Lets talk weapons! What would you like to see added, nerfed, buffed, etc.


(RaKeD) #41

Random bullet srpead or/CoF is really something horrible for fps gaming, aiming and skill in a fps game!It s the worst thing that happend to fps imo.

It basically takes away the art of beeing able to compensate for recoil and puts the success of a fire fight into the hands of pretermined values.

Random bullet spread is pretty unpredictable and results in what we have with smg’s and close quarter combat atm,spray and pray.

SD actually went the right route in my opinion and uses recoil, it s just the balance of power between bullet spread and recoil which tends to go more into the direciton of bullet spread.

With some adjustments,meaning more recoil and less bullet spread, this game will have the best and intense shooting experience since a long time.

This is an extract from another post of me to explain how to make shooting skills more important in Brinkk.I am interested in your opinion on it:

I am not a big fan of aritifical bullet spread/CoF no matter what weapon or class.In my opinion it reduces the skill factor in a game and benefits lucky shots/headshots.Y-axis recoil is great as it can be compensated and needs skill, it s acutally in the “hands” of the player.X-axis recoil is also welcome as long as it moves only into one direction or slightly to the left and right, e.g. you hold down the trigger and the weapons crosshair/ironsights moves up (Y-axis recoil) and to the right(X-axis recoil).

In my opinion there isn’t even a need to give SMG’s or any automatic weapon crazy strong bullet spread to make them not effective on distance as this can be achieved by reducing the damage it deals at long range(represented by the Range value in the weapons menue).This would reduce this spray and pray mentalitly, bring more skill into the game and make aiming more important.

Furthermore Recoil makes shooting so much more intense, just imagine using e.g. a minigun with a lot of recoil just pushing itself up and you really have to work against it and work that weapon to hold it on target.You really feel the strength of the weapon and feel that you have to work it when firing for a longer period of time.With bullet spread you see control slipping out of your hands magically and is forced on you.Atm all heay machine guns have either stong bullet spread and a big crosshair from the start(meaning not much accuracy) or uncontrolable x-axis reocil(Maximus).


(Rubbaduren) #42

I think the random spread is something that is needed if you want to maintain a somewhat realistic hipfire. When ADS, it is something different, because then you have your eyes pointed to where you are aiming. If that was the case with hipfire, it would be annoying. If the crosshair would jump around the screen, your movement would move randomly from left to right when firing. Of course, this isn’t a realistic shooter, but still.

Edit: Agree with the minigun example, mostly because you cant ADS with that.


(WallWeasels) #43

I laugh so hard at all the people saying the Carb9 is fine. No its really not. Both the Kross and Carb9 are really the two weapons that if completely removed from the game…I wouldn’t miss. Well over 80% of ALL the kills I see are from these two weapons. That shows a significant issue with the current weapon system :expressionless:

Oh sorry or do we want this to be counter-strike with AK47 and M16 24/7? The weapon system as it stands is one of the numerous reasons why brink only has a “max players” of 6k on steams-stats :confused: Its only getting lower everyday


(Bakercompany) #44

Everyone puts drum mags on the CARB 9 or Kross and seem to trash people in an instant.


(howie) #45

[QUOTE=RaKeD;320999]Random bullet srpead or/CoF is really something horrible for fps gaming, aiming and skill in a fps game!It s the worst thing that happend to fps imo.

It basically takes away the art of beeing able to compensate for recoil and puts the success of a fire fight into the hands of pretermined values.

Random bullet spread is pretty unpredictable and results in what we have with smg’s and close quarter combat atm,spray and pray.

SD actually went the right route in my opinion and uses recoil, it s just the balance of power between bullet spread and recoil which tends to go more into the direciton of bullet spread.

With some adjustments,meaning more recoil and less bullet spread, this game will have the best and intense shooting experience since a long time.

This is an extract from another post of me to explain how to make shooting skills more important in Brinkk.I am interested in your opinion on it:

I am not a big fan of aritifical bullet spread/CoF no matter what weapon or class.In my opinion it reduces the skill factor in a game and benefits lucky shots/headshots.Y-axis recoil is great as it can be compensated and needs skill, it s acutally in the “hands” of the player.X-axis recoil is also welcome as long as it moves only into one direction or slightly to the left and right, e.g. you hold down the trigger and the weapons crosshair/ironsights moves up (Y-axis recoil) and to the right(X-axis recoil).

In my opinion there isn’t even a need to give SMG’s or any automatic weapon crazy strong bullet spread to make them not effective on distance as this can be achieved by reducing the damage it deals at long range(represented by the Range value in the weapons menue).This would reduce this spray and pray mentalitly, bring more skill into the game and make aiming more important.

Furthermore Recoil makes shooting so much more intense, just imagine using e.g. a minigun with a lot of recoil just pushing itself up and you really have to work against it and work that weapon to hold it on target.You really feel the strength of the weapon and feel that you have to work it when firing for a longer period of time.With bullet spread you see control slipping out of your hands magically and is forced on you.Atm all heay machine guns have either stong bullet spread and a big crosshair from the start(meaning not much accuracy) or uncontrolable x-axis reocil(Maximus).[/QUOTE]

With respect I disagree with pretty much all of that. Iron sights are the worst thing to happen to fps and controlling recoil requires very little skill compared to the twitch aim and reactions required in the Quakes and games like RTCW and ET. Perhaps for consoles which are limited control wise ironsights serve a function, but not on the PC. They slow the game down and level the playing field to the extent that luck plays more a role than ever. I’m so sick of games like CoD - there’s no depth to the combat and after years of rtcw and et it’s like bowling with the kiddy bumpers up.

CoD player? :stuck_out_tongue_winking_eye:


(pinksocking) #46

Alright, some unnecessary hate on my ideas here! What else can I expect though… this is the internet!

I never said I wanted to make every gun accurate and reduce recoil on guns. All of the guns have their stats designed to make them different and “even” although that isn’t the case. Certain guns do have a great advantage over others. Certain guns could definitely be improved upon by reducing the cone in which the bullets spread. I never said recoil. I just think the spread is way too overdone. Some guns are completely are completely worthless when firing from the hip because you need to get the greatly improve accuracy from the iron sights. I’m not sayin, REMOVE TEH SPREAD, MAKE TEH GAME EZ. I’m just saying, minor tweaks could help a lot, IMO!

Srsly? Hate on the knife? Sure, it’s in TF2 … although in TF2 the spy has stealth amongst other things. I feel like you are given an opportunity to take your opponent down as a spy, never said that. I just feel like adding a knife would seriously give them some necessary spice to make them a class that’s more often used. It would also give them a move which is up close and in your face. Operatives would be much more feared by the community if this was the case.

I’m glad to see so much love go out for the AK. Yes, I agree, the gun could be put in the game and be enhanced like all the other guns. No wood finish, perhaps, to keep up with the style of the other guns… boy, would that be awesome :stuck_out_tongue:

Keep it comin, fellas!


(ColdBackHAND) #47

yep

c-ya


(A.i) #48

I think, level 20 operatives are fine as they are, and there should not be more than two per map unless required for objective.
Drum mag on carb 9 could give it more unstability than it is now - because there is almost no difference between drum and regular mag, so everyone goes with drum…
AR are not for close range, thats why ppl get owned in close fights against smg’s. Try killing a guy with AR 50m away using carb or other smgs, I’ve been killed in 1-2 seconds, when I’ve tried.
AK style guns could be intresting to see, btw AK47 was replaced by Ak74 back in 70s… there is also AN94


(Farlong) #49

I would like better balance between ammo reserves/damage/fire rate. The SMG’s have lots of ammo, but other weapons that do a bit more damage have 12/18 total ammo in addition to very slow refire rate.
Why choose the pistol with 18 ammo and shoots once a second when I can get an SMG that does just a little bit less damage per shot and has 75 ammo and a much quicker fire rate?


