Btw at end map i still dont have the option to chat, at least in the 4 diferent servers i use to play.
New Brink PC Update Brings End Game Chat and Lots More
[QUOTE=TeoH;347299]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[/QUOTE]
So headshot accuracy with burst-fire without ADS is 6%, and overall accuracy with unintentional body shots 16%… wow o_O
No you wouldn’t, you’d be sharing the jackpot with loads of other people and would end with about £5 in your pocket 
Point taken 
How is the spread calculated internally anyway? Two numbers for two angles, horizontally/vertically I guess? Is it gaussian or uniform? I hope it is not uniform because then you can actually not predict anything whatsoever.
No idea what those terms are. But basically the circle gets really big really fast and bullets can land anywhere inside that circle randomly.
Well if the distribution were Gaussian it would mean that the highest likelihood were the bullet will go is the center of the circle thus making it predictable to some extend depending on how high the standard deviation/variance is. That way you could control the spread by changing the variance.
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…
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In another thread, you were saying stuff about the game not being realistic and being surreal; everything you just described there seems like it should go into a war-sim, and not in an arcade title. I don’t care (nor do I really need to know) that if my barrel isn’t 3 inches longer than it is right now my gun won’t fire over 30 feet. What I do need to know is if I point my crosshair at someone it will hit whatever I’m aiming at. That seems like a pretty reasonable thing, right?
Weapon statistics only add more depth if the ability to control them is present; you can’t control spread. Even if you had a player trying his hardest to maneuver his gun so that it would compensate for spread it just won’t happen. You aren’t rewarded for trying to control your gun, if anything you are encouraged to let your gun run rampant.
Those games from the 90’s/00’s have more players on than BRINK does (and in certain cases have more players on right now than BRINK ever did), by the way.
I’m sure a lot of us, myself included, have already went back to those games and are enjoying them way more!
[QUOTE=Mr E Unknown;347166]“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.
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Yup a team game. So I would like to see the areas I could better help my team. Stats would help this completely. Not sure how that is not clear to you. Maybe you don’t have a good grasp of how to analyze data so you can improve performance. Looking at my personal stats has a very direct connection on how I can perform better in future, thereby more efficiently helping my team.
I dont just look at stats for my own personal wank fest. Tho… there’s an idea. Be right back…
[QUOTE=Mr E Unknown;347166]You got that from “yes, I agree demo recording would be a nice feature”?
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.[/QUOTE]
You’re right. I apologize for that. You did say you agreed. Point taken.
Still as I stated, I did not mention other games with demo/record for the sake of matching their feature list. As I mentioned, I would think a hard look at why those games added demo/record should be done. After, it seems clear a game with heavy mock-parkour elements would warrant a demo/record function as well.
The circle isn’t entirely random, there’s a weighted distribution so bullets are more likely to hit towards the middle of the circle.
This weighting varies from gun to gun and does degrade over time to a more even distribution during sustained fire.
[QUOTE=Smooth;347592]The circle isn’t entirely random, there’s a weighted distribution so bullets are more likely to hit towards the middle of the circle.
This weighting varies from gun to gun and does degrade over time to a more even distribution during sustained fire.[/QUOTE]
From what I ‘loosely’ observed, does the ‘over time’ part start to kick in around the end of the clip? This means you’ll only really see the degradation over time with sustained fire if you’re using a gun with a drum on it? The counter balance is the spread in the 1st, therefore we’re more prone to bust firing, meaning we’ll never really hit that degradation unless we go against what we’ve been told about using burst fire to maintain a tighter spread.
Has everyone played the most recent update? I had my reservations after reading the change list but after playing… I have ZERO problems.
Burst fire is your friend. We should all learn the fine art of burst firing, regardless. Think like Earth First… yet its Clip First. Burst fire is a clip-conservationist’s best friend.
[QUOTE=Bittermetal;347601]Has everyone played the most recent update? I had my reservations after reading the change list but after playing… I have ZERO problems.
Burst fire is your friend. We should all learn the fine art of burst firing, regardless. Think like Earth First… yet its Clip First. Burst fire is a clip-conservationist’s best friend.[/QUOTE]
Burst fire is what I’ve been doing since day one.
Did you happen to see this (including quoted video)? Interesting results for burst fire.
[QUOTE=Smooth;347592]The circle isn’t entirely random, there’s a weighted distribution so bullets are more likely to hit towards the middle of the circle.
This weighting varies from gun to gun and does degrade over time to a more even distribution during sustained fire.[/QUOTE]
thanks for giving some feedback on this, but now the problem is that we have the ghost we are chasing with what weapons, how fast does it degrade. Its hard to scientifically test these when they “feel” random as is. For greater consistency, all weapons should distribute the same and only the cone should change so that the user has greater visual feedback. Make smaller cones and no one will care about if its weighted properly or not. Not only that, the term “likely” to hit the center, has not been the experience with many players.
Further this with the hidden NetVar issue, you are going to continue to have people complain about the weapons based on how it “feels” because one day the distribution changes but no one can verify until after exhaustive testing.
so I hope you guys plan on doing FULL changelogs anytime you fix something rather than “we made this gun more accurate.”
edit: FYI, I and most people, want this game to survive; but as it is now it seems you are holding too much back from the reach of those who want to tweak the game to their liking. “Pro” (I hate that term too) mods are inevitable, and your refusal to give servers the ability to tweak performance of weapons, timers, etc. make this extremely difficult.
[QUOTE=Smooth;347592]The circle isn’t entirely random, there’s a weighted distribution so bullets are more likely to hit towards the middle of the circle.
This weighting varies from gun to gun and does degrade over time to a more even distribution during sustained fire.[/QUOTE]
Why is this “weighting” even a part of the code? I just can’t understand why anything random should be coded into the shooting mechanic at all. Recoil, damage, damage drop, etc I can fully understand. But why include the random code/values at all?
Who would manufacture a gun that does not hit wear it is aimed, even on the first shot? No one. Now please explain why someone would code a weapon that does not hit wear it is aimed, even on the first shot.
[QUOTE=BMXer;347629]Why is this “weighting” even a part of the code? I just can’t understand why anything random should be coded into the shooting mechanic at all. Recoil, damage, damage drop, etc I can fully understand. But why include the random code/values at all?
Who would manufacture a gun that does not hit wear it is aimed, even on the first shot? No one. Now please explain why someone would code a weapon that does not hit wear it is aimed, even on the first shot.[/QUOTE]
To give players who cant aim a chance.
Various firearms have different accuracy for different ranges. This statement is terrible and incorrect.
SMGs (especially older models) are notoriously inaccurate but excel at close quater combat due to their high throughput.
Just search for some gun forums and see how they compare and discuss accuracy. If every gun hit where you aim it there would be no concept of accuracy of a weapon.
Stick to arguing over whether or not accuracy is a desirable concept in a game, because in reality randomness is a fact of life.
Sounds a like a man raised on CS AK 47 play. I could be wrong but you my friend have the right idea.
So let me ask you… How do you feel about the changes in BRINK’s latest patch. Sorry if I missed this in your previous posts.