Grenade Binds


(H0RSE) #81

I think I would still prefer the old way.
So this has nothing to do with “movement issues.” At least for you…I guess that was just another example used just to make the dedicated button look more flawed.

AS for “not be able to shoot an easy target” You can switch back to your main gun within 0.1 sec asswell.
Yeah, but in the process of switching back, you’re getting shot at the whole time. The odds of winning are against you.


(Ryan) #82

Yes it DOES have to do with movement issue asswell. I thought u just said to ignore that fact for a moment, so I did.

What the hell???

[QUOTE=H0RSE;210150]
Yeah, but in the process of switching back, you’re getting shot at the whole time. The odds of winning are against you.[/QUOTE]

How would that be different when having the auto-prime on? Either you are cooking IMMEDIATLY and u have a grenade in your hand and you are stuck, OR you are cooking manually and u are gettin shot…

The time it takes to turn around and shoot the guy is the time it takes to switch to my main gun.
The only difference is, I NEVER HAVE TO TAKE MY HAND OF THE MOUSE1 BUTTON SO I CAN START SHOOTING IMMEDIATLY. As for having a dedicated button I would have my index finger on some other stupid button to fire, which IMO is more of a disadvantage then having the index finger on MOUSE1 all the time!


(MILFandCookies) #83

Would you still rather select the nade and wait for the perfect moment, with an un-primed nade in your hand, not able to shoot and an easy target?

Thats exactly what I want. And thats exactly what the player has to sum up when they are playing. Do I hold the nade in my hand with the possibility of someone getting an easy triple on me… or do I only bring out the nade at the very last moment. There are instances in games where both scenarios can be used quite effectively with a bank system.

Its on the player to decide when to SWITCH to certain weapons. Its for this very reason im against the inclusion of autoswitching.


(Apoc) #84

[quote=H0RSE;210150]
Yeah, but in the process of switching back, you’re getting shot at the whole time. The odds of winning are against you.[/quote]

I think its more about the fact that if you have chosen to use a nade, then isnt it fair and right that you have a small time delay to get to your weapon? Why should someone who has chosen to use a high explosive weapon need a quick switch back? Isnt it the risk you take with throwing a grenade…it makes you vulnerable to fire but you can insta kill multiple targets.
i mean i know brink isnt trying to be ultra realistic, but i dont like the computer deciding that i want to put my grenades away after throwing one, or that i dont want to be holding one when running. Iv found in etqw that by just holding a grenade couses enemies to take cover or back off, it adds a whole new tactical ellement to the game.

  • all the points i made a few posts above

(Brandmon) #85

Word. I guess for every 20 reasonable persons in this world, there must be that one troll. :rolleyes:


(tokamak) #86

Welcome to the internet :smiley: Seriously though, it’s a good thing to set boundaries, getting your opinion heard about an upcoming game and have it discussed at such length should be considered a privilege.


(Bezzy) #87

[QUOTE=knippon;210110]
Quick question about shooting nades out of the air.

Say I’m getting ready about to throw a nade, a guy is flanking me from the side and opens fire. Will the nade get blown up by his bullets right as I release the nade? Or will there be some time before the nade can be blown up by bullets?[/QUOTE]

Yes, there is a safety fuse. I think this was addressed before?


(Senethro) #88

Damn.

Guys, theres a lot of people in this thread being grognards. You’re old soldiers, stuck in your ways. An equivalent from the ETQW beta was all the players saying “no voice chat, we just use vent or TS”. That turned out pretty wrong by release date. While this is a less important issue than voice comms, its an analogous situation. Good script Darkangel, but its an unnecessary complication that SD shouldn’t have to worry about. It would be a nice inclusion in a hidden .cfg file that we can exec but I don’t think it would be appropriate to appear in a main option menu.

