Relativity guys, relativity. 
Movement Speed
yeah. i did. and yeah, relatively. relatively to QW, to GOW, to GTAIV, to BC2, to OFP2, to killzone 2, to uncharted and most importantly - it’s really fast relatively to the subject matter. the game is about real life soldiers who use contemporary equipment and weapons, BUT the gunplay looks like “run, jump, jump, shoot, spray, prone, jump, left, right, left, jump, throw nade, prone, jump, knife, reload”
it’s a bloody cartoon.
personally im more into gunplay that is more like “advance, take cover, scout, shoot, reload, run to next cover, scout” etc. i know brink is far from it, BUT if there is something i can’t stand is bullet dodging and bunny hopping etc. why? because in games where u better be the most obvious target (is that a kangaroo with a rifle bouncing in the middle of the courtyard?) because u r moving to fast to hit there is no value to taking cover (since u r immobile) and these games usually address really crazy play style that, IMO, breaks the immersion, since no-one IRL moves like that.
Compared to R6, definitely. Though, that’s not to say you didn’t need lightning reflexes in Raven Shield, actually, such twitch skills were rewarded more than in any other game.
The fun part with the bodytypes is that with heavy bodytypes your position is far more important than with light bodytypes. You got a lot to dish out in the right position while you can’t easily correct, totally different from the light guys.
Sounds like you should be playing the simulator games more then.
Try ArmA II, Operation Flashpoint etc.
[QUOTE=LyndonL;239731]Sounds like you should be playing the simulator games more then.
Try ArmA II, Operation Flashpoint etc.[/QUOTE]
Im not sure whether those games allow you to have a mo and cowboy hat though.
Tough decision imo.
[QUOTE=LyndonL;239731]Sounds like you should be playing the simulator games more then.
Try ArmA II, Operation Flashpoint etc.[/QUOTE]
It really doesn’t need to be a simulator. Gears of War kind of arcadafied that style of play. In any case, it’s way more satisfying than everyone coming together for a big dodge and fragfest at the chokepoint.
I played Brink while i was at PAX over the weekend and the movement speed in brink actually at a decent point right now, for the fact that the map i played on was really quite small. Currently i don’t think you guys should be too worried about it, and it feels a little bit like Quake Wars to an extent.
it could also be boosted in the near future too…
i agree, and lyndonl is right - i DO like ARMA2 and OFP2 but i am looking for something in between. GOW is more in the middle. so is BC2. so is rainbow six vegas. i love the freedom of movement in brink and the abilities to scale anything, but i have something against games where u see ppl floatingly strafe and spray since it a viable tactic.
i prefer the balance that says “either u r a hard target to hit OR u aim well” meaning that running, jumping, climbing trees (and putting makeup while u’r up there*) is a great way to get from point A to B fast and being a hard-to-hit target but it also means u r really inaacurate. and if u want to shoot accurately than u need to stop, and if u r stopping than u better be behind cover.
in COD it’s so much easier for a strafing enemy to kill a guy hiding and taking cover than the other way around and that’s counter intuitive for me.
[QUOTE=topeira;239741]i agree, and lyndonl is right - i DO like ARMA2 and OFP2 but i am looking for something in between. GOW is more in the middle. so is BC2. so is rainbow six vegas. i love the freedom of movement in brink and the abilities to scale anything, but i have something against games where u see ppl floatingly strafe and spray since it a viable tactic.
i prefer the balance that says “either u r a hard target to hit OR u aim well” meaning that running, jumping, climbing trees (and putting makeup while u’r up there*) is a great way to get from point A to B fast and being a hard-to-hit target but it also means u r really inaacurate. and if u want to shoot accurately than u need to stop, and if u r stopping than u better be behind cover.
in COD it’s so much easier for a strafing enemy to kill a guy hiding and taking cover than the other way around and that’s counter intuitive for me.[/QUOTE]
The thing is, is that Splash Damage games have always been about “Skill Based” fire fights dealing with strafing and being able to dodge bullets, and in my opinion, that’s what makes their games great.
Maybe this game will just not be for you then, if you expect and or want a game that is more “realistic” in fire fights.
[QUOTE=Nero Kirbus;239742]The thing is, is that Splash Damage games have always been about “Skill Based” fire fights dealing with strafing and being able to dodge bullets, and in my opinion, that’s what makes their games great.
[/QUOTE]
Let’s keep value judgements outside of this shall we, all good games are ‘skill based’ there are just lots of different skills which can be emphasised in a game.
There wasn’t a lot of strafing in ETQW either. The strength of Brink is that multiple preferences can be catered to thanks to the different bodytypes. There’s a side on this forum which really wants the dodge/aim to be important and there’s also people like Topeira and me that want position/cover to be important. Our concern isn’t even about realism, it’s the style of playing that appeals.
[QUOTE=topeira;239741]
in COD it’s so much easier for a strafing enemy to kill a guy hiding and taking cover than the other way around and that’s counter intuitive for me.[/QUOTE]
So you say you like camping… …each to his own, I guess.
What you describe won’t necessarily make the game tactically more demanding, just slower. Everyone who things that ultra-fast games like quake3 are not tactical should just watch this video.
And you also have to look at SD’s background: quake 3 modding, W:ET, ET:QW. Not really slow paced games, so don’t expect too much from BRINK, even though the big body type will play way slower.
btw thanks for the signature 
edit: And I wonder, when people say that QW was slow, do they mean the vehicle play? Because I always played Technician and jumped around like a madman, or Infiltrator and jumped the enemy right in the face and railed him, didn’t seem slow to me^^
In comes the comp crowd…
Duels are a cheap comparison. Any game can look tactical in a duel especially between two pro gamers. Camping is also such a loaded term, implying complacency and cowardice while in games like R6 assertively taking positions is what won you the games.
[QUOTE=tokamak;239745]In comes the comp crowd…
Duels are a cheap comparison. Any game can look tactical in a duel especially between two pro gamers. Camping is also such a loaded term, implying complacency and cowardice while in games like R6 assertively taking positions is what won you the games.[/QUOTE]
Oh I’m not saying that camping itself isn’t a good tactical choice. It just shouldn’t be as viable as “haha I’m camping around the corner and if you come here you are dead no matter what because I just one shot you” like it is in CS, you know? 
And R6 is just a completely different game, compared to SD’s previous games.
[QUOTE=tokamak;239743]Let’s keep value judgements outside of this shall we, all good games are ‘skill based’ there are just lots of different skills which can be emphasised in a game.
There wasn’t a lot of strafing in ETQW either. The strength of Brink is that multiple preferences can be catered to thanks to the different bodytypes. There’s a side on this forum which really wants the dodge/aim to be important and there’s also people like Topeira and me that want position/cover to be important. Our concern isn’t even about realism, it’s the style of playing that appeals.[/QUOTE]
That’s true, wolfenstein and quake wars were not only about strafing and aim, it was also based off of choke points and positioning. Though in the end, what mattered was who had the best aim, dodging skills, AND the best team work. Being able to flush a team out of their camping positions and then gunning them down made it very satisfying as it became a series of fire fights at that point.
Then again, i may not know what i am talking about right now since i have never played either game competitively, and it has been years since i have touched them.
@Ragoo I don’t like CS for exactly that reason. Then again, CS is what can be considered a fast game. I wouldn’t say R6 is completely different here. The psychology and mind games still play a huge role in both, while in ETQW you of course can get by on cognitive skills. I like both, I love UT but overall I prefer to be playing shooter-chess, which is what I hope is what the heavy body type will allow for.
The typical shooter skills were what helped you carry out your plans. Personally, I don’t have pro-shooter skills but in most pubs they’re good enough to get my through whatever I want to do which is where at least my true skills start to matter, and in some matches it really feels like being a cat toying around with it’s prey. If you don’t have a good idea what needs to happen, then you need to be a damn good shooter in order to be an asset to your team.
[QUOTE=Ragoo;239744]So you say you like camping… …each to his own, I guess.
What you describe won’t necessarily make the game tactically more demanding, just slower. Everyone who things that ultra-fast games like quake3 are not tactical should just watch this video.
And you also have to look at SD’s background: quake 3 modding, W:ET, ET:QW. Not really slow paced games, so don’t expect too much from BRINK, even though the big body type will play way slower.
btw thanks for the signature 
edit: And I wonder, when people say that QW was slow, do they mean the vehicle play? Because I always played Technician and jumped around like a madman, or Infiltrator and jumped the enemy right in the face and railed him, didn’t seem slow to me^^[/QUOTE]
first off - you wellcome
i am happy i could entertain. this way i will leave my mark for ages.
secondly - when i said “hiding” i didnt mean camping, staying 200 feet away from the action waiting for something to cross my sights (while i think camping is a ligitimate way to play many games and i never ever called anyone a camper in my life, i never play snipers and camp myself cuz it’s just too boring for me). i meant that in this particular situation in MW (or UT3 or most games) if one guy is in the middle of a courtyard shooting and another guy who is about 50 feet away behind a pillar shooting at him, than the guy in the middle of the courtyard, jumping, shooting, proning, bunny hopping dolphine diving WILL win the fire fight in many cases because there is very little penalty for moving like crazy and shooting at the same time.
the person BEHIND cover has the disadvantage. it’s bizarre to me.
in MW, for example, u can prone, stand, prone, stand really quickly and remain perfectly accurate. same with strafing.
in reality this is impossible. it means that it game it just looks weird, seeing a guy stand, prone, jump and kill someone. it’s really gamey, IMO.
once speed is toned down a lil bit (like in Bad company 2 for example) than there is a smaller advantage to moving like crazy in the open. also in BC2 it takes about 4 or 5 shots to drop a player so it pays dividends to stay close enough to cover so u can retreat before u r dead.
it’s that delicate type of balance that makes BC2 more fun than MW2 for me, for example.
for now it looks like Brink will have a medium\heavy guy’s movement slower than your typical MW movement so its might actually be important to shoot behind cover. i dont know. hard to tell ATM.
and those of u who suggested i’d pick heavy so i’ll be moving slower - not my point. first - i dont want to be a tank and that ain’t my style. im more into sneaking behind the enemy, getting good shots from medium\close range from the flanks. also my issue is not with my own movement speed but my enemy’s movement speed. i know I will stick to cover but i also prefer everyone else, to some extent, to be slow enough to feel vulnerable when in the open so they will use cover as well.
tokamak, understands me better. it’s the kind of gunplay we would like to see.
I have to say that indeed, it’s the heavy weapons rather than the extra hp that make the heavy more appealing. But I’m sure that can be configured in abilities by leaving the extra hp perks and using the slots for damage.
I wouldn’t draw too many parallels between Call of Duty and Brink. Sure, they’re superficially similar, but Brink seems to focus much more on close quarter combat and sustained firefights compared to the deadliness of the weapons in the Modern Warfare series. Expect to see more hectic and mobile fights in Brink (though not to the same degree as in previous Splash Damage games) – running out in the open most likely won’t put you at such a severe disadvantage as in CoD. That’s not to say good positioning isn’t important though.
And as an aside, suggesting that the devs lowers the movements speed here on these forums is practically suicide. 
[QUOTE=Nero Kirbus;239740]Currently i don’t think you guys should be too worried about [movement speed], and it feels a little bit like Quake Wars to an extent.
it could also be boosted in the near future too…[/QUOTE]
Good-o… Had a chat with the Devs did we?