Do characters die n this game??


(stankin) #1

Been watching alot of footage of brink and i swear no matter the type of injury the characters are always just hurt never dead…

Im seeing videos of Molotov, and grenades landing right on top of an enemy and explode only to get some canned animation of them falling and writhing in pain. videos of snipers getting direct head-shots only to end up with an injured enemy who gets revived seconds later. Now of course take what I say with (a grain of salt) since I don’t own brink and not sure whats really going on ingame.

However from the looks of it. I appears fights are lasting way too long. That can get old after time. Like in the battlefield series, you would end up dieing even after killing the same people over and over again because they and a teammate got an endless revive loop going.

Now if this is the case of fights lasting too long in the game. I think they should look into the the system M.A.G seems to use. where it was certain damage that is going to kill you outright thus having less enemies on the field that are revived. Explosion should be on the top of the list because really there should be nothing left of a character that get hit directly from a rocket or a grenade. Headshots could also be considered as a “non revive-able” injury Now I know because of the rating they wont depict severe damage that a explosion should cause. That still doesn’t mean they cant change how it reacts in the stats.

Also I want to enjoy the sight of watching ragdolls fall off of balcony’s, and down stairs. Watching the same death animation over and over again seems dull…

anyway just my .02$


(fearlessfox) #2

Play the game and you’ll understand why the deaths aren’t as instant as they are in other games. The pacing is a little different in Brink, and it’s part of the reason why the game works so well.

This isn’t a game about 1-1 encounters, it’s about putting pressure on the enemy and incapacitating their team so you can push forward with what really matters: the objectives.

There ain’t no DM here, so we don’t need the mechanics that fit.

So far, I’ve not noticed any animations that grate on me, and I’m a stickler for that kind of thing; for all its faults, Brink is a /very/ slick game. You don’t really realise just how well put together it until you dive in.

And yes, you can die.


(scub) #3

the pace is similar to TF2… not too slow and not too fast but in the middle… there are choke points so yes people die, but there are also alternative routes.


(stankin) #4

I dunno. from what ive seen 8 min of fighting in a doorway, or in a corridor seems to be a bit much. and with the constant reviving it looks like the battles don’t really have much ebb and flow to them. like trench-warfare or something with enough medics on both sides no ground is gained or lost…

meh just an observation tho.


(fearlessfox) #5

From what you’ve seen < - this being the problem.

I’m not saying stalemates don’t happen, but they don’t define the experience by any means.


(stankin) #6

[QUOTE=fearlessfox;304989]From what you’ve seen < - this being the problem.

I’m not saying stalemates don’t happen, but they don’t define the experience by any means.[/QUOTE]

that’s a fair answer.


(fearlessfox) #7

http://www.youtube.com/watch?v=A57GwaSf_bc

Here’s a very good example of a swift and well organised team winning an offensive match on PC multiplayer.


(stankin) #8

didnt know that grenade launchers dont kill. just knock players back… cant even imagine why they wasted the man-hours adding them lol


(IG THOMBOW) #9

Learn to use them. Just put a few of them in a group of people, so the last grenades finish off downed players.
I’ve gotten a quad with the AGL before.


(fearlessfox) #10

Well, I can’t say about online balance and such as I’m on a Ps3… but I do like the way grenades work, ie: they don’t kill outright but stun and allow for team member and yourself to coordinate a mass kill.

It’s much more preferable to the type of spam we see in TF2, and I guess Grenade Launchers were thought of in the same way.


(BiigDaddyDellta) #11

It’s attack and defend objectives not team death match. It plays exactly the way its meant to.


(fearlessfox) #12

This in itself isn’t a comprehensive reason.

Grenades and nades not killing outright are not diametrically opposed to OBJ based play.

IMO, it was primarily to reduce nad spam frag fests like in most generic FPSs.

It is an assumption though, of course.


(BiigDaddyDellta) #13

“Nades” makes you sound like a chump (I’m not being a dick it’s just a funny word for a grown up to use) any way grenades can incap outright if the players health is at the right levels, plus when they knock you down you acctually have to press the stick up to lift yourself off the ground again, that in and of itself is a cool aspect, and if you have ever thrown a grenade (maybe you have) they aren’t meant to kill anyhow they’re meant to maim disorient and … wait for it…INCAPACITATE!!! wow.

