Knockdowns


(Bullveyr) #141

Thanks for that info.
No offence but much more bullets to gib than to take someone down sounds a little bit silly (from a “realism” pov). :wink:

I’m not saying that it isn’t a good idea or won’t work well because obviously I haven’t played the game but I stay sceptical about this system.
My concern is that gibbing ends up beeing less “dynamic” and is more a clean-up after the firefight and I’m still not really convinced that standing up instantly sin’t more useffull in pretty much every situation.


(X-Frame) #142

[QUOTE=Bullveyr;261359]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.[/QUOTE]

So they give you a syringe and you use it the next second later … is that really worth the complaining when Brink’s system gives you 100% freedom of when you want to get up? Hell no. Play a game like MAG or Killzone 2 and you’ll see why Brink has it right.

How does waiting until it’s safe NOT make sense to you? If you get instantly picked back up when clearly it’s not safe and you die seconds later, you could fall into the next team spawn wave and have to wait another 20 seconds to respawn.

Even in your example of getting gibbed … all that means is that you’d now respawn with the rest of the team which could be in 3-4 seconds.


(madoule) #143

additionally you missed the point that the downed person may have up to three choices:

  • use the already given syringe
  • wait for medic to come
  • use the next team re-spawn

afaik, you can be downed for a certain period and you are THEN forced to use the next team respawn…
imo only in a few occasions there’s added value in gibbing someone


(Apples) #144

@ Xframe and madoule… ever heard of gibbing?

As he stated I dont see the point in waiting too long because any decent player will gib you anyway, the only cool thing I can see is if said player was incomming to gib you, then caught in a firefight, and bam, you jump on your feet to backrape him, but if you wait too much anyone will gib you for sure, as it’ll be easy with a melee.

A can already see the guy incoming with melee in mind, the downed guy stand up in his feet and pewpew him in the face point blank, will bring some laugh…

Peace


(Bullveyr) #145

It certainly won’t be a dealbreaker but the little things in a game can be annoying (or the extra something). :wink:

Play a game like MAG or Killzone 2 and you’ll see why Brink has it right.

I have zero interest in playing FPS on consoles but a good 9 years of RtCW, W:ET and ET:QW should give me some knowledge about reviving systems.

How does waiting until it’s safe NOT make sense to you?

It is not safe because you can and most likely will get gibbed.

If you get instantly picked back up when clearly it’s not safe and you die seconds later, you could fall into the next team spawn wave and have to wait another 20 seconds to respawn.

That is what /kill is for (not implementing it in the PC Version would imho be a big fail).

[QUOTE=madoule;261393]additionally you missed the point that the downed person may have up to three choices:

  • use the already given syringe
  • wait for medic to come
  • use the next team re-spawn[/QUOTE]
    I also have the later 2 options with intstant revives and as I allready mentioned I don’t see the use of not using the syringe intstantly in 99% percent of the situations

afaik, you can be downed for a certain period and you are THEN forced to use the next team respawn…

That doesn’t really affect concern with no instant revive and the whole system in general.

imo only in a few occasions there’s added value in gibbing someone

I can think of enough situations and gibbing was crucial in RtCW / W:ET / ET:QW, I hope it still is in Brink.

:smiley:

Depends what you really can do when standing up, I doubt that you will be able to shoot or melee because SD mentioned you can’t do that whiler standing up from a knock down, I guess it is the same with revives.


(X-Frame) #146

Of course I wouldn’t wait for like 30 seconds because then I might as well just respawn with the team at a base, unless if there’s a benefit to reviving yourself (like increased default health) over respawning.

Then again I won’t mind waiting until it is safe, because getting up when you know you’re going to just die (and have to wait) again is just pointless.

Question though - if you’re given a syringe can you opt never to use it if things are too hot and respawn with the team or are you forced to use it?

@ Bull - I guess we’ll just agree to disagree as the way I see it Brink’s revive system is perfect in every single way.


(LyndonL) #147

[QUOTE=Apples;261400]As he stated I dont see the point in waiting too long because any decent player will gib you anyway, the only cool thing I can see is if said player was incomming to gib you, then caught in a firefight, and bam, you jump on your feet to backrape him, but if you wait too much anyone will gib you for sure, as it’ll be easy with a melee.
[/QUOTE]

It might not work out this way with only 8 people to a team, but my thoughts are if everyone is congregating in a small area such as a choke point near an objective it might be very hard. If you take someone down and their medic is doing the right thing and laying down cover fire whilst staying out of the line of fire themselves and the rest of their team is behind them, then there is no way that you will be able to get in there to melee, and it will be a war of attrition - whomever runs out of ammo first will lose. So therein lies the importance of having soldiers on your side.

Of course this will only play out in few scenarios, and in pub people won’t be organised enough for it to work anyway :rolleyes:


(Apples) #148

[QUOTE=LyndonL;261414]It might not work out this way with only 8 people to a team, but my thoughts are if everyone is congregating in a small area such as a choke point near an objective it might be very hard. If you take someone down and their medic is doing the right thing and laying down cover fire whilst staying out of the line of fire themselves and the rest of their team is behind them, then there is no way that you will be able to get in there to melee, and it will be a war of attrition - whomever runs out of ammo first will lose. So therein lies the importance of having soldiers on your side.

Of course this will only play out in few scenarios, and in pub people won’t be organised enough for it to work anyway :rolleyes:[/QUOTE]

One answer mister : GRANADA!


(Herandar) #149

[QUOTE=Bullveyr;261384]Thanks for that info.
No offence but much more bullets to gib than to take someone down sounds a little bit silly (from a “realism” pov).[/quote]

Reality doesn’t make for good games.

Suppose you had wandered off to a far corner of the map when you were killed. Perhaps it might be better and faster for you to respawn, but a medic just happened to be near you, and gave you a syringe. In the old system, you would be instantly revived, and have to leg it back to the main fight.

With the new system, all you have to do is click one button and you can be revived. Or you can choose to respawn, and get back into the main battle that much quicker. Why are you complaining about having a choice? Why is clicking one button to use the syringe that much of a concern?

Can we change classes upon respawn, or only at command posts? If you change classes at respawn, then that would be another reason to choose to not revive yourself immediately.


(Apples) #150

His point is that you can do exactly the same stuffs with the old system, without this extra button to press :wink:

Using /kill would do the same as “not using the syringe”, using it too late would prolly get you gibbed anwyay, so, to press an extra button for the equivalent of an instarevive might seems a waste of time.

And not to forget than a decent medic wouldnt revive you in the middle of a big firefight unless he’s low on health and use this revive to get cover, or you are also a medic and do a chain revive.

Peace


(X-Frame) #151

WTF is /kill? The option to kill yourself while downed to prevent a revive? How is that better than having a choice to get back up? When if you /killed yourself with 18 seconds left on the respawn wave timer, but then in 5 seconds you realize the coast is clear - but now you can’t get up and have to spawn at base again.

Yeah, totally the same. Lol.

And there are way more ****ty, selfish Medics than there are decent ones, which again is why this system is perfect.


(DarkangelUK) #152

In Brink it would prevent you from being interrogated and the enemy discovering your team mates positions… which is exactly why I’m glad /kill is removed.

In RtCW, W:ET and ET:QW (tho that had a Respawn button), you had to choose your class from the Limbo menu, and you would switch to that class the next time you spawned. Rather than waiting to be killed, people would just /kill with 1 sec to go till respawn so they could be the class they desire. Again something that isn’t an issue since class changes are instant via command posts.


(Bullveyr) #153

[QUOTE=LyndonL;261414]So therein lies the importance of having soldiers on your side.
[/QUOTE]
I wonder how much ammo you can gather without the help of a soldier, one thing I don’t liked in W:ET compared to RtCW was that the medics were less dependant on LTs.

[QUOTE=Herandar;261419]Reality doesn’t make for good games.
[/QUOTE]
With “reality” I meant “making sense”, just like shotguns beeing more usefull at range than close quarter would be kind of silly for example.

Thx :slight_smile:

And not to forget than a decent medic wouldnt revive you in the middle of a big firefight unless he’s low on health and use this revive to get cover, or you are also a medic and do a chain revive.

Let’s see if that still works, allthough I hope it stil works it is less important because you can revive from a distance and more instantly from the medics POV.


(Apples) #154

[QUOTE=X-Frame;261426]WTF is /kill? The option to kill yourself while downed to prevent a revive? How is that better than having a choice to get back up? When if you /killed yourself with 18 seconds left on the respawn wave timer, but then in 5 seconds you realize the coast is clear - but now you can’t get up and have to spawn at base again.

Yeah, totally the same. Lol.

And there are way more ****ty, selfish Medics than there are decent ones, which again is why this system is perfect.[/QUOTE]

We’ll see that in practice :wink: IMO its somthing that destroy the cohérence of the medics, because a good medic is usually someone who is good at escaping, and at taking the right decision to revive or not, here they just toss you candy from behind a wall and get free xp n shizzle for that… ORLY?

And once again you wont have the choice to get back up after being like 15 second in the middle of a firefight… except if you were picking flower in a building’s rooftop, you’ll get gibbed pretty quick by any splash weapon, melee, or enough bullets, as brink is 8V8 the gibbing become more important in order to push back spawnwaves, and it seems also easier as there wont be as people and spam to prevent you from gibbing.

Thats where I think you might get a bit more realistic at, if you can stay 15 sec outta a spawntime of… lets say 30 without being gibbed… well the other team is pretty much doomed because they obviously dont know how to defend or attack.

But well, as its “perfect” for you I’m not even sure why I’m trying to argue :wink:

Peace


(Herandar) #155

Yes, you have to press an extra button (which is damn near totally insignificant), but you can also choose to not be revived when you don’t want to be. In the old system, you couldn’t choose to /kill after the medic revives you. In the new system, it IS still an option after you are given the syringe.


(Apples) #156

Indeed you could choose to /kill after the medic revived you… where are you from?

Once again it depended on the situation, but even if you forgot to /kill and the medic revives you in the middle of whatever fight without for you any survival chance, then you can still /kill before 0 to spawn back with full health and ammo.

The extra button argument is picky, I agree on that, but so far i’m not convinced by your arguments neither :wink:

Peace


(X-Frame) #157

As someone already said, it would be difficult for Operatives to intergate downed players if everyone could just kill themselves.


(Bullveyr) #158

[QUOTE=X-Frame;261426]WTF is /kill? The option to kill yourself while downed to prevent a revive?
[/QUOTE]
Allthough as allready mentioned that’s not /kill (or selfkill) you can actually do that in Brink.

/kill doesn’t have to interfere with interrogation, it could simply put you in a downed, unrevivable, not gibbed (assuming you can only interrogate ungibbed enemies) state.
That would be similar to W:ET and ET:QW where /kill doesn’t prevent the enemy from stealing your uniform or making you a spawnhost

In Brink depending on the position of the command post /kill would still be faster in some cases.
Another very important part of /kill is to join the next spawn wave to attack with your whole team.
It’s more important for clan wars than for pub play.

If SD doesn’t put /kill at least into some kind of “esport settings” I’m pretty sure it’s one of the first things a pro mod will add.


(DarkangelUK) #159

Downed, incapped, but not dead but not revive-able position Now you’re adding unnecessary stuff for unnecessary reasons… /kill just isn’t required anymore.

Btw I agree with your sig :o


(Bullveyr) #160

That state is more or less allready in the game, if you’re incapacitated and choose to spawn the next spawn wave insetad of waiting for a medic.

Seems that we dissagree on the usefullness of /kill in Brink, at least for clan wars. :wink:

PS: I would also like to have the option to bind loadouts/classes to a key similar to class selection scripts in RtCW/W:ET/ET:QW instead of using some menu at the command post.