Full Holds Should Never Happen


(.Chris.) #21

Yeah I agree with this. As things stand its just way too fast however I like the idea behind it.


(Smokeskin) #22

How about a mechanism that increased defense spawn times as time goes on?

Say that after 33% of the time limit have expired, defense respawn time starts increasing, reaching +50% respawn time when the time runs out.


(kilL_888) #23

yea. ive seeing this problem in several maps now.

container city’s security spawn is camp raped. resort resistance, basicly the same.

terminal+reactor pretty much unhackable. shipyard pretty much the same. security tower can be spawn raped, too, but i only saw that once in a video.

aquarium is the only map that is well balanced imho.

the rest is generally very bad balanced. these maps can be reapplied for team deathmatch to give them some sense. im hoping for more balanced maps in future dlc. im really hoping.

its really not funny beeing camped at the spawn. its even boring as the defender. its too easy. there is absolutely no skill involved waiting with your team at 2 chokepoints just behind the spawn of the attacker.


(Tatercakes) #24

yes i agree i see a lot of things need to change i balieve we need some other modes like death match or more creative more ballenced modes to this has become a spawn camp fest game now run and camp them!! my hole team has quit the game now for the most part leaven me to put together a new team and its become same old stuff over and over we need more modes and more ballence i do not balieve brink was quite ready for competing


(Iramaj) #25

I don’t agree with the original post completely, but some tweaks are definitely encouraged


(wolfnemesis75) #26

I am watching the 5.18.11 5v5. It is cool to watch to see strats. Should an HE charge be quicker to install than currently? It takes a bit long. Thoughts?


(BomBaKlaK) #27
  • decrease plant time
  • increase defusing time
  • increase a lot de-hacking time (Twice the time to hack / and equal time with abilitie)
  • decrease hacking time
  • increase defence respawn time

That’s for me the 4 big things who need some fix to make the game less defence sided


(.Chris.) #28

I really miss the idea of placing the charge on the objective then having any other soldier arming it if you die trying. That and planting multiple charges, if you managed to get in a position where you can plant more than one charge you deserve to do so in my opinion.


(Ragoo) #29

100% agree. If you got a huge time window where you could place multiple charges you deserved it, now when you get something like this there is no extra advantage at all. Same goes for trick plants, if you had the time to jump up to arm a charge you deserved it that this charge will be harder to disarm.

Also not being able to arm with double speed with two Soldiers or arm charges of other people takes away depth. Now a second soldier can only cover the first soldier and you can’t suicide in to arm the last 1% that’s needed :frowning:


(wolfnemesis75) #30

I do like your multiple charge idea a lot. Many times I am planting an HE and so is my teammate at the same time and we both get taken out by a slide kick!


(BMXer) #31

[QUOTE=Smokeskin;320524]How about a mechanism that increased defense spawn times as time goes on?

Say that after 33% of the time limit have expired, defense respawn time starts increasing, reaching +50% respawn time when the time runs out.[/QUOTE]

Like so many other things, what you described was a part of ETQW and didn’t make it to Brink. Why SD removed it, I have no clue. Console port? No testing? likely…

But in ETQW, if the defense holds the offense for 5 mins. or more on a single objective, the attacking teams spawn time dropped by 5 seconds. Similar to what you suggested but not exactly.

Along with logically set spawn times for the offense and the defense, this mechanic worked pretty well in ETQW.


(Crytiqal) #32

Is there anything that SD learned from ETQW that they carried over into BRINK?


(Cynix) #33

Is there anything that SD learned from ETQW that they carried over into BRINK?

They removed the vehicles.


(DonkeyDong) #34

w/e… it’s all about the hogs…

actually… to solve the defence bias… offence should get a hog. that’d set times.


(Zarlor) #35

[QUOTE=BMXer;333128]Like so many other things, what you described was a part of ETQW and didn’t make it to Brink. Why SD removed it, I have no clue. Console port? No testing? likely…

But in ETQW, if the defense holds the offense for 5 mins. or more on a single objective, the attacking teams spawn time dropped by 5 seconds. Similar to what you suggested but not exactly.

Along with logically set spawn times for the offense and the defense, this mechanic worked pretty well in ETQW.[/QUOTE]

Yeah, I was just thinking this. It makes you realize how many things were just done right in ETQW. I think because ETQW didn’t sell as much as they had liked and because it has been deemed too complicated that they always favored the simple approach to the overall detriment of Brink. “Multiple plants and finishing someone else’s plants and trickplant locations? Nah, just one soldier standing in the same spot this time around.” I also think gearing this game towards the console controller guided a lot of their decisions.


(DonkeyDong) #36

They should take etqw, fix some things (but i’m not asking for anything really) put in new maps, remove ‘ranked’ option to allow custom maps to be played publicly like they were ranked, and you’d have my 50$. But KEEP ALL THE GOOD THINGS, like friends lists, server brower, and the like.