New Brink PC Update Brings End Game Chat and Lots More


(Apoc) #121

[quote=GLUGLUG;344243]You guys realize that you’re NOT playing as a NAVY SEAL right?
Thes guys you’re playing are WORKING PEOPLE or COPS. that’s right, police and civies,
NOT military.

How much training with fully automatic rifles do the avg. cop or civilian have?
Why do you think they should have the accuracy of a smite button?
Have YOU ever fired a fully automatic weapon? I have, let me just say,
THEY DONT HAVE LASER ACCURACY.

Like the guy says, “This morning I was feeding my kids breakfast and then I’m given this gun”.
How many rounds do you think that dude’s fired in his life?[/quote]

Working dudes and cops who happen to be able to wall jump and are parkour experts, or heavy weapon experts or completely muscle bound men trained to revive, heal, upgrade weapons, plant explosives, hack turrets and are masters of disguise…yup just normal people like you and me…


(knippon) #122

Too risky? What do you have to lose to at this point?

All we want is to hit what we point at.


(riptide) #123

[QUOTE=GLUGLUG;344243]You guys realize that you’re NOT playing as a NAVY SEAL right?
Thes guys you’re playing are WORKING PEOPLE or COPS. that’s right, police and civies,
NOT military.

How much training with fully automatic rifles do the avg. cop or civilian have?
Why do you think they should have the accuracy of a smite button?
Have YOU ever fired a fully automatic weapon? I have, let me just say,
THEY DONT HAVE LASER ACCURACY.

Like the guy says, “This morning I was feeding my kids breakfast and then I’m given this gun”.
How many rounds do you think that dude’s fired in his life?[/QUOTE]

First… it’s a game. It’s not suppose to be realistic but I’ll humor you.

Yes… I grew up in the Middle East. I shot a variety of fully automatics not so many handguns though. I can tell you that while they are not all dead on accurate… they are in my experience reliable. I was fairly young (10-14) but I remember having no problem shooting the filter off a cigarette from around 100 yards 8 times out of 10 with my gun. I could also do it with my father’s and brother’s guns but it took getting use to their gun. Both my brother and I had AK-74s while each one shot differently than the other, they were consistent in the way they shot.

So yea even if they were going for realism, which they were not… they would still be consistent in their patterns and the way they reacted.


(prophett) #124

I love Splash Damage. I loved Enemy Territory and played the hell out of it. The same goes for Quake Wars to a lesser extent.

They had a great system with ET. Some things in Brink have been an improvement upon that but the gun play/aiming has gotten very poor as they progressed from Enemy Territory to Quake Wars to Brink and that is the major reason why I like each new game less and less. I really wish they would at least provide us with some options for reduced weapon spread so that playing the game wasn’t so painful.


(GLUGLUG) #125

damn…I guess you got me there! lol :o:D:wink::tongue:
touche

I like the inaccuracy of the guns because it allows me to complete the objectives.
I know how people are with these games now and their incredible accuracy.
Just watching some Halo 3 no-scope sniper vids are all I need to know that
nothing would ever get accomplished in this game if everyone had 100% accuracy.

It allows the game to progress. If all the crack-shot guys could HS everyone all the time,
this game really would not be fun then. Except for the folks just looking to farm some
kills, objective be damned.
Do you think you’d EVER be able to repair the crane on Shipyard if everyone had the
M16 from CoD?:eek:
Hell no.


(Apoc) #126

[quote=knippon;344263]Too risky? What do you have lose to at this point?

All we want is to hit what we point at.[/quote]

:frowning: indeed

I dont get why they put in hitboxes if they keep increasing the spread


(TheDuplex) #127

\o/ Yeahhhhhh…


(Tandem) #128

An announcement addressing SDK and/or a comp-mod
would help out the competition community
while players and teams still have an eye on the game’s situation.


(Mr E Unknown) #129

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. :slight_smile:


(SK7109) #130

Thanks You :slight_smile:


(crackedgear) #131

Seriously, you guys really are acting worse than WoW players. You make it sound like the only reason you were playing this game was the hit radius on the carb-9.


(riptide) #132

If you think that…you really have no understanding of what we are talking about then.


(Thundermuffin) #133

[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]
Considering the engine was very capable of doing this stuff & ET:QW did it there’s no reason not to compare the 2.


(EnderWiggin.DA.) #134

Thanks for the patch. Can’t wait to try it out later.


(hly) #135

The competitive teams would have stuck around if they changed the spawn times to 20/30 right after the brinktv tournament. It shouldn’t have been difficult. If the teams are even it’s pretty much impossible to cap, even in public servers. That’s why no one is playing this game. These dev’s don’t understand the community doesn’t care about who has the highest XP or who constructs turrets. This game and all other fps is about fragging the other team.

If they seriously spent the past 3 weeks coming up with crazy ideas to decide and implement these creative tie breaker scenarios… shame on them.

Brink didn’t need a competition mod to keep it successful. Just a 10 second tweak in the spawn times.


(Impulse_) #136

[QUOTE=hly;344320]The competitive teams would have stuck around if they changed the spawn times to 20/30 right after the brinktv tournament. It shouldn’t have been difficult. If the teams are even it’s pretty much impossible to cap, even in public servers. That’s why no one is playing this game. These dev’s don’t understand the community doesn’t care about who has the highest XP or who constructs turrets. This game and all other fps is about fragging the other team.

If they seriously spent the past 3 weeks coming up with crazy ideas to decide and implement these creative tie breaker scenarios… shame on them.

Brink didn’t need a competition mod to keep it successful. Just a 10 second tweak in the spawn times.[/QUOTE]

Agreed 100% - My question is this… Why not release the SDK if your not capable of releasing a simple spawn time fix… It makes no sense. I guess they are truly happy with how many people they got to buy the game…

It just amazes me how after all this rant and videos of scrimmages with the fix, they choose to ignore it and save it “for future releases”

Hey SD, when are you going to realize that with your crappy patch and no spawn fix NO ONE from the competitive side of things wants to play this game anymore? There is no future for this game and you have no one to blame but YOURSELVES.


(crackedgear) #137

Not trying to be argumentative here or anything, but I always figured the spawn times are the way they are so that people would at least try to depend on medics before jumping back to the spawn point. Otherwise no one would bother waiting to be revived unless a medic was standing right on top of them.

As for the carb-9, unless I read the patch notes wrong, they switched one gun to spread evenly. Which means there are 4 other smgs and 23 other guns that still fire much the way they used to.


(Zanchile) #138

you realize there is probably going to be another update with the DLC right? and spawn times are in that C-var log thingy?


(Donnovan) #139

Man, Brink is turning fast to legeng like ET and QW. I’m proud to have back to games 4 years ago with the release of the Quake Wars Demo.

I also won a hobby you can see here: Glory of the Weak.

If some high demand was not updated yet, it’s because it is still in test.

AnthonyDa, give reviver to knock dow player give more XP than knock down a player?


(Qbix) #140

Thanks for the updates, very much needed. But don’t forget the rest of our wishes, like first person spectator, probably some USEFUL map overviews, a PAUSE-function for admins etc.

And the stopwatch screen is not bad, but still insufficient. Everyone should be able to remember how many objectives they managed to complete within the last 20 minutes. What is needed is some detailed information about the PROGRESS made, since this should be the criterium for measuring who won StopWatch matches, not a stupid decider map like in the ESL. Displaying the exact percentage of a hacking or reparing objective or the exact way left for a bot or a hostage would be the deal. :slight_smile: