Knockdowns


(Ix LP xI) #121

[QUOTE=Wraith;260658]You get knocked down by slide tackles, explosive force, and gunbutt melee. Once knocked down another melee will incapacite you.

You are confusing knockdown and incapacitated.[/QUOTE]

so, in short, it’s knockdown-*>incapacitation->death(optional)?

the incapacitation is like the thing where you can choose to respawn or wait for a medic we saw in the videos? is there any video with a demonstration of being knocked down?

I’m a bit confused with this.


(Cankor) #122

[QUOTE=Ix LP xI;261030]so, in short, it’s knockdown-*>incapacitation->death(optional)?

the incapacitation is like the thing where you can choose to respawn or wait for a medic we saw in the videos? is there any video with a demonstration of being knocked down?

I’m a bit confused with this.[/QUOTE]

Almost, you can get incapaciitated directly without having to be knocked down first, so the knockdown part is optional too.

Knock down: you can get up on your own.
Incapacitated: someone “killed” you but you can be revived.
Dead (aka gibbed): No chance for revival, you must re-spawn.

There’s videos of both, but it’s pretty hard to tell the difference. The few situations where a guy rifle butts another guy, you know those are knockdowns. In addition, there’s at least one vid where a rifle grenade bounces off a guy and knocks him down. Everywhere you see a guy going down when shot, those are incapacitated guys.

The thing to understand is when you “kill” a guy, he’s not really dead. If you have played Battlefield 2 or Bad Company 2, it’s pretty much the same thing. Those guys on the ground you rez with the paddles aren’t really “dead” until they re-spawn.

There’s a very important concept in SD games that I’m not sure exists in any other game (I know it’s not in BC2 for instance) and that is the concept of “gibbing”*. This is where you consciously make that guy who’s laying there incapacitated “dead”, so he can’t be revived. Essentially what you are doing is killing him some more :slight_smile: It’s extremely important to do this, if you leave a bunch of guys laying around who aren’t gibbed they can be revived right where they are without having to run all the way back from the spawn point.

You gib a guy buy shooting him a bunch, dropping a nade on him, or in Brink, meleeing him (which is apparently the fastest way to do it as they say it takes a lot of bullets otherwise).

*Gibbing comes from the word giblets, which is what a guy looks like after getting nailed with excessive splash damage in Wolfenstein Enemy Territory and probably previous ID software games (didn’t really play any so not sure). Also a squishy sound to go along with the giblets flying :slight_smile: And some guys pronounce it the way it’s spelled “Gib” and others the way iot would sound by shortening giblets which is “Jib”.

So when some guy is hollering at you in Brink to “Gib them damn it” you will know what he’s going on about. Remember to gib, it’s one of the most important things you can do, even to the point of dying yourself to do it sometimes (like the guy is the objective class and there’s a medic right next to him, if you die but get the gib you did a good job).

As an interesting aside, in BC2 and ETQW, even though the guy could be revived, it still counted as a kill as far as your K/D went. the funny thing is, in ETQW, if you waited to be revived, your death was erased as far as your K/D ratio was concerned, even though the other guy got to keep his kill.


(Apoc) #123

[quote=Ix LP xI;261030]so, in short, it’s knockdown-*>incapacitation->death(optional)?

the incapacitation is like the thing where you can choose to respawn or wait for a medic we saw in the videos? is there any video with a demonstration of being knocked down?

I’m a bit confused with this.[/quote]

Um possibly. Im pretty sure knockdown is just you going from standing to lying down (but on your back, not proning), you can get up whenever you want, but it may be wise to kill the person who knocked you down before you do as getting up takes time and means you get shot.

Incapacitation, is when you lose all your health, your on the ground waiting for a medic, or you can tap out and respawn in the next wave.


(Ix LP xI) #124

[QUOTE=Cankor;261045]Almost, you can get incapaciitated directly without having to be knocked down first, so the knockdown part is optional too.

Knock down: you can get up on your own.
Incapacitated: someone “killed” you but you can be revived.
Dead (aka gibbed): No chance for revival, you must re-spawn.

