[QUOTE=tokamak;210858]It´s important but not defining. Aim helps you win the game but it doesn´t win you the game alone. Hence the instagib comparison where it´s all about aiming (okay and movement). But never mind that, it was a stupid digression anyway.
Agreed with most of what you said.
I would love to have tweakable guns, you can add stuff to it, but at a price (like in COD and R6) the more you add to it, the heavier the gun becomes the more spread you get. In R6 this was incredibly fun as you find yourself going back to the drawing board frequently to get a gun that performed optimally for what you planned to do with it.
Then again I have no idea how this plays out in brink, maybe a set of clear and defined weapons is good enough and it doesn´t need all the shades between them.[/QUOTE]
FYI not getting on your case, just some questions since quite a few seem to share your views
. I am curious if you like the QW weapon damage system? It is something like 5 headshots to a kill I think (I only go by what I aim for so not sure what the body shot count is). I personally enjoy this in comparison to a COD insta kill (practically) or even a wolf 3 head shot kill. It allows you to take advantage of your mobility in an effect that if you can out maneuver and still keep a good aim on your opponent your going to win. Hit boxes are based on size and location, ie your head is the smallest and most mobile target making it the hardest to hit. If you still think the 1.5 sniper rifle is an instagib weapon, maybe you should have tried the 1.2 one lol. 1.5 is extremely difficult to use in comparison, and especially if your opponent is moving like mad. If you get someone who doesn’t know how to move your going to kill them fast, but just as quick as with any weapon at all. QW has adequate movement speeds in my opinion to balance with its importance to aim. The ability to improve in these areas is going to differ between players of course. This is similar to a players ability to use any weapon at all. I feel that an assault rifle in the hands of a good sniper is going to more “insta gib” with a faster RoF, more ammo, and increased movement speed (if they hit mostly all head shots). Objective modes further balance the importance of moving/aiming by forcing you to achieve something more. This is why I think it is still important to aim, but you can offset it by decreasing damage, increasing spread, increasing movement speed, etc. There is a downside to this though, as those who are better at compensating for factors that would potentially make it harder to aim. I personally accept when I am out matched individually, which is usually my own fault and not the game’s. But with a game that offers as much tactical and teamwork play as these games do, there are many ways to render aiming obsolete or to outplay someone with good aim, but the bad part is that most of the time it requires teamwork. To name a few things that successfully offset aim, turrets, mines, grenades, outnumbered fire fights, vehicles, etc. Basically by adding elements like this you keep aim important, but not the heart and sole of game play. I would say that in the end aim is only 25% of the greater picture (at least in these types of games).
