New Brink PC Update Brings End Game Chat and Lots More


(EnderWiggin.DA.) #201

I can’t seem to see or get post game chat to work on my server? Where exactly should I see it? Pressing “T” for global chat doesn’t work. I don’t see a chat box either.

I can only see post game chat during cinematics. Is there a cvar that needs to be turned on?
si_disableglobalchat is 0 meaning lobal chat should be enabled.


(BMXer) #202

[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]

Wow, unreal that a developer is openly admitting that they intentionally made the guns NOT shoot where you aim! UNREAL! TOTALLY UNREAL!
Literally made shooting TOTALLY rely on a random number generator! WOW!
Accurate aiming is officially totally lotto in Brink. Landing a headshot has absolutely nothing to do with aiming!
CRAZYNESS!!! Laughably crazy stuff tbh.


(coleym91) #203

+1. This is needed.


(MorsTua) #204

who care? if nobody uses them it means that they are a casual **** for kids and not fun at all
did u stop 1 second to understand why everyone was using light body and carb?

maybe cause IT WAS FUN and reminding a bit rtcw/et?

If i were dev’s lead i would make all weapons fun to be used. The did faster making useless the only fun weapon in this game.

Since when, in a first person SHOOTER, hitting what you aim is out of date?


(haccess) #205

+1. This is needed.


(BomBaKlaK) #206


(MorsTua) #207

eh
they say that be able to hit what you aim is out of date…
they look for “reality” in a game

ok … then someone tell them that to kill a person, u dont need 70 bullets. Just one is suff.
And once u are down, i dont think a sytinge can take u up

so SD, do u look for reality? then do it totally and not only for what it’s cheap for you covering yourself behind the “out of date game style”


(BomBaKlaK) #208

ouaaahhhhh !!! nice screenshot haccess ! exactly what I mean ! :wink:


(MorsTua) #209

[QUOTE=BomBaKlaK;345675]ouaaahhhhh !!! nice screenshot haccess ! exactly what I mean ! :wink:

[/QUOTE]

ummm imo 2 more icons should be good


(BomBaKlaK) #210

Now 2 month of the release and still no crosshair and no hud custom …


(BomBaKlaK) #211

have a different spread on some weapon ok, but why so much ?
at this point this is totaly random even in close combat


(Mr E Unknown) #212

Firstly, the comparison was Brink and TF2 not ETQW - Brink isn’t simply a mod of ETQW so assuming that because one had a particular feature it shouldn’t be hard to also appear in the other is plain wrong. Secondly, TF2 is not based on the id Tech 4 engine it’s using Valve’s Source engine - the two products are not the same so again, the comparison is not realistic.

If so, then focus on why Brink needs feature xyz for its own sake (and yes, I agree demo recording would be a nice feature), not that Brink needs to feature-match some other product that has been in development for many more years (a very unrealistic comparison). :slight_smile:

Given the recent security intrusion at Bethesda (including the Brink stats site) and leaking of some personal details, I’m happy to wait 'til they sort things out. As for having “nothing to show for my [my emphasis] effort” - seriously? Your team (potentially) winning isn’t sufficient?! :wink:


(Bittermetal) #213

[QUOTE=Mr E Unknown;345693]Firstly, the comparison was Brink and TF2 not ETQW - Brink isn’t simply a mod of ETQW so assuming that because one had a particular feature it shouldn’t be hard to also appear in the other is plain wrong. Secondly, TF2 is not based on the id Tech 4 engine it’s using Valve’s Source engine - the two products are not the same so again, the comparison is not realistic.

If so, then focus on why Brink needs feature xyz for its own sake (and yes, I agree demo recording would be a nice feature), not that Brink needs to feature-match some other product that has been in development for many more years (a very unrealistic comparison). :slight_smile:

Given the recent security intrusion at Bethesda (including the Brink stats site) and leaking of some personal details, I’m happy to wait 'til they sort things out. As for having “nothing to show for my [my emphasis] effort” - seriously? Your team (potentially) winning isn’t sufficient?! :wink:[/QUOTE]

No my team winning is not sufficient. If it was just about winning then they would make TDM and Free for All modes. Its about team play and objectives. The game is so good that I can’t keep track of all the objectives and team help-outs I have done. Or the number of disguises I have taken or the number of command posts I upgraded…and on and on… So much to tally. But in answer… NO, my team winning is not sufficient. Its actually hilarious that you ask that about a team-oriented and objective based game where there is so much to do.

Also I stated why i thought BRINK should have a demo/record feature. I’ll paste it again below… It has more to do with why another game has that feature and not about copying feature for feature just to pad the list. There is an analysis that devs and marketing do when looking at the competition. Its not simply “lets do what they did” often thought goes into why another company or product went a certain way. SO… If BLOPS and TF2 community and devs thought that TF2 and BLOPS gameplay was visually rewarding enough to warrant a demo/record feature… Then DRUM ROLL a game where characters are intricately helping team mates in complex ways all while bounding and vaulting…kicking off walls and changing direction before even touching the ground…

Come the heck on man… Are you telling me that doesn’t better warrant a similar record and capture feature than the less visually acrobatic games such as BLOPS and TF2?! I mean seriously?!

One of many reasons I would love to see a video record feature…

This should have been plainly obvious from the onset of the SMART 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.


(Thundermuffin) #214

Actually it’s a very realistic, in my opinion if you compare the progress made from 2007 to 2011 (release of TF2 to its now free to play status and the release of ET:QW to the release of BRINK). You said that, “BRINK is a lot younger.” Nothing but the art style, map designs and S.M.A.R.T. is “a lot younger” than TF2. The gameplay was nailed years before and the engine was already there and only had to be modified some for the S.M.A.R.T. system and to fix their crappy animations. VALVe modifies their engine probably just as much as SD did for this “amazing, innovative” S.M.A.R.T. system.

VALVe released TF2 in 2007, and Splash Damage released ET:QW in 2007 so, again, one can compare the amount of progress over time. SD using idTech 4 means, to me, the game should have custom crosshairs, demo recording, hit beeps, v-says, and all of these really great features that we don’t have, but was present in Q4 and ET:QW. VALVe added all of that stuff into their engine (if it wasn’t already present) and went above and beyond in many ways, especially compared to BRINK which only went backwards and not forwards.

Every other major MP shooter that I can think of on this engine has a demo record feature that works, yet BRINK does not. It worked in ET:QW and, again, they had said they used that as a starting off point when it came to redesigning their engine. How come it isn’t here then? How come there are no custom crosshairs? Where are the colored names? Where is anything that was part of the base idTech 4 engine?

So compare the progress between TF2 in 2007 to now, and compare the progress from ET:QW to BRINK. Do you even think it’s a contest? Really, SD had the upper hand as they were able to completely redo everything and have a second go, yet they still fall short by a mile. You don’t have to compare the class systems or the gameplay between the two games like you were probably thinking I was. I know that’s different and is stupid to even try to compare, but I was always comparing the progress the 2 developers made along the 4 year journey.


(Jess Alon) #215

Bullet spread is artificially tweaked to make entry level easier for the noobs. Superior tactics still win the game regardless of spread.


(MorsTua) #216

tactic? about what tactic are u talkin about?
Noone is able to end maps cause full holds are behind the corner

nerfing the carb 9 insthead make better other weapons, is like to have a maradona in a soccer team and sell him to buy 10 noobs cause number is better than quality.

btw that hud screenshot is talkative. SD should put some street signals too on the path and then it’s finally full.

SD You are looking on the wrong direction. People is showing the moon and you look at the finger.
Don’t be so haughty that you want to do original things at every, cost even if they dont please anybody.


(kilL_888) #217

[QUOTE=BomBaKlaK;345675]ouaaahhhhh !!! nice screenshot haccess ! exactly what I mean ! :wink:

[/QUOTE]

there are a few commands that might help you:

g_friendlycolor
g_friendlytextcolor

(g_enemycolor

g_botcolor)
^use tab for these in (). not sure if i spelled them correctly.

you can edit color and alphavalues with these. you still have to stick to the objective/revive icons and objective boarders though. but it helps a bit. i configured it so that player names are completely hidden. i only see class icons+ammo/health indicators when i play as medic/soldier.

but i agree that there must be more ways to costumize our hud. they destroy the beautiful visuals of the game.


(engiebenjy) #218

Personally I would have enhanced the AR’s to make them a viable choice rather than nerfing the SMG’s


(r3fleX) #219

Yea +1 engiebenjy - They interpreted the situation of everyone using the Carb wrong. It is not just because the weapon was better than all the others, but because it was the closest weapon to what most players actually want in a FPS game. You hit where you aim, not a rediculous amount of recoil and reasonable clip size :frowning:

This game is broken, but doesn’t need that much to be fixed in order to make it enjoyable for a reasonable amount of time… i mean the SMART system is good and the map’s are decent with the game modes, just slightly smaller details. I don’t know how much longer the playerbase will stay around for though.

[ul]
[li]Tighten spread of weapon’s (Hit where you aim)[/li][li]Allow more custom HUD options (reduce alpha of icons etc)[/li][li]Allow Crosshair Customization (Get rid of circle/allow different colors)[/li][li]Tweak defense Spawntimes by like 5seconds or so.[/li][li]Demo Rec + 1st Person Spectating[/li][/ul]

Edit: Really don’t understand the logic behind forcing that bigger circle around the crosshair. I know it shows spread scale, but the majority of players know that each type of movement affects spread and if they don’t then they realise after the first day of playing, so just let us remove it altogether. Also i’ve noticed when you sprint, half the circle goes a different shade, what is this meant to tell us? That we are sprinting and cannot already figure that out from us physically holding down the sprint button?!


(IncubusDragon) #220

Before actually trying out the new settings, I read the info and thought “oh no, that’ll make it even worse”, but I’m finding they work rather well…

I just read through all 11 pages of this thread… some comments seem to demonstrate a bit of blinkered vision and/or people pontificating their alleged expertise without having actually tested the new settings. That said, people are nevertheless entitled to their own opinions.

Speaking of opinions, my findings so far are largely in favour of the update, albeit I’m more of an advocate for aiming centre-mass than getting hung up on the need to headshot everyone… heavy weapons have more of a punch (well, Maximus feels a bit too slow and clunky but other heavy weapons have solid improvements) and weapon selection is now more critical to match the battle environment than being able to take a one-size-fits-all load out centred around the Carb-9 to pwn everywhere on every map. Even so, the Carb-9 is still a very handy weapon - it has not suddenly been rendered useless with the adjustments.

In my opinion, assault rifles are currently the class that require the most skill to determine when to use or switch, as the mid-range firefight also lends itself to more powerful snipers and CQC/CQB remains the domain of the SMG.

If anybody was wanting the update to make it easier to jump out of another game into Brink without having to adjust how they play, then they’ll be disappointed… but when considering aiming and weapon balance in the self-contained world of Brink - aiming is now more consistent and the difference between weapon classes is a bit more distinct.