Question for the Developers about Pips


(DarkangelUK) #21

[QUOTE=Herandar;275715]
Yeah… The Heavy went down way too easy in the new video.[/QUOTE]

I wouldn’t use a video that’s showing off abilities as a comparison for health or how easy it is to fell an enemy, the same way people were told not to use it as a basis for the amount of XP required to get to level 20. It’s meant to show fast paced action, therefore is very possible that players either had reduced health, or the guns had increased damage to make the video more ‘exciting’.


(Shadowcat) #22

That would be dishonest.

I imagine they just took a hell of a lot of footage, and used the stuff where people died. That’s very different from creating an artificial build to mislead people into thinking the game is something that it isn’t.


(DarkangelUK) #23

I don’t see it as dishonest, it could be for any reason. The player could have had suffered damage already, fallen from a large height, there are many reasons his health could’ve been low… it’s an abilities video, not a frag video. There are far to many unknown variables to come right out and say ‘that’s how easy it is to kill a heavy’.


(Shadowcat) #24

All I’m saying is that there is a big difference between using a clip where a heavy happened to be on his last legs; and having a game build where everyone has low hp and high damage, just for the sake of a promotional video.


(Seyu) #25

I think the light should be more focused on completion of the objective and leave the heavy combat to the other builds.

Eh, I don’t remember seeing any ‘fanboys’ for any build unless that’s from the Beth forums.


(Exedore) #26

Um… yes? It was really just too big of a difference in the end, and we didn’t like the idea of partial pips. We found it was better for the game balance overall.


(tokamak) #27

Under the old rules the light medics wouldn’t be supposed to shepherd a squad, but lend emergency aids on players that matter more as they are able to reach those players faster and easier.

Assuming the 2/4/6 ratio for abilities applied, which I think is a logical starting point, it means the light medic could buff/revive two teammates once, or self-buff/self-revive (which henchforth, I intend to call ‘zombivive’) once. I would guess that most players would choose the selfish route, to the detriment of the team.

I like the starting point but you can’t use a ratio to estimate how powerful medics in general are. On top of that, I think the ratio should be tied to movement speed, which I doubt will be 6/4/2 (a light three times as fast as a heavy?).

Also self-buffs cost twice the amount of pips, which means that the relative costs of self-buffing are higher for a light guy. I’d say that would make him more hesitant to be selfish than a heavy guy.

If the lights can help more, then they will be more likely to stick around and help. Sounds a touch perverse, but I think it is human nature.

True, but I’d like to see them help in different ways, they’re fast, they can apply their aid in harder regions. And we’re not just talking medics here, objectives and everything matter as well.

Once again, all in all knowing that pro-efficiency isn’t tied to the bodytype suggests to me that the abilities play less of a role than I thought they would.


(Jess Alon) #28

[QUOTE=tokamak;275826]Under the old rules the light medics wouldn’t be supposed to shepherd a squad, but lend emergency aids on players that matter more as they are able to reach those players faster and easier.

I like the starting point but you can’t use a ratio to estimate how powerful medics in general are. On top of that, I think the ratio should be tied to movement speed, which I doubt will be 6/4/2 (a light three times as fast as a heavy?).

Also self-buffs cost twice the amount of pips, which means that the relative costs of self-buffing are higher for a light guy. I’d say that would make him more hesitant to be selfish than a heavy guy.

True, but I’d like to see them help in different ways, they’re fast, they can apply their aid in harder regions. And we’re not just talking medics here, objectives and everything matter as well.

Once again, all in all knowing that pro-efficiency isn’t tied to the bodytype suggests to me that the abilities play less of a role than I thought they would.[/QUOTE]

All excellent points. I would have been angry at a modified 3/4/5 set up for the bodytypes or even a 4/5/6. I just think the heavier types need to have that edge. Wedgwood said it best when he said “A bigger guy is going to be able to carry more supplies” when talking about those differences. I’ll try to site that youtube interview so I’m not putting words in his mouth.


(tokamak) #29

A partial pip doesn’t sound too bad either to be honest. If that’s what allows you to fine-tune the body types better. I mean, the only argument against it is aesthetics right? Half a pip more would mean you would be able to get last pip back fast again after depleting your pool.


(JeP) #30

That’s just a way of selling it, balanced gameply and realism are two things really different.

I still don’t understand why you’re trying to argue THAT HARD on things you can’t experience… ?


(Jess Alon) #31

[QUOTE=JeP;275885]That’s just a way of selling it, balanced gameply and realism are two things really different.

I still don’t understand why you’re trying to argue THAT HARD on things you can’t experience… ?[/QUOTE]

I’m just hoping that the heavy gets his due. If he can only mantle over a retaining wall as high as his chest then he better have some other perks.


(tokamak) #32

I just think it would be interesting if the differences in body-type extended beyond combat roles.


(DouglasDanger) #33

I don’t know if anyone even saw this. :rolleyes:

Thanks Exedore. Another benefit to delay-- we will get a more polished game at release. :slight_smile:

And SD seems really supportive of their product (they wade through the snark and speculation in these threads on a daily basis), and Bethesda is good about releasing patches, so Brink should be well-supported after release.

:slight_smile:


(Seyu) #34

Bethesda is also known for its DLC. /sarcasm


(DouglasDanger) #35

He has more health and more weapon options. What more does he need?


(Jess Alon) #36

Has the health difference ratio been revealed yet?


(DouglasDanger) #37

I don’t know what the differences in health are. Something like 20% difference would make sense. It needs to be a big enough number to actually make a difference. Maybe a dev could drop in and tell us. :slight_smile:


(Schwarzeis) #38

For now? Nothing, Jess :l

Would be nice if the health bonus was noticable however, maybe 2 more bars than a Medium, meaning the Medium would have around 2 more than a Light… Hoo… We can do this forever

Until a developer comes by of course :stuck_out_tongue:


(JeP) #39

… or the game get out :stuck_out_tongue: