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


(Covertghost) #141

-Fix the engineer turret.dumbest turret ever invented in a FPS title.Takes to long to track someones ass.(DUMB AS ****)

"I have to agree with this as well. I’m currently level 20 and got the Gatling Turret. It takes forever to track anyone.


(Hyraltia) #142

Snipers are entirely fine where they are (if anything they need a damage nerf so they can’t 1 shot an unhealth buffed light to the body), if they were powered up anymore the game would turn into a sniper spam fight like CSS, I’ll pass on having that.


(peteXnasty) #143

Let’s just be the first game to not have a sniper rifle at all

I want games to go that route


(jaxer) #144

We need:
faster Sprint Speed
Turrets that are actually useful
Grenades that actually kill (instead of just knocking down)


(Kazang) #145

Command posts, or some other thing need to be able to refill the supply meter, getting supply off downed enemies or something.

Currently staying alive as a medic on defence once you have used all your supply is actually bad, because you can’t heal or res effectively since supply regenerates so slowly. You get more XP and are more effective at healing if you just run in and die after buffing everyone to get your supply back, which is retarded.

Classes need to be able to resupply like in TF by running back to a supply point, or some similar mechanic to keep the pace of the combat without having to suicide and respawn to be back to full effectiveness.


(Hyrage) #146

Include a gametype that doesn’t include any sort of buffing.

[ul]
[li]Soldiers can still refill ammo[/li][li]Medic can still heal[/li][li]Engineer (change!) now revive instead of ‘‘damage buff’’[/li][/ul]


(Bakercompany) #147

[QUOTE=Kazang;311231]Command posts, or some other thing need to be able to refill the supply meter, getting supply off downed enemies or something.

Currently staying alive as a medic on defence once you have used all your supply is actually bad, because you can’t heal or res effectively since supply regenerates so slowly. You get more XP and are more effective at healing if you just run in and die after buffing everyone to get your supply back, which is retarded.

Classes need to be able to resupply like in TF by running back to a supply point, or some similar mechanic to keep the pace of the combat without having to suicide and respawn to be back to full effectiveness.[/QUOTE]

Thats when I sit back and start poppin’ heads with my Drognav while I wait for more supplies =D Die the fun way.


(Dthy) #148

Only two things i would like to see are more powerful grenades (already mentioned by others earlier, lack of power) and a more powerful sniper (brings people down to 80-90% health in one shot, by the time the second shot is ready to be fire health regeneration is about to start and they would of gotten away.)


(Odog4ever) #149

My improvement wishlist.

Improved post game stats:
It would be nice to know how many buffs, revives, primary objective points and secondary objective points I get IMMEDIATELY after a match. It is much easier to compare several builds of a class in that manner. Leaving the stats on the website isn’t going to give me that level of feedback.

And yes you can put k/d ratio in there since top players are still ranked by overall experience. K/D addicts might get the hint when they are consistently on the bottom of the scoreboard that they need to help the team by buffing, doing objectives, etc.

More maps and new game modes:
Brink is dying for an domination mode! I can even make it fit into the story. Lets say each domination point is an energy collection point from the solar panels (or reactor) and each team needs to “drain off” X amount of energy to win the match. This could be meant to starve the opposing side of power in the main story (lights out suckas!:cool:)

I even think a map in a solar panel field could be more of an open type of map without some of the one-way choke points that some of the maps have now.


(Hyraltia) #150

Game isn’t about 1 shotting or killing, so this is a completely irrelevant post to be honest, at one point SD had NO one shot kills, then retards bitched and moaned so now we have point blank shotgun 1 shots and sniper headshots (which is fine by me, and these SHOULD be the only 1 shot kills in any game). Also if you haven’t noticed, the sniper already does that, if you were to buff the damage anymore it’d be 1 shotting mediums who are unhealth buffed to the body, and that would be plain stupid (it’s already stupid that it can 1 shot lights to the body who aren’t double health buffed). So no, the snipers do not need a buff and to be honest, nades don’t either, that’s the point to soldier, stronger nades that CAN do significant amounts of damage, also if you knock someone down it’s a free kill, learn to cook nades so they blow up on people and you’ll see how ridiculously effective they really are (I have tons of kills with nades from doing so).


(Bakercompany) #151

[QUOTE=Odog4ever;311286]My improvement wishlist.

Improved post game stats:
It would be nice to know how many buffs, revives, primary objective points and secondary objective points I get IMMEDIATELY after a match. It is much easier to compare several builds of a class in that manner. Leaving the stats on the website isn’t going to give me that level of feedback.

