Headshots and Revive


(Scip) #21

[QUOTE=SmokeCheeba;299583]
I’m just stating some balance issues[/QUOTE]

why is it an “balance issue” ?

the other team has to deal with it as well

Brink handles certain things different than other games you re used to.
Just adapt and it wont be an “issue” anymore


(Jak Swift) #22

[QUOTE=SmokeCheeba;299583]:facepalm: at the 14 year olds screaming “COD kiddies”…

I’ve only liked the original CoD and UO, before it was ruined by consoles. So, I;m not a CoD fanboy…they’re terrible games.

I’m just stating some balance issues, and honestly headshots are about 15-20% of all kills. Worst case you have to wait the 15 seconds to respawn…whoopdedoo, if thats too much of a problem for you, then we see who the real babies are.[/QUOTE]

CoD has never been good, i would take Golden Eye on the N64 over any cod titles, that aside, Your just pulling percentages out your ass for starters.

Secondly I for one do not want that style of gameplay.
I came to wanting to play BRINK knowing it was going to be this way, who the hell cares for headshots when its objective based?

It’s not aimed to be that sort of game. This is what they intended if you dont like it i surgest going to play somthing else, because i very much doubt it will change.


(SmokeCheeba) #23

[QUOTE=Scip;299613]why is it an “balance issue” ?

the other team has to deal with it as well

Brink handles certain things different than other games you re used to.
Just adapt and it wont be an “issue” anymore[/QUOTE]

This is an objective based game where success relies heavily on how strong an attacking/defending force is. Right now, there is nothing stopping anyone from respawning right where they died so long as a medic is nearby, therefor a battle only favors the side with more medics.

Having something in play that forces players to have to respawn back at the spawn area rather then back with the team will make it easier for the other team to make a push. Right now, its just a bunch of medics making stalemates when you have teams with equal skill.


(Scip) #24

[QUOTE=SmokeCheeba;299631]This is an objective based game where success relies heavily on how strong an attacking/defending force is. Right now, there is nothing stopping anyone from respawning right where they died so long as a medic is nearby, therefor a battle only favors the side with more medics.

Having something in play that forces players to have to respawn back at the spawn area rather then back with the team will make it easier for the other team to make a push. Right now, its just a bunch of medics making stalemates when you have teams with equal skill.[/QUOTE]

still dont see the issue…

  • medics can be killed too.
  • they dont have unlimited supply
  • if a team consists entirely of medics they will run out of ammo quickly
  • also, i doubt they d stand a chance if the other team has an engineer who buffs his team s weapons
  • dont forget the soldier s and operatives superior grenade skills

btw: what you call a “stalemate” is simply a victory for the defending team.


(SmokeCheeba) #25

[QUOTE=Scip;299677]still dont see the issue…

  • medics can be killed too.
  • they dont have unlimited supply
  • if a team consists entirely of medics they will run out of ammo quickly
  • also, i doubt they d stand a chance if the other team has an engineer who buffs his team s weapons
  • dont forget the soldier s and operatives superior grenade skills

btw: what you call a “stalemate” is simply a victory for the defending team.[/QUOTE]
The issue is (at least on PC) alot of the matches end this way. Due to the layout of the maps and chokepoints.

You dont see an issue with a bias towards the defenders?

Also, everyone seems to think Im talking about medics reviving out in the open…which is rarely the case. Its usually in corridors or rooms that have plenty of cover. I know when I;m medic, i make sure to stay in cover as much as possible and throw revives without exposing myself.


(indirect) #26

[QUOTE=SmokeCheeba;299631]This is an objective based game where success relies heavily on how strong an attacking/defending force is. Right now, there is nothing stopping anyone from respawning right where they died so long as a medic is nearby, therefor a battle only favors the side with more medics.

Having something in play that forces players to have to respawn back at the spawn area rather then back with the team will make it easier for the other team to make a push. Right now, its just a bunch of medics making stalemates when you have teams with equal skill.[/QUOTE]

I think you clearly don’t understand the genre.


(SmokeCheeba) #27

I care about your opinion? Oh wait…


(JakeTheLate) #28

If you headshot, headshot the Medic. easy.


(indirect) #29

Yes - you clearly do, or you wouldn’t have made this thread. OH HEY SEE WHAT I CAN DO?


