Ironically only Ark really was an issue in terms of hiding the plant. Generator plants did not have this problem, and the placement of the plant determined how you defended it.

With “plant here” flat surfaces you’re dealing with the exact same boring crossfire every time you play the map. To use a commonly used term by sd, its not very “interesting”.


(Impulse_) #14

What I don’t understand is how SD doesn’t see there game declining day by day… Steam tells the story every time you review the stats.

the game has hit an all time low with BARELY reaching 2,000 people a day on the game now and is still diminishing, even after a patch in the right direction. The competition on the NA side is dead as a door nail.

This game showed a ton of potential off the start, but lack of support for the competitive side of things has simply killed it. I’m starting to wonder if even the fixes down the road can bring this game back to life seeing the patch was released yesterday and the game continued to drop.