Here are a few current thoughts of mine on improving Brink in the weak areas, without trying to make it a completely different game. These aren’t necessarily things that I want to happen, but more so ideas that could help lead to an eventual better balance of things. Please post your feedback.
WEAPONS:
Firstly, the hitboxes in Brink need to be more relevant; ie aiming @ head should count for something and be more viable. Increase head hit box to 1.75x damage multiplier. (also mentioned below, SMG spray/spread is fine as is, but AR needs to be much tighter)
SMGs
-Increase falloff damage mid-long range
-Noticeable spread bloom at mid-long range
-Maintain current low recoil
The SMG should function as a purely close quarters combat weapon, being more spray and pray effective up close than other weaponry, but losing its effectiveness at a distance.
Assault Rifles
-Weapon spread and RoF should be less than that of an SMG
-Should be the best mid-long range weapons, especially when using cover
-Recoil should be the same as the SMGs
-Clip sizes should be less than that of an SMG
The Assualt Rifles should function as the ideal “pure aim” weapon at all distances, although the reaction time of an SMG should be able to counter it at close proximity.
Heavy Weapons
-Remove random X axis recoil on Maximus MG (this weapon needs to be more like the ETQW GPMG; less movement/crouching=better hipfire/much more accurate when scoped in)
-While hipfiring miniguns, add a 3-5second overheat delay which then triggers random X axis recoil. Scoping in should further reduce mobility, but counter X axis recoil. Hold firing while scoped should result in exponential Y axis recoil.
-Miniguns should be least effective against enemies behind cover or at long range.
-Maintain current clip size and reload speeds.
The Heavy MGs should function as rewarding the most consistent high damage weaponry in exchange for slow reaction time, high recoil, and reduced movement speed. When hipfired, these weapons should be less effective at all ranges, but once scoped in and firing has commenced, they should be the most powerful weapons at close-mid range in open areas. Note that high recoil makes it very difficult to kill enemies behind cover.
BODY TYPES:
For the most part, heavies are the main type that needs improvement.
Heavy
-Buff heavy weaponry (as listed above)
-Increase supply meter by 1-2 allowing for more initial buffing (movement counters this from being abused since they take longer to get from A to B, but we would see more heavy medic/engies).
-Maintain movement speed, it is a good weakness
-Maintain current HP.
-Heavy counters should be flanks/stuns, snipers, or catching them off guard with any weapon.
-Allow Heavies to have 2 default grenade charge slots, with longer cool downs (maybe idk).
BUFFS:
Damage- 15% (opposed to 30%)
Kevlar- Not sure what +50 Kevlar does
Health- Maximum of 50-70 extra HP (reduced from 100)
CLASSES:
The two classes that I think currently need some help are the soldier and operative (being more underplayed than others).
Soldier
-Buffs given to a soldier should result 1.5x-2x the effect (this is with reduced buff percentages) not including the HP buff. This would make the soldier the most effective assault class, but it would rely completely on the support of the medic and engy to gain any advantage. (reasoning is to counter lack of self-buffing and make it more than just an ammo bucket)
-Maintain armor piercing ability, but remove base kevlar in exchange for the above ^.
Operative
-Anti-hack (remove the engy hack box disarm ability, and allow the operative to anti-hack @ 20-30% reduced speed)
-DeBuff Grenade (removes current buffs on enemy players within a concentrated blast radius)
ABILITIES:
MMMMMMMM WILL ADD LATER