(Scip) #30

You dont see an issue with a bias towards the defenders?

above all, i think it s way too early to judge.
some people said the same thing about ET/QW but it wasnt really true

also, as far as i know there re always more than only one way from A to B

just wait till people get used to the maps. being attacked from different sides and angles will give any defending team a hard time


(indirect) #31

[QUOTE=Scip;299746]above all, i think it s way too early to judge.
some people said the same thing about ET/QW but it wasnt really true

also, as far as i know there re always more than only one way from A to B

just wait till people get used to the maps. being attacked from different sides and angles will give any defending team a hard time[/QUOTE]

Play Container City.


(Scip) #32

wait… it has different ways too

right from the start you can jump over the container on the right side or hack the side-door on the left - literally surrounding the defenders and rape them


(ThePuzzldPirate) #33

Adapt, the game isn’t hard. Follow the blue stream, take out the medics and start gibbing every person you take down. It isn’t something that needs to be address over the many other broken things in this game.


(indirect) #34

[QUOTE=Scip;299869]wait… it has different ways too

right from the start you can jump over the container on the right side or hack the side-door on the left - literally surrounding the defenders and rape them[/QUOTE]

Apparently you’ve only played it against bots.

A good res team will just pin you in the spawn on both sides.


(Scip) #35

[QUOTE=indirect;299903]Apparently you’ve only played it against bots.

A good res team will just pin you in the spawn on both sides.[/QUOTE]

well, when they re able to do this although the way from their spawn is longer then they totally deserve the win, methinks :oppressor:


(organiclockwork) #36

Here are my thoughts on the subject:

I’m fine with headshots not being instant kills, but instead being like TF2’s critical hit system where it just does extra damage, not necessarily lethal.

My problem comes with the incapacitate mechanics. Why is it that when you’ve already taken someone down, you have to empty almost just as many bullets into them to finish them off as it took to incapacitate them? Yes, I know you can melee for an instant finish, but that can’t be done from a distance. It’s infuriating that, if I incapacitate someone from a distance, I can’t put a bullet in their skull to finish them off so they can’t be revived.

So tell me, what exactly is the need for headshots to be so ineffective even against downed opponents? If they’re already on the ground, an execution-style headshot should take them out.


(indirect) #37

You clearly haven’t played CCity MP lmfao.


(Linsolv) #38

Played Container City. Obviously there is only one main path, but that map was actually the one to show me just how many options there were even as a Heavy, as it was the map I played to test out Heavy. And then, amusingly (at least, amusing to me) the next time I got the hankering to play Heavy, it was on that map for the Resistance.

There’s multiple routes at almost every point on that map that offer various levels of flanking opportunities and cover (for instance, sometimes a route is literally side-by-side to the main road, but cannot be shot).

Let’s look at a quick example, the location for the first objective.

On the Security side, there’s 3 ways out of the large open area:

[ol]
[li]The obvious way;
[/li][li]The SMART route over the container on the right side;
[/li][li]The side door, which can either be hacked to allow Heavy access or vaulted over as a Light (Medium?)
[/li][/ol]

It’s also worth noting that the side door path offers direct line of sight on the Resistance side of the wall.

The Resistance side has a few options, many of which aren’t useful to the Resistance, but to the Security once they’re past the door.

[ol]
[li]The side door SMART path can also be accessed by Resistance;
[/li][li]There’s still the obvious big wall that gets blown up;
[/li][li]There’s the same SMART route from before as well, though now it is Heavy-accessible;
[/li][li]There’s a hallway RIGHT next to the big door, which provides cover from the raised platform;
[/li][li]There’s the hallway behind the raised platforum, which leads further on in the main road, and also to the lift repair;
[/li][li]Resistance side of the SMART route, there’s a corridor leading to an overpass that looks out over the Resistance side of the door
[/li][/ol]

That’s 6. 6 routes in 1 spot.


(indirect) #39

I’ll upload 3 videos of container city tonight and show you the average CCity gameplay.

You blow up door, and buy then you get camped by rez on the tunnel crate and right side. The ONLY ways out.


(Scip) #40

what s really lolworthy is, that the game was basically just released, but some people are acting as if they played it for month and knew everything already :wink: