Constructive Criticism on how to improve Brink. (Feel free to share your ideas)


(Indolo) #201

Please. Last night I tried to disguise as someone on a ramp. Instead of disguising as I was crouched below out of sight, I ran up 3 feet to get above the body and put my head right in view of the enemy. The disguise was unsuccessful to say the least. Also the running around a corpse for a second or three before beginning to disguise and losing your bearings is quite annoying.

Echo this. With buffs, can we not track the target so long after engaging the buff? As Engineer, I’ll toss a weapon/kevlar upgrade to an ally but continue to track that ally after the toss which is very disorienting. I try to buff up my teammates running out of the spawn point and end up getting turned around and running the wrong way.

I don’t know if this suggestion is good or bad for gameplay, but it sounds like fun.

Interesting idea.

Really miss this from ETQW.


(RaKeD) #202

[QUOTE=GR0MIT;312450]1- Fix the poor performance.

6- Smooth out the movement animation transitions and increase character animation framerate.

I’m fairly confident thats my entire wishlist and yours to.

I know Splash can fix/improve the game, here’s hoping they take thier time and do it right and not rush patches like alot of devs.[/QUOTE]

Smoother animations would be great.


(Vlane) #203

The most annoying problem I have is this: If you select an ability (let’s say Adrenaline) and you die, you still have Adrenaline selected.

Please change this so it changes to default (i.e. buffing health).


(BomBaKlaK) #204
  • Change bodytype without disconnect server !

  • Balance respawn time !! Defense have a huge advantage !!! always need to prevent SK on container city… etc … some obj are really hard to do !

  • Had a Crosshair customisation (pulse off, size, form etc …)


(Got2ball) #205

The issues I have with brink are the weapons.

It seems like the Submachine guns are the be all weapon and every other type of gun is pretty much useless. Assault Rifles are less accurate at distances then SMG’s which is weird. Also SMG’s have alot less kick compared to AR’s especially when going full auto which makes no sense what so ever and they seem to do pretty much the same damage. With that and SMG’s have a way higher RoF there really is no reason to use AR’s when you take all this into account .

Also the 2 semi automatic rifles and the 2 light rifles seem pretty worthless since they take so long to get off multiple shots and by then the enemy has already sniped you with an SMG (especially when you consider most fights are CQC) so these are kind of worthless.

The shotguns seem to be a bit off as well. They seem to have no accuracy at all especially if you are moving and they take so long to get another shot of that by then you are dead. Also considering it takes 2-5 shots depending on body types and buffs your better off again just using the SMG as the slow RoF pretty much handicaps your.

I would really like to see them tweak the other weapons to make them a bit more practical and useful to use.

Also the Engineer’s Turrets seem a bit useless. They have a very slow response time, no range, do really know dmg and have hardly any health (one grenade can incapacitate them). On top of this trying to be tactical and place them in higher vantage points usually makes them even more worthless as they cannot even track people running right underneath them when you would think it would make them more effective.

I do not have an issue at all with turrets not doing alot of dmg but if they are not going to then they should compensate for that with high health and bigger detection range to make up for the low dmg and slow response time. Either that or do the oppsite and make them do more dmg and have a faster response time but have low health and a small range of detection. The way things are now they really serve no purpose except to get engineers killed trying to plant them. There is no reward for the risk of sitting there exposed placing one.


(Rubbaduren) #206

Just now noticed this thread… A minute ago i posted this:

http://www.splashdamage.com/forums/showthread.php?t=26751

  • Implement challanges that rewards clothin/accessories

This would obviously improve the costumization, aswell as having things to aim for, on top of trying to win the game.

There is probably alot of things that needs improvement before this, but I would love to see that in the game :slight_smile:


(stealth6) #207

I’d like to +1 removing lots of the auto-locking stuff, for instance:

  • Looking at a Command post makes you lock in, even if you just want to quickly reload your weapons, you get stuck for like a second… (which in some situations is life or death)
  • Medic revive syringe: This really bugs me, sometime I can throw the syringe 5 meters to a teammate, other times I have to be standing 2 meters away at exactly 60 degree angle before it works
  • Covert ops stealing uniforms: always have to lock on in the same position (what’s up with that?)

Imo lot’s of the locking stuff takes away from the fluidness of the game which is a rather large turn off for me. Can’t count the amount of times I get stuck at cp’s for 1-3 seconds when I just wanted to do something quickly.


