i can't see how you can be against bots tbh, but you can turn bots off so you'll have to stick with the no-bot-servers:)
Like I said, I prefer to play against humans. Mesure their reflexes, tactics and aiming against mine, and then learn from their moving tricks, their hiding spots, their build types etc...
I play multiplayer to play against humans, not bots, that's all. If on PC there are servers with bots "off", than it's fine by me. I am just a tad worried because it's only 8 vs 8, so 2 ou 3 people leaving (without bot replacing in this case) can completely screw the game. But then this is also tied to the choice of a less big environment, to manage SMART properly. So less players, meaning player turnover affects games greatly, hence bot replacing etc... I need to test that whole new "logic" to be sure, but somehow I am not convinced, because it starts from a good point (SMART), only to end in a less good point (bots mixed with humans), imho.
as for bunnyhopping and dropshooting, those are not tactics, those are just things people do to avoid being killed.
tactics, those are things that are meant to take people by surprise, i've never seen a soldier throw himself at the ground while starting to fire just to kill a guy, probably because it'd knock his breath away and his accuracy would be so terrible he could end up shooting civvies.
these kinds of considerations depend heavily on past experiences on previous games, which had their own way of balancing and allowing such moves. If you can dropshoot but when prone you have a lesser cone of fire, or other limitations, then it becomes totally useable in a fight, but can bring your ruin, hence the thinking, hence the "tactic" in the way I meant it. Let's say "technique" instead, I agree it's probably better suited than "tactics".
for example, last games I played where players got prone in fights ? easy : rush on them while jumping (because usually, when prone, they can't aim with an angle as high), or flank them (lower turning rate when prone), while focus your shooting on their head (like always, anyway). Finish him at point blank if necessary. Never caused me trouble once you figure out a counter (which can be fleeing and then ambush back).
and i don't want to hear blabber about how it shouldn't be so realistic, otherwise you could suggest everyone jumping 5000miles in the air...
Your overreaction is a bit sad. This argument can be turned around and you know that very well.
i don't mind people taking more bullets than realisticly possible, but the no-realism should stay inside what's fun, and i DO NOT like to shoot at people who are prone at one second and are flying through the air the next after wich they keep jumping up and down all the time. it messes up my accuracy while theirs seems unaffected. well, relatively speaking ofcourse, someone jumping up and down all the time should have a hard time hitting an elephant at a few yards distance yet they can take you down fast......
Sounds like someone got pwned and didn't like it. Welcome to the club. Next lesson is : learn from defeat, improve yourself, and take revenge. Seriously, the whole "he jumps around and yet his accuracy is so good while I can't hit him at all etc etc" is worth NOTHING, because it is just a difference in skill. It doesn't mean you're gonna end up against aim-experts all the time. Also, learn to move and shoot. strafe a bit, then do a little jump on opposite direction... no need to bunnyhop or zigzagstrafe, but try to move the most randomly possible while shooting. Writing like you are, I almost expect to read something like "xx u damn cheater" or some rant like that. These personnal frustration are strong short-timed emotions when losing against skilled players, you can't take that in account, because it will always happen.
But of course, I agree that there should be a price (like head bobbing, or a little animation when going prone) to pay when using these moves, but still, don't ban them from a firefight, otherwise you'll just end up firing each other, immobile, until the first one drops. How boring can that be ? That's not how Splash damage FPS on PC usually are, and I don't see why they should be like this. There is already battlefield and the like, for that. But yet again, these move should be tuned so that using them requires a proper timing, and spamming them (I also agree that prone then jump in 1 sec is bad) should make you more vulnerable, if allowed. On this, I agree.
someone going prone at the sight of the enemy(aka dropshooting), i can't see how this speeds up gameplay, i mean, he's taking a nap, it made you miss him, you need to aim at him again.. seems like something that makes the game slower to me...
bunnyhopping? oh yes, he's moving a lot, but the accuracy of both players has dropped so the gunfight takes longer, speeding up gameplay? i think not...
Well I said a speedy gameplay, not a speedy combat resolution. You play on console maybe ? Because of how you talk about "if you miss him, you need to aim at him again" etc... just as if aiming is a complex operation in itself. With a mouse on PC, I think that aiming (at least in midrange / closerange) is very fast, and "aim again" is not really an issue. the real difficulty is aiming at a moving target while moving yourself, but then again it's like piano, you just need training, not downgrading the whole game too much.
now you might think that bunnyhopping isn't too much of a bother, but i find it extremely annoying, it's unrealistic, i don't mind non-realism, but i want it to keep some logical thinking(you fall on the ground, your probably out of breath, you lose a LOT of accuracy for at least 2-3seconds)(you jump in the air all the time, your out of breath, your accuracy was close to zero while jumping up and down)
Same stuff as before. I take it you're more of a "Operation Flashpoint" player than a "Quake" player. But Brink would bend a bit more on the "Quake" side IMO, isntead of a "battlefield" style where you run, stop and crouch, aim & shoot, hide and reload, rinse and repeat. I want to see some death dance in the fight, jumping around, switching weapons, reflex melee if too close, prepare grenade if you feel you're gonna loose, etc... adrenaline rush style. Because for the more calm aim & shoot style, we already have the cod/battledield/etc... kind. And this fits better close/mid rage fights IMO.
So I understand your rage, but it's only similar to ingame rage after being shot by a more skilled acrobat / player. Don't let this drag you to the dark side of the force. At least on PC, we have mouse and keyboard, for fast action and aiming, and we should use them to their extent ! You can't blame the "unrealistic side" of the game everytime you get killed, because you can do the same, but only you don't because you impose yourself your own limits.
I don't know if I'm clear, but bottom line is, don't be so radical, don't let your instant emotion and fight frustrations dictate the way the game should be for everyone... And also, each game has it's way to play and we need to adapt, to some extent. My first games at BFBC2 were horrible (I still have tons of negative things to say on it), coming from ETQW. But after a while, I adaptated my gameplay and now I rox on BFBC2 just like I roxxed on ETQW before. And with Brink, I'd like the style to bend once again a bit more on the ETQW-side. Fast paced, reflex-based, (and most of all team objective oriented, but that's a given here). this shouldn't be a "simulation"-like game, the setting and design calls for something less realistic (and SMART too !), more dynamic, and more fun altogether !