Get Smart Series: The Battlefield

Post » Tue Feb 01, 2011 8:27 pm

so close to being here...........must retain sanity until then...... :wallbash:
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Charlotte Henderson
 
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Post » Tue Feb 01, 2011 10:23 am

I am not worried at all,there is a guy doing a live stream of LA noir and brink. Thats an easy 120$ gone from my wallet just from the first two hours of what I have seen.
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rheanna bruining
 
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Post » Tue Feb 01, 2011 4:49 pm

In terms of the mines, if they were visible to all, they would be useless. How many people would walk into a mine if its right in plain view. This forces teams to have operatives with them, but they can't simply have all operatives and engineers... they will still need soldiers and medics. Soldiers are the only class that can breach... and without medics, you won't survive long enough to coomplete your objectives. All in all, no need to be worried, looks like SD put a lot of thought into game blanace.


I was suggesting that they stick the command post outside of the spawn instead, and the point was that capping the CPs would then force the team to fight to recap them and then move forward, while cutting them off from being able to switch or resupply back at base. Like I said, for a little more strategy.

On the subject of mines, they're quite effective in most games and they all have big glowing lines sticking out of them or they beep when you approach. The tiniest of giveaways would be something like if the mine looks like this (:-:) the give away would be just this - with the little trigger switch being the only thing notcieable. Most people are going to be moving so quickly they aren't going to see this, but it would give someone who looks before running down a corridor a chance of seeing it.

And it's not an issue of the Soldier and medic not having a use, but now the Engineer and Op have substantially more use. It's not that they are "OP" it's that they will likely be more appealing (something I think they already were) to a large amount of the gamers.
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Ruben Bernal
 
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Post » Tue Feb 01, 2011 12:09 pm

Well thats the first I've heard of indestructable turrets

It has been mentioned earlier in an interview, where they told about spawnprotection :)
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Alba Casas
 
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Post » Tue Feb 01, 2011 10:27 am

I was suggesting that they stick the command post outside of the spawn instead, and the point was that capping the CPs would then force the team to fight to recap them and then move forward, while cutting them off from being able to switch or resupply back at base. Like I said, for a little more strategy.

On the subject of mines, they're quite effective in most games and they all have big glowing lines sticking out of them or they beep when you approach. The tiniest of giveaways would be something like if the mine looks like this (:-:) the give away would be just this - with the little trigger switch being the only thing notcieable. Most people are going to be moving so quickly they aren't going to see this, but it would give someone who looks before running down a corridor a chance of seeing it.

And it's not an issue of the Soldier and medic not having a use, but now the Engineer and Op have substantially more use. It's not that they are "OP" it's that they will likely be more appealing (something I think they already were) to a large amount of the gamers.


We will have to agree to disagree. In my opinion, preventing a team from changing there strategy by locking them out like that limits strategy as opposed to helping to make it more interesting. To me, something like this equates back in the day to RTCW when 5 or 10 minutes after completeing the preliminary objectives, after gaining a more appropriate spawn point, the enemy team goes and recaptures it while your busy completing the objectives. You then spawned miles away after dying having to walk all the way back to the battle. It was simply a cheap tactic that made the game less enjoyable.

Now for the mines, I will agree that slight visiblity can work, but I think it works better in terms of claymore type explosives. I think with all the parkour and the fact that they can be spotted and placed on radar, preventing other classes from seeing them initially will work well.

Lastly, I'll again have to disagree as with my 700+ hours on RTCW 80% of those was as a medic and the remaining percentage was divided between engineers and ammo givers (then lieutenant , now soldiers). I think your underestimating the appeal and value of combat medics on the field. In an objective game such as this, they can really turn the 'tides of war' lol.
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Richard
 
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Post » Tue Feb 01, 2011 5:26 pm

Am I the only one who really wants to see a 'style mode' in brink? Basically, a game mode where players have to cross a map in the swiftest and most creative way possible (a.k.a. parkour), and xp is given to the fastest and the most creative player(s).

I believe that is Mirror's Edge you are thinking of, Richard Ham said himself "..This is an FPS at heart, Mirror's edge was A parkour game with a little bit of shooting, while Brink is a Shooting game with a little bit of parkour..."

Though it would be nice, how would the game know who took the most creative route, ya know?
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Louise Lowe
 
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Post » Tue Feb 01, 2011 1:51 pm

I am not worried at all,there is a guy doing a live stream of LA noir and brink. Thats an easy 120$ gone from my wallet just from the first two hours of what I have seen.


So true! And I should actually say 170 as I bought brink for both 360 and pc.

Also was happy to learn about the turrets at the spawns ^^

Also who else was loving the look of the heavy in the EOD gear?
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Blessed DIVA
 
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Post » Tue Feb 01, 2011 10:04 pm

Is there a video on body types?
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Erika Ellsworth
 
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Post » Tue Feb 01, 2011 10:51 pm

I love the turrets at the deployment zone, and I love that mines trap you there til you step off it or get an engie to bail you out.
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NAtIVe GOddess
 
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Post » Tue Feb 01, 2011 9:53 pm

ROFL! Just saw at the 4:30 mark in that vid a Opertative with flip-flops on - who wears flip flops to battle? oh man I am so wearing that lol..
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Kelli Wolfe
 
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Post » Tue Feb 01, 2011 4:36 pm

Is there a video on body types?

Nope

Here's the full explanation, from what I know:
light; least HP of all body types, only type that can be 1-shot. This type can use SMART to it's full potential (can scale a wall that is equal in hight to a 1-story building, can wall-jump, vault, mantle, everything. Knock yourself out), and is the overall most nimble type. A light character can only use pistols, SMGs and other light weaponry.

Medium: The middle, a default amount of HP, can't be 1-shot, but what 1-shots a light type will only leave a medium with a sliver of HP. This type can scale buildings at head hight and can make pretty good use of SMART, sans the wall-hops. A medium type can use assault rifles, shotguns, and other medium-weight weaponry, as well as all weaponry that light types have at their disposal.

Heavy: The fatso of the bunch. What 1-shots a light type will still leave this guy with a good chunk of HP. The downside of course, is that this one is the slowest of all, and can barely make use of SMART (can only scale buildings at slightly below chest hight, can't sprint to save his life). The downsides are compensated, of course, with the ability to wield any available weapon in the game (of course, this includes the serious stuff, like miniguns... and any of the weapons that medium and light classes can use).
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DAVId Bryant
 
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Post » Tue Feb 01, 2011 12:43 pm

I doubt ops and engie will be too OP. You only get so much pips in your skill bar. I wonder if you can still kill mines without seeing them. Like if you toss a grenade and it lands near one would it explode?


Very good question, can we damage/destroy invisible mines?
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rolanda h
 
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Post » Wed Feb 02, 2011 12:18 am

I like the wave spawns cause it'll be pretty hard to spawn trap 8 people all at once :celebration:


Wave spawning helps players with bad teams.

Wave spawning causes what I'll call 'coincidental' teamwork by spawning everyone together, and even if they all play a lone wolf style or w/e, since they all spawned together they are going to move together more so as a team, rather then as individuals with an individual set time spawning system.
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Tania Bunic
 
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Post » Tue Feb 01, 2011 11:44 pm

We will have to agree to disagree. In my opinion, preventing a team from changing there strategy by locking them out like that limits strategy as opposed to helping to make it more interesting. To me, something like this equates back in the day to RTCW when 5 or 10 minutes after completeing the preliminary objectives, after gaining a more appropriate spawn point, the enemy team goes and recaptures it while your busy completing the objectives. You then spawned miles away after dying having to walk all the way back to the battle. It was simply a cheap tactic that made the game less enjoyable.

Now for the mines, I will agree that slight visiblity can work, but I think it works better in terms of claymore type explosives. I think with all the parkour and the fact that they can be spotted and placed on radar, preventing other classes from seeing them initially will work well.

Lastly, I'll again have to disagree as with my 700+ hours on RTCW 80% of those was as a medic and the remaining percentage was divided between engineers and ammo givers (then lieutenant , now soldiers). I think your underestimating the appeal and value of combat medics on the field. In an objective game such as this, they can really turn the 'tides of war' lol.


In Brink however CPs are not respawns, simply a place where you can go to get ammo or change class. Ideally you would already have players of the types needed to complete the objective so it doesn't limit your team unless your team is attempting to take advantage of a class rush. The strategy is from the losing team's perspective, you're losing to a team because thye're making good use of the troops they have but you could cut them off from a troop type they need for a short period in order to get you back on your feet.

My issue with mines being invisible to everyone but the Op is twofold. First there is the dev mentality that nobody likes being killed by something they had no chance of defending against, which has seen limitations put on grenades and snipers, but an invisible mine falls into that category (and it's often one of the most hated devices in other games for that reason). Personally I believe everything can be defended against, but if they're going to take steps to limit certain "annoyances" it seems odd to leave out mines. Second it makes Ops and Engineers more appealing/neccesary than they already were which I believe, based on comments in threads about the two classes, may lead to an even heavier supply of their classes.

While you and some others may take interest in the medic for the right reasons, and some may take interest in them for their XP value, you are not neccesarily in a majority. The Engineer has the turrets, invisble mines, and mine disarming abilities, the Op has mine sweeping and turret negating abilities, making them counter classes. Neither soldier nor medic are designed as counter classes, and both lose a portion of their support appeal to the "ammo at CP" and "regenerating health" mechanics, thus making part of their main focus less appealing, which in turn makes them less appealing to a larger fraction of gamers.

Again, it isn't an "OH MY GOD NO" concern, but it is something to be aware of.
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Taylor Thompson
 
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Post » Wed Feb 02, 2011 1:06 am

i like the idea with mines there enirely invisible untill u step on them and if u step off they blow up , so then you can wait for a engineer to come get that [censored] off you :D , thats pretty slick

Yeah, very smooth indeed.

is anyone else fearing stepping on a mine in single player and waiting to a bot to deactivate it...

Or, more likely, a bot will recognise it as something they should do, and come help you immediately.

I like the spawn and CP mechanics. Only thing I'm wondering is, will there be a server (or player) option to turn the 'squad commander' off? Just so that in competitive games we don't have to have him screaming at us to change class or do something or other that we both know about and don't intend to do because it's not actually the best thing for the strategy.
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Causon-Chambers
 
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Post » Tue Feb 01, 2011 5:26 pm

I'd prefer if mines would be visible at a short range, slightly outside their actual trap range, and all classes should be able to spot mines, while only the spy (screw it, keep forgetting his name so just calling him spy) can make them destructible.
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Ray
 
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Post » Tue Feb 01, 2011 2:49 pm

In Brink however CPs are not respawns, simply a place where you can go to get ammo or change class. Ideally you would already have players of the types needed to complete the objective so it doesn't limit your team unless your team is attempting to take advantage of a class rush. The strategy is from the losing team's perspective, you're losing to a team because thye're making good use of the troops they have but you could cut them off from a troop type they need for a short period in order to get you back on your feet.

My issue with mines being invisible to everyone but the Op is twofold. First there is the dev mentality that nobody likes being killed by something they had no chance of defending against, which has seen limitations put on grenades and snipers, but an invisible mine falls into that category (and it's often one of the most hated devices in other games for that reason). Personally I believe everything can be defended against, but if they're going to take steps to limit certain "annoyances" it seems odd to leave out mines. Second it makes Ops and Engineers more appealing/neccesary than they already were which I believe, based on comments in threads about the two classes, may lead to an even heavier supply of their classes.

While you and some others may take interest in the medic for the right reasons, and some may take interest in them for their XP value, you are not neccesarily in a majority. The Engineer has the turrets, invisble mines, and mine disarming abilities, the Op has mine sweeping and turret negating abilities, making them counter classes. Neither soldier nor medic are designed as counter classes, and both lose a portion of their support appeal to the "ammo at CP" and "regenerating health" mechanics, thus making part of their main focus less appealing, which in turn makes them less appealing to a larger fraction of gamers.

Again, it isn't an "OH MY GOD NO" concern, but it is something to be aware of.


Alright so with the command posts; I know they aren't spawn points, but the idea is still the same. First off, we need a safe place to change up classes and such, so without a CP in our safe haven, you could get spawn killed while changing up. For CP's in the field, this is a viable risk, but along the same lines as removing anoyances, this in my opinion would be one of them. Secondly, while its an interesting idea, I think the field CP's already provide that. Remeber, your not going to want to leave the front lines and run all the way back to changeup classes as you will run out of time for objectives. Simply put, I think having one CP that can't be taken over is a good thing.

