Cinna's Brink Impressions!

Post » Sun Aug 08, 2010 9:57 am

The aim-assist could be adjusted with a slider in the demo I played.

That's still not good, though, because then you'll have some people who are too lazy to aim set the slider to the maximum possible.
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Mrs Pooh
 
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Post » Sun Aug 08, 2010 2:36 pm

Some replies to various things througout this topic:

First of all, hitting respawn at 0 makes you respawn with the previous wave (this is a feature that was present in ET:QW as well I think, to not punish players who wait for a medic and join the respawn wave just a tiny bit too late)

Second: Recently they stated that all bodytypes have the same amount of ability pips. It was Badman from SD who confirmed it at these forums.

Other than that I like the general feel of what you described (That sentence doesn't really make sense, but hey, you're smart enough to get the point ;) )
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Fam Mughal
 
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Post » Sun Aug 08, 2010 9:10 pm

That's still not good, though, because then you'll have some people who are too lazy to aim set the slider to the maximum possible.

To be honest, aim assist can be a gift or a burden. It depends on the player... I for one cannot stand the aim assist on Borderlands, throws any precision out the window. I imagine there will be players who will use it, and plenty of players who won't.
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Trevor Bostwick
 
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Post » Sun Aug 08, 2010 6:43 pm

That's good to hear. How did you activate your abilities? Was it the bumpers?

D-pad, then a certain key activated it. I don't remember because i dont know the button names of ps3 off the top of my head.

You said ''-I didn't really try medic or operative much...'
But earlier in your post you state that:

'-IMO, Operative is pretty useless.'
'Obviously disguising as an enemy is useless, when is that going to work in competitive.'
'I think this class is crap.'
'But to be honest I think a lot of the operative's perks are rather silly'

You are entitled to your opinion, as am I.

I completely agree with you when you said '-I guess this is a hasty judgement as I didn't get to witness the "hacking" of engi turrets' but not because you didn't witness the 'hacking' but because you said yourself, 'I didn't really try...operative much'. Which IMO discredits your entire biased opinion of the Operative class all together. I know you had a lot to take in, in only 30 min time, but it seems to me you had a negative predetermined opinion of the Operative class. Is this true?

I think you have a very opinionated attitude when it applies to writing your experiences of anything. Specifically video games in this case. Thats fine with me because you have your right to say what you want, and as do I, but as a tid-bit of helpful information. I suggest you keep your opinions a little less (for lack of a better word) harsh. As this will not discourage people (like myself) from believing any of the other information you have presented here. The whole reason for creating this journal entry, was to inform gamers of your experience and to get people to understand what you played, what it felt like, and your experience with it. With having such a harsh opinionated stand on the information you have presented, i feel you have lost some people that would/could have sided with you. You may completely right, and i could be completely wrong, but as it stands right now, these are all just opinions.

I envy you for playing it at PAX East, and i wish i could have been there, i hope you are wrong about the information you have presented, and congratulate you on your findings.
Thank you for the information

PS i would also keep the vulgar language to a minimum, as it seems less professional, and doesn't help your cause


Note taken regarding the vulgar. And operative was a speculation, from the dossier displayed in line. I apologize, that wasn't an impression. It was just a opinion on the information revealed about the classes there. And again, being competitive-play impressions, spotting a landmine by staring at it for 3-4 secs vs...Ventrilo? I admit that my opinions are harsh. But thats my point. I didn't want to throw down light impressions and forgiving opinions, which is what is more fair and proper. I wanted to throw down some fairly-extreme impressions and high speculations regarding competitive play. If i was light it would be a much shorter list. Light, likely more fair impressions can be found in other threads. I was intentionally harsh and constantly comparing to competitive play. I yet again cannot edit the title, but a proper title would be "BRINK IMPRESSIONS + competitive speculations" or something.

But on a couple opinions i got carried away and will edit.
I do believe the operative is awesome and cool for pubs, I think that a competitive team in a scrim that plays without one and briefly switches to one for a single objective will outplay the other team.
Hacking is also great, but you have to understand how easily you can switch between classes. If they have a really strong engi and a turret [censored]s you over, you can ALSO switch to operative and hack / rid of it and switch back.
I just find operative extremely effective EXTREMELY situationally, which is great and all, but because of the ease to switch classes, it makes it something I think shouldn't be "mained" if you want to win a match in competitive.

Some replies to various things througout this topic:

First of all, hitting respawn at 0 makes you respawn with the previous wave (this is a feature that was present in ET:QW as well I think, to not punish players who wait for a medic and join the respawn wave just a tiny bit too late)

Yeah I know, I figured it was a feature and i love it.

Alright.. Thanks, Cinna! :)

EDIT: Added a smily to not seem so hostile :P

NP :)
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carly mcdonough
 
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Post » Sun Aug 08, 2010 9:18 pm

What did the weapons feel like? Did they handle like any other FPS, such as Call of Duty, or Crysis?
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Arrogant SId
 
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Post » Sun Aug 08, 2010 6:00 pm

What did the weapons feel like? Did they handle like any other FPS, such as Call of Duty, or Crysis?

Couldn't tell you about crysis but...
The hipfires were very accurate, unlike CoDs.
I only tried 3 guns..
The sniper is 100% accurate.
The semi-auto rifle has a very high recoil, making it useless in console, but in PC you can control recoil so it could be really good.
The shotty was not a one-shot cannon, so using it agressively has to be accompanied by a melee.
The smg (one of em, idk) was very accurate, and hipfiring spread was no where near what it is in CoD.

The autoaim to the head is so huge while ironsighting though, that everyone will likely ironsight with autoaim maxed in console Brink.
On pc, it wont mean as much and it will only be used long ranges.

This means that console brink will become a much slower paced play, and parkour won't play as much of a part with assault rifles and stuff because you are better off just ironsighting and spamming headshots onto kids without aiming.
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Robert Jr
 
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Post » Sun Aug 08, 2010 10:19 pm

This means that console brink will become a much slower paced play, and parkour won't play as much of a part with assault rifles and stuff because you are better off just ironsighting and spamming headshots onto kids without aiming.

[censored] awesome... :confused: really hope this doesn't actually happen.
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Stephanie Valentine
 
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Post » Sun Aug 08, 2010 8:19 am

[censored] awesome... :confused: really hope this doesn't actually happen.

I guess a couple things could happen...People could ignore headshots and hipfire, or try really hard to master hipfire headshotting on a console controller. But I see headshot damage multipliers being a big part of it, and if you can ironsight to easily aimassist to get them then people will do it a lot.
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Steve Smith
 
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Post » Sun Aug 08, 2010 9:43 pm

Thanks for the information Cinna.

Concerning operatives, I would guess that one is probably going to be essential for a team, just for the interrogate map hack they can do alone.

A few questions, impossible to answer completely, but just your impressions.

- How did the gunplay and TTK amounts feel like? (CoD / BF / ETQW / W:ET most like?) and do you feel taking into account no aim assist on the PC, fast maneuvering / parkour will play a major role in battles rather than just a gimmick at high levels of play?
- Was there a substantial different in TTK amounts between head and body shots?

Additonal

- Did you try sprinting and firing together, and if so how viable was it? Long or short sprint bar? Same question concerning parkour, how badly was the crosshair affected.
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Cody Banks
 
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Post » Sun Aug 08, 2010 6:49 pm

Interesting information, but what I meant was the aiming in general (both ADS and hipfire). Did the aiming feel like Call of Duty aiming?
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I’m my own
 
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Post » Sun Aug 08, 2010 1:40 pm

on the aim assist, was it as bad as lost planets aim assist?
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Casey
 
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Post » Sun Aug 08, 2010 11:59 am

Interesting information, but what I meant was the aiming in general (both ADS and hipfire). Did the aiming feel like Call of Duty aiming?


ADS felt more accurate than cod by far.
hipfire was much more accurate than cod.
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Emily Martell
 
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Post » Sun Aug 08, 2010 11:12 am

Thanks for the info so far.

How was the regular sprinting? In the videos it looks very awkward, as your gun swings side to side right in the middle of the screen
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Kevin S
 
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Post » Sun Aug 08, 2010 5:01 pm

Thank you for taking the time to tell us your impressions. :)

I don't play competition (in fact, I avoid them like the plague), but thanks for the info nonetheless. ^_^
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Mashystar
 
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Post » Sun Aug 08, 2010 10:10 am

Thanks for the info so far.

How was the regular sprinting? In the videos it looks very awkward, as your gun swings side to side right in the middle of the screen

Didn't really pay attention / notice / remember weapon sway being annoying, meaning it couldn't have been too bad or else i would have noticed it.
Not sure though.

