Gameplay questions

Post » Sun Feb 27, 2011 8:27 pm

Couldn't find anything that related to these specific questions so here goes:

How will your XP be calculated for kills? It it done on a final blow basis or a percentage of damage within a certain time frame and will assists (if you have them) give you a smaller reward? Yes i understand that kill XP takes a back seat to completing objectives and helping out teammates but it would still be nice to know :D

Why has sniping been basically written off for cqc? Sure everyone hates being nailed from a distance but if you're not a light body type its not going to matter, its not like everyone can pick up a sniper rifle and be a 1 man army with it (it does require skill) and that said they're far from invincible with long range explosives not to mention people that sneak about and backstab you. All of the gameplay footage i've seen makes sniping look almost impossable :'(

Will their be variations on your grenades like flashbangs, tear gas or smoke? I agree that nerfing grenades was good but doing it that harshly seems a little meh considering that they haven't been a staple of fps games, they were aweful in cod but if you weren't stupid you would either run or throw them back.

Will there be a physical representation or signage denoting what you can't do in relation to the SMART system? (obviously depending on your body type) i.e. will you have something to represent impassable terrain because you're a heavy body type. And on the subject of limitations will there be things you can do as a heavy that you cant do as a med or light body type? (other than the weps you carry and your speed)

What (if any) armour penetration/destructable terrain does the game have? From what i can gather from the footage it doesnt have any.

Will multiplayer defending teams have the option of pushing back objectives? For example take railgun on Wolf ET obviously you had the initial train to get to the explosives that could be pushed back but once you had the explosives loaded the defenders couldn't undo this. Yes it would make it a truckload harder to actually win but it would be a hell of alot more interesting :D
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Juanita Hernandez
 
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Post » Sun Feb 27, 2011 7:10 pm

How will your XP be calculated for kills? It it done on a final blow basis or a percentage of damage within a certain time frame and will assists (if you have them) give you a smaller reward? Yes i understand that kill XP takes a back seat to completing objectives and helping out teammates but it would still be nice to know :D

Still hard to tell, as various videos seem to show different implementations... Some seem to show an xp gain per hit while others seem to give xp only on the kill, so it seems that this isn't yet set in store... Only things we know for sure are that the closer you and the target are to the objective, the more xp you supposedly gain, and you also gain extra xp if you're not going lonewolf on your own but playing around teammates...

Why has sniping been basically written off for cqc? Sure everyone hates being nailed from a distance but if you're not a light body type its not going to matter, its not like everyone can pick up a sniper rifle and be a 1 man army with it (it does require skill) and that said they're far from invincible with long range explosives not to mention people that sneak about and backstab you. All of the gameplay footage i've seen makes sniping look almost impossable :'(

The reason sniping's been nerfed as bad as it was is because sniping, to put it mildly, s****. While you might enjoy being a sniper, your targets when they drop dead without any inkling of what happened most definitely didn't like it one bit. Dieing from a shotgun blast, while usually instant, does leave you room for a reaction before the shot comes in because unless you're careless, you should have seen it comming. Same goes with getting blasted to death by a smg, lmg, grenade or whatever : you can see the hurt somming and react to it before it's too late. Not so with a sniper. Snipers leave you powerless to take evasive actions, and therefore make you powerless, a situation which noone enjoys.

Will their be variations on your grenades like flashbangs, tear gas or smoke? I agree that nerfing grenades was good but doing it that harshly seems a little meh considering that they haven't been a staple of fps games, they were aweful in cod but if you weren't stupid you would either run or throw them back.

Who said grenades had been nerfed anyway? Guess I missed something :\ Other than 'nades spamming (since nades come on a timer, instead of having a set ammo limit) being out, I hadn't realized 'nades had been nerfed?

Will there be a physical representation or signage denoting what you can't do in relation to the SMART system? (obviously depending on your body type) i.e. will you have something to represent impassable terrain because you're a heavy body type. And on the subject of limitations will there be things you can do as a heavy that you cant do as a med or light body type? (other than the weps you carry and your speed)

I doubt there would be, and I think once you play abit you'll soon come to have a pretty good fealing of what you can and can't do anyway, so the extra clutter would most likely just ruin the game's look unnecessarily...

What (if any) armour penetration/destructable terrain does the game have? From what i can gather from the footage it doesnt have any.

While I can't provide a quote, it was said at some point that terrain penetration would not be in.

Will multiplayer defending teams have the option of pushing back objectives? For example take railgun on Wolf ET obviously you had the initial train to get to the explosives that could be pushed back but once you had the explosives loaded the defenders couldn't undo this. Yes it would make it a truckload harder to actually win but it would be a hell of alot more interesting :D

Possible? Most definitely, I assume, but it will all depend on the map design choices they do... Depends I guess on how logical that would be. For example, taking the example of container city, pushing the bot back wouldn't make all that much sense imo, except maybe if an operative were to hack into it.

On a side note, it's already been said that some maps might be easier for the attacker or the defender...
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Karl harris
 
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Post » Sun Feb 27, 2011 1:09 pm

Couldn't find anything that related to these specific questions so here goes:

How will your XP be calculated for kills? It it done on a final blow basis or a percentage of damage within a certain time frame and will assists (if you have them) give you a smaller reward? Yes i understand that kill XP takes a back seat to completing objectives and helping out teammates but it would still be nice to know :D

You gain XP for damage. Say you did 90% of the damage, then you'll get 90% of the XP. Killing near teammates or objectives gives you bonus XP for teamwork.

Why has sniping been basically written off for cqc? Sure everyone hates being nailed from a distance but if you're not a light body type its not going to matter, its not like everyone can pick up a sniper rifle and be a 1 man army with it (it does require skill) and that said they're far from invincible with long range explosives not to mention people that sneak about and backstab you. All of the gameplay footage i've seen makes sniping look almost impossable :'(

It's easy, sniping doesn't belong in close quarter games. Would you have a sniper in your squad if you want to clear out a power plant?
I also really hate it when suddenly a "sniper" pops up in a corridor, does 2 hits and kills you. (Glad that this won't be the case in Brink)

Will their be variations on your grenades like flashbangs, tear gas or smoke? I agree that nerfing grenades was good but doing it that harshly seems a little meh considering that they haven't been a staple of fps games, they were aweful in cod but if you weren't stupid you would either run or throw them back.

There are Flashbangs and molotovs, don't really know about others. Soldiers can specialize in grenades. Also, I don't think nades got nerfed. When comparing to W:ET and ET:QW they're even more powerful imho. You don't only do damage, but you also knock enemies down. Most explosives are crowd control weapons in this game, which is what things like nades are intended for in the first place.

Will there be a physical representation or signage denoting what you can't do in relation to the SMART system? (obviously depending on your body type) i.e. will you have something to represent impassable terrain because you're a heavy body type. And on the subject of limitations will there be things you can do as a heavy that you cant do as a med or light body type? (other than the weps you carry and your speed)

You will have bigger hitboxes, you're slower, you have more health and ability pips and you can carry more primary and secondary weapons.
Don't think there's a physical sign that shows you where you can climb over. Just play the game and see for yourself.

What (if any) armour penetration/destructable terrain does the game have? From what i can gather from the footage it doesnt have any.

It doesn't have bullet penetration or destructable terrain of any kind.

Will multiplayer defending teams have the option of pushing back objectives? For example take railgun on Wolf ET obviously you had the initial train to get to the explosives that could be pushed back but once you had the explosives loaded the defenders couldn't undo this. Yes it would make it a truckload harder to actually win but it would be a hell of alot more interesting :D

Well, we don't know about objectives like the train, but most other objective types from W:ET are back. (Bring the documents to the helo, Blow up sidegate, Capture Command posts, ... you got the point ;) )
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Lisha Boo
 
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Post » Sun Feb 27, 2011 6:36 pm

Soo cbf quoting the both of you atm its way too late and my brain is fried :P

Nice calc for exp, good to see that fairness is being put in. Something which alot of fps games any many others need to start adding...

Sniping was brilliant in W:ET they werent overpowered and you actually had to hit someone in the head to "kill" them (not exactly easy on Aus lag) - i dont agree with straight out deaths thats a little stupid and i agree its not fun being on the receiving end of a rifle bullet but it makes me more determined to kill them; because i play one so much im more wary of where they are. It's not an unfair advantage by any stretch of the imagination because we're weak as, i'd get taken out and take out snipers with pistols or knives just for fun. I'd still be the stubborn git that storms a power plant as a sniper :P

Yeah Player Not Found i saw in an interview that grenade damage was being nerfed and the timer was implemented to stop people spamming them, i dont mind the timer its a great idea but the damage im not so sure about... Cant remember where i saw it and its too late for me to find it. Thanks for the info on molatovs & flashes Dysfunkshion.

Fair call on the identifyers it would look fairly messy and when i can actually play a demo or something i'll have a play.

Very thankful for there being no destruction and armour pen! bf:bc2 was insane for that and it is quite annoying not even being able to see where it came from especially if it was through 2 walls, being sniped out in the open is one thing but copping it through walls is a joke :(

Hope the maps they put in are as challenging as some of the ones in W:ET and by the sounds of it they will be :D
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My blood
 
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Post » Sun Feb 27, 2011 9:56 am

Another reason they nerfed sniping was to focus more on an :"intimate shooting experience." They want an infantry vs infantry game - fast and frenetic,and not too spread out. I expect most firefights to take place mid to close range, with long range not being "sniper" long range.
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MR.BIGG
 
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Post » Sun Feb 27, 2011 8:01 pm

Another reason they nerfed sniping was to focus more on an :"intimate shooting experience." They want an infantry vs infantry game - fast and frenetic,and not too spread out. I expect most firefights to take place mid to close range, with long range not being "sniper" long range.

Brutal, bloody, panicked, and desperate. Snipers don't fit into that equation.
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Scott Clemmons
 
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Post » Sun Feb 27, 2011 11:16 pm

Just wanted to add, about the SMART thing: Lights can climb up things roughly twice as tall as they are. Mediums can climb up things about as tall as they are. And Heavies can climb up things about half as tall as they are. Just a basic guideline. :wink_smile:
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Jake Easom
 
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Post » Sun Feb 27, 2011 7:12 pm

I'm disappointed in the loss of sniping in Brink but hey, no big deal. I did notice a bolt action rifle in one of the more recent videos and with the multitude of attachments I'm sure you could use something that is "sniper-like."
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Deon Knight
 
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Post » Sun Feb 27, 2011 3:36 pm

I'm disappointed in the loss of sniping in Brink but hey, no big deal. I did notice a bolt action rifle in one of the more recent videos and with the multitude of attachments I'm sure you could use something that is "sniper-like."

You can, but it's not really the point in the game. Anyway, shouldn't you hate snipers? You're Captain America!
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Dean Ashcroft
 
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Post » Sun Feb 27, 2011 12:00 pm

Snipers? Why would I hate sni-- *Kyeeew!* HURK!
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Matthew Aaron Evans
 
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Post » Sun Feb 27, 2011 4:10 pm

Snipers? Why would I hate sni-- *Kyeeew!* HURK!

