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


(Jimmy James) #21

In Gunz you can actually sprint along a wall for some distance while shooting an automatic weapon. I know it’s absurd but it’s really fun and I find myself laughing out loud while playing that game.

[QUOTE=Bittermetal;346895]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.[/QUOTE]
What does this setting do exactly? Sounds similar to increasing resolution, do you take a FPS hit for that?

-JJ


(taodemon) #22

It doesn´t change the resolution. It is more like changing the lense on the camera that is filming the first person gameplay so that it picks up more of the surrounding (at an extreme it would be like a fisheye lense or whatever those old cheats did in some of those old games i used to play). It also give the impression of speeding up the gameplay when increased (fov=field of view?).

realworld example


(Jimmy James) #23

So, does it lower the detail in that you are seeing more environment in the same resolution?

I’d love to see some screenshots for comparison, maybe I’ll experiment with it and post some.

-JJ

EDIT: Some interesting facts from Wikipedia

Different animals have different fields of view, depending on the placement of the eyes. Humans have an almost 180-degree forward-facing horizontal field of view, while some birds have a complete or nearly-complete 360-degree field of view. In addition, the vertical range of the field of view in humans is typically around 100 degrees.

Does the resizing of the FoV in Brink affect both horizontal and vertical evenly or based on resolution?


(taodemon) #24

At an extreme setting I guess it could lower some detail because objects would appear further away but from a 70 to 90 setting (i play on 90) there doesn´t seem to be any real noticeable loss. I would post screenshots but I´m at work and can´t log on to take a couple comparison screenshots.


(Bittermetal) #25

[QUOTE=Jimmy James;346906]So, does it lower the detail in that you are seeing more environment in the same resolution?

I’d love to see some screenshots for comparison, maybe I’ll experiment with it and post some.

-JJ

EDIT: Some interesting facts from Wikipedia

Does the resizing of the FoV in Brink affect both horizontal and vertical evenly or based on resolution?[/QUOTE]

I play on FOV 101. It is lovely with a light body to increase the sense of speed and good Heavy for same reason (wont feel so lumbering)

It does not decrease visual quality at all. let me see if I can put up some screenshots. Here is my Steam screenshot library. The top 3 show three FOV settings - 200, 101 and default 70, respectively. http://steamcommunity.com/id/RawGritz/screenshot/595815243077604006/?tab=public


(Mustang) #26

That is not FOV 200


(Bittermetal) #27

Yeah it is. Without a doubt. The thing is it doesn’t increase much more at all after 125


(BiigDaddyDellta) #28

Wow hey, you guys are too far off topic please take this back to the origional or go somehwere else.


(Bittermetal) #29

True. Jimmy made a specific FOV post.

Still an increased FOV helps with current SMART movement. I know the topic is new additions to SMART for BRINK 2.

But FOV increase does make it easier to do some of the more higher skill level movements and tricks seen in the 18 sec 3Star Parkour challenge video I posted.

But yes… All that to say, you are right. A bit off topic to continue FOV discussion here.

thanks for the slapjack smack on the back of our heads! OUCH!


(Jimmy James) #30

Yes, please move any FoV conversation to this topic: Experimenting with FoV

As for this thread I’d like to hear more input from people that played Gunz (wall sprinting) and the Tom Clancy games that let you to prop yourself high up on walls in narrow corridors, allowing for a sort of like Spider Man style ambush.

-JJ


(Mustang) #31

Waits patiently for a DA video


(Bittermetal) #32

[QUOTE=Jimmy James;347119]Yes, please move any FoV conversation to this topic: Experimenting with FoV

As for this thread I’d like to hear more input from people that played Gunz (wall sprinting) and the Tom Clancy games that let you to prop yourself high up on walls in narrow corridors, allowing for a sort of like Spider Man style ambush.

-JJ[/QUOTE]

Guns and S4 League… http://www.youtube.com/watch?v=o2_kNvM26Q0&feature=related


(Wraith_shadow) #33

We’re not asking for the Matrix here, but a little more Variety would be nice.


(Spendlove) #34

I seem to get stuck on the barrier at the Secuirty Tower too. (PC version).

I have found SMART to be not quite what I was expecting. More limiting than I thought it would be. The sliding is cool though.

I have found very few areas that the heavy can’t reach that a medium can. The wall to the right hand side of the gate in container city being one.


(BiigDaddyDellta) #35

There’s areas in places like the back half of CC that really piss me off, where the containers look like they’re up off the ground enough at like a corner or something to slide under yet you can’t. Balconies you should be able to climb to in CC and resort (like the whole other half of the room with the pillar that’s wasted) you can’t get on. It seems sad there’s so few options for routes I believe that’s partly why holding someone down or pinch points are so easy one way and hard the other.


(Overgear) #36

In Security tower, you can’t climb over the handrail on the ramp.
Seems so stupid that you can’t.
Also the containers in container city that jut out, could easily let people climb up those just to have another vantage point
Also those windows in Reactor/shipyard that you can’t jump through.


(TruGamer97) #37

A map should have a objective that involves a light having to wall hop to it just a suggestion


(BiigDaddyDellta) #38

Whether its objective related or not, I think people should just come out of nowhere! Off roofs under buildings over fences and be able to hide as a tactical advantage. I think that more surface area and the new long match times would play out just fine with even the current objectives. I know asking SD to edit the maps for the badic ganes is a looooooong shot and a half but at least hopefully make the new maps bigger and more accessible.


(Bittermetal) #39

I agree!

But to be fair… A light body type is needed on the Resistance side of Container City, in order to effectively stop an Operative from hacking the side door.

The other alternative is for and Engineer to place a turret a few feet back from the entrance. To fire once the door is hacked and opened.


(DarkangelUK) #40

It would need to be a secondary one, and not a very big game effecting one at that. Since you can’t change char mid-game, risking an objective that no-one can do because there are no lights would be very bad.