I Played A Game of Brink With 0% SPREAD!


(sachewan) #41

I can’t believe they haven’t pushed out an update on Steam yet for the weapon accuracies. What the hell are they doing over there? How long does it take them to change some values and push an update?

While they sit there and ‘playtest’, Brink bleeds players. By the time the update hits (if it every does) there will literally be nobody to play it with.

edit: Just as an example, Dead Island got released in a pretty broken state too. However Techland have done more to fix that game in 3 days than Splash Damage has done for Brink in 4 months. The credibility of this studio is completely destroyed, good luck trying to sell people another game.


(Humate) #42

You can control recoil because it provides you with feedback - your gun moves and you can compensate by returning your gun to its original position. You cannot control spread because it is utterly random and provides no feedback. There is absolutely no skill involved in “controlling” spread, because doing so is impossible. Even an aimbot could not “control” spread (short of a hack that disables it).

You’re missing one critical point.
Its called min spread. When you stop shooting, the spread resets to its minimum value. Im also pretty certain theres a speed value as well, which influences how quick the weapon returns to a min spread value. Regardless, good players control this with a combination of stance and and burst fire.

Now in relation to Brink - the reset speed is actually pretty slow. The min spread values are pretty high compared to what we are used to. Even if you try to “control” the spread, it still feels retarded as the gains are minimal.


(INF3RN0) #43

[QUOTE=Humate;377760]You’re missing one critical point.
Its called min spread. When you stop shooting, the spread resets to its minimum value. Im also pretty certain theres a speed value as well, which influences how quick the weapon returns to a min spread value. Regardless, good players control this with a combination of stance and and burst fire.

Now in relation to Brink - the reset speed is actually pretty slow. The min spread values are pretty high compared to what we are used to. Even if you try to “control” the spread, it still feels retarded as the gains are minimal.[/QUOTE]

The stats have been posted enough times people should understand how bursting being better is purely placebo. You have to wait for an uncomfortably long time between shots for it to actually take effect.


(Humate) #44

You have to wait for an uncomfortable time between shots for it to actually take effect.

I actually havent looked at any of the weapon stats, but that was pretty much the first thing that took me by suprise with brink. :slight_smile:


(tangoliber) #45

Before the weapon updates, burst firing was very effective on the Gerund and Rhett. They could equal the SMGs in head to head duels by strafing and shooting bursts at the head. (You actually did have to aim at the head with those guns, otherwise it took an extra burst to kill.)
After the updates, you can’t hipfire with the Gerund or Rhett at all… They are ADS only…so, no burstfiring and strafing from the hip.

As for the SMGs…they are and always were best shot full-auto. The only SMG that is good for burst fire is the Galactic and that is because a very brief pause allows the spread to retract back to minimum. You can tap-fire with the Galactic and keep it at its minimum spread.
Even with burst firing the Galactic it isn’t really the greatest SMG because of the low damage. But I use the Galactic because it does require the most technique out of any other gun in the game, probably.

Having a zero minimum spread is very nice. However, there should be considerable spread bloom to force players to burst fire. With SMGs, I think its fine to make them have little spread bloom, as long as they have low damage… The SMGs would work fine as an accurate, shoot-and-track-the-head gun.
The assault rifles however, should be higher damage burst fire guns, in my opinion.


(Breo) #46

Removing the spread entirely of all the weapons doesn’t bring skill to the game. (This thread was about 0% spread)
You need to remove some weapons and lean aswell for balancing or else it’s impossible to get a camper with a zero spread machinegun/shotgun.


(H0RSE) #47

[QUOTE=Breo;377821]Removing the spread entirely of all the weapons doesn’t bring skill to the game. (This thread was about 0% spread)
You need to remove some weapons and lean aswell for balancing or else it’s impossible to get a camper with a zero spread machinegun/shotgun.[/QUOTE]
you can just flank him or flush him out with nades.


(.Chris.) #48

If only if it was that easy.

Normally to flak someone you have to take a route that takes twice as long to reach the same place, on the way you may encounter other enemies, turrets and mines, also thanks to the brilliant idea of having yourself show up on enemy radar when you make too much noise he will know you’re coming.

Nades have a limited throw range and against heavies you might as well throw a feathered pillow at them.

The escort objective on Aquarium comes to mind here, when the hostage hits that ramp everything grinds to a halt. Heavies can just camp behind the railings at the top end of the ramp getting ammo buffs and health buffs to enable them to spam that narrow route. Impossible? Nope, but a darn sight harder than it needs to be considering there’s like another kilometre afterwards you have to escort him which has even more balconies and railings the defence can cower behind.