Offhand, one button grenades are a standard now, just like WASD and mouselook became one. If your particluar hand posture/equipment do prevent you from pressing an extra mouse button then may I suggest the left alt key as your grenade button? Unless you’re an ESDF player then it should be quite accessible for your left thumb. Or even better, use Alt+Mouse1 as the grenade button, my experience of using Alt+D for right lean in ETQW was that you could release conditional buttons (like Alt) but keep holding down D and the D input would keep its conditional function. Alt+Mouse1 for Brink would start cooking a nade, Alt can be released any time you want, while releasing Mouse1 would throw nade.


(Ryan) #89

[QUOTE=Senethro;210181]Damn.

Guys, theres a lot of people in this thread being grognards. You’re old soldiers, stuck in your ways. An equivalent from the ETQW beta was all the players saying “no voice chat, we just use vent or TS”. That turned out pretty wrong by release date. While this is a less important issue than voice comms, its an analogous situation. Good script Darkangel, but its an unnecessary complication that SD shouldn’t have to worry about. It would be a nice inclusion in a hidden .cfg file that we can exec but I don’t think it would be appropriate to appear in a main option menu.

Offhand, one button grenades are a standard now, just like WASD and mouselook became one. If your particluar hand posture/equipment do prevent you from pressing an extra mouse button then may I suggest the left alt key as your grenade button? Unless you’re an ESDF player then it should be quite accessible for your left thumb. Or even better, use Alt+Mouse1 as the grenade button, my experience of using Alt+D for right lean in ETQW was that you could release conditional buttons (like Alt) but keep holding down D and the D input would keep its conditional function. Alt+Mouse1 for Brink would start cooking a nade, Alt can be released any time you want, while releasing Mouse1 would throw nade.[/QUOTE]

These ignorant people really gettin on my nerves saying a weaponbank is bullshit and don’t support that with ANY arguments why it is.

[RANT]

First of all,
read some posts before you comment.

We already said that ANY button on the keyboard would interfere with movement, thus also the friggin ALT button. Stop being ignorant yourself. It is NOT a standard these days! And we are preventing it from getting it in Brink. Even SD themselevs APPOLOGIZED for having it done wrong so wth you talkin about?

Some people do NOT have an extra mouse button AND IT interferes, how MANY TIMES must this been said?
How would u JUMP when pressing the ALT button? huh? huh?
Maybe you should smash your forehead on the spacebar? That’ll make u reconsider!

Look at the poll mate, more then 80% atm wants a weaponbank added.
And it not a standard for SD not to have it on a weaponbank

Give me ONE good reason why it should’t be a weaponbank?
All these people who say we should stop moaning about a weaponbank don’t give ANY reasons to why it should be auto-prime!

Sick of it.

“It’s the standard these days” <-- wtf has that got to do with anything?!

It would be a nice inclusion in a hidden .cfg file that we can exec but I don’t think it would be appropriate to appear in a main option menu.

Ow, so you really want to prevent people from using this arent ya? Keep it hidden?! Is this a bad joke or something?

Go troll somewhere else please…

[/RANT]


(Reanimator) #90

If you’re cooking a nade and you get shot, will the grenade drop??


(Ryan) #91

I expect it to be dropped asswell


(Senethro) #92

It is wise to remember that fan is a contraction of fanatic. The biggest fans sometimes give unbalanced advice. Polls on websites like these need a grain of salt.

Its a standard because the biggest selling FPSs use it. This is certainly true because CoD, Halo and BF. outsell everything because of their sales on consoles. But even if we superior noble Aryan PC gamers discount the dirty toycubes, most games released and sold have featured offhand grenades. Not that they should be discounted because I imagine Brink’s development for PC will be largely subsidised by console sales.

What games have been released in the past 2 years where grenades were a weaponbank? All I can think of is Halflife, but they’re kind of grandfathered in because the game isn’t a rewrite of previous episodes.

Accessible controls are better than fiddly ones. 3 inputs to get a grenade out and switch back are inferior to a single one. Its so easy I can’t think why it took so long to be adopted. There, thats why weaponbanks are bad. Now how about you tell why you can’t press Alt as your grenade key, or even tap it to use as part of a conditional Alt+Mouse1. If your aim/setup is really that specific that you can’t find a button that works for you then thats unfortunate, but you’re a really small minority and should get about as much support as people who still insist on playing with the arrow keys.