Thank you for taking the time to tell us your impressions. :)

I don't play competition (in fact, I avoid them like the plague), but thanks for the info nonetheless. ^_^

No problem. I think a lot of it is still really relevant to normal gameplay, but a couple things , such as my attack on operatives as a "mained" class, or uselessness of objective wheel, really only apply to competitive.
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Louise
 
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Post » Sun Aug 08, 2010 1:03 pm

Didn't really pay attention / notice / remember weapon sway being annoying, meaning it couldn't have been too bad or else i would have noticed it.
Not sure though.

How noticeable was sway anyway? Just wondering if it would be nausea-inducing for somebody not accustomed to sprint sway, having come from playing MAG and Borderlands... is it minimal, or comparable to (for example of hefty) CoD or BFBC?

Also how noticeable was the shift from hip-fire sensitivity to ADS sensitivity? Was it like going from spinning in circles to dragging the sights through a bog peat, or was it a smooth transition? And was there any deadzone, if so could it be changed?

Thanks for taking all the time to answer our questions. You're like a prophet to the religion of Brink. :laugh:
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Eve Booker
 
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Post » Sun Aug 08, 2010 10:14 pm

I don't like your attitude, imho. but its YOUR Impressions.

This game from my point of view would never become another CoD.
Im gonna be a medic at start for the Points ( and cause im nice.. :whistling: )

But thanks for the... review.. :unsure2:
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vanuza
 
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Post » Sun Aug 08, 2010 12:37 pm

Thanks a lot for this, I've been wanting to get a competitive gamers impressions for a long time.

How big were the maps you played? Did you get any feel for how many people per team would be best for competitive games?

and based on that, how do you think class limits (if any) would be handled? I know you didn't play medic or operative much but did any class seem overpowered if there were more than 1 or 2?
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Budgie
 
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Post » Sun Aug 08, 2010 12:24 pm

How was the regular sprinting? In the videos it looks very awkward, as your gun swings side to side right in the middle of the screen

Well, it's quite realistic to have the gun swing from one side to the other, given that the characters do sprint.
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Eire Charlotta
 
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Post » Sun Aug 08, 2010 11:31 am

This auto-aim thing will be pretty bad on the consoles then I guess :/ I hope they make the default auto-aim lower, or remove it alltogether
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Janette Segura
 
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Post » Sun Aug 08, 2010 10:04 pm

In the long run, I think the Operative will face the same problem as the Spy in TF2.

In Team Fortress, The Spy generally depends on an uncoordinated team's mistakes to turn a game around. However, a highly efficient competitive team will make very few mistakes, and effective communication will reduce the chances of the Spy being useful in any way whatsoever. This makes the Spy one of the least played utilities in competitive games. I believe this will also be true with the Operatives.

Works great in pubs, in scrims, not so much.
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stevie critchley
 
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Post » Sun Aug 08, 2010 10:16 pm

There's a Barret? SUH-WEET. Looks like I'm gonna be repeating my MAG sniper days... using a .50 cal with lowest-power zoom at mid/close-range, softening people up and finishing my handy work with a pistol... I'm gonna feel right at home. Nice. :celebration:

As for auto-aim, sounds annoying and it's a shame it's even there. I wouldn't mind it it was minimal, the red dot sight in MAG had "target acquisition", where if an enemy came within a few mm of the red dot it would snap to them and follow them back to the original positioning, but it was barely noticeable and hardly comparable to training wheels. Hope there's an option to turn it off tbh.


Same here Super :D.

I'll use the automatic pistol in order to finish off my targets :).
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Jeff Tingler
 
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Post » Sun Aug 08, 2010 8:22 pm

The auto aim better be gone by May 20th, or we'll get all the CoD-[censored]s playing this game.
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Saul C
 
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Post » Sun Aug 08, 2010 10:06 pm

I just noticed the title actually reads "Brick Impressions". Hm.

In Team Fortress, The Spy generally depends on an uncoordinated team's mistakes to turn a game around. However, a highly efficient competitive team will make very few mistakes, and effective communication will reduce the chances of the Spy being useful in any way whatsoever. This makes the Spy one of the least played utilities in competitive games. I believe this will also be true with the Operatives.

I don't think competitive players want to miss the ability to highlight enemy team members on their radar. So at least one of them will be a designated Operative most of his time.
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TWITTER.COM
 
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Post » Sun Aug 08, 2010 2:00 pm

I think that the Operative will be used more to harass the enemy and distract them from the main objective by being a nuisance than being an essential role. Imagine if you keep getting stabbed in the back on your way to the objective; you'd probably go slower the next couple times to make sure it doesn't happen again, leaving more room for the other team to move up
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Melly Angelic
 
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