New Brink PC Update Brings End Game Chat and Lots More


(AnthonyDa) #221

“lolterry”?

Just go playing another game until sdk it out.

But the frags aren’t 100% randumb, I played some lulz-matchs against proteam (ex: dignitas) and they ass-raped us in every duel.


(Seiniyta) #222

[QUOTE=AnthonyDa;345861]“lolterry”?

Just go playing another game until sdk it out.

But the frags aren’t 100% randumb, I played some lulz-matchs against proteam (ex: dignitas) and they ass-raped us in every duel.[/QUOTE]

Despite the spread the one with the better aim and understanding of their weapon still wins by a considerable margin. The only thing it really changes is how long the fights last. There is a problem with headshots though, that’s a bit too random to my taste when two (kinda) equally skilled are having a duel and due the rng one bullets is a headshot and the other not. It’s an issue because headshots are more valuable then non-headshots. If headshots didn’t have a bonus the wide spread woudln’t be a issue at all.


(tangoliber) #223

I argued for nerfing the SMGs rather than enhancing the ARs.

The reason for this is that I think the ARs feel great from a gameplay perspective. Burst firing with them while strafing feels really good, and I would like for that to be the staple of Brink.

If you enhance them, then people will spray more with ARs like they do with the SMGs…which I don’t think leads to very good gameplay. Also, if we are in general enhancing weapons instead of nerfing them, then we are moving in the direction of making the game more of a twitch shooter than a “technique shooter.” The more powerful you make the guns, the less need for burst fire and strafing you have…and the more effective camping becomes.

Therefore, I think nerfing the SMGs to the point that the ARs, as they currently are, are the best all-around gun, is the best path to take.

(And my thoughts on accuracy is that guns should start off fairly accurate, but their spread should expand rapidly under sustained fire…so as to prevent spraying, and encourage burst fire.)


(Fishbus) #224

[QUOTE=tangoliber;345865]I argued for nerfing the SMGs rather than enhancing the ARs.

The reason for this is that I think the ARs feel great from a gameplay perspective. Burst firing with them while strafing feels really good, and I would like for that to be the staple of Brink.

If you enhance them, then people will spray more with ARs like they do with the SMGs…which I don’t think leads to very good gameplay. Also, if we are in general enhancing weapons instead of nerfing them, then we are moving in the direction of making the game more of a twitch shooter than a “technique shooter.” The more powerful you make the guns, the less need for burst fire and strafing you have…and the more effective camping becomes.

Therefore, I think nerfing the SMGs to the point that the ARs, as they currently are, are the best all-around gun, is the best path to take.

(And my thoughts on accuracy is that guns should start off fairly accurate, but their spread should expand rapidly under sustained fire…so as to prevent spraying, and encourage burst fire.)[/QUOTE]

Pretty much.

As for ‘lottery’ it seems like a perfectly predictable, circle shaped lottery to me. :confused:

Here’s a little tidbit, the kross and carb were very very similar. In fact maybe a bit too much. The carb had more damage over the kross though. I guess this made it feel “more real” to some of you chaps?

If you’re still grieving over your beloved carbs accuracy please move on to the kross and to a lesser extent the bulpdaun as they are essentially what the carb was minus some damage. (accurate and quite central in their spray pattern)


(Bittermetal) #225

[QUOTE=IncubusDragon;345837]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.
[/QUOTE]

I couldn’t agree more! I really am enjoying the new update. Without a doubt. Great changes. Just reading about the hamstringed SMG’s sound frustrating. But when you play… It’s all gravy!!

Still waiting to hear about PC stats page/website and demo/recording. All the team-based objectives and things to do really demand stats…uh STAT! And SMART mobility really REALLY demands a replay/record/demo feature!

Thanks SD, for putting me on the BRINK!


(Thundermuffin) #226

No, just no. I drew a picture because it’s easier to talk about that then try to explain it via words. It just doesn’t work as well.

The circle is predictable because it’s the same size. The bullets that hit inside of it aren’t predictable, some may overlap, of course, but you’ll never be able to actually control where they hit.

