Knockdowns


(DarkangelUK) #81

I’m guessing that means there is no instant death on anything then. So 1hp, grenade to the face… you’re still just incapped with a smaller secondary (albeit, hidden) incap HP pool that then needs to be taken care of to cause the death.

There was just something satisfying about wiping out someone in a splurge of body parts in RtCW/W:ET, especially the multi-grenade or panzer kills.


(gunzo) #82

In ET the player was invulnerable for 2-3 seconds directly after being revived, will there be anything similar this time around?


(Herandar) #83

[QUOTE=Jess Alon;260092]What happens when two people slide at each other at the same time.[/QUOTE] What should happen, regardles of speed, mass and momentum, is that both players should end up in a heap on the floor next to each other. (As the game slowly pushes them apart…) Not only would it make sense, but that would play well into the knocked down metagame: Do I shoot the guy on the floor next to me, if you can even get the angle, or do you get up and try to knife the other player.

Or do both get up at the same time and both slide into each other again, and end up back where they were mere moments ago and start the metagame over again?


(Cankor) #84

If I remember my high school physics correctly it’s mass x velocity squared = energy released.

I too wonder what happens when two guys sliding run into each other, seems like the big guy ought to win (even if the small guy has managed to build up more speed it’s not important, the energy released on impact goes to both guys, and that’s where the mass does matter. If a VW going 40 MPH hits a Monster truck going 20 MPH, guess which one wins?

I was also thinking there could be a melee block thing, decided by size. So if two guys melee each other at approx the same time, the guy who was slightly slower throws a block instead of a melee. If the guy who blocks is bigger it’s successful, otherwise unsuccessful (guy still gets knocked down). If it is same size guys then it bounces off, if heavy blocks skinny skinny could even be knocked down. I’m not suggesting any of this seriously, it’s just fun to think about because there’s opportunity here for a more complex melee system. probably too complex, but still fun to speculate about.


(Bezzy) #85

If two players slide into each other simultaneously, I think there’s an explosion, and your Heavy Rain save games get deleted.


(madoule) #86

phhhew, thank god thats a PS3 exclusive… :slight_smile:


(Herandar) #87

Well, since Monster trucks were designed to drive over other cars, it’s a rhetorical question.

If a SMART car hits a tractor trailer, the result is the same, since the mass differential is much greater than light versus heavy. A more apt comparison therefore might be sedan versus van.


(Nail) #88

best answer
:penguin:


(beute) #89

[QUOTE=Exedore;260066]
Correct, you can only die while incapacitated. Believe me, you can still end up dying pretty darn quickly. A change we made during Brink’s production was that damage will not carry over between alive and incapped states… which I know won’t be a popular decision with some, but I really think makes the game more fun all around.[/QUOTE]

so that basicly means we will see that falling to the back animation over and over and over again and physics/ragdolls wont be present like they used to be in the container city gameplay :frowning:

Im ok with the fact that you cannot die unless you’re incapacitated.
I just cannot stand seeing the same animations over and over again like in the choir of guns trailer.
Especially the part where a molotov explodes right next to a guy and the guy simply falls on his back flying sidewards behind a box…

And adding several more animations wont make me happier about it I fear :(,
I just prefer ragdolls.
pre set death animations are one reason why killing enemies in CoD feels so unrewarding…(the other reason is they die in like 2 shots to the toe anyways lol)

but thanks for the answer!
you really care about the community, other DEVs wont even read their forums/suggestions.
but taking time to answer things is extremely nice of you guys.


(Murderous Pie) #90

yeah, if SP can fix this somehow it just may save this game… this seems like one of those strange dev quirks where they start getting “artistic” and they ruin the fun for everybody.


(Nail) #91

lol, bud it’s SD not SP as in Splash Damage

sorry, it’s been bugging me for days


(LyndonL) #92

Amen Nail.

But I still can’t believe so many people are so riled up over cosmetic things like the death anim. You’ll be too busy looking for your next target in game to care about it. You’ll only notice it if you obsess over it like what’s happening now. “It’s only a big deal if you make it a big deal.”


(DarkangelUK) #93

I can kinda understand to a degree, something repetitive isn’t natural, and seeing that repeated performance can ruin even the simplest of immersion. Even a variance of 2, 3 or 4 different canned death animations would mix things up.


(BioSnark) #94

As much as people here like to be down on it for the mp, new wolf had the best sp death animations.


(beute) #95

[QUOTE=LyndonL;260386]Amen Nail.

But I still can’t believe so many people are so riled up over cosmetic things like the death anim. You’ll be too busy looking for your next target in game to care about it. You’ll only notice it if you obsess over it like what’s happening now. “It’s only a big deal if you make it a big deal.”[/QUOTE]

I pre ordered brink a long time ago.
so it’s not a reason to not buy the game for me.

physics/ragdolls are still important.
I need them to react realisticly in some way, even if it is exaggerated.(bodies flying 40metres etc)
I just dont like pre-set animations, I actually HATE it when I kill somebody with a grenade and the model is acting as if I shot him in the foot… or even worse, they die and fly sideways while the animation is still going, just like CS1.6 models if they die because of a HE grenade…

I actually play(ed) at the lowest graphics available to a game whenever I played in a league or clan wars or whatever.
I even used low graphics configs that completely turn off dead bodies etc.

But once in a while I wanna see the game in it’s full beauty, I wanna immerse myself, and then sideways flying stiff bodies happen…


(LyndonL) #96

Ah yes the immersion excuse… As immersive as being able to sprint and reload a full clip. Or as immersive as being able to fall 5 metres but do a slide and get straight up with no dramas and run off shooting? Or as immersive as taking a full clip into your feet and still running off?

Get my point? :smiley:


(BioSnark) #97

Unreal Tournament 2004 was immersive… Brink doesn’t need varied death animations to be immersive but it should have them to be on par with the competition.


(DarkangelUK) #98

Didn’t UT2k4 have ragdolls, so death anims are a moot point? My only argument towards slight (emphasis on slight!) immersion breakers are canned repetitive animations that you see repeatedly.

Working on a death per round example, if you’re average was 20 kills per round… you’re going to see the same repeated death animation per enemy 20x in 20mins. Combine that with seeing a friendly die then the number increases at least 2x… so 40x per round of the same animation can grow old very fast. Going by those numbers I can’t believe that SD have went with a single animation… but until my fears are quashed, I have nothing else to go on.


(BioSnark) #99

Yes. UT2k4 was an extremely unrealistic game, however. Just saying realism isn’t the magic key to immersion. That doesn’t mean it doesn’t help.


(Iur'Tae'Mont) #100

ETQW only had the one death animation (AFAICT). Doesn’t really seem like a huge deal to me.