Let me make something clear here: this game was clearly built by a PC-centric game developer and because of this it plays like a PC game. The speed at which characters move, and more importantly, strafe is too fast for most console users who are using thumbsticks, which obviously don’t offer the same type of accuracy and tracking speed that a mouse does. And no, aim assist doesn’t help anyone. I turned that **** off right away because with it on it actually feels like there is more recoil to the weapon because when your target starts moving the cross-hair will attempt to follow.
When taking the horribly designed and executed recoil into account trying to hit a light, or even a medium, body type that is jumping, strafing, and/or sliding is near impossible. I don’t think people are necessarily whining about how much better certain weapons or classes of weapons are. Instead I think the problem is due to sloppily implemented game mechanics that render 80% of the weapons useless.
The game is currently being driven by weapon choice more so than anything. And, I’m sorry to say, but when this happens that means there is something seriously wrong with your overall game balance and design.
There are just certain weapons in Brink that will net you absolutely no kills one-on-one against a human opponent. Purposefully building your game to force players to burst fire their weapons at targets that have the ability to eat bullets and vault, jump, slide, and wall hop is a huge mistake and is one of the many why this game is not popular among the FPS crowd.
You’ve built a game that has one of the fastest play styles and pace to it in recent memory, yet you have also included some of the most realistic recoil on weapons in recent memory. Where is the sense in that and who thought that this would be a good idea? It not only ruins the flow of the game, but it is more likely to frustrate users and turn them away from your game. I love more realistic recoil in my shooters, but it doesn’t belong in a game like Brink. For ****'s sake, you have more recoil and bullet spread on your weapons than most, if not all, tactical military shooters that are currently on the market.
There is a fine level of balance between recoil, damage, controls, and character movement when building an FPS game and this game has a long way to go before reaching that level of polish. You don’t have to go down the path that so many others have and slow your game down and include hand-holding elements to make it easier for the players, but you have to find a certain balance that can not only please hardcore gamers, but welcome new players and encourage them to play your title. Others have done it so why can’t you?