Game is Defense sided ! make it boring


(BomBaKlaK) #1

Weapons / Abilities and obj are in major part defense sided , it’s still really hard for attackers. Normaly we need the opposite, the game have to be Attack biased and hard to defend, without this all the gamestyle is broken like it is ! An maps stucks to the first obj !
obj difficulty have to increase from the first to the end ! not stuck on the first or second obj most part of the time. do you remember your previous games ? Why the balance sucks so much ?
Why the gun play is so bad ?

example of things who dont work with Objectives, weapon and abilities :

  • Hacking objective had to be easier not shorter but more easy to do ! or dehack had to be slow dow again just to guive the defenders a little more time like decrease the hack about 5% max before the next wave of attackers, not 40%, or 100% every time.

  • Bomb Diffusing speed abilitie is also a hudge fail ! it take 2s to remove the plant ! The plant have to be quicker or the diffuse have to be much much slower ! or 2 times plant mechanic like in ETQW work much better, someone can arm your plant etc … here when you are engie you run from the spawn and defuse in 2s.

  • Buff Autolock need a really big adjustment !! bored to turn around one incap trying to find a good way to looke at him to drop a sringe, or want to drop a sringe and buff the sided guy, or lock on the command post etc … we have a lot of buttons why use only one ??? you really need to improve this system and make one adapted to the pc players not a console port of your “ONE BUTTON FAIL”

  • Body type ? useless ? >>>>> YES ! we all play light and it’s really easy to finish a heavy !

  • Heavy weapons ? useless ? >>>> YES ! Due to the body type ! we can’t change in game and we dont want to be so slow and weak even with a big gun !

  • Spread is just a hudge joke ! please tighten the spread and reduce damage

  • Secondary obj are just useless cause there are really defense sided (top door in reactor inside, lab inside, ccity door, etc …in defense your can cover both primary obj and secondary obj from one point !! WTF

  • MG nest are useless !! so ridiculous spread and efficiency. never use it only noob use it sometimes and after few bullets they understand why nobody use it

  • Spawn times need adjustments to fit the obj.

  • satchel take to long to plant and mecanics sucks again another defense sided abilitie ! we need to drop it like in Wolf ET to be really offensive.

  • Nades are so useless even with grenade shooting. really hard to attack with this. Nades are nades make it real. impossible to clear a place even with all the people throwing nade a the same place !!! WTF ? make normal nades and overperfull nades for soldiers with the good habilities. before in Wolf ET or ETQW when you where in trouble with all the team been spamed with nade you have some powerfull weapon to give the change and clean obj like airstrike, panzer, anansi, artillery, etc … In Brink you dont have even a nade who can frag someone correctly, become really harder to get out a spawnraping etc … you dont have any massive weapon to make the hole and go trought !! in BRINK you just shut up and send your little lolypop nades … not really efficient. I’m happy to see there is no panzer in BRINK but we dont have anything … not even nades …

  • Medic pleasure toy is really useless to it really take to long to be really effective. like this is again a defense sided habilitie cause when your are in attack ,you need to Move quick and rush ! you dont have the time to stay 1 min at the same place when you know there waiting and make one more thing to clutered the screen (blue things are to big you can hide in)

  • Crosshair and HUD need a big BIG adjustment and some cutomisation (asking since pffff … 3 month ? look like 1 year and still no awnser … not even a little word … dont worry the game is near the end ! no more player care about ! Only old boys like me who hope for a SDK or a magic improvement (I had a dream !) and cause I dont already find my new game for the next month … I dont what i’m doing here, maybe just lost on the web …

  • And finaly some respawn map design always defense sided …

so Defenders are bored cause 2 or 3 defenders can hold a spawn and other run around doing nothing or waiting, and attackers are bored to be raped so they rage quit ! what a nice game …


(SinDonor) #2

It will be too much of a pain to reply to each one of your points, due to me using an iPad.

I will say I agree a bit with the heavy weapons part and some of the D team respawning areas make attacking tough on certain Obj’s, but that’s about it. Every other point you’ve brought up I have to disagree. Grenades are fine, except when a solider can grenade shoot anyone to instakill. A perfectly placed health station is a godsend. They’re taking into account some player requests like gun balancing and crosshairs customization.

Two evenly-matched teams of size and skill will almost always have a great battle which could go either way on any map.

The only two maps that lean a bit to the “home” team are CC and Sec Tower. Being that those levels are each faction’s home base, I don’t see a problem with attacking on those levels. It is SUPPOSED to be tough. Not every map in every game ever has to be perfectly balanced.

When the Allies took Normandy on D-Day, it was not an even match. The Nazis were very prepared, heavily defended, and chewed them up. But thankfully, due to numbers, strategy, and using those poor Canadians as a distraction, the Allies still prevailed. Hooray.


(Tom12121112) #3

lol.
. . .


(wolfnemesis75) #4

Two high level teams with experience meeting in Brink, the edge goes to the defense. But such matches can still be won by the attacking team. Because of X-factors: Command Posts, Clever tactics, Operatives, etc.

Defense has a fundamental advantage. That’s the game. Good teams and players adapt and overcome. :slight_smile:


(Hot-Wire) #5

[QUOTE=wolfnemesis75;370027]Two high level teams with experience meeting in Brink, the edge goes to the defense. But such matches can still be won by the attacking team. Because of X-factors: Command Posts, Clever tactics, Operatives, etc.

Defense has a fundamental advantage. That’s the game. Good teams and players adapt and overcome. :)[/QUOTE]

Good teams play stopwatch, so both sides get a chance to defend :).


