New Brink PC Update Brings End Game Chat and Lots More


(BomBaKlaK) #181

And for the crosshair customisation wait for the DLC in 4 months !

a least it’s not so usefull with a spread like this !
I’m sure if there is 3 players side by side if I aim the middle one and shot, I kill the both players on the side and the one I aimed still alive !


(Humate) #182

[QUOTE=Fishbus;344554]There are lots of accuracy values within every weapon, min spread, max spread, creep rates, stance modifiers, bullet cone tightness. Really quite a vast array of things to tweak. The carb and kross bullet pattern was change a teeny bit to make it not lie directly on the central dot much. You know, the tiny tiny dot in the center of the crosshair? Yeah, it is to stop them from out performing rifles which have this trait. you want laser point precision use the rifles, you want to mow down people running around corridors use SMGs.

The idea is to make each weapon class have a general benefit/negative aspect over the others. I’m sorry you can’t use the weapon that (by mistake) ticked all the boxes. SMGs are still great at what they were initially designed for. Movement.[/QUOTE]

The general positive benefit of your weapons, aren’t positive enough.
A player should look through the list of weapons and be excited about the choices, not discouraged.

But hey maybe this outlook is that of the vocal minority :wink:


(Nexolate) #183

I’m glad we’re on the same boat.

I suppose I’ve just kind of gotten used to the fact that Brink’s not trying to create rewarding gun mechanics. I totally agree that having greater initial accuracy would be fantastic, but then I could see them losing out on their initial market aim of making it more easily accessible and less frustrating.

Hopefully sometime in the near future some talented modders will get their hands on the Brink SDK and be able to to make mods to present more challenging weapon mechanics. Not necessarily to make it easier to get kills, but rather making the firefights more intense and skill based.

Regards,
Nexo

PS: Apologies if I came off a bit rash. Getting sick to death of all these people whining and complaining rather than offering constructive feedback.


(Breo) #184

Sounds good! Nice to see that some community feedback made it in this update :icarus:


(Bittermetal) #185

[QUOTE=Mr E Unknown;344298]As noted earlier in this thread, still getting the “popping” audio problem (yes, know it wasn’t in the changelog - just floating it to the surface).

To be fair, TF2 is a poor comparison - firstly, Valve has been patching/fixing/changing TF2 for over three years at this point (Brink’s a lot younger!) and they only recently added the whole “recording/replay” mechanism; prior to that it wasn’t unusual for recorded demos to completely break (and become throw-away useless) following a TF2 update.

Seems a lot of people saying, “But TF2 has this” have forgotten just how different TF2 was when first released compared to today. :)[/QUOTE]

Sure TF2 is much older and a much different game than it was when it was released. Heck it’s Free-to-Play now!!

My point is not that TF2 is like Brink but that Brink is more primed for demo/record feature. This should have been plainly obvious from the onset of SMART’s system. We’re doing mock-parkour for goodness sake. SD didn’t think players would want to see replays of this…especially while they are grooming the game for the competitive circuit, where demo/record is really needed?? My light body type gets in and out of some incredible firefights using some Capt. America-Jacky Chan style tactics. I want to see this stuff from different angles. CoD: BLOPS has a pretty robust demo/record and it hardly needs it.

Acrobatic parkour SMART is really demanding it. Heck SD put these cool elements in the game. I just want to see them in all their glory. I can’t even get a “free-cam” to fly around the world unless the server sets it. That’s lame. Even Counter-strike has this.

And finally!! Why no mention of the PC stats page?!?! I hate the way rounds end with the zero’d out XP earnings. Nothing to show for my effort at the end of each match.


(Jimmy James) #186

[QUOTE=Bittermetal;344756]
And finally!! Why no mention of the PC stats page?!?! I hate the way rounds end with the zero’d out XP earnings. Nothing to show for my effort at the end of each match.[/QUOTE]

Yeah, I was really disappointed to see that the “update” the PC got yesterday didn’t include implementation of the stats sight. It would be nice if it came with the DLC but I’m not going to get my hopes up.

-JJ


(Bittermetal) #187

[QUOTE=Jimmy James;344766]Yeah, I was really disappointed to see that the “update” the PC got yesterday didn’t include implementation of the stats sight. It would be nice if it came with the DLC but I’m not going to get my hopes up.

-JJ[/QUOTE]

Yeah to piggyback your comment (+1) While I really really hate the system fighting…“which system is better PC or console…” I find it really peculiar that they released the stats page for consoles, already, when the competitive side of the game is on PC?! So weird!


(Impulse_) #188

[QUOTE=Fishbus;344585]It’s going to happen, touch X’s favourite Y and they will shout about it whether it’s a good or bad change.

But anyway to drag ourselves out of this analogy, what’s your thoughts on the Carb personally?[/QUOTE]

This is laughable… Last I checked, part of the game is to KILL your opponent and then GIB them so they can’t be revived… The changes you made now make it literally impossible to KILL someone and then GIB them with the same clip… Makes absolutely no sense. If you need someone to test your updates before you release them, let me know because obviously those behind the scenes do a TERRIBLE job at doing so… You release multiple patches trying to fix the sound glitch and the invisible glitch and NONE have fixed it… Come on… Do you guys even test these patches or what?!


