Sad but true. The system is more of a hindrance than help. It feels gimmicky and completely unnecessary on most of the maps. The majority of the obstacles just don’t feel natural to the environment and are merely there so that you have something to climb over. It’s not parkour nor free running as most of us expected it to be. It’s climbing. Slow paced and redundant climbing. I thought that we’d be able to leap from building to building in a fast paced fashion but that is clearly not the case here. They tried to combine elements from slow paced tactical shooters with fast paced shooter mechanics but it just doesn’t gel very well together.
You guys do realize that...
We talk all the time about hockey and other stuff during the game, on the benches and in the locker room while drinking some post-game beers. But nobody sits there and bitches about the quality of the rink every time we’re there. Sure, some new guy will complain about it once, then we all go, “Yeah’ it’s not the best rink, but the hockey’s good.”
My correlation from the rink to playing hockey in it is the same correlation of Brink to playing the game. Brink, (meaning it’s rules, graphics, gameplay, level design, etc) isn’t perfect, but there are many of us having fun playing Brink. Yeah, Brink doesn’t do everything right, but we have fun playing it. Just like how our rink (meaning it’s ice, locker-rooms, benches, creepy janitor, etc) isn’t perfect, but we have fun playing in it. The only major difference is that people who don’t like playing hockey at that rink don’t sit inside it whining about it all day, everyday…THEY JUST LEAVE!
Hint! Hint!

This is the kind of comment I expect from someone who spends a lot of time getting shot in the face by people who understand how to use the SMART system. Its not a waste in any shape or form, please watch the link on the first or second page of this thread, most people here just don’t know how to properly use the SMART.
P.S. By the way I am a MAG fanboy not so much a Brink one.
****ting me?
Like I’ve said many times. Those routes are barely useful. Rarely help. Hard to execute sometimes and are just easier if you take a SLIGHTLY longer path. They are a gimmick. The only reason I would do a wall jump is for the coolness factor.
[QUOTE=nick1021;349306]****ting me?
Like I’ve said many times. Those routes are barely useful. Rarely help. Hard to execute sometimes and are just easier if you take a SLIGHTLY longer path. They are a gimmick. The only reason I would do a wall jump is for the coolness factor.[/QUOTE]
I will admit that the most useful ones don’t even seem intentional, like the one In aquarium that allows security to get up into the Hallway right outside of resistance spawn.
[QUOTE=bastuden;349295]This is the kind of comment I expect from someone who spends a lot of time getting shot in the face by people who understand how to use the SMART system. Its not a waste in any shape or form, please watch the link on the first or second page of this thread, most people here just don’t know how to properly use the SMART.
P.S. By the way I am a MAG fanboy not so much a Brink one.[/QUOTE]
Yes, let’s resort to personal insults when all else fails. There’s nothing complex about this movement system even though you are under the impression that it is. Which is rather sad in hindsight. If you want to see some truly innovative movement in a video game, go watch a few videos of The Specialists and Action Half Life mods.
Let’s see if I can follow your argument. You think SMART is lame because there aren’t any places where they make you use it to get somewhere. Except for the places they do make you use it to get somewhere, and those are stupid because they could have just gotten rid of those bits and made them a blank open space. And the places that aren’t blank open spaces are stupid because… they weren’t useful enough? Lost me a bit on that one.
Theres the bit in container city after the crane where you can run over the top rather than fight through the bridge or rebuild the stairs. Theres the passage in shipyard where you can wall hop over the side barricade without having to detonate it or deal with the turret. In aquarium you can wallhop into that cafe thing and avoid the ambush thats normally waiting at the top of the stairs. I’ve only managed it a few times but there are those tiny windows in reactor that you can jump through to end up on the second floor and avoid the corridor choke points. the security tower cafeteria is full of stuff to get you up to the wardens office without getting caught on the stairs or in the hallway. Those are all pretty useful. Any other game they would all have been replaced with stairs or jump pads or something, which sounds boring to me.
They weren’t weren’t useful enough. There was not point to them.
You are mixing up random crates in the middle of the map that serve no purpose with shortcuts.
Brain.
Use it.
[QUOTE=nick1021;348862]Now I understand my rep will make you think I’m trolling. But admit it. The SMART wasn’t that great. The game could still work without it. Like Yahtzee said “Don’t put the crap there in the first place”.
That means, those little obstacles are pointless and don’t change anything. And maps don’t have enough walljumps, so this SMART was completely unneeded.[/QUOTE]
To be honest after playing Brink and going back to other FPS’s you realize how nice it is to have the SMART system in place. Sure it is not game changing but it is something that should be put in every FPS from this date on. Getting caught up on things that clearly you should be able to jump over or climb is annoying and aggravating so a system what makes this a thing of the past is very nice to have.
The thing wrong with Brink is the classes. There are only a few classes that are needed or practical to use the entire match while the others I left in the waste. They need to give Soldiers and Operatives( mostly operatives) more responsibilities and things to do during matches so they have more practical uses throughout the entire match and not just when objectives pop up for them. As is right now most matches you will see an entire team of Engineers with 1 maybe 2 soldiers and 1-2 medics.
[quote=nick1021;349326]They weren’t weren’t useful enough. There was not point to them.
You are mixing up random crates in the middle of the map that serve no purpose with shortcuts.
Brain.
Use it.[/quote]
Have you played the game, nick? If you view the maps as a series of empty rooms and passages and the props as having no bullet clipping then I assume you have not. You’re like about security’s pc twin and as good at ignoring facts that don’t fit your argument even when they’re repeatedly stated. In what way can “random crates” be more obvious other than sticking some console sticky cover on them and writing “hide here” on their sides? You are not someone who should be calling other people “dumb” or telling them they aren’t using their brains.
It’s my impression that SMART is underused in level design because combat areas are predominantly only one to two levels in height. Container city is an obvious example where passage walls are made out to look like shipping crates and ship hulls but there are lots of invisible walls and no fully realized ships and crates for players to climb on. Contrast this level design with a Quake Wars like refinery where the buildings around gdf forward are all designed to be climbed and jumped around on even if there is practically no reason for players to ever be there post-warmup. Brink level design is built on traditional shooter mapping like corridors and invisible walls when perhaps it would be better served with a more open and fully three dimensional design that you get in ETQW with all the flying vehicles and arty. In the latter, you’re at least forced to consider the level as actual buildings lining a street rather than urban textured walls lining a corridor. I don’t mean that Brink should have actually had open quake wars maps, rather it needed the same design mentality of building up, not carving out.
ps. that aquarium jump never ever struck me as anything but designed.
We might see abit more of that design mentality on the new DLC maps hopefully.