Hey, i know brink has some large issues, and everyone is aware of them, especially SD, so theres no need repeating them in threads.
However there are many little things that could be really easily changed that i feel would greatly improve the game and make it much more enjoyable.
I will list the ideas by number then put their explanations underneath under the same number, so you can just skip to the explanations of ideas your interested in instead of reading the wall of text 
Would love feedback from all of you, especially any sd staff if they have any time.
Quick fixes
[ol]
[li]Add a spawntimer in the hud, just a small countdown to next respawn somewhere.[/li][li]Make the gib annimation much quicker with primary weapon.[/li][li]Decrease spawn protection time on certain maps and increase it in others (see explanation for specifics)[/li][li]Make the +10 sec respawn for defense universal for all game modes[/li][li]Greatly increase grenade recharge time or make them finite.[/li][li]Further reduce dehacking speed.[/li][li]Fix reload bug[/li][li]Increase downed fire spread.[/li][li]Allow scoped sensitivity with sniper to be adjusted by client.[/li][li]Fix sticky grenade bug[/li][li]Increase cortex bomb activation by a second or add a second delay before it can be used.[/li][/ol]
Explanations
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[li]Spawntimers are incredibly useful for timing pushes and knowing if you should sit back and wait for your team to back you up, or to run in as youll spawn straight away anyway. When they are hidden, it puts it down to chance, yes you can work it out, and most comp teams do, but no one on pub servers do, and its removing a level of tactical depth and not giving them access to an aspect that can decide matches (also would make it less hastle for comp teams to make spawn time scripts).[/li][li]At the moment it takes nearly 2 seconds to gib with your primary, this is far far far too slow, discouraging players from doing a process vital to victory. Its quicker to switch to pistol and use your knife to gib. But mediums and heavys dont have pistols and so have to have the incredibly slow animation play out. This leaves them vulnerable and wastes time. In pre game interviews about the knock down mechanic, SD talked about how if you knocked a player down then you had to make the choice to either follow up with a lethal melee strike or to keep shooting which would take longer. As it is, if you knock someone down, it is impossible to mellee attack them before they can get up. And its so slow that if they stay down they will always shoot you to death first.[/li][li]Terminal 1st and 2nd obj for defence have huge spawn protection, you can run from your spawn, down the shaft, down the corridor, and run into the hacking room before it runs out. This is ridiculous, and makes defending hackers near impossible as defending team can just run from spawn and get to the hackers unharmed. Second obj they can also run nearly into the obj room, definately enough to thrown a grenade at the obj without being killed before. Resort has the oposite problem, it has pretty much no spawn protection for defenders. On the last objective, its possible for defenders to be grenaded and sniped before they get out of their own spawn.[/li][li]The +10 second respawn for defense on all maps in stopwatch mode recently implemented is great. It puts an end to dual full holds, livens up the game, adds more tactics, and is what the game needed. However limiting it to stopwatch servers doesnt make sense. Its a great change, but not everyone likes playing stopwatch, and are left being full held on maps that could be far more enjoyable with the change. Also maps like refuel, Security tower and Container city would be balanced, and far more enjoyable for everyone to play.[/li][li]Grenades are overused in this game due to grenade shooting. Grenade shooting is overpowered, but also a very fun, unique feature. The problem is, grenades recharge so fast, that defenders can use them against every spawn of attack, and attackers can even use them twice in one attack. Also the fact they recharge so fast means people use them for everything and anything. And its making the majority of fights start with grenade shooting. I propose to either make players have a set number of grenades, therefor having to prioritise their use and not use them in every situation. Or increase their recharge so they dont get over spammed.[/li][li]Dehacking is not fair on account that the maps are defense based, and defenders are meant to hold the room, and attackers try to break in and stop the hold. Dehacking is unfair as the defenders are in controll of a room 85% of the time. Its the 15% when the attack make a great push at the right time and kill everyone and get to plant/hack/build, before the defense who spawn close to the objective and with natural advantages try to take it back (usually successfully). Dehacking should be removed. But it wont be, so it needs to be reduced further. So its used to take off a few percent to stop players trying to lemming rush objectives, but it cant be used to demolish the 10 minutes of hard work an attacking team has done, in 1 minute.[/li][li]Weapons often say they have reloaded and complete the reload animation, but then often shoot 5 bullets then have to reload as the reload didnt actually happen. Happens with early reloads (where you have more than 0 bullets left in clip). Needs fixing for obvious reasons.[/li][li]Downed fire is not a feauture i agree with, i personally dont think it has a place in brink and should be removed. However others enjoy the feature. Nonetheless it is undoubtably overpowered as it is. The spread is such that a downed player can often kill more players than they did before they got incapacitated. Weapon spread is still small enough for people at close range to be killed extreamly fast, and people at range to die fairly quickly. It shouldnt be this powerful. Its a novelty ability, thats dominating pub servers.[/li][li]The 2 sniper weapons (2 long range rifles, barnett and dragnov i think) when scoped, switch to a much lower sensitivity. This makes it very uncomfortable to aim with for players used to a set sensitivity. Also players with very low sense (my brother an example, uses over 30 cm for a 360) find the sniper even harder to move as they have to move nearly a metre with their mouse irl to do a 360. I dont see why the setting is locked, its not like it could be exploited, it just makes the rifles less useful.[/li][li]When players with spawn protection run over sticky grenades, the sticky sticks to them like usual, but the circling indicator dot does not appear. Meaning players run from spawn, run over a sticky grenade, have no idea its on them and then die from sticky a few seconds later when their spawn prot is off without even knowing and therefor trying to get it removed.[/li][li]As it is, if you kill an operative, it is impossible to gib with mellee before they blow up and kill you. This shouldnt be the case, the cortex bomb should be used to kill players forgetting to gib, or other enemies running past. Not to be an instant revenge kill if anyone kills you. As it is, if you kill an operative and dont immediately sprint in the oposite direction, you die. So if you face an operative and another enemy, you die. If you face an operative in a closed room, you die. If you added a 1 second delay before they could activate the bomb, then it wouldnt be such an op insta revenge weapon, it would mean it was still effective, but if you killed someone, and were smart enough to gib instantly after killing, an act which should be rewarded, you dont get blown up. It would mean slower gibbers still died, and it was still effective. Just that you couldnt just instantly explode after death, killing the player that just skillfully killed you.[/li][/ol]
Thanks for reading,
:stroggtapir::stroggtapir::stroggtapir: :armadillochase:
