Quick and Simple Fixes


(Kurushi) #21

[QUOTE=tangoliber;359846]I understand banning them because they are “lame” or for purity sake.

I just disagree that it is difficult to deal with those abilities, even when there are two guys on the ground with downed fire. If there are multiple guys, you may have to reposition yourself to get out of fire of one of them, but their spread is so huge that you have a lot of time.
I would say, just don’t consider them to be dead when they are down. Don’t think of it as “getting the kill” when you get somebody down…you’ve only completed the first part… (And there are plenty of times, in chaos, when its good to know when not to bother with gibbing.)
If you accept it as part of the game (in a match where it is turned on), then it really isn’t a problem. If you accept cortex bombs as part of the game, and learn to keep your distance even before the operative is killed…then it really isn’t a problem. Its one of the more elegant parts of Brink actually…its elegant because it is so manageable if you are alert…and its one of the ways where the developers succeeded in their goal to eliminate cheap deaths.
But if you just view it from the perspective of a different game…a game where you think that you complete and deserve your kill when someone drops the ground…then you might see it as something cheap…but really it is just two stages of life.

There isn’t a lot of gun skill in Brink. In pubs there isn’t a lot of coordination. In my opinion, there are two major areas where individual skill does matter in Brink.

  1. Reading the radar, being able to construct a mental idea of where everyone is as you fight (including teammates)…and being able to navigate that…
  2. Being able to read the situation. When there is a lot of chaos, the better player is the one who makes better decisions about whether to gib, to revive, to perform an objective, or to just kill someone. You get bodies, downed and alive all over the place…and maybe an escort that needs to move…and the right order of actions (gib, kill, revive, escort… kill, revive, escort, gib…etc.) is what really determines the outcome of a situation.[/QUOTE]

I agree. Put simply they’re really not hard to avoid. I think the moral of the story is make sure you gib and always always check if the man down is a medic or an operative or keep an eye out for the downed fire animation. None of these things are over powered if you use your head


(Apoc) #22

k, we agree to disagree, would like to broaden discussion. There are 11 points not 2 :stuck_out_tongue:


(tangoliber) #23
  1. I agree with the spawntimer.
  2. I’m fine with making the primary weapon gib quicker…but I still would want the knife gib to be faster than a primary weapon gib.
  3. I agree with the spawn protection thing…I always avoid the Terminal shaft.
  4. I agree with making the new defensive respawns standard for all modes.
  5. I love the grenades in Brink…I find grenades + grenade shooting to be the most interesting part of Brink’s combat…so I don’t want them to be more rare.
  6. Not sure yet about dehacking.
  7. I’m always messing up my reloads. I’m pretty sure we are just canceling the reloads too early (and may have to wait a half second after the animation looks finished.). I think that if you cancel the reload about 80% into it, then you shouldn’t have to redo it. Most games seem to work like that…so I think that we just aren’t used to it. Anyway, while I’m no sure if it is a glitch, I agree with fixing it by allowing for a cancel about 80% into the reload.
  8. Thanks for the info…I’m gonna start throwing sticky bombs into the Terminal shaft. :slight_smile:

(Apoc) #24

I think the spawntimer, new defensive respawns and grenade power are the highest priority fixes needed, apart from the big ones like smaller spread etc