Really, the circle should be 1/4 of that size (if not less) and all the bullets shouldn’t go far from the center of the circle. It doesn’t make the game less fun, it makes it more challenging and gives you a reason to get good. With the current gunplay, I found myself not even caring if I aimed at the person because I was more likely to win the less I tried to actually aim at the person. Is that what you were going for?

Everyone is telling you guys what you need to do to fix this, besides the 2 or so console fanboys, why wouldn’t you listen? Heck, just do it for the PC version and leave the consoles alone.


(riptide) #227

[QUOTE=Fishbus;346113]Pretty much.

As for ‘lottery’ it seems like a perfectly predictable, circle shaped lottery to me. :confused:

Here’s a little tidbit, the kross and carb were very very similar. In fact maybe a bit too much. The carb had more damage over the kross though. I guess this made it feel “more real” to some of you chaps?

If you’re still grieving over your beloved carbs accuracy please move on to the kross and to a lesser extent the bulpdaun as they are essentially what the carb was minus some damage. (accurate and quite central in their spray pattern)[/QUOTE]

Sorry, but you should stick to mapping because making the first bullet hit dead on and then recoil/spread kick in with penalty increasing the longer you hold fire is what encourages burst and technique… Especially when the damage is lower… and by all means the majority will always prefer more accurate weapons with lower damage. But guess what you have an unnecessary amount of guns so why don’t you cater to both groups.

This game has the worst gun play out of any game to date. I challenge you to find a system that lowers the bar as much as Brink does and lowering the bar is exactly what you do when you remove the reward for being a more accurate shooter. I often shoot 40-45 lg and 50-60 rail but when I play Brink I feel like my aim hurts me. I’d rather not feel like a short bus kid, thanks.


(Brink Lags) #228

[QUOTE=Fishbus;346113]Pretty much.

As for ‘lottery’ it seems like a perfectly predictable, circle shaped lottery to me. :confused:

Here’s a little tidbit, the kross and carb were very very similar. In fact maybe a bit too much. The carb had more damage over the kross though. I guess this made it feel “more real” to some of you chaps?

If you’re still grieving over your beloved carbs accuracy please move on to the kross and to a lesser extent the bulpdaun as they are essentially what the carb was minus some damage. (accurate and quite central in their spray pattern)[/QUOTE]

You guys don’t really know what you’re doing, do you?

I heard a rumor SD has only been a level designer and never actually designed an FPS game. Hard not to believe that rumor. This game is ponderous. Worst game I’ve ever played full price for.


(Rahabib) #229

I think the main thing that irritates me is that it seems SD refuses to allow the PC community to run the game as they want. If they would release the SDK or at least allow us access to NetVars via ServVars or something so that we can tweak them on the server we want (hell most of us wouldnt even care if its ranked) then we can let the community give some solid feedback rather than random whining and waiting, which will and has killed this game.

Anyway, back to my cave until the next update rolls out.


(Mr E Unknown) #230

“Hilarious”? You said yourself the game is team-oriented but yet you worry about personal stats. Once you reach level 20 all that XP goes nowhere so all that “matters” is your team winning - the rest is just bonus information if you get it, it’s hardly critical to the enjoyment of the game.

You got that from “yes, I agree demo recording would be a nice feature”? :slight_smile:

I didn’t argue against a demo/record feature - I said it was unrealistic to argue for one by using TF2 as a comparison; instead, argue purely why Brink itself needs that feature regardless whether or not any other game has it - there are plenty of good reasons in favour without having to point at other games.

TF2 was released in 2007, that’s true - but it has taken 'til 2011 for Valve to formally promote/support a standardised recording mechanism (based on a lot of internal engine changes that weren’t present in 2007). Yes, the engine itself had a raw recording/demo feature - but as previously noted Valve has repeatedly broken this over the years as happens with features that may be present, but aren’t officially supported (surely we don’t want to see something like that repeated with Brink?).

I didn’t think you were comparing classes or gameplay, but thanks for clarifying that all the same. It’s an interesting intellectual exercise to compare the development of two game engines over a period of time but you’ve over-simplified the number of internal changes SD has made by concentrating only on what you see on-screen; unfortunately I don’t have the link/article ready at-hand, but I recall reading interviews with folks like PaulW outlining some of the many changes they’d made and the reality is that some of those changes may well have been incompatible with the old ETQW demo recording feature - meaning it has to be completely overhauled.

Point being as above - let’s focus on why Brink itself needs a demo/recording feature, without making unrealistic comparisons to other titles (especially from other developers using different development products). :slight_smile:


(BMXer) #231

[QUOTE=Fishbus;346113]Pretty much.

As for ‘lottery’ it seems like a perfectly predictable, circle shaped lottery to me. :confused:

Here’s a little tidbit, the kross and carb were very very similar. In fact maybe a bit too much. The carb had more damage over the kross though. I guess this made it feel “more real” to some of you chaps?

If you’re still grieving over your beloved carbs accuracy please move on to the kross and to a lesser extent the bulpdaun as they are essentially what the carb was minus some damage. (accurate and quite central in their spray pattern)[/QUOTE]

This almost feels like a joke! Are you trolling us or what? seriously…

Kross, carb, whatever the smg… stand 3 feet from an afk player… put your dot/xhair on the same exact spot and try to get 2 headshots in a row. Guess what, you can’t!
Why even have “headshots” when you CAN NOT effectively achieve them on any level what so ever?

Before the match even starts, you could use the same random number generator you use to determine spread and literally just give each player a certain number of headshots per shots fired for the given round. RANDOMLY generated kills/damage that the player has zero control over. Its the same as what you have done with the SMGs!

I personally don’t see how “spread” has any place in FPS games. Why even have a randomized value at all? It makes no sense…

Seriously, tell me why recoil, damage, damage falloff, rate of fire, reload/equip speed, and clip size are not enough?
None of those values are random/lotto and you can easily come up with an array of guns that everyone will like to shoot without any randomness using only those values.

Granted, stuff like chainguns and super over powered guns might be the place for spread but why the lotto in every other gun?
Plz someone who actually codes games explain why random/lotto is even a part of FPS shooting? And after you do that, tell me how that is better than if we had no random/lotto and skill actually mattered…


(neg) #232

[QUOTE=BMXer;347211]This almost feels like a joke! Are you trolling us or what? seriously…

Kross, carb, whatever the smg… stand 3 feet from an afk player… put your dot/xhair on the same exact spot and try to get 2 headshots in a row. Guess what, you can’t!
Why even have “headshots” when you CAN NOT effectively achieve them on any level what so ever?

Before the match even starts, you could use the same random number generator you use to determine spread and literally just give each player a certain number of headshots per shots fired for the given round. RANDOMLY generated kills/damage that the player has zero control over. Its the same as what you have done with the SMGs!

I personally don’t see how “spread” has any place in FPS games. Why even have a randomized value at all? It makes no sense…

Seriously, tell me why recoil, damage, damage falloff, rate of fire, reload/equip speed, and clip size are not enough?
None of those values are random/lotto and you can easily come up with an array of guns that everyone will like to shoot without any randomness using only those values.

Granted, stuff like chainguns and super over powered guns might be the place for spread but why the lotto in every other gun?
Plz someone who actually codes games explain why random/lotto is even a part of FPS shooting? And after you do that, tell me how that is better than if we had no random/lotto and skill actually mattered…[/QUOTE]

what you fail to understand is devs dont even play their own games, let alone other games so they have nothing to compare their game against in terms of how badly its designed


(morguen87) #233

I haven’t posted in this thread because I’m not playing on pc, but this has to be the most retarded thing that has ever been posted on this forum.


#234

:confused:[QUOTE=BMXer;347211]This almost feels like a joke! Are you trolling us or what? seriously…

Kross, carb, whatever the smg… stand 3 feet from an afk player… put your dot/xhair on the same exact spot and try to get 2 headshots in a row. Guess what, you can’t!
Why even have “headshots” when you CAN NOT effectively achieve them on any level what so ever?

Before the match even starts, you could use the same random number generator you use to determine spread and literally just give each player a certain number of headshots per shots fired for the given round. RANDOMLY generated kills/damage that the player has zero control over. Its the same as what you have done with the SMGs!

I personally don’t see how “spread” has any place in FPS games. Why even have a randomized value at all? It makes no sense…

Seriously, tell me why recoil, damage, damage falloff, rate of fire, reload/equip speed, and clip size are not enough?
None of those values are random/lotto and you can easily come up with an array of guns that everyone will like to shoot without any randomness using only those values.

Granted, stuff like chainguns and super over powered guns might be the place for spread but why the lotto in every other gun?
Plz someone who actually codes games explain why random/lotto is even a part of FPS shooting? And after you do that, tell me how that is better than if we had no random/lotto and skill actually mattered…[/QUOTE]

It is to represent weapon accuracy! You know, why sniper rifles have long barrels, Assault rifles slightly shorter, Sub Machine guns even shorter… The shorter the barrel the greater the spread, weapons have a degree of accuracy, we don’t have perfect accuracy with tiny barrels and automatic fire. Stop whining, weapon accuracy statistics add more depth. If you want scan hit pick any game from the 90’s… :confused:


#235

so true, EPIC FAIL post of the highest “accuracy”… :smiley:


(ManateeMaster) #236

yay : )

well did someone test the ARs ?
how are they doing now especially the Rokstedi and the FRKN-3K?


(Kalbuth) #237

[QUOTE=Fishbus;346113]Pretty much.

As for ‘lottery’ it seems like a perfectly predictable, circle shaped lottery to me. :confused:

Here’s a little tidbit, the kross and carb were very very similar. In fact maybe a bit too much. The carb had more damage over the kross though. I guess this made it feel “more real” to some of you chaps?

If you’re still grieving over your beloved carbs accuracy please move on to the kross and to a lesser extent the bulpdaun as they are essentially what the carb was minus some damage. (accurate and quite central in their spray pattern)[/QUOTE]

This is not about the Carb at all. You’re mistaken if you think that
The problem is headshot reliance. Do you see the size of the spread circle in the pictures? DO you imagine the size of the head needed to have only 50% HS? that means being right in the face of the opponent
I’ll have to re-test further, but even tap-firing with Kross (which was my default pre-patch, btw) and Bulpdaun (which is now my default) will not lead to accurate fire after something like the 4th bullets. And we are not all pro heroes getting 4 HS in a row to kill, meaning we’ll end up spraying, even if we try to tap-fire and aim. Because spraying is more efficient

Which leads to the real underlying issue, for me : it looks like to you, guys, moving now means being innacurate and forces to rely on spray. You’re shifting aim to crouch and ADS, and that’s a pretty big change. would be great to have a definite answer on this


(sereNADE) #238

It is to represent weapon accuracy! You know, why sniper rifles have long barrels, Assault rifles slightly shorter, Sub Machine guns even shorter… The shorter the barrel the greater the spread, weapons have a degree of accuracy, we don’t have perfect accuracy with tiny barrels and automatic fire. Stop whining, weapon accuracy statistics add more depth. If you want scan hit pick any game from the 90’s… :confused:[/QUOTE]

I’m sorry, what? A skilled rifleman will have more control and assurance over his shots because of the degree of control. Should a game like BRINK take away or add more control to gunplay in the hands of a skilled player? Is BRINK a game of skill or chance?


(BioSnark) #239

Can I trouble someone to take a steam screenshot of this mythical endgame chat and post it here? I will love you forever!


(TeoH) #240

[QUOTE=Thundermuffin;346839]No, just no. I drew a picture because it’s easier to talk about that then try to explain it via words. It just doesn’t work as well.
[/QUOTE]

Just so it’s clear, i ran off a quick video. This is burst firing, so it mostly doesn’t include the random left/right jitter that can’t be compensated, which is another random element:

I think that’s a pretty standard range