No one told me not to play brink. I just read what issues many reviewers had with this game. I decided that this high level of reviewers adressing the same problems in brinks design is reason enough for me to wait and be patient.
Fail rage all you want against me koreshonfire. Atleast try to make you're rage funny and not laughable.
Thats funny. I'm not mad, and therefore I'm unable to rage. Just re-reading my post, and I don't see anything that is particularly angry about it. The only thing that is laughable are your claims about the "high level" of reviewers reporting the same issues. The only one that seems to have a general consensus is the dumb A.I., which admittedly is disappointing. Fast ranking and level cap are preferences. But this game has its roots in legacy, arena based, FPS games. So it makes sense that the level and rank system is more or less a tutorial to get players accustomed to the games mechanics. Instead of throwing the games rules at players, everbody can spend a good five to seven hours learning about the class functions and general gameplay. Since people unlock everything at the same rate, everybody will be on a level playing field. Winning will be based on skill, not outmatching someone's rank, or perk.
You have some valid concerns about lag. I haven't got a chance to play this online, but it seems peoples reports are varied at best. This is disappointing, but typical of an online game at launch. Hopefully, the lag will be ironed out.
The lead map designer in this game is the man who made de_dust for Counterstrike, so it is not surprising that many of the maps have choke points. So far, positive reviews praise the map design, while negative reviews bash it. From my understanding, the game was made for 8v8 play, and the maps individual choke points were designed for 4v4 action. There is actually quite a bit of strategy in taking a choke point with so few players. It is less about overpowering with kills, and more about each player using their class effectively to advanced past the enemy. These types of maps are actually designed to favor one side over the other for a reason: One team attacks, and one team defends. The defenders usually have the upper hand, but typically players are put onto opposing sides after the match. Everybody gets a chance to be defenders, and enjoy the challenge of attacking. There are games (like Battlefield BC's rush mode) where things are switched up, and defending can actually be more challenging than attacking. In the end it doesn't matter, because every player gets an opportunity to play both sides. The point is, unbalanced maps can be fun, and I trust David Johnston did a good job making Brink's maps.