Yeah but we’ll have to lynch nephandys first.
PC poll: Auto aim/move buffing
I voted for #3 because it comes closest to what I think would work best.
Locking on should definitely be removed because it leads to so many undesirable and often unpredictable externally controlled movements. I’m sure everyone has experienced this but here is an example anyway. I am locked on to a teammate who is a few paces ahead of me and is about to walk off a raised platform, but I want to stay on the platform, but it’s hard for me to tell whether or not I will catch up to him before he walks off, so it’s a gamble just to buff him, as the the locked-on movement might actually force me off the platform as I execute the buff.
Also, I think the requirement of holding a button for certain buffs should be eliminated in as many cases as possible. For example, for medics, instead of having to hold the use key for buffing your own health, I think it would be smoother if you could simply press the use key and then the buff would simply take some time to take effect. And if you wanted to cancel the auto-buff process after you’ve pressed the use key, you simply press it again? Or maybe there is a cancel button that could take up the same ‘space’ that the /kill key took in ET?
Also, an item bank would be ideal. I can think of no good reason why not to introduce this. I think that, in conjunction with the elimination of buff lock-on, the implementation of an item bank would solve all of the issues that people have with accidentally performing actions that they don’t want to because of the do-it-all-use key. And it wouldn’t even require players to bind any new keys. The use key would be reserved for using CP’s, machine guns, etc. and for planting charges, setting a hackbox, etc. Since none of those actions can ever really possibly be performed next to one another (as far as I can remember), then there wouldn’t really be any chance of accidents. Then you leave the self-buff key for drawing the self-buff items like syringes, weapon buff, and ammo. Since these can be performed on ones self and on teammates, you simply make it so that players use the fire key if they want to use it on a teammate and the alt-fire key if they want to use it on themselves (or vice versa). And the ancillary buffs (adrenaline, kevlar, etc.) already have their own keys and would work the same way in regards to using different keys to buff or self-buff.
3 - Nothing unless I’m within close range and aiming at my target.
I really am capable of buffing my team mates without running like usain bolt towards them.
And don’t even get me started with the auto lock on.
The only problem I have with how buffing teammates works is that I can hold down the X button to buff/resupply my intended target, only to have someone else run in front of me and become my new target, despite not letting off of X. This can make buffing a particular teammate a hassle when there’s multiple friendlies clustered around him.
With the amount of buffs Brink has, tossing them around on the floor would lead to complete random distribution of goods over the team. The ground would simply be filled with all kinds of buffs and whoever walks over them receives them. It’s not like ETQW’s all-purpose stroyent cells or a supply crate.
Accurate dispersion of a buff is essential to Brink. A player needs to be in full control of who gets his buff or you cut out a large part of the tactics.
[QUOTE=tokamak;333351]With the amount of buffs Brink has, tossing them around on the floor would lead to complete random distribution of goods over the team. The ground would simply be filled with all kinds of buffs and whoever walks over them receives them. It’s not like ETQW’s all-purpose stroyent cells or a supply crate.
Accurate dispersion of a buff is essential to Brink. A player needs to be in full control of who gets his buff or you cut out a large part of the tactics.[/QUOTE]
Meh, buffs. Make it a select-aim-fire system, and be done with it.
My main point is the objectives, really. Not being able to move around effectively, or to position yourself in such a way you can actually make proper use of your teammate’s cover… It’s pretty darn sad. Another -1 for individual skill and creativity.
This is exactly the problem with the current system. Not only is it not accurate, it takes control away from the player, is overly cumbersome and slow. Buffs don’t have to be dropped on the floor either, activating only if close enough to the target like the syringe in RTCW/ET.
We need to be able to select a specific buff and use it with a mouse click. Simple.
When pressing F the game should …
do ONE thing
When pressing X the game should …
do ONE OTHER thing
When pressing Y the game should …
do ONE OTHER thing
etc.
etc.
No lock on, no tractor beam, no game trying to guess what I want to do.
-
I told it WHAT I want to do by pressing the damn key.
-
I told it WHO to do it to by pointing at them.
The game doesn’t need to do anything other than carry out the clear and precise instruction I just gave it.
I honestly quite like it. If i want to buff someone in front of me it is very simple. The problem imo is that the f button does everything.
there’s no lock on when you’re dropping a syringe to someone, but when you’re buffing with a syringe, you still chase after the guy tractor beam style.
To the OP and others…
ETQW mid-combat healing was sloppy, you just toss packs at someone hoping they walk over it. In Team Fortress 2 medic is super quick, fast, and flexible, involving a medi-gun with a significant amount of range for the healing “beam”. Just point, click, and if he’s in range then he’s getting healed. Brink can have the same, and to an extent does, because the syringe range is pretty lengthy compared to your guy’s actual arm. If he’s not close enough, I move closer to be sure. So I prefer option 3. Maybe increasing the healing range so even if a guy is pretty far away you can still tag him, within reason of course. Tractor beam removed entirely-- if you’re too far nothing happens-- play closer and as a unit better next time. If the guy runs away before getting buffed then he’s just stupid, or you need to VOIP him.
Option #2… abuse from heavy classes speeding up, slowing down, speeding up whenever they feel like it. At faster speed they’re not aiming at an enemy, and It’s kind of silly thinking of a heavy or two following a sprinting light body and speeding up and slowing down whenever they aim at their buddy, but maybe in a competitive player’s hands it can be exploited?
Well, the “abusing” can be done with the current lock-on method so i don’t see the harm.
yea. i think thats one of the best features in the current patch. but its more like a semi tractor beam removal.
you still chase people and while doing this, you aim automatically at them. in a game where players are constantly moving, it doesnt help at all to deliver a smooth feeling. what we have right now is step one to a smooth gameplay feeling.
i understand that the slower body types have a disadvantage when trying to buff there faster moving buddies. but i say, if your teammates want to be buffed then they should wait a sec at the spawn.
currently a respawn wave looks like this: everyone runs. few people actually buff others. you try to buff and chase a runner. you have no control over your character while chasing him. thats the first negative point. then theres the routing system. sometimes you get stuck or run into other people that cross your way. second bad thing. it also gives you the impression that your character is faster than it actually is. there is no consistent movement feeling to your character. you are always able to run faster than you actually can when you try to buff a team mate. and thats really bad imho.
at a choke point where teams are clashing, the buffing should take place additionally to the spawn area. i think people understand the game mechanics to see what buff they have and if they need one, what buddy to find to get buffed.
i think maybe the movement speeds require a deeper look. it might not be a bad idea to normalize the sprinting speed. you are not able to shoot while sprinting anyways. i dont see an imbalance when giving heavies, regular and lights the same sprinting speed.
there pops a question up… what about binding spring and move forward to one key? would that be possible? this would help the buffing while running a lot.
So if I get it right they removed the speed buff but kept the auto-aim?
WTF. I thought that option was so stupid I didn’t even include it in the poll.
[QUOTE=tokamak;334669]So if I get it right they removed the speed buff but kept the auto-aim?
WTF. I thought that option was so stupid I didn’t even include it in the poll.[/QUOTE]
Huh?
They kept the speed buff and removed the auto-aim
Ah right I got this “you still chase people and while doing this, you aim automatically at them” wrong then.
Really great to hear.
