Skill Ceiling: Heavy Vs. Light Bodytype


(H0RSE) #61

Of course, but my understanding is that if a game is balanced with competitive players in mind, it will also be balanced for the casual players who don’t play as often.

And if it’s not balanced with comp in mind, they’ll just mod it like they usually do, so it really doesn’t matter how it’s balanced.

Nobody uses heavies in competitive games because they cannot keep up with the rest of the
team

SD has already attempted to tackle this problem, by adding in “speed boosts” of sorts. If a player is trying to buff another player who is moving, the buffer in question will gain a temporary speed boost equal to the speed of the player receiving the buff, so he can sort of “lock on” and actually complete the buff. One of the reasons for this was actually to help out Heavies.


(Ragoo) #62

I will play whatever others don’t play cause it’s no fun for me to just to what everyone does. So if really everyone is light I will try to get good at heavy and kill all dem lights and enjoy there imba-tears when I hit them with my heavy weapons :stuck_out_tongue:

Well at least until I find out it’s no fun to be super ****ing slow cause I don’t even like movement in CS/CoD… then I will play light/medium -.-


(DarkangelUK) #63

A noble sentiment indeed, but I personally wouldn’t want mass choice to influence my personal taste or desire. I will play light/med/heavy for my own reasons. But as others have said, I think a lot of people will get a quick shock when they realize they get dropped quick with the little health they have, and will give up the learning curve quickly and switch it up.


(Wilburforce137) #64

I have been following this game for long time and reading these forums for months, and I find hilarious how so many people simply cannot let go of preconceived notions and paradigms of how this game is going to play.

I think it is going to be very balanced, no matter the player’s skill level.
I think it is going to be very balanced, no matter the player’s body type or class.
I think the developers have made it very clear that their aim is not to make a FPS just for hardcore FPS-gamers, but for everyone else as well.

This game will not play like TF2.
This game will not play like Modern Warfare.
This game will not play like Battlefield.

They have promised ®evolution…that means change…I welcome it. But I will not try to predict it.


(Bridger) #65

[QUOTE=Wilburforce137;270669]I have been following this game for long time and reading these forums for months, and I find hilarious how so many people simply cannot let go of preconceived notions and paradigms of how this game is going to play.

I think it is going to be very balanced, no matter the player’s skill level.
I think it is going to be very balanced, no matter the player’s body type or class.
I think the developers have made it very clear that their aim is not to make a FPS just for hardcore FPS-gamers, but for everyone else as well.

This game will not play like TF2.
This game will not play like Modern Warfare.
This game will not play like Battlefield.

They have promised ®evolution…that means change…I welcome it. But I will not try to predict it.[/QUOTE]

These assertions seem kind of weird considering that I don’t think anybody in this thread has suggested anything to the contrary?


(Wilburforce137) #66

Perhaps I am reading too much into previous posts, but there are plenty of references to the gameplay of other FPSs referencing the speed/size vs superiorness of ‘scouts’ and ‘heavies’.

My only real point is, and it’s more of a general point than anything else, if this game is everything they are saying it will be, there will be little to compare it to, which is a breath of fresh air.


(Bridger) #67

[QUOTE=Wilburforce137;270694]Perhaps I am reading too much into previous posts, but there are plenty of references to the gameplay of other FPSs referencing the speed/size vs superiorness of ‘scouts’ and ‘heavies’.

My only real point is, and it’s more of a general point than anything else, if this game is everything they are saying it will be, there will be little to compare it to, which is a breath of fresh air.[/QUOTE]

That is not true at all. Even if the game is what they are saying, it will be remarkably similar to the original Enemy Territory as far as I can tell. And to me, that’s not a bad thing at all.

But the skill ceiling comparison is sound IMHO.


(JeP) #68

About the subject, what I’m expecting is for the heavy guys to handle better/deadlier weapon, and to have more battlesense to get at the right place when they’re needed. I don’t see that beeing easier than running around, especially when you have a button to automatically climb walls. Of course, you will be able to climb manually, and I intend to do that, as I’m really interested in the light body types cause I loved Mirror’s Edge and I want more First Person Parkour, but knowing the map and supporting your mates is still really important for the heavy, while light guys, due to their health, will probably be more hit and run kind of guys.


(Jess Alon) #69

I think it would be cool if someone less skilled can fair well against someone more skilled then them. But with some changed settings… the skill gap could be given greater appreciation.


(DarkangelUK) #70

How is it fair exactly that someone who has taken the time to learn the game and garner some skill, is then handicapped and brought down to the level of someone who hasn’t… or the less skilled is given a helping hand to simulate the higher level without the effort?

That’s why we have matchmaking and skill limits so highers can’t join lowers and dominate.


(Herandar) #71

You better hope that Brink is not a big hit then, because if everyone starts playing Brink, you won’t be able to play it because it will be too popular.


(Weeohhweeohh) #72

I get what you are trying to say, but would rephrase it (IMHO). The movement skill ceiling is higher with lights vs heavies, but I don’t believe the over all skill ceiling is higher with lights vs heavies.

The way I see it is that heavies are going to be the real controllers in the terms of the flow of battle. They are going to use their ability to soak damage and hold strategic points so as to let other players to flank around or complete objectives. Its all about distraction and damage assessment. They could allow me (and my turret…just sayen) to deposit a good portion of my ammo in their faces, or they could prioritize me as a target there by hopefully overlooking my other teammates.

