Voxie:
I didn’t call this implementation counterintuitive and short-sighted. I said that “intuitive” is often an excuse for short-sighted decisions. First thing that comes into your mind is not always the best or most accurate. It is intuitive that the Sun goes in circles around the Earth. It is intuitive that the Earth is flat.
I don’t mind as long as context-sensitive SMART button is not the only way to do things. Others have made very good arguments against it (sometimes it makes you perform unwanted action). Improving it is not my concern, because I hope the traditional way of playing will still be possible*, and that is foolproof. To give you an idea why SMART button as the only solution is complicated: imagine there’s a teammate in front of your objective. You run towards it, but the teammate is in your crosshairs obstructing it. Should SMART button default to pushing teammate away (according to some reports this is what it does when nothing else seems possible), buffing him (many classes can do that) or equipping the objective-related tool ? Even better - SMART button makes you sprint if there’s nothing in sight. What if you accidentaly sprint into teammate or objective ? You accidentaly equip a medpack/explosive charge ? Maybe there’s already one charge planted and it’s more valuable to guard it from being disarmed ?
I have an answer you might not like. SMART button may be ok for console players. For people who don’t want to learn or understand. For people who want more, including console players, I suggest plugging in a keyboard (!). Certainly PS3, and I think also Xbox can use a keyboard. Keyboards are extremely widespread and thus very inexpensive.
I would think of splitting SMART button into two keys: one for movement (sprint, climbing, sliding), one for interaction (teammates, switches, turrets, objectives). But if you have to work with a controller which has six buttons, I don’t know what to say.
- I hope that the old-school way of playing is possible, but what worries me is that there’s no hard evidence supporting that. The only thing passing for evidence is the declaration that all SMART movement will be possible using crouch, jump, spring buttons. But so far PC is very neglected when it comes to presentations, and even if we assume Splash Damage’s goodwill (which I don’t take for granted anymore) it is possible that they just overlook something due to lack of testing. Or their corporate overlords decide the feature won’t bring enough money. There has been one such accident so far - it turned out there’s only the “console” way to use handgrenades, and it’s already too late to change that. We don’t know for sure that mouse+keyboard controls are implemented let alone satisfactory. We have to trust them. Splash Damage is already 70 people, which (If memory serves) is about 7 times bigger than in the days of Quake 3 Fortress mod. Considering that their only commercial game is mildly succesful ET:QW, I have reasons to be cautious. They still have to prove themselves. Wolfenstein:Enemy Territory was built upon a very solid foundation: id Software’s RTCW. Yet you can see SD pat themselves on their backs for a job well done. Know what ? I’ve overhead a couple of conversations where someone calls W:ET a crappy game and then adds “at least it’s free”. That was on W:ET servers.
I can barely stand using gamepads for the games which interests me the most. 
(jk) but if we arent allowed to compare brink with any previous experience, why the hell are we here? as almost noone of us played the game, and the only guy who dare to post a comment about qcon got flamed cuz you know… xbox aint pc…