Revive Flaw/Issue


(Got2ball) #1

Alright well I believe I found a flaw with the revive system in Brink. I don’t know if they meant for it to be like this or not but when you take out an enemy and they are revived you can shoot them while they are being revived and they take no dmg. They have a slight period of invincibility which is pretty messed up in my opinion. I mean you take this guy out then while you are trying to finish them off they self revive or get thrown a syringe and begin to get up and take no dmg which really makes no sense.

I mean wasn’t that the point of having the syringe system in Brink? So you don’t get used as a meat-shield or revived in a bad situation? If you have a slight period of invincibility there really is no bad situation or reason to be smart about when you revive yourself is there. They need to fix this imo because if someone tries to revive right in front of an enemy they should suffer the consequences of trying to do that. Why should the player who just killed them suffer when they decided to try and get back up right in front of there enemy?


(TheDedOne) #2

I’ve never seen this. There have been plenty of times where I’ve killed someone as they were reviving themselves and standing up, and plenty of times where I was still getting up and was killed.


(jotun) #3

I’ve also noticed this

I don’t think it’s really invincibility though. Seems more like this (I’m making up these numbers, just as example):

When someone is down, you need to do something like 150 damage to finish them off. If you do 140 while they’re using the syringe, all that will be completely forgotten at the instant the revive finishes. Then they’re back to the normal health system.


(Nikto) #4

never noticed this bug either, i often kill them while they’re trying to get up


(amazinglarry) #5

Yeah I haven’t noticed this too often (if at all). I think you can only be shooting them when they’re administering the syringe, and during that time they’re partially getting up. But once the syringe finishes (the standing animation isn’t finished) then there’s a moment or two of invulnerability.

Of course, all this can be avoided if people just GIB IMMEDIATELY IN THE FIRST PLACE. Sorry, momentary anger.


(TheDedOne) #6

[QUOTE=jotun;317732]I’ve also noticed this

I don’t think it’s really invincibility though. Seems more like this (I’m making up these numbers, just as example):

When someone is down, you need to do something like 150 damage to finish them off. If you do 140 while they’re using the syringe, all that will be completely forgotten at the instant the revive finishes. Then they’re back to the normal health system.[/QUOTE]

Oh, I’ve noticed this. This doesn’t bother me at all, though. Theres no instance of invincibility.


(Got2ball) #7

[QUOTE=AmazinGLarrY;317739]Yeah I haven’t noticed this too often (if at all). I think you can only be shooting them when they’re administering the syringe, and during that time they’re partially getting up. But once the syringe finishes (the standing animation isn’t finished) then there’s a moment or two of invulnerability.

Of course, all this can be avoided if people just GIB IMMEDIATELY IN THE FIRST PLACE. Sorry, momentary anger.[/QUOTE]

So then you have noticed it. If you are saying that there is a moment of invulnerability that means you have noticed it right lol.

I have had it happen to me a few times and I have actually done it to other people. For example one time buddy revived me then I went to stand up and he started shouting hold on someone is coming behind you turned my camera to see and he was shooting me got up killed him had full health still.


(amazinglarry) #8

[QUOTE=Got2ball;317756]So then you have noticed it. If you are saying that there is a moment of invulnerability that means you have noticed it right lol.

I have had it happen to me a few times and I have actually done it to other people. For example one time buddy revived me then I went to stand up and he started shouting hold on someone is coming behind you turned my camera to see and he was shooting me got up killed him had full health still.[/QUOTE]

Hahah yes I’ve noticed it in the respect that I described, but never near the beginning of someone standing up. It’s kind of expected that any revive there’s a second to get your bearings etc.

But you can still gib people as they’re applying the revive syringe. That’s what I was trying to express.


(mukmuk) #9

[QUOTE=AmazinGLarrY;317767]
But you can still gib people as they’re applying the revive syringe. That’s what I was trying to express.[/QUOTE]

I’ve noticed that many times while using a syringe thrown to me or self-reviving that I do not get gibbed until the revive circle is full. This kind of throws me off because instead of getting up I just reset back to the spawn at that moment, I’m curious what it looks like from another player’s perspective or what would have happened if I had stopped holding down “x”


(Kill5Joy) #10

What is is that, when you,or someone else,is reviving themself their health doesn’t all come back immediately. Their health bar fills up and doesnt stop until completely filled, or after a certain amount of time passes. So hypetheticlly,sorry for the spelling, you can fill them with lead and their health will keep coming back.


(fredkruge) #11

Incorrect… if their health was filling up continuously youd still get hitmarkers as they’re getting up+getting points for those hits. but in this case you hit them but they do have temporary invulnerability because you can distinctly see the bullets hitting the character but your not getting the red hitmarker at the middle of the screen.

I have this happen to me from time to time, but I usually try to gib the body BEFORE it sticks the syringe into itself (thats when the effect takes place and the person gets up)


(Kryhavok) #12

Haven’t noticed OP’s complaint, in fact I’ve seen the opposite in two different ways.

  1. You can “kill” an incapacitated enemy as they are reviving. No complaint there, doesn’t make sense to have any amount of invicibility (though it can be frustrating to be almost revived and then die).

  2. I can’t stand the 1-2 second delay after reviving yourself before you can move/shoot. I die this way too often.


(Coolaguy) #13

The problem, as stated in the OP, is incorrect. Players in the revive animation aren’t invincible.

I can’t support this claim with numbers, but I can support it with plenty of in-game experience.

