Ello all, originally posted this yesterday in it’s own thread, but seems no one was interested, heh. I thought I’d provide some feedback after spending some time with BRINK, I’ve played it for around 30 hours so far and I’ve enjoyed myself. I waited a long time for the game to be released and as a fan of ET:QW I was very excited about getting hands on with this game.
I like the art style, setting, sound, gunplay and general flow of gameplay very much…but I must admit, I don’t find the game very dynamic and don’t see myself playing the game long term, I thought I’d offer some suggestions on how things could possibly be improved in my opinion.
I have to say - well done with the SMART system…I don’t think this is getting enough praise, but it works so well without causing additional layers of complexity, while opening up more gaming options, I feel this type of control system should become a standard in gaming.
I must stress, these suggestions are aimed more towards the solo or public server player, as I think the game in it’s current state very much goes hand in hand with competitive and clan players, adding some extra depth to the game as far as planning and preparation goes.
Class and Character Switching.
With the way classes and character’s currently work, it seems you have one of three main choices:
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Specialise for a specific class. Focus spending points in your preferred class for maximum effect providing a strong ‘main class’ while sacrificing the rest. This places me in a position where I am reluctant to change my role within a game…I’ll do so to achieve an objective, but it feels almost like a punishment, putting away all my gear and specialties to pick up a hackpad.
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Spread your specialty. Put points into some useful skills across two classes, proving you with flexibility to perform two roles sufficiently, certainly a nice option for public play, but you may never feel like you are contributing to your full potential.
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Even split, jack of all trades. Spreading your points across all roles to tackle specific goals, allow for the most flexibility and dynamic gameplay, but at the cost of always feeling on the back foot when compared to specialists.
It seems whichever option you choose, there is a pretty hefty downside which can diminish enjoyment of your game, specialising or adding a bit of spread to the mix is brilliant for clan play…but in a public server when you join with 7 other engineer specialists, it can severely effect the enjoyment you can have - often resulting in you playing a role with which you have no additional flexibility in (which can get very boring) or switching character and trying to rejoin or finding a more balanced game.
I propose (for public games) that you are able to flag a character as a class choice, i.e. While playing a level 6 specialist engineer, choosing soldier will actually swap your character with your level 12 specialist soldier. This would always enable you to contribute to the fullest extent, without feeling punished because there is not an even class split within your team.
This could potentially be added as a reward for reaching rank 5 (level 20) so the current experience is the same as now for new players, but allows for a more rewarding experience a month or two down the line.
Changing character build would also help with dynamic play, opening up more options depending on your opponents playstyle.
Map Shortcuts.
Opening a shortcut is great and provides another option assaulting your enemies, but currently, a lot of people seem to not even notice the choice. Two possible solutions are to mark a shortcut within the gameworld (like an objective) when the shortcut is available, allowing people to easily see that the battlefield has changed - or possibly by placing a secondary spawning point nearer to the shortcut, so that while it’s open, the frontline of battle could change.
As it stands, you can either hope your team notices, or bug them in chat…but both lead to a less than satisfying experience.
Grouping.
BRINK has done a great job handling team play, with a handful of tasks to fulfil depending on your role, however, people are still often spread out very thin on public games, I propose some abilities be added/changed to passive area effect buffs if selected as an active skill (i.e. on the taskbar) to promote closer teamwork and fireteams (these effects would not stack with multiple classes of the same type). These would provide experience over time, depending on how many players were in the area of effect.
Some suggestions:
Medic: Increase health regeneration (would replace metabolism).
Operative: Increase sprint speed (would replace medics speed boost).
Soldier: Reduce knockdown effect or explosive damage (would replace kevlar armour).
Engineer: Increase damage resistance (would replace extra kevlar).
Medic Ability, Adrenaline Boost.
I like the way this ability works, but feel it really needs a more dramatic visual effect for both the person effected by it and those that see them.
Heavy Weapons.
Currently, there doesn’t seem like much incentive to use heavy machine guns over assault rifles (better accuracy at range) or submachine guns (with extended mags), personally, the only reason I do so is for a change of pace compared to my other classes. To not overpower them, I suggest they actually don’t use up ammunition, but are susceptible to overheating like static machine gun emplacements - allowing more time in the field for characters who aren’t soldiers and to eliminate the use of needing to self supply.
Turrets.
Turrets are a bit of a mixed bag…they provide support, shouldn’t be able to lock down an area by themselves and look pretty cool. The biggest problem is, they aren’t enjoyable to use. Nine out of ten times, they seem less effective than a scarecrow holding a water pistol, they just sit there… as far as distractions go, they would be more effective as free experience levers the enemies would interact with.
I propose their reaction time by greatly increased, but their damage be reduced. They would still be outgunned or outpaced (thus not allowing for area denial), but would provide situational awareness (hearing the gunfire) and be a lot more pleasurable to use. As they are…I’d rather carry around a cardboard cutout of a turret, it’d leave more room for sandwiches in my backpack.
Static Machine Gun Emplacements.
The usefulness of the gun emplacements, especially given their positioning on maps seems rather poor. The effective distance of fire seems very low given their field of vision - allowing enemies to use more precise weapons to take care of the users without much risk. Rather than increasing their accuracy, I suggest the user becomes very resistant to ranged damage allowing them to be more effective at area denial and requiring the user to be dealt with by melee or knocked down with grenades.
Things I’d like to see moving forward.
Larger setpieces: Missions with the downed chopper or an aircraft are enjoyable locations to be in…standing in a paddling pool waiting to blowup a bridge you could probably break by jumping on it too much seems more like a hassle than a rewarding objective.
Co-op objectives: The mission to refuel the plane is my favourite by far, in terms of how the objectives are laid out. I’d love to see more like this…focusing the team around a central objective, but requiring the aid to come from elsewhere on the map. A suggestion would be needing an Engineer to repair a drone, a soldier to wire up explosives to the drone and an operative to then program the drone to travel to the destination.
Tug of war missions: I really enjoy objective based gameplay…but I’ve love to see the same idea’s in situations other than offence/defence. Attack and Defend, Conquest or a mode similar to the Titans in Battlefield 2142 would be ideal given the setting.
Weapon customisation: Fluff items that can be added to customise weapons, a skull, a spike, a fluffy tail, a badge, a kill count…just something that allows you to personalise your weapon that has no direct effect on the statistics or usability.
Last Stand / Horde style gameplay: I must admit, to my surprise I really enjoy playing the campaign missions on co-op, the what-if missions can become quite relentless at times and I’d love to see a mode where you work together against a never ending wave of enemies (with different weapons/abilities/builds per wave) to compete for highest scores…and maybe weapon customisation fluff could be the reward rather than experience?
Neutral Primary Objectives: Maps designed around both sides fighting to claim central primary objectives, hopefully this would create more ‘to and fro’ moments, which is something I would like to see a lot more of.
I think that’s about it for now…obviously I could do with spending more time with the game, but I wanted to get these out the door while the game is new and fresh (and people are more willing to accept change, hehe).
To sum up, I’ve enjoyed the game and will continue to do so, for at least a few hours more. I hope additions to the game bring me back for more in the months ahead, but it was certainly worth the money to me.
Thank you very much for your time!