(H0RSE) #49

It is that easy. And if those tactics fail, you can just attack a single target as a team, or bombard them EZ-Nades, or just ignore then and go around - There’s more ways than one to skin a cat. Of course, you are probably referring to a situation in a comp match and not simply a pub, in that case, anything I propose won’t matter since apparently when speaking about comp matches on these forums, every player in the game is a God and they would never, ever fall for an easy tactic, have their guard down (even for a second) be able to be outgunned and every possible alternate route is already heavily covered.


(.Chris.) #50

I never played in a comp match in Brink as they aren’t any.

How are you meant to go around and ignore the example I just gave, its the only route the hostage goes…

You also seem to forget they are a team also and thanks to the awesome defence bias this game has you have to over come great odds unnecessarily to go anywhere in this game.


(H0RSE) #51

[QUOTE=.Chris.;377844]
How are you meant to go around and ignore the example I just gave, its the only route the hostage goes…[/QUOTE]
It might be the only route the hostage goes, but it is not the only route players can go. This allows players to access the ramp area from multiple routes to clear the way for the hostage.


(.Chris.) #52

Welcome back HORSE.


(H0RSE) #53

…what?

and it’s “H0RSE” with a zero, not an “O.”


(Cynix) #54

Its called min spread. When you stop shooting, the spread resets to its minimum value. Im also pretty certain theres a speed value as well, which influences how quick the weapon returns to a min spread value. Regardless, good players control this with a combination of stance and and burst fire.

I’ll concede this point, although I don’t believe it really applies in Brink. I think aviynw hit the nail pretty much right on the head, which seems to agree with your final conclusion as well.

Regardless, good players control this with a combination of stance and and burst fire.

I can tell you with absolute confidence that nearly all of the good Brink players on PC did not burst fire in firefights (and, if they were still playing, would still not burst fire). Obviously this statement does not apply to all PC games, and I have no idea whether it is true of console players even in Brink.


(tangoliber) #55

[QUOTE=Cynix;377884]I’ll concede this point, although I don’t believe it really applies in Brink. I think aviynw hit the nail pretty much right on the head, which seems to agree with your final conclusion as well.

I can tell you with absolute confidence that nearly all of the good Brink players on PC did not burst fire in firefights (and, if they were still playing, would still not burst fire). Obviously this statement does not apply to all PC games, and I have no idea whether it is true of console players even in Brink.[/QUOTE]

As I said above… SMGs were always full-auto guns except for the Galactic. The Galactic is unique in that the min spread resets almost instantly, so you can burst fire or tap fire, and keep it at its min spread. (Not that this doesn’t mean the Gerund isn’t a little underpowered…but it is pretty good in a couple of situations due to this unique trait, and it is ideal for those of us who like a gun that requires some technique.)
Before the weapon updates, the Gerund and Rhett were burst fire guns. Strafing and burst firing from the hip was very effective. You also had to aim each burst with the head, or else it would take an extra burst… They were probably the only burst fire guns in the game, aside from the Galactic…and they were probably the only guns in the game, aside from the light rifles, Kalt and some other pistols, where it was effective to aim for the head.
Of course, good players would only use “lights” for the sake of coordination, so it is true that good players didn’t burst fire… but those stubborn, “would be good if they didn’t play medium” players did burst fire with the assault rifles. It was powerful enough that you could beat/equal SMGs and at medium and the longer end of short range.
Not many people realized this though…mainly because so few people were playing Brink…and the smaller a game’s population, the slower it takes for the most effective techniques to catch on.
But after the weapon update, the hipfire for those guns was nerfed, and you can only ADS effectively with them now.


(Humate) #56

No $hit it doesnt apply to Brink. :slight_smile: The person asked a general question about spread and how it relates to skill.

[QUOTE=Cynix;377884]
I can tell you with absolute confidence that nearly all of the good Brink players on PC did not burst fire in firefights (and, if they were still playing, would still not burst fire). Obviously this statement does not apply to all PC games, and I have no idea whether it is true of console players even in Brink.[/QUOTE]

This is the part of the post in which I related it to Brink… Does that actually sound like I’m suggesting burst firing is a requirement in the game?

:wink:


(sanDIOkan) #57

imagine how cool could be this game if we had a damn sdk…

[QUOTE=H0RSE;377848]…what?

and it’s “H0RSE” with a zero, not an “O.”[/QUOTE]

serious business …