Suggestion for Damage


(tokamak) #61

Oh don’t get me wrong! I often feel that as well. But it never feels like a deserved kill. Either I scored some lucky spread hits on his head, or I just die against someone who came running in and sprayed all over the place.

There’s a really, really big random factor here.


(AmishWarMachine) #62

I think the damage is pretty much spot-on. /shrug

The only deaths that I feel are cheap are the ones I get from NPCs 180° headshot-ing me after I’ve put 5-8 rounds in their back (from < 20-feet away).

But that’s not because the damage is wrong (they’re headshots from Christs’ sake), but because the AI aiming is off the charts when their health is in the red.


(Humate) #63

Personally I would like the rate of fire to be slower, and the spread lowered.
Not going to happen, I know :wink:

Oh and more than 5 players playing the game at once.


(Je T´aime) #64

I agree with the spread thing its all about spray atm : D Not really a skill.

I never aim to the head and keep having Headshots somehow.

The key to kill is just spray and kinda move left right really fast or just jump like a crazy dude so the enemy registation goes off, thats what i always do and it kinda works. Except at long distances.


(tokamak) #65

A big diversity in spray is okay in my book. If you’re running you should have a wide spread. But the lower limit is still very high, standing still, crouching and iron sighting still gives you very little accuracy.


(INF3RN0) #66

I thought that the weapon diversity and balance in ETQW was on a good track for being darn perfect. Nothing felt overpowered (minus the hyper perhaps) and the scale of weapon efficiency was well scaled between personal skill and situational effectiveness. On top of that, all the player stances actually did something and iron sighting at very long distances made sense.


(tokamak) #67

Couldn’t agree more with that.


(Cep) #68

Me either, even the Hyper which was slightly overpowered had to be fired in bursts for accuracy.


#69

This /end thread :cool:


(peteXnasty) #70

Slightly unrelated but I just got tired of having every human player I ran into on ps3 being an engineer without a double buffed carb chewing through me like paper.


(ziporco) #71

[QUOTE=Je T´aime;343009]Killing faster no thks :< In other fps: Enemy there - aim - try to shoot to late im already dead.
Thats what i dislike in military shooters.[/QUOTE]

play pacman


(Terminator514) #72

[QUOTE=Exedore;343010]It won’t be happening, the damage level was a conscious decision. Yes, it seems a bit strange to have a guy with no shirt soak as much as a clip, but that’s when one needs to remember that it’s a game.

It is indeed to enhance the tactical side of the game. It would make the game a lot easier to pick up for new players as getting kills is easier, but that would disservice other parts. And it’d mean more campers. :mad:[/QUOTE]

I understand, I’m getting more and more used to this and I now realise this is one of the things that make Brink able to differentiate itself from other shooters.


(H0RSE) #73

looks like a good place to quote from another thread:


(kilL_888) #74

so, lets make it more like cod, where everybody dies after a few shots.

nooo. the damage is fine as it is right now.

what needs to be done is a reduction in randomness.

a good example why this is necessary happened to me yesterday evening. played with the tampa and had 2 enemies in front of me, standing next to each other in very close range. logically i only aimed at one person and put a whole mag into him and i barely survived. when i looked at the kill messages i saw that i actually killed both players, even though i only aimed at one. this is some wild spread, i tell you…


(Mustang) #75

No point in increasing or decreasing damage until the luck factor is fixed
Only then is it worth looking at balancing damage


(morguen87) #76

I like how the damage is now too.

The only thing that feels a little weird is the barnett. I can see the tactical advantage in softening up targets for team mates to clean up, but the way health regenerates kind of negates that. Don’t get me wrong, I’m glad not everyone is getting 1 shotted, but the health regen more or less makes the barnett kind of useless assuming you’re aiming at someone with half a brain that will take cover.

I think the ideal role of the barnett is a supportive role. Shooting enemies from range and having them down to 25% health or so by the time they hit the choke point. Unfortunately, like I said, the health regen doesn’t let it work that way and the weapon just feels odd.

Unfortunately I don’t see a way around it, making it a consistent 1 shot kill wouldn’t be a good solution and getting rid of the health regen wouldn’t be any solution either.


(AmishWarMachine) #77

morguen87,

Do you think a compromise could be: if health regen only occured with little-to-no movement?

I’m thinking in the same vein that caltrops don’t deal damage in little-to-no movement… why can’t health regen also do a movement check, and if you’re moving (beyond a crawl) you’re not regenerating health.

EDIT: ADD: maybe even make it sustained little-to-no-movement


(Zanchile) #78

bumping to get spammers thread off front page


(morguen87) #79

[QUOTE=AmishWarMachine;359199]morguen87,

Do you think a compromise could be: if health regen only occured with little-to-no movement?

I’m thinking in the same vein that caltrops don’t deal damage in little-to-no movement… why can’t health regen also do a movement check, and if you’re moving (beyond a crawl) you’re not regenerating health.

EDIT: ADD: maybe even make it sustained little-to-no-movement[/QUOTE]

I like that, good idea. The only negative I see is that it could potentially slow down gameplay and I doubt they’d change such a major gameplay mechanic after the game has been released, but it’s definitely a cool idea. And to be honest, I think it would be better than the system that’s implemented now. Haha, add it to the “cool ideas for Brink 2 list”


(aviynw) #80
  1. Who the **** cares about realism. we dont have spartan armor like in halo!!! LOL. want realism I’ll come to your house and shoot you in the face. I want the game to be fun.

  2. the more bullets it takes to take someone down the more the game is about being a good shooter rather than being good at positioning yourself. In a game like COD, which I hate with a passion, its much more about positioning, which does take skill, but it is different. But it does allow noobs to do a lot better in than in other games. Even if you’re a good player its impossible to always make sure someone doesn’t have a good angle on you. And if they do have a good angle, any noob can kill you because it will only take a couple bullets. On the opposite side of the spectrum you have a game like quake where even if a noob gets a couple shots on a veteran, the veteran will still easily win the battle. In brink, I think it already takes too FEW bullets to kill someone given the spread, and reducing the number of bullets even further would make it a lot like COD in which case I’d have to kill my grandmother out of frustration.

She’s pretty old anyways.