NOOOOOOOOOOOOO!! Now we'll have to wait for the movie to reboot the franchise again!!
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Fanny Rouyé
 
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Post » Sun Feb 27, 2011 10:56 am

Whoops. :cryvaultboy:
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cheryl wright
 
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Post » Sun Feb 27, 2011 8:46 pm

Whoops. :cryvaultboy:

Great job captain America. Let us down.......now we have to have Iron man save us........great job! :verymad:
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Casey
 
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Post » Sun Feb 27, 2011 11:49 am

My b
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Queen Bitch
 
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Post » Mon Feb 28, 2011 1:14 am

There are Flashbangs and molotovs, don't really know about others. Soldiers can specialize in grenades. Also, I don't think nades got nerfed. When comparing to W:ET and ET:QW they're even more powerful imho. You don't only do damage, but you also knock enemies down. Most explosives are crowd control weapons in this game, which is what things like nades are intended for in the first place.


I believe operatives have sticky grenades
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Marine x
 
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Post » Sun Feb 27, 2011 10:31 am

I believe operatives have sticky grenades

Good point because it's true :D
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Daniel Brown
 
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Post » Mon Feb 28, 2011 1:24 am

Brutal, bloody, panicked, and desperate. Snipers don't fit into that equation.


Sounds like what happens when a good sniper starts wrecking the enemy team.

I'm disappointed in the loss of sniping in Brink but hey, no big deal. I did notice a bolt action rifle in one of the more recent videos and with the multitude of attachments I'm sure you could use something that is "sniper-like."


Light rifle and get a good position = as close as sniping in brink.

I believe operatives have sticky grenades


And EMP grenades.
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Amy Gibson
 
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Post » Sun Feb 27, 2011 7:28 pm

EMP? Temporarily disable turret, I assume?
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Dean Ashcroft
 
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Post » Sun Feb 27, 2011 5:05 pm

EMP? Temporarily disable turret, I assume?

Even explosives planted by soldiers I thought.

Now I come to think about it, maybe it even disables landmines for a while.
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Anthony Diaz
 
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Post » Sun Feb 27, 2011 5:48 pm

EMP? Temporarily disable turret, I assume?


Yes.

Even explosives planted by soldiers I thought.

Now I come to think about it, maybe it even disables landmines for a while.


Also yes,
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christelle047
 
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Post » Sun Feb 27, 2011 12:44 pm

EMP? Temporarily disable turret, I assume?

Even explosives planted by soldiers I thought.

Now I come to think about it, maybe it even disables landmines for a while.

EMPs will disable turrets for a short period of time and slow down explosive timers. Not sure about landmines, but it would make sense to have EMPs either delay the response of a landmine or entirely disable the mine temporarily.
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Rob Smith
 
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Post » Sun Feb 27, 2011 6:03 pm

Awesome!
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GPMG
 
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Post » Mon Feb 28, 2011 12:53 am

EMPs will disable turrets for a short period of time and slow down explosive timers. Not sure about landmines, but it would make sense to have EMPs either delay the response of a landmine or entirely disable the mine temporarily.


Well it would make on mines since only operatives can see landmines.
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CxvIII
 
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Post » Sun Feb 27, 2011 4:05 pm

Wow didn't expect this topic to blow up like it did :P More questions!

Thanks for the gauge on climbing Mad Hatter :D

Are the explosives that Soldiers plant only for objectives or can they put them anywhere and subsequently do operatives get satchel charges if that isn't the case?

Any ideas how hard it will be to kill turrets and if their field of view is an arc like in TF2? Turrets are more fricking annoying than snipers imo!
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Penny Wills
 
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Post » Sun Feb 27, 2011 4:05 pm

Wow didn't expect this topic to blow up like it did :P More questions!

Thanks for the gauge on climbing Mad Hatter :D

Are the explosives that Soldiers plant only for objectives or can they put them anywhere and subsequently do operatives get satchel charges if that isn't the case?

Any ideas how hard it will be to kill turrets and if their field of view is an arc like in TF2? Turrets are more fricking annoying than snipers imo!


The major objectives will require the HE and maybe blowing up new routes?

The engineers have mines and the operatives have sticky grenades which (may) act as adhoc mines.

As far as the turret question


http://www.gamesas.com/index.php?/topic/1170760-engineers-sentys/
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Danny Warner
 
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