I've just had my first unfun match splash damage


(Zamininc) #1

Engineers with buffed weapons + light rifle.

No.

Just… No.

Give operative the weapon buff. They actually need it. Even from behind it takes like 1 clip to kill 1 person for oppie.


(DarkSlayer54) #2

I use Damage Buff + the Bolt-Action quite a bit. :stuck_out_tongue:
I think it’s fine how it is though… Engineers typically stay back and defend objectives which gives them many opportunities to buff team mates. While the Operative usually goes wonders off into enemy territory and they have very little opportunities to buff team mates.
So, imo it would be worst for Operatives to have it.


(InfiniteStates) #3

Yes that’s what we need - more people doggedly sticking as operative while the need for medics and soldiers goes unaswered.


(Saint Stunna) #4

The secret is binding your secondary weapon to thumb button so that you can take out 1-2 with main and then quickly switch to secondary SMG and spray the next 1-2. Position yourself behind the back with disguise.


(Smoochy) #5

[QUOTE=Zamininc;333875]Engineers with buffed weapons + light rifle.

No.

Just… No.

Give operative the weapon buff. They actually need it. Even from behind it takes like 1 clip to kill 1 person for oppie.[/QUOTE]

+1. SD said NO OHKs yet they happen all the time if you have a buffer sniper rifle. fine for light but no for medium. with no ballistics of physics sniping is far too easy with these small choke points!


(its al bout security) #6

ops are useless without an objective. comms hack and firewalls, but if you want to use etiher switch to op at a command post (generally not the spawn) and use these skills.

honestly tired of seeing ops everywhere…

if anything ops just run off and die, the buffs should all be apllied to all the guys that stick together so its like a incendiary bullet hurricane.

if you play ops you should definately hybrid to medic and play the medic 200% of the time and ops when you see a objective that says hack


(Kalbuth) #7

Seriously, people get OHK often in this game? oO It pretty much never happens to me, bare the odd sniper here and there, or me running right into the arms of a mossington guy


(Overgear) #8

I don’t think you play enough Sec Tower. There is always at least 1 sniper on the upper wall.
During the escort, theres normally at least 1 resistance sniper at the point that Security first spawn.
Snipers everywhere, ignoring the new movement system. It’s so stupid


(its al bout security) #9

[QUOTE=Overgear;334028]I don’t think you play enough Sec Tower. There is always at least 1 sniper on the upper wall.
During the escort, theres normally at least 1 resistance sniper at the point that Security first spawn.
Snipers everywhere, ignoring the new movement system. It’s so stupid[/QUOTE]

meh sniping is a defensive strategy and i have played with a group of friends (8 of them) on sec tower as security

7 snipers 1 bait guy (medic with self revive) once they drop him we just wait from say 5 differnt view points. it was pretty SICKK!

but yeah yeah counter intuitive sniping does seem…


(Om3ga) #10

Classes are well balanced. I don’t have prob with em.


(dazman76) #11

Seriously? Or was that a joke? I certainly wouldn’t call it “sick”…


(Kurushi) #12

Getting sniped is annoying but it rarely happens to me. It’s very situational and quite easily avoided.

As for shooting someone in the back, that goes for every class, you have to manage your resources properly. Giving the damage buff to Operative just wouldn’t work, he’s not with the rest of the team half the time to actually give the thing out.


(Kalbuth) #13

[QUOTE=Overgear;334028]I don’t think you play enough Sec Tower. There is always at least 1 sniper on the upper wall.
During the escort, theres normally at least 1 resistance sniper at the point that Security first spawn.
Snipers everywhere, ignoring the new movement system. It’s so stupid[/QUOTE]

1 sniper on a map is not getting people OHKd that often.
I didn’t say there aren’t any sniper in the game, but that there aren’t that many OHK.
Snipers are countered easily


(iFork) #14

Sniping managed to hold off my resistance team in a Security match at the checkpoint fence for quite a fair bit, everytime you run out you get insta incapped and we managed to inch him bit by bit before arriving at cover. Spamming grenades and lobster into security’s spawn helped though XD


(DarkSlayer54) #15

I think the sniping is balanced, but it needs tweaking (a lot of bugs and annoyances). Only thing I would tweak about the damage would be to reduce damage to the torso, but increase the damage to the head.


(slengteng) #16

Speaking of weapon buffs does anyone know what the increase in damage is from one? Is it something small like 1%, or more significant like 10%?


(Ark_peasant) #17

Normal buff : +18% (= 118% damages)

Double-buff (engineer ability) : +31% (= 131% damages)

Check the Brink wikia for more informations (note : it’s not 100% complete, add more infos if you can).

Against snipers, I think small tweaks can reduce its effectiveness, “and/or” list :[ul][li] - rework map design : a) add vent/fire with smoke, bushes, crates, anything that can block the sight of Snipers - b) add secondary accesses for medium/light class (so they can sneak behind and kill the Snipers)[/li].
[li]- increase the effect of the flashbang grenade if the Sniper has the scope on,[/li].
[li]- add slight aiming delay (= it’s “dragging” the scope a little, not following it instantly),[/li].
[li]- reduce/cap the bodyshot damages while increasing the headshot damages,[/li].
[li]- damage fall off : even Sniper rifles deal less damages over long distances. Damages drop to 90%/80% quite rapidly, then stay above 75%. Buffed Sniper rifles are more affected : they fall to 100%/90% as fast as the vanilla Sniper rifles reach 90%/80%.[/li].
[li]- add a 0.5 second (more or less, maybe 0.25/0.33 is enough) “stabilization” for the sniper after being hit, so a player can spray at a Sniper and have a chance to survive (= effective suppressive fire).[/li].
[li]- limited amount of Sniper rifles available per team.[/li]or
[li]- more Sniper rifles equipped = Sniper rifles deal less damage, to prevent mass-Snipers. Roleplay excuse : more Sniper rifles produced/acquired = less attention to the quality.[/li].
[li]- etc…[/ul][/li]
In my case I didn’t encountered too much Snipers, but keeping an eye on that is an excellent idea.


(its al bout security) #18

well sir what makes it hard to snipe is that fact that auto aim makes the reticule point a mile behind target and taking it off is hard because you cant use the lead method, if a character is running any direction but towards or away the chances you will hit an OHK is ridicules.

and yes 7 sniper and 1 heavy self reviving medic bait is SICKK!!! SWEET AND TUBULAR!!!


(DarkSlayer54) #19

I agree with everything except for these ones.

[QUOTE=Ark_peasant;334555]

[ul]
[li]- add slight aiming delay (= it’s “dragging” the scope a little, not following it instantly),
[/li]
[li]- add a 0.5 second (more or less, maybe 0.25/0.33 is enough) “stabilization” for the sniper after being hit, so a player can spray at a Sniper and have a chance to survive (= effective suppressive fire).
[/li].
[li]- limited amount of Sniper rifles available per team.
[/li]or
[li]- more Sniper rifles equipped = Sniper rifles deal less damage, to prevent mass-Snipers. Roleplay excuse : more Sniper rifles produced/acquired = less attention to the quality…[/ul]
[/li][/QUOTE]
I feel these would take away from the fun-factor to snipers. In CoD the delay, and flinch is a different story since it’s a 1HK to most of the body, but this being Brink it has that certain Arcade feel to the snipers. Adding a delay or big flinch would really dumb that feel down and inch more towards realism rather than what it is now. Also, I think the whole “flinch” thing is unfair to snipers unless it’s affected by distance, because a SMG could burst fire across a map hitting a sniper every three bullets and making it almost impossible for the sniper to make a killing hit. (It would piss them off having their guy bobbing up and down, especially if it was by a close quarters weapon when it’s a long range weapon that they’re using).
Well, that’s my opinion anyway. I think the Snipers are just fine as they are. They don’t seem over powered at all, even with the buff. I’ve only used the Bolt-Action though, not sure how fast the semi-auto one is.


(Ark_peasant) #20

[QUOTE=DarkSlayer54;334581]I agree with everything except for these ones.

[…][/QUOTE]+0.75

when I wrote these possibilities, I knew it wasn’t fitting with “Brink”, it was just some examples to show the vast array of possibilities.

Good Sniper don’t stay at the some spot all the time and need to run to a position, take aim - shoot - run - take aim - shoot - … so aiming delay and suppressive fire are out.

And “Limited amount of Sniper” => people getting mad becausea) they can’t get their favorite weapon
b) beginners took all the Sniper rifles and prevent any efficient sniping
c) everyone fight over the few sniper rifles

- that being said -

However, I believe that reducing damages when there is more than x% of players using a Sniper rifle could be an interesting possibility.

I’m not talking about nerfing the weapon damage to 70%-80%, something around 90%-95% of the normal damage could be enough to incent a team with too much Snipers to have one (or two) Sniper switch for other weapons.

nb: I haven’t encountered too much Sniper myself but several people reported such thing.

It wouldn’t prevent a full-Sniper team nor prevent them from making kills, and it would value and reward players who try diversity.

Speaking of diversity, I wish something similar would exist with other weapons… We’re all carrying the mandatory “Carb-9 + drum magazine” (Heavy using MG/GL + Carb9+DM as secondary weapon).Do we really need to beat every “Most Used” weapon with the nerfbat until everyone switch to the next “Most Efficient” weapon to get a balanced game ? rewarding diversity could be a way to prevent uniformity…