  1. You can easily kill players who are incapacitated before they revive. There seems to be some kind of damage modifier where Assault Rifles will kill much faster than SMGs (i.e. Assault Rifles seem to require 1.1x the Normal damage whereas SMGs seem to require 1.5x or more damage).

  2. You can kill players who are in the midst of the Revive animation. I have done it many times. It’s the mainstay of my playstyle. Equip an Assault Rifle and cap them in the @ss as they are getting up --> Dead player. Likewise, I have been killed in the Revive animation. When I have been killed in the Revive animation, it has been because I have either been shot to death or even Melee Executed.

  3. The damage dealt in the Revive animation DOES carry over. I have been revived to emerge with 50% (or less) health. It is probably true, though, that a player in a Revive animation either has increased health for the duration of the Revive or has some sort of Damage modifier which affects different guns differently.

Someone who can access the source code would probably be able to provide better insight as to the the actual mechanics of the Revive health during the animation. However, I can safely say that you can kill players quickly and easily with Assault Rifles as they Revive themselves.


(Glyph) #14

My only issue with Revive is that you can chain it constantly. In Shadowrun it was entirely balanced since you only had one life so when you were Resurrected and died you were simply gone. If the player that Resurrected you died you would slowly bleed out unless another player cast Resurrection on you.

In Brink, however, you can continue to be Revived with no penalty of any kind. I understand the self-Revival has a cooldown period but with such short respawn timers and players respawning with full supply pips the Medic can literally chain Revives faster than you can clear the players getting up. At the very least successive Revives should require longer and longer to complete giving the other team a chance to clear the bodies before having to deal with a team back on their feet time and time again.


(Tinygod) #15

you get max health the 2nd your up, so dmg dealt while reviving is pointless, unless you an kill them before the revive.


(jeavis) #16

while they are in the middle of the revive they are still vulnerable. Once they actually finish the revive they are invincible for a short time. During that time they also cannot shoot so it kinda evens out.


(Coolaguy) #17

[QUOTE=Glyph;317965]My only issue with Revive is that you can chain it constantly. In Shadowrun it was entirely balanced since you only had one life so when you were Resurrected and died you were simply gone. If the player that Resurrected you died you would slowly bleed out unless another player cast Resurrection on you.

In Brink, however, you can continue to be Revived with no penalty of any kind. I understand the self-Revival has a cooldown period but with such short respawn timers and players respawning with full supply pips the Medic can literally chain Revives faster than you can clear the players getting up. At the very least successive Revives should require longer and longer to complete giving the other team a chance to clear the bodies before having to deal with a team back on their feet time and time again.[/QUOTE]I can appreciate why this is giving you difficulty, but I don’t think Brink’s implementation is unbalanced.

You might just need to approach these situations differently.

When you watch competitive play, I’ve seen 1v2’s where the single player killed and then proceeded to gib (i.e. kill an incapacitated player) before acquiring the second target and putting him down.

Likewise, I’ve seen competitive players in Brink down a player and then finish that player off before switching targets when they are fighting with the support of their team.

These behaviours are an acknowledgement of the power of Medic Revives (and to a far lesser extent: Downed Fire; Cortext Bomb). However, the game balance isn’t broken because of this.

Try adapting your play and finishing off the guys that you drop. Sure it takes extra ammo, but the headache you save yourself, particularly if the guy you kill is a Medic, can be significant.


(rand0m) #18

The game should have a revive “invincibility” period just like rtcw and et it’s part of this type of game. If you don’t want them revives you need to “tap” them by sending a few more round into their dead bodies so they cannot be revived. L2play.


(obliviondoll) #19

Another couple of facts people haven’t mentioned are 1. your health while incapacitated isn’t shown to the person shooting you and 2. your incapacitated healthbar can take more damage than your base health.

Add those to the fact that your damage resets when you finish reviving, and you’ll appear to have been invulnerable when you weren’t.


(Glyph) #20

[QUOTE=Coolaguy;318763]I can appreciate why this is giving you difficulty, but I don’t think Brink’s implementation is unbalanced.

You might just need to approach these situations differently.

When you watch competitive play, I’ve seen 1v2’s where the single player killed and then proceeded to gib (i.e. kill an incapacitated player) before acquiring the second target and putting him down.

Likewise, I’ve seen competitive players in Brink down a player and then finish that player off before switching targets when they are fighting with the support of their team.

These behaviours are an acknowledgement of the power of Medic Revives (and to a far lesser extent: Downed Fire; Cortext Bomb). However, the game balance isn’t broken because of this.

Try adapting your play and finishing off the guys that you drop. Sure it takes extra ammo, but the headache you save yourself, particularly if the guy you kill is a Medic, can be significant.[/QUOTE]

It all depends on the range and weapon you are engaging the enemy with. In some cases the weapons do not have the accuracy or ammo capacity to manage this task without having to pause significantly to compensate for recoil (giving time for them to revive) or having to reload (giving them time as well).

I’m not saying that this is always impossible to manage but once you throw in a third target it becomes rather tedious for one player to manage. Having to require more time with each successive Revive sounds entirely fair since if a player keeps getting downed then there should be a penalty of some type.

The alternative would be to reduce the amount of health a player has when they are downed each time or to make it where their downed health carries over and if you get shot a few times the first time you are downed you only have the remaining portion of health left for the second, third, etc. This is about balance after all, not about learning to adapt.