Knockdowns


(DarkangelUK) #161

I’m still confused on the purpose of being partially dead, still can be interrogated but can’t be revived… what use does this state bring? There’s a very large discussion on the subject somewhere on here, and my firm stance is that /kill makes interrogation obsolete, and that’s the only good use for it… everything else that /kill was used for in previous games has already been taken care of, therefore rendering it pointless except as a get of interrogation free card.


(Cankor) #162

[QUOTE=Bullveyr;261384]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.[/QUOTE]

Could be, and you’ll have the choice. The thing that lots of you guys are missing is SD is going to great lengths to eliminate as many opportunites for griefing as possible. You don’t see medic griefing in ETQW, and I don’t remember any from W:ET, but it seems like it’s happened a lot in BC2, maybe because of the larger player base. So I’m sure that was on their minds as well when they came up with the new system.

I’ll probably miss the thrill of running in to get a revive more than anything else, but i’m resigned to that and agree that giving the downed guy the choice is more important.

[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

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[/QUOTE]

I believe you can lay there as long as you want, waiting through spawnwave after spwanwave for a medic if you so choose.

As far as gibbing, you couldn’t be further from the truth, there is always value in gibbing someone, you are preventing them from being revived and that’s really important. I can’t see how gibbing will be any less important in Brink than it is in ETQW and W:ET.

It is what it is at this point.

@DarkAngel: Not sure I understand your whole point on /kill. What about being able to re-spawn immediatly by choice (you are half dead, out of ammo, far from help, timer is close to zero; someone on your team just capped your forward, you are on the other side of the wall and timer is close to zero; everyone on your team just died, you’re alone and want to make a push with them)?

Are you saying all those things just there because /kill was there and made them possible, so they shouldn’t be there in a new design, or is there some other way to do those things that I’ve missed?


(DarkangelUK) #163

[QUOTE=Cankor;261559]
@DarkAngel: Not sure I understand your whole point on /kill. What about being able to re-spawn immediatly by choice (you are half dead, out of ammo, far from help, timer is close to zero; someone on your team just capped your forward, you are on the other side of the wall and timer is close to zero; everyone on your team just died, you’re alone and want to make a push with them)?

Are you saying all those things just there because /kill was there and made them possible, so they shouldn’t be there in a new design, or is there some other way to do those things that I’ve missed?[/QUOTE]

I broached that subject as well in the previous discussion, my compromise was an option to join next spawn wave, so you’re still a target until that time.


(Bullveyr) #164

The use is that you can’t abuse /kill to prevent interrogation.

… everything else that /kill was used for in previous games has already been taken care of, therefore rendering it pointless except as a get of interrogation free card.

That’s the point were we dissagree, I don’t see a mechanic in Brink that let’s you atack in the next wave with your whole team.

That /kill can be faster to change class is only a minor issue.

That would be a perfectly timed /kill with less chance of beeing abusive but you can’t abuse my original idea either.

PS: I would like a “Jack Bauer Ability” that prevents you from beeing interrogated. :smiley:

[QUOTE=Cankor;261559]The thing that lots of you guys are missing is SD is going to great lengths to eliminate as many opportunites for griefing as possible. You don’t see medic griefing in ETQW, and I don’t remember any from W:ET, but it seems like it’s happened a lot in BC2, maybe because of the larger player base. So I’m sure that was on their minds as well when they came up with the new system.
[/QUOTE]
You could also call that “nerfed because of some idiots”. :stroggbanana:

I’m not a real fan of dealing with “bad players” for the sake of gameplay, if you know what I mean.


(DarkangelUK) #165

A Join Next Spawn Wave option would cater to this.

That’s the point were we dissagree, I don’t see a mechanic in Brink that let’s you atack in the next wave with your whole team.

See previous reply

That /kill can be faster to change class is only a minor issue.

You can only change class at a command post, so you need to be alive to do this. Unless you can change class in menu a la ET then when you die you spawn as that class, but AFAIK that hasn’t been said either way.

That would be a perfectly timed /kill with less chance of beeing abusive but you can’t abuse my original idea either.

Your original idea seems more akin to /incap rather than /kill but with no ability to be revived… seems to add more confusion than is necessary.

PS: I would like a “Jack Bauer Ability” that prevents you from beeing interrogated. :smiley:

I think H0RSE came up with a series of his own ideas of abilities, and one was the cyanide pill perk where you can kill yourself while downed to prevent being interrogated :smiley:


(Bullveyr) #166

I would be fine with that instead of a real /kill, additionally it would be more noob friendly.
But I don’t see why this deals better with the interrogation problem because this way you can’t be interrogated if the next spawn wave comes up.

Ofc this depends on how interrogation exactly works (what state, how long after respawn, …)

You can only change class at a command post, so you need to be alive to do this. Unless you can change class in menu a la ET then when you die you spawn as that class, but AFAIK that hasn’t been said either way.

I hope you can change it via menu and bind to not waste time at the command post after respawn.

Your original idea seems more akin to /incap rather than /kill but with no ability to be revived… seems to add more confusion than is necessary.

/incap or /kill doesn’t matter :wink:

It might be confusing for the random player but would add value for competition, so just add it to some, allready mentioned, competition settings.


(DarkangelUK) #167

[QUOTE=Bullveyr;261598]I would be fine with that instead of a real /kill, additionally it would be more noob friendly.
But I don’t see why this deals better with the interrogation problem because this way you can’t be interrogated if the next spawn wave comes up.

Ofc this depends on how interrogation exactly works (what state, how long after respawn, …)
[/QUOTE]

Either way you can’t be interrogated if the next spawn wave comes up, but your way it appears you’re removing any usefulness you could be as a player until said spawn wave, whereas with my way you can still shoot, give cover, buff, create a distraction or even just draw fire away from your team mates. Indeed, we need details on how interrogation works. If someone is incapped and being interrogated, does that stop if the spawn wave hits and the player properly dies? Does the player stay alive during the interrogation process even if the spawn timer hits 0 and he has to wait again? Or does the interrogation complete while the player still spawns with the next wave.

And yes I would also like confirmation on whether class/loadout changes are CP only, or can they be done ET style with menu and change on spawn as well as CP <-- thinking about I suspect it’s this way, but you never know.


(Bullveyr) #168

… and does respawning prevent interrogation if the interrogation hasn’t started yet.

The differerence between our 2 concepts is that yours is automated and gives you a perfectly timed /kill whereas mine is more manually with the option of a full spawn if you screw it up.

Assuming it doesn’t interfere with interrogation it doesn’t really make a big difference, you would only use /kill short before a spawn anyway , yours is just more idiotproof.
Both would work for me.


(Cankor) #169

ahh, OK, I remember. So you “/kill”, but you stay alive unttil the timer hit’s zero and then it’s automatic? Seems like you’d still hit it at the last minute just to make sure you don’t suddenly need to change your mind. Hopefully thay have something like this.

It doesn’t seem like much of a distinction to me though, it just keep guys from /killing to deny a kill. As far as denying inteligence, like someone else said they can make it so your body doesn’t fade until after you’ve re-spawned (like stealing a dead guys uniform or making him a spawnhost).

[QUOTE=DarkangelUK;261597]
I think H0RSE came up with a series of his own ideas of abilities, and one was the cyanide pill perk where you can kill yourself while downed to prevent being interrogated :D[/QUOTE]

Operatives have an ability that lets them self destruct, so that’s even better :slight_smile:


(DarkangelUK) #170

Maybe they should have the Jonah Hex ability where you can interrogate the dead :smiley:


(Kinjal) #171

“there are 3 damage locators - headshots do the most damage, followed by body shots, and shooting in the legs do the least.” I have a question – different locators for incapacitated player too? Can I shoot incapacitated player to the head?


(Apples) #172

IIRC it worked like that on qw? A second sniper shot in an incap player would gib him I think.


(Bullveyr) #173

I hope so.


(Exedore) #174

Yes. It’s what I do if I need to gib from range. :penguin:


(Kinjal) #175

thank u for quick answer


(3Suns) #176

OOOh, I feel a song comin’ on!
(works with “Exedoray” or “Exedoor”)

Exedore,
So hard core,
He needs to score.
When he pops ‘em,
He doesn’t just stop ‘em.
On the ground,
But not slidin’ around,
Their vision’s all gone.
Screen’s all red,
Almost dead,
Hopin’ for a s’ringe,
But they’ve come unhinged,
Shot in the head.
No more Fred.
That’s an Exedore bed.
This sight ain’t rare.
He plays fair,
Needs no Carebear.
Just rips asunder,
Put’s 'em under,
Grabs their crown,
Then sits down.

Exedore, Exedore.


(BioSnark) #177

Do they need to be incapped and not dead? I thought SD was going with “comms hack” for radar which is way less interesting but gets around the respawn problems.


(Cankor) #178

[QUOTE=3Suns;262803]OOOh, I feel a song comin’ on!
(works with “Exedoray” or “Exedoor”)

Needs no Carebear.


Exedore, Exedore.[/QUOTE]

nice

(chars)


(Senethro) #179

[QUOTE=3Suns;262803]OOOh, I feel a song comin’ on!
(works with “Exedoray” or “Exedoor”)

Exedore,
So hard core,
He needs to score.
When he pops ‘em,
He doesn’t just stop ‘em.
On the ground,
But not slidin’ around,
Their vision’s all gone.
Screen’s all red,
Almost dead,
Hopin’ for a s’ringe,
But they’ve come unhinged,
Shot in the head.
No more Fred.
That’s an Exedore bed.
This sight ain’t rare.
He plays fair,
Needs no Carebear.
Just rips asunder,
Put’s 'em under,
Grabs their crown,
Then sits down.

Exedore, Exedore.[/QUOTE]

We need a live verison of this.


(LyndonL) #180

Yes! We need a team up. 3Suns on vocals, Pytox on instruments! haha.