EDIT: Editing in [Rant] tags around your post doesn’t make it look any less crazy. All your little emotional outbursts and invitations to commit violence against myself look really immature.

As for “keeping it hidden”, yes, I do think that would be a good thing. Having it as a visible option would confuse inexperience players and be just one more feature to playtest and make sure its working. Having it as an unsupported extra for the tiny minority who couldn’t live without it is much easier. You know that many beta testers got their personal cfgs included in the commercial ETQW release for those with the knowledge to find and activate them? I thought something similar to that would be good in this case.


(Ryan) #93

have you even read 1 word that has been said in this entire thread?

CoD and Halo are overhyped.
They didn’t get their succes because of their grenade flaw but because of good marketing.
So that argument doesn’t fly. Why would those games set a “standard” for all other games?

They are not the boss of keyboard controls. Those games were made for friggin consoles anyway so no wonder they used sucky keyboard controls :S


(jazevec) #94

[QUOTE=Jamieson;210088]I don’t think its as bad as jazevec is saying Im grateful that you guys actually listen but i do think you took your eye off the ball abit. I’m also glad you apalogised as well.
[/QUOTE]

I see lots of mentions of previews being done on gamepads, internal testers including PC veterans being forced to use pads. Then stuff like grenade issue happens. Why go for the relatively complicated and far-fetched explanation ? I’m just applying Occam’s Razor. Splash Damage’s team size balooned recently, and a couple of interviewed people said they joined to make sure the console version is right. Hell, even lead level designer, last time I checked, is the guy responsible for Killzone2 (a console FPS).

After being burned by ET:QW (on many levels, but including gameplay flaws), I think ET:QW had the biggest number of “broken” stuff among SD’s games/mods. This is important because ET:QW was their first independent game, where they had the most freedom until BRINK (PM me if you care about the long list of things I consider broken gameplay-wise). Presently, my theory is that success of Q3F and W:ET should be attributed more to good design of base games (Q3, RTCW) rather than SD’s efforts. I think SD don’t give enough credit where it’s due.

I’m also deeply skeptical about some things revealed about Brink. XP rewards worked in W:ET, balance of individual rewards aside. While the game was young, unusually high number of players cared about objectives, something I haven’t seen in other games till that point. Then ET:QW came and increased xp needed for rewards so much. Even after the patch which cut it by 1/5 or so, you still had to really work to get to a level4. For example with Light Weapons, the most efficient way I’ve found was to bombard enemy deployables with grenade launcher. Yet it still took me nearly entire match of strongly focusing on blowing up deployables. If you opted to shoot people instead, it was nearly hopeless to get there. Where in W:ET you could manage to get multiple level4 rewards by the end of a campaign, which encouraged versatility and taking the most useful role, ET:QW almost made it a grind. Now to Brink… XP rewards, initially designed to reward team-beneficial behaviour (and I think it worked !), are transformed into MMORPG rewards. I mean - they reward patience first and foremost, not focus and skill.


(Senethro) #95

You’re speaking to a guy who once considered binding fire off the mouse because he was hitting Mouse1 too hard and upsetting his aim. I’m familiar with these kinds of issues. I honestly think the Alt key is an underused key that might have been appropriate which is why I suggested it. I’d really like some actual feedback because maybe it only works on my particular size of hands (large palms, short fingers).

I think that you think I haven’t read this thread meticulously because you can’t imagine that someone would have a viewpoint different to yours. Try being less narrow-minded.


(Ryan) #96

[QUOTE=Senethro;210196]You’re speaking to a guy who once considered binding fire off the mouse because he was hitting Mouse1 too hard and upsetting his aim. I’m familiar with these kinds of issues. I honestly think the Alt key is an underused key that might have been appropriate which is why I suggested it. I’d really like some actual feedback because maybe it only works on my particular size of hands (large palms, short fingers).

