To all the weapon balance crying...


(Reo_b@) #1

Everyone who is talking about how badly smg’s own everything and AR’s suck really need to learn to use an AR correctly. Quick 2-3 bullet burst fire from an AR OWNS the crap out of smgs at mid range. AR’s are mid range weapons in this game, and they can use the underbarrel grenade launcher which is really handy. Smgs seeming so overpowered has more to do with the fact that the map designs tend to promote lots of close quarter battles where smg’s shine. I really wonder if people are just taking out an AR, holding the trigger down and not hitting anything, then just dropping AR’s into the suck pile.

Sorry for the venting… but it’s just sad to see so many people complaining about them when they are actually really useful weapons when used correctly.


(tokamak) #2

Yeah…that’s the point.


(Ninjat_126) #3

I’ve preferred SMGs in close quarters and the Rokstedi and Seagull for mid/long range. Being a primarily light/heavy player though, I don’t get much mileage from the ARs.


(Smokeskin) #4

[QUOTE=Reo_b@;330105]Everyone who is talking about how badly smg’s own everything and AR’s suck really need to learn to use an AR correctly. Quick 2-3 bullet burst fire from an AR OWNS the crap out of smgs at mid range. AR’s are mid range weapons in this game, and they can use the underbarrel grenade launcher which is really handy. Smgs seeming so overpowered has more to do with the fact that the map designs tend to promote lots of close quarter battles where smg’s shine. I really wonder if people are just taking out an AR, holding the trigger down and not hitting anything, then just dropping AR’s into the suck pile.

Sorry for the venting… but it’s just sad to see so many people complaining about them when they are actually really useful weapons when used correctly.[/QUOTE]

Instead of making straw men by talking about AR vs SMG balance, maybe adress the actual issues? Like Carb overpowered, heavy weapons underpowered, shotguns and frkn-3k too long fire delay, sidearms except for ceagle and ritchie unused?


(Reo_b@) #5

Well, honestly, I had just ready like 7 different threads with people talking about how the AR’s are useless and smg’s were the best things ever, so I was pretty annoyed and that’s why i started this thread. I wasn’t trying to say all of the weapons in the game are balanced. Some of them definately need some tweaking.

The carb 9 is an interesting beast because while it’s good up close, it not so great going up to mid range and beyond compared to some of the other smgs. If it’s damage gets brought in line with the kross or galactic, it will go from most used to unused very quickly…

As far as the heavy machine guns go, i think maybe some minor buffs are in order, but i dont want to see them be straight up insta-ownage from short and mid range.

I have heard of a few people saying that they love the shotguns, but honestly, they have been very underwhelming for me. With good accuracy, smgs can sometimes kill even quicker than a shotty and have a much larger effective range. I understand not wanting one hit wonder kills going off with shotties consistently, but as they are right now, smgs kill faster and have better range unless your basically within like 2 meters away from your target.

Lol at the frkn, it seems to be designed as a long range sniping AR, which is actually kinda cool. But as was said, its delay between firing makes it usless unless it’s at long range… would like to see that delay shortened to make this have some mid range potential as well.

As far as pistols are concerned, I think a lot of the reason we are seeing the revolver and seagle used so often is just because they are the pistols with the best range, and thus compliment the short range smgs the best. Therefore any light with an smg will be carrying one of the 2, and mediums and heavies have better secondary options.


(needforWeed) #6

AR works as long as you’ll meet some good players. Then it becomes useless. Try hit a light body strafing! For med+ range I’ll use a rifle instead.


(Overgear) #7

This 1000 times. If it won’t kill them in one shot, I’d like the chance to fire a second time before I’m full of SMG.


(tangoliber) #8

I burst-fire, and they do alright if you are hitting the head in both bursts, but it doesn’t kill as fast as the SMGs at medium range. Its about a half-second difference.


(H3LLS1) #9

hmm…i use the ground AR and have no issues killing folks :slight_smile:


(tokamak) #10

Get the Hammerdjem then.


(iFork) #11

I kill people with the Carb-9 in mid range by semi firing.


(Kill5Joy) #12

when I use a medium or heavy I use the Gerund


(Kurnuttaja) #13

The only AR you can hipfire well seems to be the Rhett, but which suks iron sighting due to crazy recoil.


(Mr. Dogg) #14

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?