Syringe time vs. Insta kill (melee)


(Kryptyk Samurai) #1

From H0rse’s compendium:

“- Using a syringe is not instant. Players will need to hold down the button for around 3 secs before they are revived.”

I am assuming that if I am meleed while still in a “downed” state prior to that bar filling while using the syringe, it is still an instant kill (essentially cancelling the revive). I am also assuming that the medic will not get the bonus XP unless the syringe use is “successful” and not just initiated. Anyone know?


(madoule) #2

sounds logic to me!

check here:


1:33 — 3 second button press
3:44 — no partial points for tossing the syringe


(Kardec) #3

From what I’ve seen in gameplay, you get 100 exp for tossing it, and more if he actually does it.


(Cankor) #4

[QUOTE=Kryptyk Samurai;261439]From H0rse’s compendium:

“- Using a syringe is not instant. Players will need to hold down the button for around 3 secs before they are revived.”

I am assuming that if I am meleed while still in a “downed” state prior to that bar filling while using the syringe, it is still an instant kill (essentially cancelling the revive). I am also assuming that the medic will not get the bonus XP unless the syringe use is “successful” and not just initiated. Anyone know?[/QUOTE]

Why have a timer if you couldn’t get gibbed before it was up?

Why would you get the bonus if he wasn’t able to actually get up and back into the action? Just wanting to use it doesn’t do anyone any good after all.

So yeah, I am pretty sure you have it right :slight_smile:


(Crytiqal) #5

a HUNDRED xp points? seems awkward to me


(Herandar) #6

Probably an old video. Of course, they can scale the XP however they want.


(Kardec) #7

Well if you notice in the video madoule posted you can see that he got 100 exp for tossing the syringe @ 3:40 and then gets 212 exp for the guy actually reviving


(LyndonL) #8

It’s all relevant. 100XP might be nothing when you need 1,000,000 to unlock a new set of ugg boots :tongue:


(Cankor) #9

If 100 in Brink is Comparable to 1 in ETQW, they are giving you about 2 1/2 times more for reviving, but again it’s all relative to what you can get with it.

In ETQW baseline for killing a guy was 1 XP per 100 points damage. So assuming it’s 1XP per damage in Brink they just scaled it by 100.

In ETQW (assuming my memory is correct):
A health pack is .4 XP
A normal revive is 1 XP
A full health revive is 1.4 XP


(Herandar) #10

Based on the videos, you get 1 XP for every shot that hits.


(Kardec) #11

Isn’t that from the earlier videos?


(Herandar) #12

I don’t think so, but I could very well be wrong. I don’t do very well at remembering which video is old and which are new.


(Cankor) #13

It’s scaled depending on where he is when you damage him. They said a long time ago the base XP award for killing a guys isn’t very much at all, he has to be near the objective for it to be worthwhile. It’s supposed to help vs spawncamping because you won’t get much XP for that.*

Back in the early days of ETQW on the old forum site I did a series of posts titled “XP awards which reward positive behaviour” where I suggested just such a mechanic; areas built into the mega texture where bonuses for things like kills and revives are multiplied. This was to replace the “defend the objective” mission (where every defender got XP no matter what they were doing) and the one that never worked for the attackers to support the guy doing the objective.

I remember one very good comment at the time against the idea was that people would then wait until the enemy was almost on the objective before killing them, therebye actually making it’s defense less likley. I still like the idea though, I think most people will kill you as soon as they get the opportunity regardless and it probably will tend to push people towards the objective more.

*re spawncamping, to me it’s a valid tactic: you are interdicting the enemies re-inforcements so they aren’t available at the objective. It does suck though when a team gets stuck in their spawn to the point where they can’t get out, so I know how it can become really frustrating and I think it’s valid to try and keep that from happening. It’s one of those slippery slope kind of things.


(Herandar) #14

I know that SD have thought about this and have implemented some measures to prevent it: Turrets in the spawn and limited temporary invincibility.


(Cankor) #15

In ETQW you have both of those, plus in many cases there’s an alternate spawn point.


(Kardec) #16

They have also said that the exp in Brink is fluid, meaning that if you take a shotgun, shoot it from afar and dmg someone, you will get abit of exp. But if you take that shotgun, ram it up someones face and shoot em, you get maximum exp.

And I think I read this information in H0RSE’s compendium


(Cankor) #17

[QUOTE=Kardec;262086]They have also said that the exp in Brink is fluid, meaning that if you take a shotgun, shoot it from afar and dmg someone, you will get abit of exp. But if you take that shotgun, ram it up someones face and shoot em, you get maximum exp.
[/QUOTE]

I’ve never heard that. Please point out a reference. If you do the same amount of damage why would you get less XP because you are further from him?

Possibly what you are thinking is that if you shoot someone from far a way with a shotty, you do very little damage, whereas if you blast them up close, you do a lot of damage. Since XP is proportional to the amount of damage you deal the effect is similar.


(Kardec) #18

[QUOTE=Cankor;262088]I’ve never heard that. Please point out a reference. If you do the same amount of damage why would you get less XP because you are further from him?

Possibly what you are thinking is that if you shoot someone from far a way with a shotty, you do very little damage, whereas if you blast them up close, you do a lot of damage. Since XP is proportional to the amount of damage you deal the effect is similar.[/QUOTE]

Yeah, maybe I put it wrong, but I’ll try to find the reference and get back to you :slight_smile:


(LyndonL) #19

The XP is less when you are further away from an objective… not a target (iirc).