First I just want to say that I only want constructive replies, no trolling like on the last thread. I fixed the font because last time I just copy/pasted from a different forum and it appeared all wrong here. Second, at first it may look the same but I changed/fixed about 80% of my suggestion list, so please read it again for a last time before commenting.
Thank you
========================================
Interface improvements:
- Voting Menu: When entering the voting menu, there’s a huge empty space on the right of the screen. It would be awesome if it would be used to show a picture of the map on which you are hovering your mouse over because seriously between you and me… most people have no clue of what most maps are and they just vote on the first map that gets a vote. I alway see people waiting to cast their vote then as soon as I pick something, at least half the players 1-2sec later all vote the same thing. I’m level 19 and I know all maps when I’m in them but I can tell less than 1/4 by their name so must be even worse for lower-level players.
- Map Rotation: It would be pretty neat if in the voting menu we could have a legend on the bottom saying for example (Map written in red was the last played map, the one in blue the current played map, the one in green the last last played map) so people would be more likely to pick new maps rather than have a map rotation always around the same 2-3 maps. Hell I would even make it impossisble (grey out the choice) to vote the map that was just played cause nothing makes me want to leave a server faster than being forced to play twice in a row at the same map!
- Weapon Menu/Stats: It would be really cool if you could get to compare side by side 2 weapons because right now it’s only possible to compare the stats if the weapon you want to compare is right beside or above/below. Also is it me or the stat bars are meaningless as when I look in-game the single-shot AR show that it does less damage than every other AR but if I look HERE it says that it’s suppose to be the most powerful AR by the ammount of damage per bullet so why in-game is the bar so small for it’s damage?! I hope you guys update it everytime you modify weapons or else it will be if it’s not already… totaly unrealiable like in Bad Company 2. For that same reason I though the Carb-9 was overpowered because the in-game bar shows that it do much more damage than all other SMG while in fact it’s only +1dmg than the Kross according to Wiki. Very misleading for everybody and mostly new players who’s gonna rely on entirely wrong stats.
Weapon improvements:
- Pistols: I first thought the pistol had way too few ammo compare to their SMG counterpart but after trying the SeaEagle and Revolver I noticed they were fine, however only 1 pistol seem to be kind of imbalanced and that’s the Belgo. If you look at the real stats, no the fake in-game, you see that it’s exactly the same thing as a Kross, however with only (20/40 = 60 bullets) instead of (35/175 = 210 Bullets). I think giving 1 more clip so 80 bullet for the Belgo would make it just perfect as otherwise I see no reason to use it over the Kross as a secondary weapon unless ur a light body.
- Shotguns: There should be 3 type of shotguns in this game. We already have 1 for the medium body, 1 for the heavy but what about a shotgun for the light body?! The kind of shotgun I would suggest is a sawed off shotgun. It would shoot 2 shells at once then have to reload already so it would be very powerful but it would compensate by having to reload often because of it’s 2 shell capacity make it a (hit or miss = kill or die). The light class would be much more fun to play with a shotgun like this because you could get at lethal range much easier than with a medium body but you would still need to be highly skilled because if you miss you have to reload and you die so it would be balanced. I was about to create a thread about it when I seen one that already existed HERE Edit: As stated by someone else, I didn’t write it at first but I totaly agree that the spread on the shotgun is too big. The range is perfect as it’s a shotgun not a sniper but it starts being ridiculous when ur target is at only 3-9 feets from you and that most of the shotgun shell still miss him because of the extreme spread so lowering the spread while keeping the same range and other stats would be great too.
- FRKN-3K: I tryed it for the first time when I was lvl19 and yes I know how to aim with a mouse, however I felt it was overall really bad. Yes I know it’s not exactly meant to be use at close range but even at medium range it’s aweful because of the delay between the burst shots being way too slow. I could deal with it if the gun would do 35dmg per bullet rather than 30 but right now I see no reason to use it with such slow rate of fire and only 30 dmg per hit when there’s many automatic AR that deals 30 and above. I never seen anybody use that gun, no wonder why.
- Machine Gun Nest: Did anyone ever found it useful? I don’t see the point of building one other than free XP when ur not yet lvl20 because it’s so weak, not that fast and mostly so inaccurate even at close range. They were just fine from what I remember in Wolfenstein but anyway, how about just making more powerful and accurate? Doesn’t matter if it haves to overheat faster, at least it would be more usefull than not at all and it would be worth taking the risk of being an easy target by standing still.
Gameplay improvements:
- Body Type: I think the reason why Splash Damage didn’t make it possible to switch your body type in-game is because a whole team could switch to heavy for example during a defense objective making it unbalanced and also that would be more unrealistic. Yes that is a good thing however seriously… AT LEAST make it possible to change ur body type once the map ends without being forced to disconnect ffs! It’s extremly dumb having to disconnect from the server and leave ur friends only because you need to change ur body type for the next map.
- Incapacited Enemies: If possible make it so it kills incapacited enemies faster when you shoot them in the head. Edit: Glyph just confirmed that it was already there, sorry about that as I wasn’t 100% sure and didn’t read it on wiki.
- Interactions: If it’s possible it would make life so much better if we could simply HOLD a button and it would start the interaction automaticly whenever possible. I mean if my use key is (F) then holding it would automaticly start planting the HE Charge when I’d get close enough because often for some reasons it doesn’t work even if I’m at the right emplacement and I have to spam the key a few time until it starts working so I lose valuable seconds of disarming/hacking/planting…
- Auto-Kick AFK: I didn’t thought about it until I played in a 16 player server where we had 1 afk guy for over 3 maps! I couldn’t believe it that nothing would kick him and it did a serious handicap having 1 less player to the team. How about making it so by default it automaticly kick any player that is unactive for 3-4min in a row?
- Hacking: I think many people will agree on this one unless the “elite forum lamers” from here. The hacking process is overall really slow. It’s just so hard and long to hack and enemy engineers (defenders) can pretty easily and remove the hack box since they usualy spawn much closer to the obj making it extremly hard for the attacking team to hack the objective most of the time unless the defenders are totaly aweful, even after the last patch. Maybe not on all maps but the worst is clearly by far the map (Resort), seriously did you ever see the attackers win the last objective where they have to hack in a room that is RIGHT BESIDE the defenders spawn?! I think attackers win 1/10 at most. I’m now level 20 and haven’t seen anybody once win this part. It takes like 5min to barrely reach 20-25% of hack only to have the box removed within about 30sec by enemy engineers who spawn next to it then you start all over at 0% and you’re sure to lose. My idea maybe isn’t the best but how about having the hack just a little bit faster or make it so the hack box can hack the objective on its own even if no operative is beside but slowly so the operative would still need to get there asap and would only serve as making the process much faster because the box would already hack on it’s on… slooowly rather than not at all? At least we’d stand a chance, mostly on that map. Otherwise on Resort the solution is maybe more to put a longer redeployment for the defenders on the last part.
Brink Settings/Options:
- I find it very dumb that I have to ask why because it should be mandatory in every game but these days it starts being more rare because of those damn console ports… anyway what I mean is that it’s not normal that we need to download a third-party tool in order to access all the hidden Brink settings that should had been in the in-game options right on day 1 of the launch.
:stroggtapir:
