My impressions and constructive feedback if anyones interested :)


(Apoc) #1

Hey,
Thought id post something like this as i have been playing brink fairly religiously for the last 2 days (not long i know, but long enough for me to get some feedback)

Ok I personally am really enjoying the game, very fun, like the characters, like the abilities, like the interesting take on hack objectives (with the ability to remove using engi), like the SMART system.

So on the whole very enjoyable.

My main constructive feedback i have, and the issues and parts of the game i dislike or have niggled at me are:

BIG THINGS

[ul]
[li]A few of the escort objectives are extreamly unbalanced. The main one that is very bad is the escort obj on security tower, where you have to escort some random guy called nevilov or something, most of this is fine, however at nearing the end of where you need to go, you reach the baricade you initially had to destroy. This is where it goes wrong, the main issue is where the defending teams spawn is, its simply too close, the attackers have about a 40 sec - 1 min run to get into battle, whereas the defenders get there within 15 seconds, this coupled with the effective revival system and the short respawn times means that to defend the obj the defending team have to kill the other team once a minute, whereas for the attackers to be sucessful they must kill the defending team at least twice a minute, if not much more. Coupled with this, the defending team spawn on the higher ground with cover. This usually means that unless the attackers are far far far superior (clear skill differance and much better teamwork) then the defenders can easily hold the last objective. The way i look at it, if we were to create a figure for teamwork, aim, skill, experience etc of a team with 1 being average at all, 2 being exceptional at all. I feel most objectives mean that if 1 v 1 plays its a good close game, anything could happen, if 1.5 plays 1 however, 1.5 should win, because of superior teamwor/skill/experience etc, however with a couple of brinks objectives, the one i recently experienced (for about the 8th time) is that with the tower escort mission, a 1.5 team could play a 0.7 team…do the first few obj fast, as they should as the superior side, then get stuck at the end of escort obj due to the constant waves of superiorly placed enemies. This is not right.[/li][/ul]

Medium importance:

[ul]
[li]Weapons do not feel right, something about shooting them isnt quite right, i dont know if its the lack of hitsounds, the poor spread or the need to burst fire even over middle range fights but they need some help. Smgs are fine, very nice, do what they are supposed to. AR are underpowered at range, i have learnt to controll the spread through burst fire, but really they are still far far too inacurate at any sort of range. Rifles and pistols feel ok ish, the rifles sights are horrible and the scopes are also nasty but other than that they are fine.[/li][/ul]

[ul]
[li]Not enough alternate routes for light body type, there are a few (iv been looking) but not nearly the huge multitude of routes i was expecting, making them more useful for their speed than vantage point ability.[/li][/ul]

[ul]
[li]The heavy weapons arent great, i mean youve sacrificed alot of speed, your a massive target and you only have a little more health than medium, you get some powerful guns but the majority have the most ridiculous spread. There are 3 i have tried that are actually quite decent, but that begs the question, why not just have those 3, the others seem obsolete.[/li][/ul]

[ul]
[li]Gibbing bodies is far too slow, it takes far too many bullets, and the animation for gibbing with melle takes too long.[/li][/ul]

[ul]
[li]Turrets are very very underpowered, today i walked into a room as a light with a turret facing me at the other side of the room, i started running and firing at it, it slowly turned at me, started to fire, missing most shots. In the end i disabled it and didnt even lose a pip of health…i cant help but feel that a light facing off with a turret in an open space should be a close fight.[/li][/ul]

[ul]
[li]The ridiculous number of abilities you are allowed…i can have all of the universal abilities and at least 2 or 3 from each class by the time im lvl 20. I cant help but think this is a little too much. Should be narrowed down to say 6 or 8 max, so people put some thought into it, and it affects playing style.[/li][/ul]

[ul]
[li]Server browser needs work, its slow clumsy and not very pleasing to the eye. Also fireteam system seems hidden (only found it by chance).[/li][/ul]

[ul]
[li]Challenges unlock too much. Perhaps they should unlock all the guns, i dont think everything else should be, a better system would be to have the attatchments unlocked by in game achievements, like “20k medic xp” or “come in the top 3 on the scoreboards” or “win every map once” etc.[/li][/ul]

[ul]
[li]The distinct lack of information is frustrating, saying who is best medic but not saying how much medic xp they got is frustrating, as it the kills thing. I apreciate you dont want people competing for stats, but for personal interest i feel you should implicate a similar system to the etqw scoreboard, where if you howovered over an award (e.g best medic) it told you your own personal amount, so you could see how far you were away from the top etc.[/li][/ul]

[ul]
[li]Lack of a demo function rules out comp play (although iv heard it may be implemented in the near future so fingers crossed).[/li][/ul]

Small issues

[ul]
[li]Unskippable end scenes are repetitive and annoying[/li][li]Iv never heard the word brothers so many times in my entire life.[/li][li]Customisation feels a little rigid, just 8 presets for each bodypart, mixed and matched.[/li][li]Smart system being bound to sprint can get annoying as you randomly half climb any railing your going past.[/li][li]Disguise is underpowered[/li][/ul]

And thats it :slight_smile:

But yea on the whole i am really enoying brink, will continue to play it for quite a while i expect, and compete in some leagues and tornys :slight_smile:

P.s its 4:28am, there will be many spelling mistakes and bits may not make sense, and for that i am sorry, yet not sorry enough to take 20 seconds to copy and paste it into word and spellcheck.

:stroggtapir:


(Waldo) #2

I’ll just add some feedback to your feedback. :wink:

For your big balance issue, I believe the devs have tools that monitor stats including win/losses etc. So they’ll probably make some changes if they see that defender or attackers have an excessively huge win/loss ratio.

The weapons, I’ll agree that the AR don’t have a personality. The sound effects might also be a factor. (I still for the life of me don’t know why they got rid of the awesome gernade explosion that was heard in the ContainerCity preview). Sometimes a more powerful sounding effect can make all the difference in the world.
Though it might just be something that you get used to over time.

I play as a light class primarily (partly because I’ve enjoyed the SMGs more than the ARs). Haven’t had too many issues with routes. Still, there does seem to be a missing sense of discovery and it feels more like someone made a convenient pathway for you. However, I am still finding new quirks to the maps(partly because I’m slow at noticing things, just recently realized that there’s a ventilation system in Aquarium) so I don’t have any solid opinion.
I can’t manage to play as a heavy… :S

I haven’t had a problem with gibbing bodies. Someone has to bayonet the wounded. Although I do miss ragdolls. =(
However, the extended ‘last stand’ time allows for medics to be useful. So I like it.

As for the turret, it might’ve been a low level. Theres different kinds of turrets (three if I’m not mistaken?). The stronger ones pack a punch presumably. I know I’ve been mowed down by them quickly.

… zzzZZzzz


(fearlessfox) #3
      • I think the ARs and SMGs are perfect. I haven’t experimented much wit hthe others yet, but putting a COGA scope on the Euston makes for a very fine mid-long range killing implement. Scopes in this game are AWESOME.
      • The weapons in general are one of the game’s strongest points, imo. They feel very satisfying to shoot, and the need to burst fire is awesome as it forces your to really place your shots and think about your placement instead of just spraying and hoping for the best.
      • Sprint + Smart is perfect. It allows you to move so freely, it just takes a little getting used to. Splitting the two would defeat the entire point. I guess adding a sprint only option /as well as/ the SMART button for PC could be cool…
      • Gibbing means reducing to gibblets, IE: blowing apart. Do you mean finishing off downed bodies? If you do then no, it’s perfect. The lengthy kill time is in keeping with the game’s pace.
      • The number of abilities is also perfect. Why? It allows you to make a character either an all out perfectionist within a specific class, or to spread out their talent over as many as you’d like. Limiting it would really go against what SD were tying to achieve.
      • Turrets are supposed to be support roles, not TF2 style killing aim bot machines of doom. They help skim off the top of enemy health, they’re not supposed to be deployed and rack up obscene amounts of kills.
      • The challenges are great because they prevent in game farming. Once you jump to the game proper, IE: MP, you should be concentrating on your objectives /not/ chasing down specific tasks for reward. It would ruin the cohesion of a game.

The rest I either agree with or find inconsequential.


(Takanasi) #4

The spread of SMG’s and AR’s needs to be lowered significantly, random spread in a game like this simply doesn’t work. The result of a firefight needs to be decided by the aim of the players, not a random number generator.

The spread of SMG’s and AR’s should be almost non-existent and there should just be a very slight recoil upwards so that you can’t full auto over long distances without moving the aim.


(sereNADE) #5

i think a neat idea for helping the assault rifles is if medium body type gets a worthwhile boost in damage when using them =]

agree, gibbing needs to be tweaked

after a bit more time deploying turrets and also taking out enemy turrets they do feel underwhelming. there is no turret quite like the q1tf turret.


(fearlessfox) #6

[QUOTE=sereNADE;304629]i think a neat idea for helping the assault rifles is if medium body type gets a worthwhile boost in damage when using them =]

agree, gibbing needs to be tweaked
[/QUOTE]

I honestly don’t see the problem with ARs, but that does sound like a cool idea.

That is /not/ what gibbing is…


(Apoc) #7

[quote=fearlessfox;304606]- - - I think the ARs and SMGs are perfect. I haven’t experimented much wit hthe others yet, but putting a COGA scope on the Euston makes for a very fine mid-long range killing implement. Scopes in this game are AWESOME.

      • The weapons in general are one of the game’s strongest points, imo. They feel very satisfying to shoot, and the need to burst fire is awesome as it forces your to really place your shots and think about your placement instead of just spraying and hoping for the best.
      • Sprint + Smart is perfect. It allows you to move so freely, it just takes a little getting used to. Splitting the two would defeat the entire point. I guess adding a sprint only option /as well as/ the SMART button for PC could be cool…
      • Gibbing means reducing to gibblets, IE: blowing apart. Do you mean finishing off downed bodies? If you do then no, it’s perfect. The lengthy kill time is in keeping with the game’s pace.
      • The number of abilities is also perfect. Why? It allows you to make a character either an all out perfectionist within a specific class, or to spread out their talent over as many as you’d like. Limiting it would really go against what SD were tying to achieve.
      • Turrets are supposed to be support roles, not TF2 style killing aim bot machines of doom. They help skim off the top of enemy health, they’re not supposed to be deployed and rack up obscene amounts of kills.
      • The challenges are great because they prevent in game farming. Once you jump to the game proper, IE: MP, you should be concentrating on your objectives /not/ chasing down specific tasks for reward. It would ruin the cohesion of a game.

The rest I either agree with or find inconsequential.[/quote]

Hmm, some fair points, cant say i agree with you on the scopes :\ feel horrible to me.

Also yes when i say gib/gibbing i mean it in the gaming sense, as in to finish off a dead body so it cant be revived, and i cant help disagree, you have very little ammo if your soldiers arent doing their job, and to take half a clip on a incapacitated player is very annoying.

The abilities thing is ok, i mean when i play im like “awesome i have tons of abilities telling me where people are, making me silent etc” but everyone will have these…it becomes the norm when there are so many to chose, so everyone playing has all of these boosts, its not an exclusive tactical perk when you can choose 20.

Turrets are definately underpowered, they do pretty much no damage, they are relatively useless. Im not saying they should be rocket spraying kill machines, im just saying that an automatic gun turret should do at least a bit of damage, what they do now is laughable


(Wieke) #8

What level of turret are you talking about? Cause I’m quite sure the light turrets are only truly meant for distracting enemies (and maybe a tiny bit of damage). Higher level turrets do more damage. My complaint is that the lock-on timee seems large and the area small. It would also be nice to have some form of visual cue when setting up a turret that indicates where the lockon area is.


(tokamak) #9

The heavy weapons arent great, i mean youve sacrificed alot of speed, your a massive target and you only have a little more health than medium, you get some powerful guns but the majority have the most ridiculous spread. There are 3 i have tried that are actually quite decent, but that begs the question, why not just have those 3, the others seem obsolete.

I was about to start a thread on heavy weapons alone as I’m making notes for all of them. But I think they deserve some time first.

A Maximus is only worthwhile if you give it a muzzle-break. Which makes the muzzle-break a no-brainer. It’s absolutely unusable without it. Furthermore the disadvantages are so low to the insane advantage that you can say that the maximus is effectively unlocked once you obtain muzzle-breaks.

That’s just bad, there shouldn’t be no-brainers like this. The muzzle-break accuracy of this thing should be the base accuracy and the muzzle-break addition should give even more stability with more weighty disadvantages on the side.

The Gotling Gun. This gun is HIGHLY situational, only if a group of sheep runs right in front of you and you happen to be spinning it becomes useful.

This gun is supposed to be about area-denial and not about killing. Right now it’s neither. The gun needs a lower rate of fire so you can keep one area covered for a longer time and there needs to be a clear reason for players not to jump into the line of fire (which needs to be clearer as well, bigger tracers, bigger impact effects) that doesn’t involve damage. I think a knock-down on every fourth hit would make this gun a scary weapon crowd-control weapon that you won’t ever take for it’s capacity to kill.

EZ-nade launcher. This weapon already does the job decently. Does exactly what you think it does. You won’t kill many people with it but it’s amazing to quickly clear tight areas with. The only thing that I would add is a higher area of splash damage and lower damage to offset it.

The hammerdjem. Really don’t know about this, either you need a lot of skill to make this work or it simply sucks. I think it deserves more time before I can say anything about this.

Now I’m missing the gotlings little brother, don’t remember the name and I haven’t used it enough to say anything about it. To be continued.

Anyway these are my first impressions. I could be wrong on everything. Heavy weapons certainly require a certain amount of expertise but this is what I think could improve them at first sight.