My placement requires a certain skill. I won’t just willy nilly place myself on the field of battle without cover or a way to escape. I will try to make the easiest path for them the hardest path all the while making the hardest path no so easy. How would you quantify how much skill that takes?

Heavies will gain access to different guns as we all know. If I have a rapid fire grenade launcher, I will not use it purely for damage. I will use it for crowd control. Having 2+ enemies staggered/knocked on their butts = a lot less damage being dealt. How would you quantify how much skill that takes? If I was using a HMG and use it to distract enemies and make them think twice about using one path, how would you quantify how much skill that takes?

Heavies have more skill pips at their disposal and IMO makes their use a sustained battle option as apposed to a reactive, knee jerk response. I will not be shy about using a skill, throwing down turret or buffing my teammates because I know I got a large pool to draw from. I can command and control my pile of dirt because I have the ability to waste pips instead of dieing without using them. So what if they didn’t come this way…oh well, I got more pips I can use. How would you quantify how much skill that takes?

Saying lights will have a higher skill ceiling is an opinion, but something I wouldn’t subscribe too. Saying lights will have a higher skill ceiling when it comes to movement…is a fact.

Also, saying “skill ceiling” makes me want to punch babies. Does anyone else feel like that? I like skill threshold. If you like, you could use that from now on. Just sayen…


(Wraith) #73

[QUOTE=Weeohhweeohh;271173]I get what you are trying to say, but would rephrase it (IMHO). The movement skill ceiling is higher with lights vs heavies, but I don’t believe the over all skill ceiling is higher with lights vs heavies.

The way I see it is that heavies are going to be the real controllers in the terms of the flow of battle. They are going to use their ability to soak damage and hold strategic points so as to let other players to flank around or complete objectives. Its all about distraction and damage assessment. They could allow me (and my turret…just sayen) to deposit a good portion of my ammo in their faces, or they could prioritize me as a target there by hopefully overlooking my other teammates.

My placement requires a certain skill. I won’t just willy nilly place myself on the field of battle without cover or a way to escape. I will try to make the easiest path for them the hardest path all the while making the hardest path no so easy. How would you quantify how much skill that takes?

Heavies will gain access to different guns as we all know. If I have a rapid fire grenade launcher, I will not use it purely for damage. I will use it for crowd control. Having 2+ enemies staggered/knocked on their butts = a lot less damage being dealt. How would you quantify how much skill that takes? If I was using a HMG and use it to distract enemies and make them think twice about using one path, how would you quantify how much skill that takes?

Heavies have more skill pips at their disposal and IMO makes their use a sustained battle option as apposed to a reactive, knee jerk response. I will not be shy about using a skill, throwing down turret or buffing my teammates because I know I got a large pool to draw from. I can command and control my pile of dirt because I have the ability to waste pips instead of dieing without using them. So what if they didn’t come this way…oh well, I got more pips I can use. How would you quantify how much skill that takes?

Saying lights will have a higher skill ceiling is an opinion, but something I wouldn’t subscribe too. Saying lights will have a higher skill ceiling when it comes to movement…is a fact.

Also, saying “skill ceiling” makes me want to punch babies. Does anyone else feel like that? I like skill threshold. If you like, you could use that from now on. Just sayen…[/QUOTE]

Actually all body types now have the same number of pips :smiley:


(Jess Alon) #74

So lame. That slow speed should be complimented with move pips so that the heavy can act almost as a “station”. Seriously lame.


(Linsolv) #75

Basically, to compliment what Weeohhweeohh was saying, everyone likes to compare Brink to Chess. I know a little about chess, so…

Lights are like Knights. They move fast, and while they’re valuable, if they do damage and throw the opponent’s structure into disarray then losing them is worthwhile.

Heavies are like Rooks or Queens. They’re powerful pieces. When they move, it feels like it’s important. Even their feel in your hand serves to reinforce that they are not pieces to be moved in a brash way, and there is almost no amount of damage short of a sharp increase in the odds of winning that would cause me to throw them away.

A Light needs to be on the front lines at all times. If he’s not shooting bullets, he needs to be getting to shooting bullets. He needs to be disrupting enemy forces, flanking, and causing chaos.

A Heavy needs to be at the right place at the right time. Every single thing that a Heavy does needs to serve a purpose, there’s little room for guesswork. Their incredible firepower and their slow movement speed means that they simply can’t afford to die, because not only will it severely hamper DPS on their side for them to be out of the action, but it will take them a long time to get back to the front, meaning it’ll hamper DPS longer than if a Light were to die, as well.


(JeP) #76

Jess Alon : not having played the game (for long at least), you really don’t have the knowledge to decide if it’s a clever choice or not. Discuss it all you want, but wait till it’s released to complain.


(Humate) #77

I dont think of Brink or any objective game like chess… I think of it as Go.


(Weeohhweeohh) #78

balls…

Also, can you provide links?


(Hot-Wire) #79

Folks, you forget 1 key advantage that light armored guys have in an online game.

They can abuse lag much better then heavies can.

They benefit the most when it takes 300 bullets to kill someone.

They benefit the most when becoming an impossible target to hit due to their maximized speed.


(Weeohhweeohh) #80

[QUOTE=Hot-Wire;271368]Folks, you forget 1 key advantage that light armored guys have in an online game.

They can abuse lag much better then heavies can.

They benefit the most when it takes 300 bullets to kill someone.

They benefit the most when becoming an impossible target to hit due to their maximized speed.[/QUOTE]

Lag not being an issue, my gun will have many bullets and I’m not all that bad at leading a moving target. Hitting a light will not be impossible.