(BomBaKlaK) #6

[QUOTE=wolfnemesis75;370027]Two high level teams with experience meeting in Brink, the edge goes to the defense. But such matches can still be won by the attacking team. Because of X-factors: Command Posts, Clever tactics, Operatives, etc.

Defense has a fundamental advantage. That’s the game. Good teams and players adapt and overcome. :)[/QUOTE]

mehhhhh … Good team just left the game … there is only Zombies over here ! like me


(wolfnemesis75) #7

Well yeah. Not enough play stopwatch yet. :slight_smile:


(Xiphoid) #8

Yes, good old stopwatch, the mode that gives you more gaming and less loading… maybe it should be the default option like ‘my rank or higher’ is now… :confused:


(LockedToxicity) #9

hmm it would help alot, yes!


(wolfnemesis75) #10

Interesting idea. Hmmm. :slight_smile:


(.Chris.) #11

I hope everyone realises that for stopwatch to be viable the maps need to be attack biased and not defense biased?

Think about it.


(Metal-Geo) #12

[QUOTE=.Chris.;370245]I hope everyone realises that for stopwatch to be viable the maps need to be attack biased and not defense biased?

Think about it.[/QUOTE]
I got confused about that as well. Because it wouldn’t make any sense if it was the other way around.


(SinDonor) #13

[QUOTE=.Chris.;370245]I hope everyone realises that for stopwatch to be viable the maps need to be attack biased and not defense biased?

Think about it.[/QUOTE]

If you are D and can hold an Obj for 15 mins, that’s good right? 15 mins of gameplay on a map is fun. Who cares if the map is attack-based or not. I don’t see what the problem is.

Trying to think about it, but I am getting confused… I need coffee…

If Team #1 is D first and has CC on lock down at the gate, spawn camps Team #2 for 15 minutes (or whatever the timer is set to for the first Obj), then that’s the time they have to beat, right?

So, after the switch, Team #1 blows the gate at 2 minutes in. Do they automatically win or does the game go on for 13 more minutes, or just goes on until Team #1 wins or Team #2 holds them at one of the Obj’s?

Uuuuhhh, nuculear?


(nephandys) #14

This is a great idea IMO. That way say you get spawn camped on a map in a pub you have a chance to do the same to your enemy right afterward. That way if teams are at least similar both sides will have equal experiences. Also if you don’t complete the map or even if you do there’s an emphasis on number of obj completed and best time rather than on simply completing the map. Of course when you have one team dominating and finishing maps in 3 min you’re really not much better off than you would be in Obj mode really.


(Metal-Geo) #15

[QUOTE=SinDonor;370363]If you are D and can hold an Obj for 15 mins, that’s good right? 15 mins of gameplay on a map is fun. Who cares if the map is attack-based or not. I don’t see what the problem is.

Trying to think about it, but I am getting confused… I need coffee…

If Team #1 is D first and has CC on lock down at the gate, spawn camps Team #2 for 15 minutes (or whatever the timer is set to for the first Obj), then that’s the time they have to beat, right?

So, after the switch, Team #1 blows the gate at 2 minutes in. Do they automatically win or does the game go on for 13 more minutes, or just goes on until Team #1 wins or Team #2 holds them at one of the Obj’s?

Uuuuhhh, nuculear?
[/QUOTE]
As much as I hate bringing it up again, but TF2 did this perfectly. Each ‘obstacle’ or ‘section’ giving the team a point. After both teams play, it’s simply a matter of comparing both scores. The game still continues even if Team #2 passes Team #1’s score, though. So add insult to the injury I guess.

Even if both teams didn’t finish the entire map. There’s still progress to compare.

Admittedly, I’ve played very little Stopwatch on BRINK. Mainly because most battles take so long, I end up getting tired of the map anyway.


(dazman76) #16

Actually, no - if you’re defending for a solid 15 minutes with no progress made by the attacking team, it really isn’t fun. Not for me anyway, and many other players - regardless of which side I’m on. That’s a “full hold”, and is quite possibly the worst thing that can happen to an objective game. If that is then followed by you steamrolling the opposition on offense (assuming you’re talking about stopwatch mode), that’s definitely the worst thing that can happen in an objective game :slight_smile:

EDIT: And the proof, if more was needed:


(SinDonor) #17

[QUOTE=dazman76;370376]Actually, no - if you’re defending for a solid 15 minutes with no progress made by the attacking team, it really isn’t fun. Not for me anyway, and many other players - regardless of which side I’m on. That’s a “full hold”, and is quite possibly the worst thing that can happen to an objective game. If that is then followed by you steamrolling the opposition on offense (assuming you’re talking about stopwatch mode), that’s definitely the worst thing that can happen in an objective game :slight_smile:

[/QUOTE]

Then what’s the point of playing D on Stopwatch mode if it’s gonna be easy for the Attackers to win every objective? Spawn camping does suck, but if a good D team can setup and repel every wave the attackers can throw at them, that’s good in my book.


(wolfnemesis75) #18

Yeah. A good defense in Brink allows little progress. A good attacking team finds a way. Its an uphill climb. Not downhill. :slight_smile:


(BioSnark) #19

Might I suggest that stopwatch be seen as a race, as the name implies? The point of defense is always to slow attackers as long as possible, regardless of game type. Perhaps that’s more obscured in Brink’s objective mode with the progressive timer. Teams take turns as offense and defense in stopwatch if you’ve missed that. Hope that helps.


(.Chris.) #20

Yeah the idea of stopwatch is to set a time your opponent cant beat, so the quicker the better, obviously you can’t design this to be too quick, otherwise it’s over in a flash and not fun to play or watch.

Same applies for too long, boring drawn out games that don’t go anywhere, yawn, the longer it takes for a map to be complete the likelihood of a double full hold also increases which in itself is boring, who likes to draw all the time?