I think that you think I haven’t read this thread meticulously because you can’t imagine that someone would have a viewpoint different to yours. Try being less narrow-minded.[/QUOTE]

No, I think that i didn’t read this thread because u still want me to explain AGAIN to why I want it on a weaponbank after I already posted my reasons a million times.

And I use left-ALT for crouch for your info. (With my thumb, cause you can’t crouch and jump at the same time anyway)


(Ryan) #97

And you are so mature you have to act like my mom?

[QUOTE=Senethro;210192]
As for “keeping it hidden”, yes, I do think that would be a good thing. Having it as a visible option would confuse inexperience players […][/QUOTE]

I am sure the average person could make up their mind and won’t go insane because they see an option. Even if they are “inexperienced”.

Besides, you still haven’t given any reason to why auto-prime is better then a weaponbank?


(MILFandCookies) #98

[QUOTE=Senethro;210181]Damn.

Guys, theres a lot of people in this thread being grognards. You’re old soldiers, stuck in your ways. An equivalent from the ETQW beta was all the players saying “no voice chat, we just use vent or TS”. That turned out pretty wrong by release date. While this is a less important issue than voice comms, its an analogous situation. Good script Darkangel, but its an unnecessary complication that SD shouldn’t have to worry about. It would be a nice inclusion in a hidden .cfg file that we can exec but I don’t think it would be appropriate to appear in a main option menu.

Offhand, one button grenades are a standard now, just like WASD and mouselook became one. If your particluar hand posture/equipment do prevent you from pressing an extra mouse button then may I suggest the left alt key as your grenade button? Unless you’re an ESDF player then it should be quite accessible for your left thumb. Or even better, use Alt+Mouse1 as the grenade button, my experience of using Alt+D for right lean in ETQW was that you could release conditional buttons (like Alt) but keep holding down D and the D input would keep its conditional function. Alt+Mouse1 for Brink would start cooking a nade, Alt can be released any time you want, while releasing Mouse1 would throw nade.[/QUOTE]

Not disagreeing on whether the general consensus was against voice chat… but I dont recall people being against it. I do remember thinking it would be a cool feature at the time though.
Then I realised how many pub heroes there were, and completely turned voice chat off. :frowning:

But as a counter example, I remember how many people raged about stroyent nades on the Sewer beta. And they were right. It quite simply just made the game too spammy, particularly in indoor sections. So I would have to say that user input is important… Most of the time, the developers get it right with their ideas, sometimes they dont. And vice versa with user input…Not every idea in the Brink suggestions thread is going to be any good.

As far as off hand nades are concerned, you might consider them to be standard, however that doesn’t mitigate the fact that they arent popular on these forums at least. And if theres ANY chance that the response from these forums is indicative of what they might expect from the PC gamers who buy the game - I think its at least in their best interest to look into it.

Not every poster here is a negative twat, making demands. Some are here to contribute ideas to what might be one of the best games in 2010.


(jazevec) #99

I almost forgot. There are reasons to believe I particularly care about handgrenades in games. It shouldn’t be a surprise that I react stronger to bad news concerning handgrenades.


(Senethro) #100

Oh excellent, that means you’ve got Ctrl free! Thats an even better conditional key than Alt.

I won’t lie here. I think your reasons are crap or unimportant for a majority of people.

Pro’s:

  • It is what we are used to in any other SD game.
 So? SD games are a minority of games and hopefully Brink will have the commercial success that puts us in the tiny minority
  • It doesn’t limit your movement. You can select the grenade with your weaponbank key and hold/prime it with your mouse1. The “regular” _attack button.
It doesn't limit your movement but does overcomplicate and add unnecessary extra inputs.
  • It is as fast paced as W:ET
pfffff this is simply wrong. Switching to nades was one of the slowest parts of W:ET
  • You can use your mouse buttons for something more important!
More important than spending a high damage, limited ammunition weapon that controls space and enemy movement?
  • You don’t have to start cooking the grenade immediatly, thus surprising the enemy by delaying/timing your grenade.
Get this. You don't have to start cooking immediately either with offhand grenades. You just don't. Press. The. Button. Yet.