Firstly I wanted to make a new thread as this is should be different than every other competitive Brink threads on here (inb4 why new thread??). This is not meant for flame wars, elitist attitudes, and other stuff that get’s comp threads locked. I went out of the info loop for a while, so I am hoping those who know more can contribute to the discussion I would like to create here. Basically Splash Damage has been working on Brink, which has more new and diverse content than almost any other game title in a while (or a combination of the best of those available). If you take a step back from the whole picture, you will see that SD is trying as hard as they can to make right where ET:QW went wrong. I think that they literally wrote out every problem on a giant white board and went down the list. This brings me to the point of this post as I would like to discuss, with anyone and everyone, what SD has already done in terms of game balance. There is a lot of stress about how there is too much content and that this game will be begging for SDK out of the water, but I am not so sure about that anymore. I know for a fact that there will always be something to fix, but I am highly doubtful that it will need the same approach as in the past. I am going to try and layout some of my thoughts on the matter before I head out to work… remember this is based off of what I have read, watched, and been told by others regarding Brink showcases and demos.
Core Gameplay Features
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Manual vs Smart Movement- Testers notice that manual control appears to have more instantaneous results, while Smart feels more delayed and automated. Manual movement does deliver special results for the skilled player (ie faster routes and achievements over auto-SMART)
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Body types- Size influences speed, HP, weapon layout, SMART access, hit box.
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Abilities- Limited to 3 per class, cool downs, need more info.
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Buffs- 1 for yourself, 2 for your friend. Equal opportunity available, but how you use it is up to you.
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Weaponry- Fully customizable, but modifications use an add/subtract system; ie increased damage, increased recoil. Specific weaponry only available to special body types to counter movement abuse. Probably seeing the same types of weapon balances as in the past (ex. high damage weapon=high recoil or minigun=delay before shooting+high recoil+high spread bloom).
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Team size- 8v8 (very close to standard competitive 6v6)
Specific Weaponry
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Nade spam- Crowd control rather than mini nukes.
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Sniper rifle QQing- Headshot 1-hits, 8 clip bolt, slow reload.
I am running a bit short on time, and there’s a lot more to add, but as you can tell SD has already come up with some pretty good ideas on how to balance out their new content. I am hoping that the types of changes the competitive community can suggest or put into a pro mod after release, will simply be slight alterations of weapon stats, removal of very few or attempt at correcting over powered abilities, etc (stuff you would see in a normal game patch). We won’t know much for sure until the game is released, but I would like to encourage some discussion regarding how SD has been attempting to balance what we already know about so that when we do start playing we will be on the right track for suggesting improvements rather than crying for removal
. Remember to keep it on topic ploz.
