[PC] Increase player speed


(xdc) #1

Brinks gameplay is slower than SD’s previous titles, even as a light body type using SMART. Who else thinks Brink should be slightly sped up?

Someone posted that sprint speed currently is 270/230/200 (L/M/H).

I know of some PC players who won’t dare touch a heavy, or even a medium because
they think the game is slow as it is as playing a light.

Anyway tell me what you think, this is towards the PC players. I for one would be happy if brinks gameplay was faster


(coolstory) #2

I agree, especially moving strafing is so slow with all body types


(xdc) #3

We need a strafe bind, that doesnt use SMART. Jumping, and crouching instead of just holding sprint should allow you to move faster during the movements, like it was suppose to be. This with a increase of speed of doing the SMART movements, and a slight increase of player speed (not just sprinting), would almost put brink on par with SD’s previous titles. This would also bring more competition, its not just the weapon spread imo


(EnderWiggin.DA.) #4

I just finished HL1. Yeah, I’m a little late. Playing Brink (or any modern game tbh) feels ridiculously slow.
Also, reduce the spread.


(.Chris.) #5

I’m not too sure to honest, the maps are fairly small and increasing the player speed may make them even more unbalanced than they are now. The defense already have an easy time reaching objectives quickly, increased player speed would only make matters worse.

The game as a whole seems to have been designed around a certain speed range and straying to far from that speed may have knock on affects else where.


(xdc) #6

[QUOTE=.Chris.;362852]I’m not too sure to honest, the maps are fairly small and increasing the player speed may make them even more unbalanced than they are now. The defense already have an easy time reaching objectives quickly, increased player speed would only make matters worse.

The game as a whole seems to have been designed around a certain speed range and straying to far from that speed may have knock on affects else where.[/QUOTE]

But it works both ways. For most objectives defense is usually hanging around the objective, waiting for attackers to come, etc Being on the attack team I spent more time running, than I do on defense. I don’t think it will make anything unbalanced, defenders already have increased respawn time. Also thats one of the problems with heavies on the attacking team


(.FROST.) #7

Yeah, me. After over 200hrs of playtime I haven’t played a heavy in MP. Not even in SP(only once in challenge mode to try the different weapons). And I switched from medium to light, as soon as it was possible.

Also, in my opinion everyone should be able to wield all weapons(except lights+gatling). Heavy weapons should slow down lights far more than they would heavier body types. Also the accuracy should suffer greatly, but they should be at least able to carrie them. Why couldn’t a light carrie an AR??? There are 10year olds wich can fire an AK or an M16. Also the single shot grenade launcher; a grenade launcher is probably the weapon with the lowest recoil.

One of the weapons with the greatest recoil is a revolver. In RL and in the game. So if a light can handle the Richie he should also be able to use ARs and and the single shot grenade launcher.

But cranking up the speed would be the most important tweak for me. Especially when you have to run long distances between spawn and obj. They should reduce mission time and crank up moving speed.

Its not about realism, but about logic. It just makes no sense to me the way it is now.


(neg0ne) #8

yes, slightly more speed, not much - just a little bit.
Speeding up too much would make things worse


(Smoochy) #9

seems ok to me. i have been forcing myself to play the heavy and you need to play differently. dying has much more affect when it takes you so much longer to get back to the action. i think the light is ok as it is.

i can see your point about the light getting ARs but i think its down to balance. the medium would be almost useless if you did this. to me medium is the norm. light has perks such as being able to be fast enough to dodge bullets and climb higher etc.


(.Chris.) #10

That increased respawn time would be negated by an increased player speed though.

At best an increased player speed would do is just make sure what is happening now happen more frequent.


(kilL_888) #11

[QUOTE=.Chris.;362864]
At best an increased player speed would do is just make sure what is happening now happen more frequent.[/QUOTE]

but all players would benefit from an increased movement speed…

currently spawn timers are tweaked individually by faction, so its something totally different.


(.Chris.) #12

[QUOTE=kilL_888;362877]but all players would benefit from an increased movement speed…

currently spawn timers are tweaked individually by faction, so its something totally different.[/QUOTE]

I know that, as things stand with current speeds, attack runs miles towards objective only to get mowed down by the defense who spawn 5 seconds away. Increasing the speed at best would only make this happen more frequently it doesn’t fix anything and potentially could have unforeseen consequences for game balance and could cause problems with other game mechanics such as SMART.

What I’m trying to get at is that you can’t just simply just start messing around with individual aspects of the game without thinking about the bigger picture. This is most likely why the game balancing updates have only recently just come about, they take time to implement as you have to consider everything beyond the problem areas.


(xdc) #13

I think you are over-thinking it. I would understand if you were talking about weapon tweaks, but simply boosting the player speed isn’t gonna affect balance. Yes it will make things happen more frequently but that’s what makes a faster game.

If defenders spawn 5 seconds away, and attackers 15, with a speed boost defenders would get there in 4 seconds attackers 12 seconds. The only balance I could see it affecting is with spawn times, etc but that can easily be tweaked

What were asking for is a faster game, not trying to affect balance. I’m pretty sure Brink was faster in its earlier stages coming from ETQW


(.FROST.) #14

They should change some of the spawn points itself. Second Res spawn in Sec Tower for example is a bad joke. Playing as a light I can’t even imagine how annoying it has to be to play a heavy there.This spawn has!!! to be fixed. All other spawns are mostly good-acceptabe. Second Sec spawn at Shipyard could also use a little fixing, due to the fact, that the hack-box can be removed. Otherwise the distance would be acceptable.

And its not the case, that the defense would only kill the ofense more often when they get there faster. The ofense would also have more chances for little progressions, Sec Tower for example. If you only spawn 15times because it takes you all day to get to Nejayev, but you’d need to get there 18 times in order to lead him to the extraction point, a cranked up pace would make this possible. Assuming the respawn time stays untouched. You’d get killed more often, but you can also throw nejayev more syringes, or repair the safe more often, or repair the crane more often. See, it has an effect. Positive for ofense, negative for defense.


(kilL_888) #15

[QUOTE=.Chris.;362884]
What I’m trying to get at is that you can’t just simply just start messing around with individual aspects of the game without thinking about the bigger picture.[/QUOTE]

i see that, but… we should differentiate between movement speed and sprinting speeds.

do we have to alter the sprint speeds? hm, maybe no. but the overall movement speed should be increased. not as extreme, so sprinting wont be necessary anymore, but 10% or maybe even 25% would be appropriate.

i dont think increasing the “normal” movement speed would make any problems, balancing wise. players usually sprint to the objectives, and sprinting speeds would be unaffected.


(.Chris.) #16

[QUOTE=xdc;362889]I think you are over-thinking it. I would understand if you were talking about weapon tweaks, but simply boosting the player speed isn’t gonna affect balance. Yes it will make things happen more frequently but that’s what makes a faster game.

If defenders spawn 5 seconds away, and attackers 15, with a speed boost defenders would get there in 4 seconds attackers 12 seconds. The only balance I could see it affecting is with spawn times, etc but that can easily be tweaked

What were asking for is a faster game, not trying to affect balance. I’m pretty sure Brink was faster in its earlier stages coming from ETQW[/QUOTE]

What would you gain by increasing the speed though? Getting owned more regularly isn’t going to be much fun just because you now move faster, the game would still contain all the other problems as before.

I want a faster game also but increasing player speed alone isn’t sufficient.

ET:QW player speed for the record is faster than Brink’s and possibly faster than ET’s thanks to unlimited sprint, just that the rest of the game didn’t allow for such a fast pace, mainly due to the size of the maps and stuff like turrets and vehicles to contend with.

Playing ET:QW on the smaller custom maps feels like a different game altogether, the game becomes fast paced again, this is due to a different approach to level design and nothing to do with changing player speeds or such.


(Darksider) #17

Overall compared to all other FPS games yes, the player running seems slow as something is tugging them back while running, just weird…


(RabidAnubis) #18

Not for the heavies. I want the heavies to be tanks like they were in the trailer. Indestructible but slow as ****.


(Jimmy James) #19

I voted “Yes - but only slightly”. I played some ET:QW last night after not having played since, well, since Brink was released. My wife and I both commented on how much faster you move in ET:QW as compared to Brink.

I think increasing the speed too much would unbalance the smaller maps in Brink. The slower movement and wider spread probably compensate for the increased amount of close quarters combat as compared to the two ET titles.

-JJ


(.FROST.) #20

Is it possible to determine how fast/slow the chars actually are? Like in km/h.

You know, maybe it just occurs to be slow. I mean when I look at Quake vids, the guy must run around with at least 40 km/h. !!But!! it feels not tooo much over the top, just very fast. I mean, take a little car and drive 170; it appears quite fast. Take a BMW 7series, and the impression is something very different. Want to say, it probably only feels as if the heavies are slow, but a guy(RL), even the size of a heavy, wouldn’t be able to carry a gatling and fire it as long as the ingame chars. Same with light. Try to do all!! the stuff a light can do. Do it for at least 30mins. From this perspective even the Brink chars are way over the top. But its like with a racing game, even if you are driving 200km/h, it feels like you are doing 120. In order to get exited like you would be when you do 200 in RL you have to make 360 ingame.

Thats because we are only visually connected to the game. No physical feedback or exhaustion.
When you are driving in a car, not even as a driver. When you drive 180km/h long enough it doesn’t appear to be very fast. If you slow down to 80 it appears like you could run side by side with the car.

But still, it feels like you have some extra weights on your leg, like say 20pounds on each side, or like you are dragging something behind you, like a little kid on a sleigh or something.