Opinions/Suggestions regarding SMART


(Jimmy James) #1

(From this thread.)

I think nephandys may have been over-exaggerating a bit with this comment:

For instance, has anyone tried to slide forward then aim behind them while sliding to shoot at an enemy? It’s extremely effective regardless of your body type/class/location. Takes a lot of practice though.

So, I thought I’d make a thread where people could post their SMART techniques for the benefit of the community.

Cheers,
JJ


(wolfnemesis75) #2

Here you go brother! :slight_smile:

[QUOTE=wolfnemesis75;371317]

One of the areas I’d like to see SMART expanded and thought originally it’d be in the game, was SMART over roof tops and fighting and jumping from roof to roof. I understand that this would’ve posed challenges of its own and challenges to newer players, but seriously being able to parkour over the rooftops of Container City would’ve been beyond EPIC. :slight_smile:

One of my most favorite scenes in any movie is in the Matrix when the agents are chasing Trinity over the roof tops and shooting. In the opening scene. (add some chicks that look like that in Brink :)) Also, this kind of fighting and battle would be cool as future DLC. Make a map similar to Refuel except the map takes place on the roof of some major section of the Ark. And there is a lower level that makes you feel like you were fighting atop city. I guarantee if you add just one map like this, people’d go nuts for it! :)[/QUOTE]


(wolfnemesis75) #3

I smart to places that seem impossible before hand. And sometimes believe either the Devs are aware of this and don’t care or don’t realize. Either way, you can cause some major headaches to a team of noobs who don’t know this. :slight_smile:


(wolfnemesis75) #4

Using Smart to Flank. Many, many players just never think to worry about being flanked from behind on Aquarium as they approach the MG nest portion of the map as Security. These maps you can almost ignore the HE objective area if you flank behind the Security Force. :slight_smile:


(BioSnark) #5

Feedback regarding SMART implementation in level design:


(wolfnemesis75) #6

Brink Open World would Rule. :slight_smile:


(thesuzukimethod) #7

as a light on resort (first objective), you can jump from the bridge between the command post and the MG nest over to other the MG nest…putting you in the little hallway pointed right at the HE plant. saves 4-8 seconds over other paths, and provides a 4th (and generally unexpected) route (5th if you count the back hallway on the left as sep) into the objective room.


(DarkangelUK) #8

SMART works exactly as intended, NOT as advertised. SMART was always intended to be a way of traversing a map with ease and not get stuck on simple obstacles that the average person could climb over… in that sense it works perfectly and more. In a normal game, if the average gamer wants to go somewhere they can, and they can get there efficiently as well. Zig-zagging a map to get to an area has been smoothed out and the corners have been cut. Upper areas can be accessed directly, and with bit of fancy footwork, you can reach places the average tunnel visioned player can’t. All this is great for the gameplay and does a stellar job at fullfulling what it intended to do… it does what it says on the tin.

Unfortunately the Bethesda PR marketing department (who also coined the term SMART) surrounded that tin with cheerleaders, jugglers, firebreathers, sword swallowers and giant dancing elephants, and played it up as its own monster feature… when really all it wanted to do was seamlessly blend with the gameplay and feel like a natural progression.

I’ll post my opinions on how it works in practice later when I get back.


(thesuzukimethod) #9

i should clarify, that I’m doing this manually using sprint/jump…but the mechanism is SMART, i just prefer timing my own wall jumps sometimes TYVM :wink:


(nephandys) #10

[QUOTE=DarkangelUK;371376]SMART works exactly as intended, NOT as advertised. SMART was always intended to be a way of traversing a map with ease and not get stuck on simple obstacles that the average person could climb over… in that sense it works perfectly and more. In a normal game, if the average gamer wants to go somewhere they can, and they can get there efficiently as well. Zig-zagging a map to get to an area has been smoothed out and the corners have been cut. Upper areas can be accessed directly, and with bit of fancy footwork, you can reach places the average tunnel visioned player can’t. All this is great for the gameplay and does a stellar job at fullfulling what it intended to do… it does what it says on the tin.

Unfortunately the Bethesda PR marketing department (who also coined the term SMART) surrounded that tin with cheerleaders, jugglers, firebreathers, sword swallowers and giant dancing elephants, and played it up as its own monster feature… when really all it wanted to do was seamlessly blend with the gameplay and feel like a natural progression.

I’ll post my opinions on how it works in practice later when I get back.[/QUOTE]
I completely agree with what you are saying here. The levels are designed around all body-types while only the light type truly has access to all the SMART system has to offer. Lights were all on display in the previews (as well as a bunch of stuff that never made it into the game) and that created a different picture of what the game and levels would be like vs. the reality. It also appears based on that GDC/Exedore article that to some extent the levels were dumbed down because a lot of players weren’t bothering to use SMART at all. As I said in another thread this might be even further compounded by the fact that the default body-type in game is Medium with Light having to be unlocked. Maybe if you started as a Light with full access to all of SMART things would have worked out differently.

It might sound dumb, but I would have really loved to have seen how the game and level design played out if they only included the light body type or had everyone regardless of body type have access to all of the features of SMART.


(thesuzukimethod) #11

not dumb. I’m not sure I want wall hopping heavies, but if all the SMART were available to Medium, just at a slower speed, and all the medium SMART was available to heavy, there would be a lot more terrain open to more players.


(wolfnemesis75) #12

[QUOTE=nephandys;371396]I completely agree with what you are saying here. The levels are designed around all body-types while only the light type truly has access to all the SMART system has to offer. Lights were all on display in the previews (as well as a bunch of stuff that never made it into the game) and that created a different picture of what the game and levels would be like vs. the reality. It also appears based on that GDC/Exedore article that to some extent the levels were dumbed down because a lot of players weren’t bothering to use SMART at all. As I said in another thread this might be even further compounded by the fact that the default body-type in game is Medium with Light having to be unlocked. Maybe if you started as a Light with full access to all of SMART things would have worked out differently.

It might sound dumb, but I would have really loved to have seen how the game and level design played out if they only included the light body type or had everyone regardless of body type have access to all of the features of SMART.[/QUOTE]
Just search Brink on Youtube and you will find tons of videos with peeps reviewing, discussing, Brink while playing and not do any Parkour! Soooo funny. There are some prominent ones where the Reviewer/Gameplay walkthrough, the person starts off by saying “this is the first time I am playing” after doing the customization screen, “oh yeah”, and then doing a commentary on it and not even displaying one bit of knowledge of the basics. Soooo funny and the curse of Brink. Not surprised that it got dumbed down in terms of SMART. Many, many times it seems like the invisible walls were added late in the game. Like, why is there an invisible wall above the Plane on refuel? Ha ha ha. For the noobs! :slight_smile:


(Humate) #13

The whole shaving seconds off your time to get to the objective, is rendered useless when the weapons aren’t accurate enough or strong enough to protect yourself from the enemy, already defending the objective. You have to wait for your team-mates either way - who just happen to be different bodytypes.

The reward for using it is minimal, and therefore isnt something that will be constantly used by everyone- or “always on peoples minds” as that article says.


(nephandys) #14

Yeah it’s funny to watch all those reviews. Just a word on the plane (I would love to get up there too)…one of the devs said too much of the level is visible or something from the top of the plane and this causes a bunch of frame rate lag. I think this might be a problem specific to console while the solution was forced on all platforms. (Someone feel free to correct me if I’m wrong/mis-remembering on this one).


(BROTOX) #15

Here is my sugestion and Ithink its a good one… what if speed boost raised player manuverability by one level, regardless of bodytype. So a heavy could pull himself up over his head, a medium can wall hop and a light can wall run for three steps. It can be an upgrade to speed boost… call it speed boost plus!


(VG_JUNKY) #16

No ur right on this… read it somewhere once before, it too bad tho :frowning: would have been a great vantage point :wink:


(.Chris.) #17

Would have been too good of a vantage point, it would have gave the defense may much of an advantage in that room. Without it the attack can gather at the top of the ramp thing behind those fences and such and pick away at the defense within the room as they look down at them. The defense do get that little scissor lift thing though but that is quite OK as it’s an isolated platform, you’re almost trapped up there but having an elevated area the size of the plane wouldn’t be great for map balance, the higher ground for the attack outside would be rendered useless.

If you could get up onto the plane you would be effectively be able to cover all the entrances, this would be pretty bad. Once you take a bit of damage all you would have to do is run to other side of plane, heal up, then head back and start shooting again., plus there is the whole height advantage thing also that would be present when the attack enter the main hangar area from the outside.


(wolfnemesis75) #18

[QUOTE=.Chris.;371417]Would have been too good of a vantage point, it would have gave the defense may much of an advantage in that room. Without it the attack can gather at the top of the ramp thing behind those fences and such and pick away at the defense within the room as they look down at them. The defense do get that little scissor lift thing though but that is quite OK as it’s an isolated platform, you’re almost trapped up there but having an elevated area the size of the plane wouldn’t be great for map balance, the higher ground for the attack outside would be rendered useless.

If you could get up onto the plane you would be effectively be able to cover all the entrances, this would be pretty bad. Once you take a bit of damage all you would have to do is run to other side of plane, heal up, then head back and start shooting again., plus there is the whole height advantage thing also that would be present when the attack enter the main hangar area from the outside.[/QUOTE]
True. But you could also make it a slide down effect where if you try to jump and stay on top of the plane, you just slide off. In this way we’d still be able to jump the plane. And no invisible wall. :slight_smile:


(Jimmy James) #19

Sounds like a console-specific problem. I haven’t experience any significant frame rate lag even on my old, didn’t quite meet minimum requirements PC, while perched on top of the plane.

-JJ


(thesuzukimethod) #20

the issue mentioned in a previous thread had to do with the draw distance required for the views from on top of the plane, which (apparently) absolutely killed framerate (#console) (although i agree…it would be a sweet vantage point for room defense (and a likely destination for turret spam…lol)