(Smokeskin) #50

The large weapon spread is fine. It is the only way to make the game tactical so cover and movement matters - with precise guns the game deteriorates into boom headshot competitions. If you like that sort of gameplay fine, but I’m very happy Brink is the way it is in this regard (though the carb is just plain overpowered and needs a dmg or max spread nerf).


(ColdBackHAND) #51

They’re better stat sticks than the Carb-9. Might as well vocally advocate for a total smg nerf. For myself, I find the Carb-9 the best looking.

c-ya


(Arayziel) #52

ARs should have less recoil, at least when hipfiring, and one extra mag.

I really want to like shotguns but they are so inconsistent. They’re supposed to dominate close quarters but most of the time they do hardly any damage. They should have more consistent bullet spread, maybe with different chokes to increase/decrease spread as well as longer range.

Light rifles should maybe get a slight buff. They’re pretty worthless, even at long range. The semi and burst rifles need to be improved as well.


(EnderWiggin.DA.) #53

This is what excel tells me as well. I think people just look at the max damage and think it’s the best gun without running the numbers.


(Glyph) #54

I’m confused. Are you talking about in-game numbers or the tested values?

The CARB-9 is OP because it has the same damage as the best ARs/LMGs, has the highest rate of fire, and maintains its stability when being fired full auto. Sure the damage drop-off at range is the only negative but the majority of battles take place well within its effective range. Only the Kross has better stability but its damage is lower overall.


(IG THOMBOW) #55

[QUOTE=Arayziel;321525]ARs should have less recoil, at least when hipfiring, and one extra mag.

I really want to like shotguns but they are so inconsistent. They’re supposed to dominate close quarters but most of the time they do hardly any damage. They should have more consistent bullet spread, maybe with different chokes to increase/decrease spread as well as longer range.

Light rifles should maybe get a slight buff. They’re pretty worthless, even at long range. The semi and burst rifles need to be improved as well.[/QUOTE]
I agree, especially the highlighted part.


(Smokeskin) #56

You’re putting the wrong stuff in excel then. CARB-9 has same RoF as all SMGs, it has the highest damage, and share the tightest full auto bullet spread with 2 others. Bottom line is, the 3 things that matter for CQB - large clip, high damage, low bullet spread - CARB-9 has everything going for it.


(Smokeskin) #57

Absolutely not. They’re plenty annoying already.


(crazyfoolish) #58

Imo nearly everything apart from the SMGs needs to be buffed slightly. The Tampas’ cone of fire should be tightened slightly and the Carb-9 should do slightly less damage. As it stands there is almost no reason to use a weapon other than the carb-9 or Kross for one on one firefights.


(WallWeasels) #59

[QUOTE=howie;321021]
CoD player? ;P[/QUOTE]
Not at all. Nor exactly to I see how you try to assume that based on my post alone. The public doesn’t need to verbally tell you which weapons are broken. They will just subconsciously move towards them without really noticing. Well some may go “**** I die to that a lot, lets use that” but regardless my points clear. the Carb9 is single-handedly the most used weapon in the game for a reason.
Having those two options removed would be interesting to how the metagame would change. The other SMGs are not as amazing as “drum barrel spam for win”

Also it is funny that you talk about how ironsight games revolve around luck when this game forces a system of “recoil” that by bad-luck can mechanically mess up your aim and most of the combat is aiming at an opponent hoping for bullet-spread to kill them.
If you wanted to go to pure twitch gameplay: Remove Recoil, Remove differing damage to limbs/torso/head, one-shots always on most weapons (rockets, lasers blah), most of the “bullet” weapons end up being crap because they spread and end up being starting weapons used only when you dont have a “real” weapon. :wink:

Recoil plays a role in games by influencing aiming. It means aiming requires more effort than just pointing at an enemy. Quake games influence aiming in another way by generally having everyone move at the speed of light. Both involve tone to do perfectly. Both are methods of making it not just a “point at enemy and win” system. Reflexes are important in all games, regardless of system for aiming they use.


(GlobalWar) #60

I would like smaller CoF’s for the first 2 or 3 shots for all AR’s.
The MG’s should do a bit more damage per round.