And yes you can put k/d ratio in there since top players are still ranked by overall experience. K/D addicts might get the hint when they are consistently on the bottom of the scoreboard that they need to help the team by buffing, doing objectives, etc.
[/QUOTE]

I agree completely. But when I mentioned the KD thing and that it wouldn’t hurt Brink for that exact reason (you’ll still be on the bottom of the scoreboard) I was chased out with pitchforks and torches. Just a warning this is the biggest anti-KD playerbase you’ll find.

Personally, just give me an XP breakdown in game, and make it as specific as possible.

XP Broken down by
-XP from Kills, and how much earned by each weapon
-XP from class stuff, specifics. XP from a medic sitting in spawn buffing people isn’t the same to me than xp earned from dodging bullets and grenades attempting to revive me =D Even if the numerical values are equal, its not in my head.
-XP from objs. Specifically, how much you helped on each obj (% and xp amount)

Stuff like that. And for gods sake this game needs a win/loss counter. After all it is a competitive game right? Not a Carebear Stare match? I guess W/L is still arguable, but I think it belongs in this game.

[QUOTE=Odog4ever;311286]
More maps and new game modes:
Brink is dying for an domination mode! I can even make it fit into the story. Lets say each domination point is an energy collection point from the solar panels (or reactor) and each team needs to “drain off” X amount of energy to win the match. This could be meant to starve the opposing side of power in the main story (lights out suckas!:cool:)

I even think a map in a solar panel field could be more of an open type of map without some of the one-way choke points that some of the maps have now.[/QUOTE]

I’d pay good money for extra game modes. Specifically this type (like conquest from Transformers WFC).

I’m sorry but the current campaign doesn’t have the chops to keep people entertained. The maps are poor and the objectives are shallow. See my full point here…http://www.splashdamage.com/forums/showthread.php?t=26580


(riptide) #152
  1. All guns need to be tweaked so that their first shot is ALWAYS dead center. You should be rewarded for aiming and controlling recoil by bursting not by being lazy and holding down mouse 1 center mass. This is essential to separate the good from the average.

  2. This ties into wish #1 but AR’s need to be in line with smgs. They have a slower rate of fire and should take less bullets to kill. I’d have to see how different they are from SMGS if they were more accurate while using control burst before I suggest buffing their damage further.

  3. Buffing players should go by range not whether you are facing them or not if you initiated the action facing the target. I do not want to turn to throw a buff out… I should be able to highlight them go to buff them/give ammo/res and in a nice smooth motion aim at the enemy behind me or over there.

  4. Hacking needs to speed up at least 30% and the operative should be able to defend his hack box like a soldier can defend an HE charge. It needs to go by range of the operative and just have him simply sync with the box if he dies to continue the hack.

  5. It would be nice to be able to switch characters, weapon attachments, body type, and ability layout during warm-up or while people are watching the cinematic.

  6. Unlock console commands which improve performance and demo recording.

  7. SDK or at the very least allow community made maps.

  8. First Person Spectating

  9. Sense of Perspective should work with mouse look.

  10. Give operative an instant kill melee ability on a 40-60 second cooldown. This one I haven’t put much thought into but it would address it being an underrepresented class.


(Emanresu) #153

I’m on the PC version

-Clean up the lag/FPS issues. I’m not one to be picky over graphics or FPS at all, yet even I can notice jumps in FPS and not very constant FPS that’s at a decent level
-Add just a little bit more ammo to assault rifles. The SMG vs AR that gets me is that you seem to be able to kill more people with your default ammo amount with an SMG spraying than you can with an AR doing aimed burst fire. I feel like ARs just need maybe 20-30 more bullets overall for them to be balanced.
-When you press [tab], show players’ ping with numbers instead of bars.
-Improve the online game search menu. Being able to specify <, >, or = when we input numbers would be greatly appreciated. Each category seems to specify a default operator (like < when you input ping, < when you input players, etc) already and being able to choose another direction such as >10 players would be great. A check box for showing full and/or empty servers should be visible too.
-The single-player campaign menu should show the name of the map the selected chapter is played on (Map: Reactor under Day 8: Fallout) so that when new players make the jump from single player to multiplayer, they know which maps correspond to which campaign missions.
-Release the SDK. Even if you guys are planning on making pay-to-play DLC, at the very include a mapmaker. All of the other tweaks we could probably do without, but the game’s longevity will be greatly improved by the creation of new maps from users. You could even take a page from TF2’s book and use high-quality maps as your DLC.

Overall, Brink remains a solid game that delivers when it promised to depart from the rut of the standard FPS, but like all games there is definitely room for improvement.