(BomBaKlaK) #208

Really Really unbalance ! another campaign again whith som good players attacking différent bodytypes
we try to mix the players to known if it comes from the players themselves and finnaly it’s really unbalanced

I really think respawn times are not good or something else I dont know


(BomBaKlaK) #209

And one other big thing !!!
When we want to make some news caracter you have to do the challenges again every time …

and disable all the lock things !! medic lock / soldier lock / obj lock etc …
+1000 for the buggy revive seringe make me crazy

I really think that all the locks were for console players !!
And do you think to pc player to ?


(GR0MIT) #210

[QUOTE=BomBaKlaK;313031]- Change bodytype without disconnect server !

  • Balance respawn time !! Defense have a huge advantage !!! always need to prevent SK on container city… etc … some obj are really hard to do !

  • Had a Crosshair customisation (pulse off, size, form etc …)[/QUOTE]

Change body type during play NO NO and NO, its all part of thinking ahead and adapting, not making it piss easy for you, dont try and balance a game thats allready balanced or we’ll end up with what happened to starcraft 2, everything will get nerfed to ****.


(GR0MIT) #211

[QUOTE=stealth6;313089]I’d like to +1 removing lots of the auto-locking stuff, for instance:

  • Looking at a Command post makes you lock in, even if you just want to quickly reload your weapons, you get stuck for like a second… (which in some situations is life or death)
  • Medic revive syringe: This really bugs me, sometime I can throw the syringe 5 meters to a teammate, other times I have to be standing 2 meters away at exactly 60 degree angle before it works
  • Covert ops stealing uniforms: always have to lock on in the same position (what’s up with that?)

Imo lot’s of the locking stuff takes away from the fluidness of the game which is a rather large turn off for me. Can’t count the amount of times I get stuck at cp’s for 1-3 seconds when I just wanted to do something quickly.[/QUOTE]

you can change objective wheel lockon in gameplay, for pc anyway.


(stealth6) #212

yes I have that lock-on off :slight_smile:
I was mainly talking about the command post, even if you just tap the activation button you get stuck for a second.


(gmonet420) #213

The best way to improve this game is by removing it from your disc tray and selling it for scrap.


(Singh400) #214

So having played extensively for a couple of days. Couple of observations:-

[ul]
[li]Hack objectives are way too hard. I played with a good circle of friends who understand team play and supporting roles. The solution is either make it quicker to hack, slow to reverse or introduce a fade on the hack if they haven’t touched it in x seconds/minutes.
[/li][li] Escort objectives are hit and miss too. I’d suggest making the hostages invisible to turrets or something like that. It needs tweaking. Again this type of objective is stacked in the defenders favour.
[/li][li]SMART is only really fun playing as light. I understand the whole body type thing, but come on as medium I should be able to do most of the SMART moves, not just a limited selection
[/li][li]Guns! There is not enough guns, or should I say variation in gun type. It seems like the gun selection is half hearted, and someone lost interest half way.
[/li][li] Get rid of the context sensitive objectives. It’s far too buggy for my liking. I have to stand directly infront of the god damn objective for the prompt to appear. No offence, but I’m not on a fricking console. FIX IT!
[/li][li] Following on from the above, on a plant objective. Try pulling away just as you are about to place your charge. Bugs galore.
[/li][li] Some of the maps needs to be looked at again. I don’t mind playing a challenging game. But some maps are either stacked heavily in defenders favour or vice versa.
[/li][li] Fix objective naming. Case in point. There is a level (sorry, haven’t learnt the names yet). Where you have to hack the safe to progress. If you are solider it’ll safe GUARD THE SAFE. Where as if you are Ops it’ll say HACK THE SAFE. The amount of times I’ve been chased by my own team because I’m doing the objective is hilarious. You guys need to look at the wording, and correct it.
[/li][li] Sounds bugs, I’m sure you know the deal. Fix it.
[/li][li] I should be able to change body type as well as change player at the command console.
[/li][li] Replace the objective circle/command console circle with something less obtrusive. Reeks of console UI. There’s a g_advancedHUD lets use that huh? :wink:
[/li][/ul]
That’s all I got for now, but I’m sure I’ll have more soon!