EDIT: HAH! you said Grenades and then Nades wow… haha :slight_smile:


(fearlessfox) #14

[QUOTE=BiigDaddyDellta;307301]“Nades” makes you sound like a chump (I’m not being a dick it’s just a funny word for a grown up to use) any way grenades can incap outright if the players health is at the right levels, plus when they knock you down you acctually have to press the stick up to lift yourself off the ground again, that in and of itself is a cool aspect, and if you have ever thrown a grenade (maybe you have) they aren’t meant to kill anyhow they’re meant to mame disorient and … wait for it…INCAPACITATE!!! wow.

EDIT: HAH! you said Grenades and then Nades wow… haha :)[/QUOTE]

I was distinguishing between grenade launcher grenades and hand thrown ‘nades’. I’d have thought people within a gaming community aware of the lingo and slang would understand this.

Sorry for putting too much faith in you.

Your lack of grammatical skills and deductive logic is funnier for a grown-up to use.


(BiigDaddyDellta) #15

yeah yeah I’m no english major, get over it I’m a military grunt if that tells you anything lol (it sure does me) and I’m not exactly turning in my leisure time typings in for a grade. any way the facts are; Nades can incap (like they are meant to) they can kill (an incap character) so what else were you talking about?


(fearlessfox) #16

You’re the one who picked a fight, I simply indulged your desires.

I know people in the military who are sharp as hell. It’s no excuse.

I’ll try and make it clearer for you:

You claimed that the way Brink’s explosions work is due to the OBJ nature of the game, which is simply wrong. OBJ based play can work with Brink style explosion mechanics and it can work with more generic ‘outright kill’ types.

Unless you were making the same point as me (that they were trying to cut down on spam and concentrate on more technical/intelligent solutions) in which case I apologies that you I didn’t understand your blabbering.

Here’s a penguin, let’s be friends: :penguin:


(stankin) #17

1; you’ve never served past the messhall. if you are indeed in the military.

2: if you were you would know grenades in no way incapacitate. because they outright kill, its what they wre designed for. and no actual grendade are not like the ones in the movies where they take out entire buildings. they kill from the sheer concussive force… so why is it so hard for you to put 2 and 2 together and figure out why its odd for a grenade 2-3m away from a player should be 100% fatal.

also being attack and defend has NOTHING to do with the weapons types. because this isnt the first game to be objective based…so not even sure where that argument came from.


(fearlessfox) #18

You’re the one who started wit the smart-arse comments. If you don’t like the heat, my friend.

You seemed to suggest that OBJ based play is somehow inherently tied to Brink’s style of explosion mechanics when OBJ based play /can/ and /does/ also work with something more generic.

-or-

Brink plays the way it’s meant to because that’s the way SD wanted it to play, /not/ because OBJ based play comes with a set of rules that require this type of explosion mechanic.

Grenade cooldown and initial incap instead of outright death suggests that SD were attempting to cut down on random frag-fests that many matches in the more generic titles succumb to.


(BiigDaddyDellta) #19

[QUOTE=stankin;307360]1; you’ve never served past the messhall. if you are indeed in the military.

2: if you were you would know grenades in no way incapacitate. because they outright kill, its what they wre designed for. and no actual grendade are not like the ones in the movies where they take out entire buildings. they kill from the sheer concussive force… so why is it so hard for you to put 2 and 2 together and figure out why its odd for a grenade 2-3m away from a player should be 100% fatal.[/QUOTE]

Okay, I leave you to that if you please. you had me at, “I don’t own the game but…”
and as far as mess halls go, out there we bring it with us :wink:


(BiigDaddyDellta) #20

you guys are cute. all defensive and stuff like I’m attacking your worldly status or something. I’m merely explaining how grenades and the game work… “as they were meant to.” It’s not CoD or Halo on purpose, you do realize that don’t you?
let me say though, you are right about being 3 meters away. until you’re at about 10 to 12 meters away the grenade probably would kill you outright unless you were in some sort of cover. About what you said about grenades taking out buildings, it depends on placement but a normally “tossed” grenade into a structure is meant to break down that structure or stun and incapacitate whom ever is inside. the normal blast radius for a pineapple style hand grenade is about a 35 meter blast radius.