(Hyraltia) #154

If even a third of the idiotic stuff proposed in this thread thus far is implemented 90% of the community is going to go away and quit, the reason this game got a following is because it ISN’T like the stupid fps’s currently out there with ridiculous 1 shot constant kills and nade spam etc, this game is it’s own game, stop suggesting stuff to make it like MW2, BFBC2, CSS, etc etc, if you want to play a game like them, go play them, don’t try to change a game that the developers had clear intentions/thoughts of what they wanted into a different game just because you don’t like certain aspects.
Brink is what it is and should stay as such, the ONLY changes the game needs is slight tweaks to smg damage (namely the carb-9) and a few other guns recoil needs to be turned up/accuracy reduced so other guns have a purpose, and certain spawns need to be opened up with extra ways out (also not be on the low ground because low ground in an fps=dead, especially coming out of a spawn) and other spawns (such as the resistance on the missile firing stage) need to be closed off so they can’t swarm into an area so close/behind security constantly.

Oh and the focus on K/D tracking needs to go away, seriously, if K/D ratio is tracked you will have way too many lone wolf types focusing on KDR and the like, stats are fine the way they are, a break down of stats might be fine such as revives, buffs, objective points (similar to that of Global Agenda, though too bad the community ruined that too) but never kills in an objective based game.


(sereNADE) #155

the competitive folks and teams already have some good ideas and adjusting rules accordingly (no removing of hack box). if some of their adjustments could be translated into pub play in some manner then that would be great.

MOST IMPORTANT FIX IS TO REWORD OBJECTIVE WHEEL!!
The most damning and harmful aspect in brink is the objective wheel telling non essential classes to guard/defend. it can be gotten used to after a bit of time and noticing of details (simply thinking contextually about the role of security/resistance…even then there is a convergence of definition) but it is quite a hurdle if you are just picking up the game. I played 3 maps last night on 2 servers where BOTH teams thought they were defense! This has been a problem DAILY since launch on at least 2 of the 5 or so pub games i have time for.

i don’t like how objectives work. fixed animations and lengthy completion times. instead of evolving the enemy territory style objectives they just became restrictive and frustrating. reliance on teammates has increased(not saying i hate teamwork but you gotta see how this works in a pub) and misplants have been eliminated but options for the crucial class interacting with the obj point have been stripped. reworking the system might be too much to ask but tweaking how it works now would be much appreciated. i’ve posted in other threads but this one seems most meaningful. please reduce primary obj completion times and/or increase defensive spawn times at final objectives (tricky i know).

i still haven’t experienced enough kills/deaths with all body types to feel confident with requests.

edit: i like where SD is going with grenades in this game. the knockdown property brings a new situation to negotiate. this can be tweaked a bit to appease the complaints but calling them grenades is a tough spot since the established understanding of grenades implies something more destructive than what we have currently in BRINK. still unsure of how much damage and blast radius should be increased if at all. makes the soldier viable for some.

mine and turret placement is risky. it should be risky but within the same immediate space it blinks from red to white and costs me extra time to deploy. the reward is often non existent or i am dead =p it works sometimes as it should and other times i am scratching my head wondering why i was restricted (yes i had sufficient supply levels) but then becomes white and ready. what is going on and maybe someone could tell me how this works?


(BJBlaskowitz) #156

Add this

http://www.splashdamage.com/forums/showthread.php?t=26603

-Unlock all objectives to be done from beginning (adds to Operatives usefulness)
-Make duel objective maps
-I’d kinda prefer not to be pulled in someones direction (and line of fire) when buffing/reviving.


(Nullzero) #157

Fix the jenkiness!!

Also, scramble teams on new level.


(Hyrage) #158

BRINK 2!!
Start working on Brink 2 and finally include decent and sharp graphics on console, lobby/ party system, search game browser on console, improved network system on console (lag issues that are still there), at least 15 maps, also include the maps from the first Brink in extra and for free, add more gametypes, make the game as much about aiming skills than teamwork, etc.


(Hyraltia) #159

[QUOTE=Hyrage;311421]BRINK 2!!
Start working on Brink 2 and finally include decent and sharp graphics on console, lobby/ party system, search game browser on console, improved network system on console (lag issues that are still there), at least 15 maps, also include the maps from the first Brink in extra and for free, add more gametypes, make the game as much about aiming skills than teamwork, etc.[/QUOTE]

points to the door just leave


(naitomea464) #160

[QUOTE=Odog4ever;311286]

More maps and new game modes:
Brink is dying for an domination mode! I can even make it fit into the story. Lets say each domination point is an energy collection point from the solar panels (or reactor) and each team needs to “drain off” X amount of energy to win the match. This could be meant to starve the opposing side of power in the main story (lights out suckas!:cool:)

I even think a map in a solar panel field could be more of an open type of map without some of the one-way choke points that some of the maps have now.[/QUOTE]

This is an awesome idea. Not to mention a map like that would also be nice because you would actually be able to snipe a little bit if you wanted to.