More gibs and less revives?


(Cankor) #1

In the videos from PAX it was pretty clear everyone had learned really quickly to gib downed enemies? Not having played my theory on the reason for this is it seemed like you still glowed red when you were incapacitated, so guys would just naturally shoot you until the glow went away.

Because of this I’m guessing gibbing will be much more prevelant in Brink than in say ETQW, and as such there will be fewer revives in general, at least those which don’t happen in the heat of battle.

In W:ET when you gibbed a guy all his ammo and health packs would pop out, so there was a natural reward to gib and I think it was more prevalant there than in ETQW where guys were often left alive when they shouldn’t have been. In particular guys would tend to leave the Strogg players ungibbed because their slow revive meant they weren’t often revived in the middle of a firefight.

Also, an old comment was it takes lots of bullets to gib a guy but it didn’t seem like that to me in those PAX videos.


(Shackahn) #2

In W:ET when you gibbed a guy all his ammo and health packs would pop out

This was a mod, and a bad one at that


(CVIChEK) #3

In W:ET either your primary or secondary weapon would fall down, except if you would be a Medic or Field Ops, in that case health/ammo also poped out.


(Herandar) #4

I also noticed that, and I agree with everything you say, except the bullets to gib. I think that it is actually quite a few bullets to gib, when compared to one melee strike.

You have to take into account that the footage you are viewing is a bunch of people on their first playthrough. The only thing that EVERYONE knows going into the game is to kill your enemies. So you saw the guys gib downed enemies, because they didn’t know what else to do. It wasn’t like they took off for the objectives once they killed or even gibbed someone. They just sorta milled around until they figured out where to go and what to do.

Once the value of gibs compared to objectives become understood by players, and maps get memorized, I think this issue will lessen dramatically.


(Kinjal) #5

[QUOTE=Cankor;277012]

In W:ET when you gibbed a guy all his ammo and health packs would pop out, so there was a natural reward to gib

Also, an old comment was it takes lots of bullets to gib a guy but it didn’t seem like that to me in those PAX videos.[/QUOTE]

in ET medic have a 30/30 ammo max +pistol. In Brink u have a 30/90 ammo for medium bodytype +30/90 second weapon. So in Brink u can waste a lot of ammo for gibbing.


(cowfish13) #6

You can’t gib anyone in Brink, period. This isn’t a 90’s M-rated shooter.

You can finish people off.


(Ajax's Spear) #7

[QUOTE=cowfish13;277024]You can’t gib anyone in Brink, period. This isn’t a 90’s M-rated shooter.

You can finish people off.[/QUOTE]

The action has outgrown the traditional “render body parts into pieces” connotation and come to mean “finishing off” any incapped player, apparently.


(.TehTank.) #8

I actually wasn’t aware of this transition until i saw this thread. :confused:


(cowfish13) #9

Well I guess I do understand correlation. You cant revive someone that’s in multiple body parts.


(Auzner) #10

I’m glad some people still know the difference between the mods and the vanillla game. I’ve seen comments here and there about ET gameplay that was never in the actual game. A majority of the mod game play changes are horrible. The main reason I stopped playing ET is because every server went too extreme with the mods.

That’s also a mod, but a better version of it. I liked getting two health packs when I killed a medic. Some servers had up to eight sprout though.


(Humate) #11

In etqw, unless you were a tech or a cov/infiltrator… it took too much time, so players didnt really bother that much. But when you have game mechanics, where players are reviving themselves either through syringes, or the Self Resurrection ability… its not like the average joe is going to take 10 billion years to figure out the importance of gibbing.
So yes, the game pretty much demands that players gib more.


(BMXer) #12

I always thought it was kinda lame that it took more bullets to gib a downed player then it took to down him in the first place.


(Cankor) #13

From a gameplay mechanic I think it makes a lot of sense. If you can gib too easily “getting the gib” is less meaningful and medics lose a lot of their importance (because everyone is gibbed right off the bat).

I like the gameplay in ETQW where you can gib faster with your tool as a tech or covie and I think this is the same idea in Brink except any class can do it.

Faster/easier to do it by hand makes it more intense than just shooting the guy twice with a pistol.

“Getting the gib” should be meaningful. I really like having more bullets required.


(Nuggedee) #14

[QUOTE=Cankor;277072]From a gameplay mechanic I think it makes a lot of sense. If you can gib too easily “getting the gib” is less meaningful and medics lose a lot of their importance (because everyone is gibbed right off the bat).

I like the gameplay in ETQW where you can gib faster with your tool as a tech or covie and I think this is the same idea in Brink except any class can do it.

Faster/easier to do it by hand makes it more intense than just shooting the guy twice with a pistol.

“Getting the gib” should be meaningful. I really like having more bullets required.[/QUOTE]

I hope the “last stand” specialization will work like this: Player is “killed” but he can still fire, if you shoot him once or twice he will no longer be able to fire back at you but will still need to be gibbed. It would be absurd if they had tons of health in “last stand.”


(Cakeorpie) #15

What does “gib” mean ?


(Cankor) #16

In this context gib means to take the downed player from an incapacitated state to state in which he can’t be revived.

Otherwise wikipedia can help define the term gib.


(Cakeorpie) #17

Ok, then I would just mele the guy and get extra points when he’s down, thus, “gibbing” with no shots


(Cankor) #18

Right, that’s the direction you’re pushed by the devs (on purpose, they said they want you to get up close and personal) because it’s easier so long as you are close enough.


(Ajax's Spear) #19

While totally unrealistic, it does lend to the gameplay. It ensures that you’ll spend time doing it, making sure that it becomes something you have to actively prioritize, rather than being able to pop them a few times and keep moving on.

Cakeorpie is a good noob. Notice how his questions are valid and his threads/posts don’t suck?


(LyndonL) #20

Also you get extra XP regardless of if by melee or weapon, and we all know people love chasing XP to get up that ladder (and buy new hats :D).

Even though there is more ammo in Brink, it still is in short supply. Unless you have a soldier giving you ammo you will run out quick. Ammo from downed players weapons is a near empty clip, and command posts give limited top ups. So you still have to choose carefully if you want to gib or not with your weapon if you’re at a distance or the incapped player is in thel ine of fire.