(riptide) #189

[QUOTE=Fishbus;344554]There are lots of accuracy values within every weapon, min spread, max spread, creep rates, stance modifiers, bullet cone tightness. Really quite a vast array of things to tweak. The carb and kross bullet pattern was change a teeny bit to make it not lie directly on the central dot much. You know, the tiny tiny dot in the center of the crosshair? Yeah, it is to stop them from out performing rifles which have this trait. you want laser point precision use the rifles, you want to mow down people running around corridors use SMGs.

The idea is to make each weapon class have a general benefit/negative aspect over the others. I’m sorry you can’t use the weapon that (by mistake) ticked all the boxes. SMGs are still great at what they were initially designed for. Movement.[/QUOTE]

WHY IS THERE VARIANCE IN THE FIRST SHOT!?(Yes even the rifles) It should always be dead center or go to the same spot in relation to the reticule every time… Then the other variables should kick in. This rewards burst firing and aiming.

Your system currently makes me want to put my reticule on their head and spin it in circles to get the headshots. While I die to somebody shooting my legs or chest… probably to a headshot no less.

If I am at your head the first bullet SHOULD hit the head… the 2nd may or may not depending on how close to the center of the head I was aiming and the 3rd should most likely miss.


(crazyfoolish) #190

Thanks SD! I was surprised at how much an endgame chat improves the experience.


(V1cK_dB) #191

[QUOTE=riptide;344942]WHY IS THERE VARIANCE IN THE FIRST SHOT!?(Yes even the rifles) It should always be dead center or go to the same spot in relation to the reticule every time… Then the other variables should kick in. This rewards burst firing and aiming.

Your system currently makes me want to put my reticule on their head and spin it in circles to get the headshots. While I die to somebody shooting my legs or chest… probably to a headshot no less.

If I am at your head the first bullet SHOULD hit the head… the 2nd may or may not depending on how close to the center of the head I was aiming and the 3rd should most likely miss.[/QUOTE]

It looks like even though “technically” SD were the devs responsible for one of the most perfect FPS of all time…RTCW…they either forgot what made that game great or whoever actually worked on that game’s shooting mechanics no longer works at SD.

I mean…before release they talked about how W:ET is still played 8 years later. They referred to it as if it’s something we could expect in Brink. Only to find out that the core gameplay is not even close. Sure there’s classes and objectives. I’m talking about the core SHOOTING and MOVEMENT mechanics. You know…stuff that is numero uno in a shooter. Brink is a shooter.


(nephandys) #192

[QUOTE=V1cK_dB;345052]It looks like even though “technically” SD were the devs responsible for one of the most perfect FPS of all time…RTCW…they either forgot what made that game great or whoever actually worked on that game’s shooting mechanics no longer works at SD.

I mean…before release they talked about how W:ET is still played 8 years later. They referred to it as if it’s something we could expect in Brink. Only to find out that the core gameplay is not even close. Sure there’s classes and objectives. I’m talking about the core SHOOTING and MOVEMENT mechanics. You know…stuff that is numero uno in a shooter. Brink is a shooter.[/QUOTE]
Feel free to correct me if I’m wrong, but last time I checked SD’s only involvement in RTCW was making 4 maps total. 3 of which were only included with the GOTY so not present at release. Not saying they weren’t awesome maps that contributed to the success of RTCW, but ID is the one who made that game not SD. My main point is that whoever worked on the “shooting mechanics” of RTCW never worked at SD in the first place. Unless they came on board after SD actually started making entire games.


(V1cK_dB) #193

You know what? You might be correct. That explains quite a bit to me. SD thinks that RTCW and ET were popular because of the classes and objectives exclusively. They are only half right. The other half is that people LOVED the movement and shooting mechanics of those games in COMBINATION with objective gameplay and class based team play.

That would explain why they made Brink the way they did (too much spread, limited strafeshooting, etc). HUGE mistake!


(nephandys) #194

[QUOTE=V1cK_dB;345062]You know what? You might be correct. That explains quite a bit to me. SD thinks that RTCW and ET were popular because of the classes and objectives exclusively. They are only half right. The other half is that people LOVED the movement and shooting mechanics of those games in COMBINATION with objective gameplay and class based team play.

That would explain why they made Brink the way they did (too much spread, limited strafeshooting, etc). HUGE mistake![/QUOTE]
I think you might have a solid point here.


(haccess) #195


(sereNADE) #196

chatbox will appear within the “awards” tab; which to me is funny. an extra click is not such a hassle and i’m glad it’s there now but why did they settle for this instead of putting it in the both screens or at least on the xp screen? they must enjoy all the complaining after apparent appeasement =p


(BomBaKlaK) #197

and on some server it didn’t work at all between maps …


(kilL_888) #198

the mid/endgame chat only works during the cinematics for me.

is there a real engame chat yet?


(BomBaKlaK) #199


(BomBaKlaK) #200