First of all, I have no idea why the title says Brick. Clearly a mod toying around, because I didn't notice it and when I bookmarked my thread yesterday evening to keep track of it, the name of the bookmark is simply the webpage name, and it displays "Cinna's BRINK IMPRESSIONS". It was also capitals.
So i have no idea what to tell you besides maybe a trolly mod lol.
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.
The TTK was definitely longer than cods. I don't really remember BF2s well, and hardly played QW. But I would say it is in between CoD and W:ET. I can't say a lot about TTK because I used the sniper, determined to find out about OHKs, but the SMG had a ttk far longer than CoDs, and comparable to ET. ET is fast kills when it comes to HSes, but without HSes, TTK is very long. Didn't seem so true for brink, I didnt get many HSes with the SMG, but its TTK was long enough that I was [censored] if i shot someone with a teammate nearby, because the TTK was long enough that him and his teammate could turn around and kill me likely before i killed the single guy, or right after I did.
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:
My attitude appears negative and cynical to people who find all the features to be important pieces of the game. Competitive players know that pretty much every competitive game (if not all) have trashed, ridded, and ignored many features, and weapons in games. It is true, I called them bad, but I look at that comfortably. I expect plenty of features to be dismissed as bad / useless that aren't core features, to be ignored in competitive, and then the game will go on successfully. it is dependent on your outlook. If you think disguises etc. need to be good, then you can see my thread as negative.
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?
Didn't get a great idea of the map size. I dont wanna guess around with it and be completely wrong, because I really didn't pay much attention and was confused regarding objectives for my first game.
I don't particularly think the classes were very overpowered. I think they all had usefulness, and weren't OP. Operative was very situational is all. I want everybody to understand that my operative opinion was quite the speculation, because I didn't see every ability. the EMP could be a godly core piece of competitive gameplay and become useful.
On the other hand, I DO think that class limits should be enforced, but lightly. A team in competitive should be able to be creative enough to heavy on one class and ignore another completely, but I think situationally, some combos will be OP. There might be a objective on 1 map with a strategy involving all defense but 1 medic switching engi or something, just for that chokepoint. Or some VIP mission with like 5 medics escorting it to heal it. First of all, these strats aren't particularly creative, 2nd of all, they tend to be zergy, and 3rd of all, they are just annoying. Class limits should certainly be enforced in competitive lightly to stop cheesy extremes, but not enforced to the point where you'll cap every class and have to have a teammate play operative cause all the others are capped.
And I doubt pubs will have class limits.
Gun limits are a whole nother' story I think might also be necessary, for the same reasons as above and quite possibly balance issues.
But I don't think it will be like ET and the panzerfaust. There will never be a godly gun that just wrecks so bad they only let 1 player use it (I hope anyway) but maybe some stuff like grenade launcher should be capped.
Class, weapon, and body size limits are a serious thing that we won't know anything about until weeks into launch, when people start scrimming. But I think they will all be necessary, some more than others.
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
They will have to keep autoaim to help their console game to sell well to casuals. A couple things that could happen is that console leagues could enforce no autoaim (GL WITH THAT...) Autoaim could become as large in hipfire as it is in ironsight, think halo, making the ironsight less important, or they could stratch auto aim altogether. Autoaim imo is a horrible thing in its own, but by the far the worse part is, when it becomes four times as effective when iron sighted, it adds an extra incentive to iron sight beyond accuracy and control, which is a shame and yet again, will make the game more slow paced than intended for console.
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.
Exactly. The operative has a UAV-like feature too, but comms over ventrilo is all that is needed and as I said, radar wont be in competitive I don't think. It dumbs down a huge aspect of teamwork and cooperativeness.
But again, it could have some skills we didn't get to see that might make or break its situational/usefulness.
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.
Again, competitive players want a high skill ceiling for every aspect of the game. Making comms between your team detailed and important is a huge piece of the game, and we don't want things like radars to interrupt and make it easier.
For those who don't know, for a long time CoD4 competitive on PC has had 0 enemy interaction on the radar. Even shots do not reveal yourself in competitive CoD play. Same will happen for Brink, I guarantee it.