There. This thread should even out the bias that some users talked about. Lets see if more people vote for “No change”. And I shouldn’t hear anymore dumb excuses about the poll.
Keep Spread and Damage the same, DON'T CHANGE IT!
Still, no change please, though I don’t really care if they would change it really.
Indifference by thy name.
[QUOTE=nick1021;347272]Should of added an indifference option =/
But if you don’t care, don’t vote.[/QUOTE]
Hence; No Change.
[QUOTE=79of96;347267] I don’t really care if they would change it really.
Indifference by thy name.[/QUOTE]
…
Indeed. But, No Change is fine with me too. Really.
And for some comical relief: :stroggtapir:
You created an exact duplicate poll. You do know the signs of madness are repeating the same things over and over and expecting different results each time o_O
Nick, unbiased. pfft… You can’t say a vote does not count because you don’t like their reasoning. 
I know. But one user complained that the last poll was biased.
But now he is saying it is still bias. BS. I exactly did what you said. This title name attracts the people who want no change.
And don’t say “Oh hur dur, but it makes people who want change in”. Then why didn’t the last thread make people who wanted no change to come?
I can empathise with this. I personally don’t agree with you at all and think Brink needs structural changes. However, with almost everything you only hear the people that want change and you never hear those who are contend.
So I admire putting it up for them, all four of them.
Brink needs A LOT of change that won’t happen. Or won’t be fast enough to save what is left of the rotting corpse. But reducing spread is a start =/
But lets wait a day or two and see if the “no change” gets higher.
which doesn’t make any sense whatsoever because what you would get is more of an ‘instangib’ kinda gameplay.
I made this poll because of NID.
He said the last poll was bias because it attracted people who wanted change. But now using what he said, I made a title attracting people who don’t want change, but the change option is still winning. So I guess he was dumb after all.
As this asks the same question as the other poll i’ll post a compareable but more in depth answer as in the other poll ^^
I voted Tighter Spread less damage.My suggestions are meant to be constructive and not to offend SD or anybody’s opinion.Here we go:
In my opinion the aim is to find shooting mechanics that are predictable and comprehenisble for the player.When taking the control out of the players hands people get angry.No control or a lot of random factors is a huge factor why so many threads were made.
In my opinion a solution would be to increase recoil instead of max spread and make SMG’S and other weapons that aren’t supposed to be good on distance less effective on distance with the “range” value.
So it doesn’t matter if a SMG has almost no spread and is very accurate for long distance shooting as it doesn’t deal as much damage on longer distances.
By making SMG’S still very accurate on distance (almost no spread) but reduce their damage via the “range” value, = less damage on distance, and making it harder to hold down fire because of an increased recoil we would have an even better result in my opinion.
To make it really perfectt this can be further tweaked so using hip firing has more recoil and using AS reduces recoil so AS still has it s place in the game and is useful for long distance shooting.
Reducing spread and using recoil and the “range value” instead could even help to make shotguns more predictable and comprehensible for the player and even add a difference between body and headshots to shotguns.If you didn’t knew, shotguns don’t have headshots at the moment.
If you reduce the spread heavily of shotguns so all bullets are very close to the center of the crosshair/AS it is actually skill to do headshots.By reducing damage on distance via the “range value” you don’t have to use a crazy bullet spread anymore.
This would result in more comprehensible shotgun behavior,would make shotguns effective and skillfull to use at close range because headshots are still skill to pull off, make more predictable damage and they would still be weak on long range because of the “range” value reducing it s damage on distance.
The more recoil while using hip firing suggestion would work with shotguns aswell.It is somewhat logical and not completely out of this world that a gun or a shotgun has more kick (recoil) when not shouldered/not using AS.
This is a PC patch which i give SD mad respect for as this shows they understood that a PC shooter and a console shooter needs different shooting mechanics to be really satisfying for both crowds,something not many developers have understood.
Here is a summary:
[ul]
[li]Instead of increasing max spread - Increase recoil.[/li][/ul]
If a gun has stronger recoil the longer you shoot it, max spread becomes almost unneccesary and can be very low as an value.
[ul]
[li]Instead of increasing spread - use the “range value”[/li][/ul]
By this SMG’s/guns that aren’t supposed to be that effective at long range are still accurate and predictable to shoot(skill) but just don’t deal as much damage.
[ul]
[li]Instead of giving guns artifical buillet spread on distance so AS get s used -[/li][/ul]
[I]Give guns a stronger recoil while hip firing that needs to be compensated and reduce recoil when a gun is shouldered/using AS.So AS are used for long distance shooting in order to have reduced recoil as the gun is shouldered so one can stay on a smaller target with the AS a lot easier.By this guns would have a simular spread and max spread while hip firing and AS but the recoil value changes.