There’s videos of both, but it’s pretty hard to tell the difference. The few situations where a guy rifle butts another guy, you know those are knockdowns. In addition, there’s at least one vid where a rifle grenade bounces off a guy and knocks him down. Everywhere you see a guy going down when shot, those are incapacitated guys.

The thing to understand is when you “kill” a guy, he’s not really dead. If you have played Battlefield 2 or Bad Company 2, it’s pretty much the same thing. Those guys on the ground you rez with the paddles aren’t really “dead” until they re-spawn.

There’s a very important concept in SD games that I’m not sure exists in any other game (I know it’s not in BC2 for instance) and that is the concept of “gibbing”*. This is where you consciously make that guy who’s laying there incapacitated “dead”, so he can’t be revived. Essentially what you are doing is killing him some more :slight_smile: It’s extremely important to do this, if you leave a bunch of guys laying around who aren’t gibbed they can be revived right where they are without having to run all the way back from the spawn point.

You gib a guy buy shooting him a bunch, dropping a nade on him, or in Brink, meleeing him (which is apparently the fastest way to do it as they say it takes a lot of bullets otherwise).

*Gibbing comes from the word giblets, which is what a guy looks like after getting nailed with excessive splash damage in Wolfenstein Enemy Territory and probably previous ID software games (didn’t really play any so not sure). Also a squishy sound to go along with the giblets flying :slight_smile: And some guys pronounce it the way it’s spelled “Gib” and others the way iot would sound by shortening giblets which is “Jib”.

So when some guy is hollering at you in Brink to “Gib them damn it” you will know what he’s going on about. Remember to gib, it’s one of the most important things you can do, even to the point of dying yourself to do it sometimes (like the guy is the objective class and there’s a medic right next to him, if you die but get the gib you did a good job).

As an interesting aside, in BC2 and ETQW, even though the guy could be revived, it still counted as a kill as far as your K/D went. the funny thing is, in ETQW, if you waited to be revived, your death was erased as far as your K/D ratio was concerned, even though the other guy got to keep his kill.[/QUOTE]

Thanks for explaining this to me. I’m familiar with gibbing though, I’ve played a lot of Gears 2 (although Gears was a bit different because they could get back up by themselves). I was just a bit confused with the knockdown part.

And the revive thing in BC2 is a real problem; medics keep reviving you against your will in front of heavy fire and it’s very frustrating (and it destroys your k/d but that’s not the main issue).


(Cankor) #125

Fixed in Brink, you are in charge of the time you are revived, medic tosses you a revival syringe and you inject yourself when you feel the time is right. Medic gets XP for getting the syringe to you then more when you actually use the thing.


(LyndonL) #126

Afaik it came about in the original Quake :smiley: Gotta love the grenade launcher and its sound effects when bouncing across the floor hehe.


(Humate) #127

Not really.
It was supposed to be fixed by giving you the choice in when to revive yourself.
However they have included a blur mechanic that stops you from actually seeing who is camping your body. So it completely mitigates this - you still have to rely on the medic killing the threats before handing you the syringe. And thats simply not going to happen in a typical pub game.


(Herandar) #128

[QUOTE=Humate;261092]Not really.
It was supposed to be fixed by giving you the choice in when to revive yourself.[/QUOTE]

But it is fixed. If you don’t want to be revived, (the problem) you won’t be.


(Humate) #129

If you didnt want to be revived in etqw, you /killed… the difference being, you could actually see what was happening around you to know when to /kill. You dont know in Brink, as only a couple of meters is actually shown.

Theres nothing stopping a medic running in, handing a syringe and running out with no interest in who is actually standing there. If you cannot see as an incapped player, then chances are youre going to die again - which is what the medic wants, so he can give you another syringe.

Furthermore, you can set up vent and have your mate play on the opposite team to do this with great effect. Ofcourse if the incapped player could actually see what was going on, it wouldnt be an issue.


(Herandar) #130

Issue resolved.

@Humate:
You are grafting another complaint on top of it, and a rather minor issue, at that. How many people are going to leave the medic alone and then keep killing the incapped player? Also, why wouldn’t you fight back/escape when you are revived? You are brought back with full health, and your vision is restored, so you can see where your tormentor is.


(DarkangelUK) #131

@Humate:

I think that adds to it… risk vs reward. You’ve already been incapped, so shouldn’t really expect an easy ride back to full health with a quick jab. Also I believe the skewed vision is distance dependent, only thing far away will be blurred and the screen loses some saturation. When I played it, I certainly didn’t feel I was lying there completely blind and having to guess when to revive myself… I could see and determine enough about when was good and when wasn’t.


(Ix LP xI) #132

I saw that in the videos, thank god for that.

[QUOTE=Herandar;261165]Issue resolved.

You are grafting another complaint on top of it, and a rather minor issue, at that. How many people are going to leave the medic alone and then keep killing the incapped player? Also, why wouldn’t you fight back/escape when you are revived? You are brought back with full health, and your vision is restored, so you can see where your tormentor is.[/QUOTE]

Notice how I said heavy fire. That means 5+ enemies and/or a tank (aka no time to move). The medic can just pop out of cover for an instant, defibs in hands, get his 70 pts, get back under cover and watch me getting shot to death again, pop out, get his 70 pts, etc.

The enemies don’t have the time to shoot the medic and he’s usually sitting on his medpack anyways.


(Herandar) #133

Yes, I play BFBC2, and I’ve been frustrated by being revived when I wanted to change class, because I can’t do anything to a tank as a medic, and not much more as an assault.

But there aren’t any tanks in Brink, and the problem has been resolved.

(My second paragraph was a response to Humate saying the problem you listed, which I quoted, wasn’t resolved. It wasn’t a response to the text that I quoted. I apologize for any confusion.)


(Ix LP xI) #134

[QUOTE=Herandar;261247]Yes, I play BFBC2, and I’ve been frustrated by being revived when I wanted to change class, because I can’t do anything to a tank as a medic, and not much more as an assault.

But there aren’t any tanks in Brink, and the problem has been resolved.

(My second paragraph was a response to Humate saying the problem you listed, which I quoted, wasn’t resolved. It wasn’t a response to the text that I quoted. I apologize for any confusion.)[/QUOTE]

Oh, I thought you were saying I was bad for not being able to do jack when being revived under heavy fire. Sorry about that.

But I’m very happy that I am able to decide whether I want to be revived or not.


(X-Frame) #135

Some good discussions here, and I didn’t even know you could slide tackle someone OMG. <3


(Cankor) #136

[QUOTE=Humate;261092]Not really.
It was supposed to be fixed by giving you the choice in when to revive yourself.
However they have included a blur mechanic that stops you from actually seeing who is camping your body. So it completely mitigates this - you still have to rely on the medic killing the threats before handing you the syringe. And thats simply not going to happen in a typical pub game.[/QUOTE]

The medic doesn’t have to kill the threats before giving you the syringe, he can give it to you any time. You’ll still be able to see what’s going on in your immediate vicinity. It may not be perfect, but I don’t see how you can argue that it shouldn’t be a HUGE improvement.


(Bullveyr) #137

Reading the forum for quite a long time but my first post.

I’m not a fan of the new revive system because I don’t see the need or benefit for it and it adds some minor delay to how fast youyou can get up again.

Why would I don’t use the syring instantly?
Ofc it can suck if you die right after you get revived but waiting until it’s safe just doesn’t make sense for me.
If a medic throws me a syring and I notice that a couple of enemies are around so that I most likely die short after I use the syring I would still use it instantly, otherwise I would get gibbed anyways if they aren’t completely stupid.
At least I would have a chance to do some damage instead of hopping I don’t get gibbed.

A option to instantly use the syring would be nice, so I can avoid that imho useless task and save me some minimal time.


(tokamak) #138

Your resilience to buttons increases significantly when you’re down. They can’t easily gib you.


(Bullveyr) #139

Sry but I fail to understand that sentence. :wink:

They can’t easily gib you.

Do we have any info on how hard it realy is to gib someone besides that melees are instant gibs?

I doubt it will be that hard to gib some, like more bullets to gib than to take someone down.


(Exedore) #140

It takes significantly more bullets to gib someone than take them down. We want you to be inclined to use the riskier melee finishing move, which gives the incapacitated player a little bit of time to make a decision, or a teammate to come to the rescue if in close proximity.