(BomBaKlaK) #215

So you play on a public server and every one is light and on the other side you have some heavys make sometimes the différence, so you need one heavy, you deconnect yourself and comme back as heavy !
something goes wrong I think !

I understand in match I m absolutly ok to keep this in match but for public, to have the option can be cool


(marakaid) #216

I miss two things from ETQW:

  • Voice-and-text menu. Being able to “talk/chat” with your teammates without typing or using a mic was very useful.

  • Bot behaviour. Brink bots are dumb players. In ETQW they looked intelligent and funny to play with.


(t1m3) #217

to do list:

  • I’ve also seen the missing enemies glitch, happened to my buddy.
  • the ai needs to learn what cover is
  • the lag is unbearable. just fix it.
  • enemy difficulty should not be influenced by level. adjusting based on the amount of players and difficulty is enough.
  • the shotguns need more juice
  • the operative is dull
  • be able to distinguish in the menu what levels you’ve beaten on hard or in versus. currently it just shows completion. Identify this with stars perhaps, i.e. 3 stars for hard completed.
  • improve your teams ai, they’re cannon fodder.
  • the turrets should be more powerful.
  • add female characters, its a sausage fest.
  • add pc controller support.

hopefully the changes come soon! like to see this game do well.


(Redbull4Ever) #218

oh i most certainly agree with everything that you had to say especially about the spy class and the way experience works. Also i believe one of the reasons why tf2 was released with less maps and was still a hit was because tf2 did incorporate different game types like capture the flag, and their standard control points, not just one sided attack and defend. I believe that the all one sided attack and defend lead to Brink getting rather repetitive, really fast, because ultimately I was doing the same thing over and over, just on different venues. By adding different game types (i stress ctf because i believe with the SMART system it would be amazing, but neutral capture points would be extremely fun as well) it would give the game more depth and playability, and it wouldn’t be as monotonous (personally) as it seems to be right now.


(jazevec) #219

I’m copying my idea from another thread, since people seem to like it quite a lot:

I think Transfer Supplies should be an universal ability. Medic already has enough abilities affecting teammates, and this would allow for some interesting combos. People who don’t use much supplies in their builds could help teammates.This is what other people have said:

However, there would be a need for a replacement Medic ability. Does anybody have an idea ? And please no “Supply Increase III”. Wait, I think I have an idea:

Transfer Supplies (Medic) becomes an universal ability.
Scavenge (Soldier) becomes a Medic ability
Combat Intuition (Universal) becomes a Soldier ability

And the balance (skill count per class) is preserved !


(DeepBlueMyst) #220

I think this was stated earlier but I’m just going to say some things which are more than likely going to be repeats anyway.

  1. Add Lobby support - I know what the developers are trying to do by having it simple to get in and out of games (which is great especially if I have only a few minutes before work starts). At the same time lobbies are necessary for clans//communities planning events or something for a specific game (such as Brink) which leads me to my next suggestion.

  2. Clan support - Whether it be a party system or just similar to MAGs clan deploy allow a system in which there can be 2~8 people in one party and with the press of a button either: A. Start up a lobby or B. Be pushed into a game.

  3. Objective Rotation - Though I quite frankly don’t have a big problem with doing some of these objectives over and over again (especially since other people can change the experience of it). although at the same time it would be nice to see Objective rotation of maps and perhaps reversal of roles in some maps like Security is on the offensive in a map they are normally defensive and vice versa for Resistance.

  4. Operative changes - Operative was to be my preferred class when I got the game but quickly changed especially after utilizing the disguise tactic. My gun was taken away and if one is to try and pull it out to make a shot a person (or AI in my case) was quicker to the draw.

  5. Sight lag - I’m not sure if it’s something I did or if it was intentional(?) but if I started bursting fire after seeing the enemy and then try to go to iron sights my burst would stop (understandable) but it felt like it was 1 or 2 seconds (? Mississippi seconds) before the iron sight came up and allowed me to shot. I’ve gotten used to it now but just something I had to say.

6(?) Female character (?) - I put question marks because this one is quite tricky actually. Since I would imagine it would take some remodeling to get this down as well as animation work for the females especially with free running involved. Not to mention having to add some customization for females as well this would come out to be quite a pricey bit of DLC if true, but sure most would probably buy. Though judging from the amount of customization the males have now and the work it (may) take for this feat it seems like it would be an add-on of 10~20.00?