Suggestions


(KAS--Will) #1

Some ideas I had to help balance, or make BRINK a little less complicated/frustrating.

Please note, this are my ideas and if they suck, try to let me know in the least jerkish way, these are just the opinions and/or ideas I’ve formed after 21 Hrs of playing. Thanks for any positive feedback.

Overall Game
• Disallow Engineers to remove hack boxes
- (Otherwise) Reduce speed of removing hack box, and increase hacking; hacking should be faster than removing.
• Increase damage on Barnett; make it 1 shot on lights WITHOUT any kind of buff (Battle Hardened included; in other words, being light, without Battle Hardened, and getting shot either in chest or torso will result in a death.
• Reduce Cortex bomb blast radius

Bots
• Program bots to do Primary objectives first, Secondary later. (IE if a repair is needed, an engineer bot will do anything to repair, Medics will do anything to keep the engineer up; far to often do I hear/see bots doing secondary objectives, I guess, presuming players are doing the primary).
• Increase medic bots intellect, or at least form some way of telling the player they’re out of supplies.

Glitches/Errors
• Grenades; occasionally I’ll throw a grenade and it’ll go off as a Molotov or it will look like a grenade and act like a Molotov, which honestly confuses me at times unless I check to see what’s highlighted.
• Lag and frame rate is still an issue, not as bad as it was, but not perfect either.

Map:
All maps:
• Defense should always have a respawn timer of :20 seconds
• Offense should always have a respawn timer between :10 - :15 (unless stated otherwise).

Container City:
• Decrease spawn time of Security to :05 - :10 seconds
• Resistance spawn time maintains :20 seconds
• Allow a 3rd flank from Security spawn (Specifically one that can overlook the gate)
After gate is blown
• Allow crane to be built before bot is even at the crane location (at least till 90%).
After Bot opens container
• Add materials to keep players from hiding around corners or camping the objective. Players must defend the vaccine outside the container, otherwise they can’t take cover within’ the container.

Idiotic ideas for future maps
• Allow both teams to have objectives, rather than one be offensive and the other defensive, have one be offensive one minute, and after offense has completed a few objectives, the defensive team has to complete a few objectives, 10 minute timer for each objective.


(Je T´aime) #2

Well i do like your general ideas, and about the respaw times im glad you sugested less respw time for the attackers instead of adding more time to the defenders wich gets boring waiting 30 secs dead to respw.

And your map ideas for the future sound fun : ), kinda get bored sometimes with the current system forced to attack or forced to defend trought all the map.


(wolfnemesis75) #3

It may be neat if Attack&Defend is switched after accomplish an objective. Resistance has to hack a terminal. Then Security has to now Attack and reroute the controls. Then Resistance must escort a Bot to a depot to open a bridge. Then Security must fix an Internal Security Defense Turret System. So that each side must defend in a match.

If Bots completed Primary tasks it’d get old much much faster, because the power of decision and accomplishment would be taken out of the player’s hands. It is by design that the Bots don’t actually accomplish primary objs on your team.

No one-shot kills please.

Hacking, HE Plant, Data Upload, Refuel should be faster. Removing Hacks should take a long time OR should revert back to zero like the Baracade repair. If you are knocked off of the Hack Removal, the Engineer has to start over on the meter bar. So that you could keep the Engineer from doing it with suppressive fire.


(KAS--Will) #4

Well, at least have them do a better job at doing them when their doing them… or supporting each other. I realize they were programmed to play like actual players, but I’ve seen even noob players do better than the bots, and what’s worst than a noob? But you do make a point.

Well, then I’m all for buffing the rate of fire, reload speed, among other things on the Barnett. Maybe 1 shot per 1.5-2 seconds… yes I’ve seen people fire a bolt action rifle at that rate. The Rokstedi needs a damage increase as well, not much, but 3 hits to kill at least…

I’m not quite following with the idea…
My idea was just: Get rid of Hack removal, if not… then replace the hack speed, with the removal speed, and the removal speed with the hack speed. So removal takes a while, but hacking takes but 30 seconds… okay maybe nerf hacking slightly, but gravely reduce removal speed…

@Je T´aime Thanks btw. :slight_smile:


(GLUGLUG) #5

the de-hack time has already been increased once. It now takes longer to de-hack than at first.
Might not be quite right yet but they HAVE been working on something for this. I really hate to say this
in these times but… “WE NEED MORE HACKERS!”


(wolfnemesis75) #6

[QUOTE=GLUGLUG;341264]the de-hack time has already been increased once. It now takes longer to de-hack than at first.
Might not be quite right yet but they HAVE been working on something for this. I really hate to say this
in these times but… “WE NEED MORE HACKERS!”[/QUOTE]

yeah. we always get the hack done with the guys I play with. Reactor is the toughest. I guess the nature of the dehack is deflating in a way. Getting the Hack does is one of the most Epic moments in the game. So I am fine with it.