In my opinion this is more believable and makes more sense gameplay wise as a gun isn’t magically chaning it’s bullet spread becoming a completely different gun because using Ironsights, it s just that it is better to control, resulting in a better pattern.[/I]
[ul]
[li]If the SMG/weapon is still too powerful ,instead of increasing spread - reduce damage output[/li][/ul]
More recoil means again more skill is needed to handle the gun under sustained fire and it is actually skill if you can handle the gun with heavier recoil.
lnstead of a max spread value which forces you to stop shooting because bullets are magically going all over the placee.
I think it adds to the often quoted skill ceiling and is simply more understandable for the players.If he hasn’t compensated for the recoil and is aiming over the head, he won’t score a headshot,instead of a random bullet spread pattern he can’t influence.
Brink can be a fantastic opportunity for SD to really nail down shooting mechanics on the different platforms and have this important gameplay knowledge flow into their new projects, profiting immensly if done correctly.
[QUOTE=RaKeD;347303]As this asks the same question as the other poll i’ll post a simular answer as in the other poll ^^
I voted Tighter Spread less damage.My suggestions are mean’t to be constructive and not to offend SD or anybody’s opinion.Here we go:
In my opinion the aim is to find shooting mechanics that are predictable and comprehenisble for the player.When taking the control out of the players hands people get angry.No control or a lot of random factors is a huge factor why so many threads were made.
In my opinion a solution would be to increase recoil instead of max spread and make SMG’S and other weapons that aren’t supposed to be good on distance less effective on distance with the “range” value.
So it doesn’t matter if a SMG has almost no spread and is very accurate for long distance shooting as it doesn’t deal as much damage any longer on distance.
By making SMG’S still very accurate on distance (almost no spread) but reduce their damage via the “Range” value = less damage on distance and making it harder to hold down fire because of an increased recoil we would have an even better result in my opinion.
To make it really perfectt this can be further tweaked so using hip firing has more recoil and using AS reduces recoil so AS still has it s place in the game and is useful for long distance shooting.
Reducing spread and using recoil and the “range value” could even help to make shotguns more predictable and comprehensible for the player and even add a difference between body and headshots to shotguns.If you didn’t knew, shotguns don’t have headshots at the moment.
If you reduce the spread heavily of shotguns so all bullets are very close to the center of the crosshair/AS so it is actually skill to do a headshots but reduce damage on distance via the “range value” instead of a crazy bullet spread.
This would result in more comprehensible shotgun behavior,would make shotguns effective and skillfull to use at close range because headshots make more damage and they would still be weak on long range because of the “range” value reducing it s damage on distance.
The more recoil whiel using hip firing suggestion would work with shotguns aswell.It is somewhat logical and not completely out of this world that a gun or shotgun has more kick (recoil) when not shouldered/not using AS.
This is a PC patch which i give SD mad respect for as this shows they understood that a PC shooter and a console shooter needs different shooting mechanics to be really satisfying for both crowds,something not many developers have understood.
In my opinion there is a more elegant approach than bullet spread and max spread without.
Here are my suggestions as a sumamry:
[ul]
[li]Instead of increasing max spread - Increase recoil.
[/li][/ul]
If a gun has stronger recoil the longer you shoot it, max spread becomes almost unneccesary and can be very low as an value.
[ul]
[li]Instead of increasing spread - use the “range value”
[/li][/ul]
By this SMG’s/guns that aren’t supposed to be that effective at long range are still accurate and predictable to shoot(skill) but just don’t deal as much damage.
[ul]
[li]Instead of giving guns artifical buillet spread on distance so AS get s used -
[/li][/ul]
Give guns a stronger recoil while hip firing that needs to be compensated and reduce recoil when a gun is shouldered/using AS.So AS are used for long distance shooting in order to have reduced recoil as the gun is shouldered so one can stay on a smaller target with the AS.By this guns would have a simular spread and max spread while hip firing and AS but the recoil changes.This is more believable and makes more sense gameplay wise as a gun isn’t magically chaning it s shooting pattern just because using the Ironsights, it s just that it is better to control, resulting in a better pattern.
[ul]
[li]If the SMG/weapon is still too powerful ,instead of increasing spread - reduce damage output
[/li][/ul]
More recoil means again more skill is needed to handle the gun under sustained fire and it is actually skill if you can handle the gun with heavier recoil instead of a max spread value which forces you to stop shooting because bullets are magically going all over the place or you start to spray and pray in close quarter combat,instead it is understandable for the player, if he hasn’t compensated for the recoil and is aiming over the head, he won’t score a headshot.
Brink can be a fantastic opportunity for SD to really nail down shooting mechanics on the different platforms and have this important gameplay knowledge flow into their new projects, profiting immensly if done correctly, in my opinion.[/QUOTE]
Some interesting thoughts here.
I want my accurized lacerator and “p’tang” sound!!! :oppressor:
I love how some people who played ETQW are complaining, yet the AR and lacerator had spread, the Hyper had spread all over your face, and then when you got scoped/accurised you could stop scope and burst headshots all over the show, just like with scope and handle grip… very similar, yes?
Loving my improved gotlung!
Thanks for a great game SD! :stroggtapir: