Our thoughts on more S.M.A.R.T. (moves and areas.)


(BiigDaddyDellta) #1

So in the thrailers the wall flips and sliding on your back somersaults and thing were very cool visually, but do you think it is too much for real gameplay? I think personally to be able to mantle backwards say over a railing or ledge while gunning at a foe in front of you would be a nice add on. As well as to the side I suppose.

As far as the cinematics the only one that really looked fun for gameplay would have been the sliding on your back, though it is spam material is seemed an intrigueing tool to have in your arsenal.

Again with the accessible areas, in the trailers when the anger was atop the containers in container city and chasing the sec. Bug down below this was an epic and exciting thing to belohd. It made most of the community pretty sad to see the areas weren’t as big as we had hoped. I love the SMART system and I think it works fairly well for a new I.P. but it feel like it has much greater potential and I would love to see in future maps som areas with a lot more depth.

There’s also an interview talkin about the animated areas and how they are supposed to be interactive. The quote says something along the lines of, The animaters are careful when making these environments, being sure anything that suggest it can be used for something acctually DOES that thing. This is untrue especially for the amount of things you should be able to slide under and in truth cannot,. I doubt this is something that could be fixed in tweaks or patches but would be greatly appreciated in future maps.

We’re here to discuss, so discuss please no game bashing or flaming the innocent.

Here’s looking forward to the future,

BiiG


(Oz70NYC) #2

I’ve tried things in SMART that I DIDN’T think would work, and it worked almost too perfectly. Like for example, wall hoping with my light Op down the ramp on SecTow to get over a group of 3 enemies protecting Nechayev to get behind them.


(BiigDaddyDellta) #3

There is also that kind of stuff I forgot to put that in there, thanks for that :smiley:


(DarkangelUK) #4

When devmap was active on the PC, you can load a map up in SP with cheats on more or less, and then you can /noclip through the map, which basically means you can float to where ever you want, go through walls etc. My general practice with games is to 1st use noclip to see if making it to an area is possible (being able to stand there and move), and to see if there’s any map clipping in the way to stop it… once I determine an area should be reachable, I then work on methods of getting there. I had quite an extensive look around Container City and A LOT of stuff is clipped and blocked off from the player that you would’ve thought would be accessible.

i stopped because devmap was disabled, but apparently it’s back on so I may have a look again, but yes there are lots of areas I would expect to make it to but can’t.

I would like more clarification on the movement mechanics as well. Seems that multiple wall hops are either limited by design, or non-consistent. You can hop off a wall over to another, hop off that, but going back to the same wall seems to stunt you and you can only slide down it, you can’t do a further boost off it… but seems to work if it’s not directly in order? Don’t know if that makes sense… ill try better.

2 walls running parallel like so | |, you can jump off the left wall to the right, while on wall 2 you can then jump off that to wall 1… but landing on wall 1 you just slide down it. You might think “well of course, you can’t be wall running and defying gravity”. However, on the 1st resistance spawn on CC, you can bounce off 3 or 4 walls consecutively. It seems to be dependant on the wall not being usable twice within 3 jumps… unless thats just me.

I also noticed you can wall hop off a wall then up a sloped wall (1st area in sectow as Resistance for example), about 7/8’s of the way up the slope, hit crouch and you get an extra push vertically, then you can jump… i’ve made it from the bottom to the top before where the Security are shooting down.

I need to experiment more, but i’m not really expecting much more.


(BiigDaddyDellta) #5

I found an arean by the resistance spawn on CC (360) where you can get though the fence and outside the structure of the map thanks to Lago, it was neat I guess. But I was expecting SMART to provide more than just a mode of transportation. I suppose a swing role for transportation and tactical solution to reaching hard to reach areas was too much too soon.


(Bittermetal) #6

SMART is easy to do but difficult to master. One important thing to remember is that you can cancel the animation mid-mantle and spin the camera around to kick off the wall you are partially mantling to reach a higher ledge or a ledge in a different direction. I often use a ledge grab as a way to break my fall and then turn the camera to kick off that wall to a completely different direction.

Even the BRINK strategy guide says the game was made so you can turn the camera/cursor much faster while mantling, specifically so you can easily cancel the mantle and quickly leap to a new direction or higher platform. The fact that you can kick off any and every surface, wall object, chair command post, is a huge WIN. Also you can run at a wall, then jump toward it and spin the camera so your back touches the wall. Then you can kick off it. This will confuse those chasing you because it allows you to do a complete 180 on a dime.

This 18 sec 3 Star Parkour Challenge shows a lot of how you can get down with the light body using SMART


(Nexolate) #7

Sure, the more stuff they can pack into Brink 2’s SMART system the better. The first Brink has only served to wet my appetite and I go back to most shooters now feeling the game is too stiff.

Regards,
Nexo

Sorry for briefness.


(Bittermetal) #8

[QUOTE=Nexolate;346845]Sure, the more stuff they can pack into Brink 2’s SMART system the better. The first Brink has only served to wet my appetite and I go back to most shooters now feeling the game is too stiff.

Regards,
Nexo

Sorry for briefness.[/QUOTE]

I feel the same. I was trying to mantle and kick off wall in BFBC2 last night. I gave up and came back to BRINK.

BRINK 2 could have huge potential. But I think there is a lot to the current SMART system that many people are not realizing. I see few players using SMART with the agility seen in the video I post above.

Also… RANDOM Q. Why is there no light sawed off shot gun for the light body type. Seems like a good close quarter fast paced weapon to have. that round out things with a shotgun for each body type.


(morguen87) #9

[QUOTE=Bittermetal;346849]I feel the same. I was trying to mantle and kick off wall in BFBC2 last night. I gave up and came back to BRINK.

BRINK 2 could have huge potential. But I think there is a lot to the current SMART system that many people are not realizing. I see few players using SMART with the agility seen in the video I post above.

Also… RANDOM Q. Why is there no light sawed off shot gun for the light body type. Seems like a good close quarter fast paced weapon to have. that round out things with a shotgun for each body type.[/QUOTE]

I think it’s probably a balance issue, lights don’t have too much of a problem closing the gap between themselves and another player, having a shotgun that could potentially one shot enemies would be a little much. And if it couldn’t 1-2 shot enemies you’d be better off using the ritchie anyway.

Cool parkour vid a couple posts up, damn Xbox controller, I have a tough time doing those wall jumps. The 2 star challenge even took me a few tries…


(its al bout security) #10

its really the objects that should be smartable that we found that just obbviously arnt and its kinda sad.


(BiigDaddyDellta) #11

Exactly, this was supposed to be mroe about the environments than SMART itself. The “moves” listed were just gander, something to talk about.


(BiigDaddyDellta) #12

Though I recommend that vid. SMART does seem to be alot more effective on PC. If only I could aim with my speed that fast I’d have no problem moving just aiming.


(Jimmy James) #13

I didn’t vote because I’m not sure what the difference is between “yeah alot acctually.” and “yes it’s alot more basic than i thought it would be” and I’d like and option of “Yeah, there are a couple places.”

Specifically, there is a map where Resistance has to open a panel then blow it up (forget the map name) but the door has a checkpoint-type kiosk with one of those striped road-block type liftable arm things…

This is the point where Jimmy James gets brilliant idea!

Map is “Prison Break” and it’s that roadblock thing with the stripes can only be vaulted over from a very specific angle, you can’t vault over it if you approach it from the end (left side in the pic).


(BiigDaddyDellta) #14

you can’t slide under it either lol.


(nephandys) #15

[QUOTE=Jimmy James;346877]I didn’t vote because I’m not sure what the difference is between “yeah alot acctually.” and “yes it’s alot more basic than i thought it would be” and I’d like and option of “Yeah, there are a couple places.”

Specifically, there is a map where Resistance has to open a panel then blow it up (forget the map name) but the door has a checkpoint-type kiosk with one of those striped road-block type liftable arm things…

This is the point where Jimmy James gets brilliant idea!

Map is “Prison Break” and it’s that roadblock thing with the stripes can only be vaulted over from a very specific angle, you can’t vault over it if you approach it from the end (left side in the pic).[/QUOTE]
omg I get stuck there all the time expecting smart to kick in. Very frustrating.


(Jimmy James) #16

Yeah, but that is the only place where I’ve been really frustrated by the SMART system. Other than that it works pretty much the way I expected.

It would be cool if they had wall-running (ie Gunz) for light builds (future DLC Ability?) or narrow corridor wall climbing like Splinter Cell (I think that was the name).

-JJ

EDIT:

Heh, my sentiments exactly.


(Zanchile) #17

just takes practice. i can do the 3 star in 27 seconds. im like rank 1087 on xbox


(Bittermetal) #18

You can wall run. You just need to practice. It is easier when you have two parallel walls then you can bound back and forth off of each one without hitting the ground, Jacky Chan style.


(Bittermetal) #19

OH OH OH OH OH!~ Forgot to ask.

Are all the PC player playing with an edited FOV? Default field of view is 70. I play with mine at 101. This makes the movement seems soooo much faster and snappier.

try it. type “ui_fov <desired value>” when you bring down the console.


(taodemon) #20

I would love it if there were more moves and more areas in the maps themselves that we could access.