Now with mines. I do agree that they could become big anoyances, but I think we will have to see how much damage they do. We know they won't be OHK, so I think it will come down to damage and knockback ability. But if these are both low, the invisibility may be the one way to balance and make them useful.

With the classes, I understand that Engy's and Op's are counterparts, but my bigger point is that people will be the classes requierd for objectives. So if were on a demolition objective, defense will have Engy's, but attackers will NEED soldiers and maybee have a Op for scouting and support. We don't need more than 1 Op to spot these mines or disable a turret, so I don't think we will have an influx of them. With escort missions, the medic is the only one who can revive the person (at least in person escort missions). So again, I think classes will be based upon the current objectives and not on special abilities. Also, here's hoping turrets are not OP and can not be placed in extrememly frustrating places, like they were in TF2.
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Mrs. Patton
 
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Post » Tue Feb 01, 2011 10:59 pm

Nope


I'm familiar with the basics thanks, I was just wondering if there was a vid or not
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R.I.P
 
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Post » Tue Feb 01, 2011 10:39 pm

i like the indestructible turrets, means no spawn camping :)
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Rachel Tyson
 
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Post » Tue Feb 01, 2011 7:33 pm

Brink is the best FPS running in my opinion and these new videos entice u more and more into brink.
Brings something new and original to the table.
Please dont compare it to cod lol!!

Lovein it cant wait!

Ps.Looking for a good Team playing Clan for Xbox 360 Brink!

Gamertag: Xx ZeRRoX xX
Please send me a msg Thanks :woot:.
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sara OMAR
 
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Post » Tue Feb 01, 2011 11:04 am

Is friendly fire on?
say u some1 jumps in the way when your shooting a grenade launcher?
would they take damage or not?
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Taylah Haines
 
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Post » Tue Feb 01, 2011 7:37 pm

yes there's friendly fire
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Sweet Blighty
 
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Post » Tue Feb 01, 2011 9:15 am

Apparently there is friendly fire, but it is off by default

.. No idea how to put it on or why anyone would put it on if it's off by default, why put it on when the rest of your team does not? And all that..
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Matt Bigelow
 
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Post » Tue Feb 01, 2011 7:03 pm

I don't believe in friendly fire, but I believe in a variation which I call "intelligent friendly fire", which is basically, if you do something to damage an enemy, and there's damage to a teammate because of the action, either both take damage, or nobody does.

I'm tired of running into a group of enemies, and then getting blown up, with all of them untouched. It's bs, and a sign of the developers lack of foresight, and inability to intelligently address problems.
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Danel
 
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Post » Tue Feb 01, 2011 1:03 pm

If the mines are anything like the rest of the explosives they will likely be fairly powerful in both categories, and we have seen them do some serious damage in videos so I'm assuming they're going to have some solid power.

You only need one of any class to complete an objective so I don't see that as being a solid counter to over appealling classes. I'm looking at it from the character development perspective. As players develop their characters they are going to do so to fit their play, but for a majority of players that means what they percieve as most powerful which is generally taken from the standpoint of "personal power" and not team value. So while I may be developing a character to fill a role for a team, others will be picking what will allow them to solo best (although it may not be intentional) which in turn weakens the team and forces role players to dilute their abilities in favor of being able to make up for an over abundance of one class. Unless you play with the same team from game to game there's no way of telling what objectives you specifically will be called upon, which means either you hope for a good mix of class development, or you develop your class to cover all your bases.

And from the team perspective "we" may only need one Op to minesweep, but that implies that "we" are a developed team with a very defined sense of team and role, which will not be as likely for most.

I don't mind if I play with or against a collection of Ops and Engineers, but within this community, where we have the ability to coordinate and contemplate future situations, it benefits us to be aware of what situations are becoming more or less likely to occur, and I believe Op/Engi heavy games are becoming more likely based on new info.

EDIT: On FF, I would prefer it on, particularly in the case of Brink where SPy checking without it has no major drawbacks.
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NO suckers In Here
 
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