All BRINK weapon statistics

Post » Tue Aug 25, 2009 8:52 pm

I've known about this site for a while, about the time modern warfare 2 was releasing.
http://denkirson.xanga.com/738334226/brink/


Weapon stats and other statistics as they are discovered through testing. This is reliable information.
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Tinkerbells
 
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Post » Wed Aug 26, 2009 7:37 am

A lot of people already know about it, but more should. Good on you for taking the initiative and posting it.
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Taylor Bakos
 
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Post » Wed Aug 26, 2009 7:23 am

:blink: info has been around for awhile but this might be useful to the newer members of the forum :thumbsup:
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Rebekah Rebekah Nicole
 
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Post » Wed Aug 26, 2009 12:20 pm

http://i54.tinypic.com/x4jh53.jpg

A while back I broke down denkirson's stats by weapon type, it's easier to read that way. I just keep that link bookmarked for reference =P
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LuBiE LoU
 
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Post » Tue Aug 25, 2009 8:56 pm

I've known about this site for a while, about the time modern warfare 2 was releasing.
http://denkirson.xanga.com/738334226/brink/


Weapon stats and other statistics as they are discovered through testing. This is reliable information.


It's nice to have hard numbers to back up my feelings about the heavy weapons, their stats are purposely buffed up to make them LOOK more powerfull but they actually arent. The semi auto shotgun is shown to have about DOUBLT the pump action ones damage... too bad the mossington actually does more damage per pellet, and has more pellets too. Or the semi auto GL doing more damage per nade. Or how the minigun/chinzor do only a small amount more damage than the carb9, but have insanely long spool up times and TERRIBLE accuracy in comparison.

They either need to buff the heavies health pool a SUBSTANCIAL amount to compensate for its inability to get out of the line of fire when being shot at, make the heavy weapons actually powerfull, or give the heavy a HUGE stability boost. It's odd that a heavy can't hold a SMG steadier than a 90lb. light...
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Laurenn Doylee
 
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Post » Wed Aug 26, 2009 10:40 am

Ummm... The "damage" stat is based on damage over time, not per shot or projectile. So the HjammerDeim's ROF is partly factored in, as as the EZNade's - it's not just how much damage each projectile does.

Which is kind of stupid, because it makes it harder to compare weapons accurately.
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le GraiN
 
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Post » Wed Aug 26, 2009 11:21 am

This information can be pretty handy. It's certainly good to know the machine pistols damage displayed in-game is either damage-per-second or made up as opposed to damage-per-shot as I would've expected. I can now go back to using the other pistols in a bit of confidence instead of thinking they lack in all areas.
One thing to be weary of however is how they haven't yet catergorised the amount of recoil for each weapon. Of course it would be hard to put into numbers because of the randomisation of the kickback. From the current stats it makes the CARB-9 appear vastly superior to say, the Bulpdaun for example. I'd been using the Bulpdaun for a while since unlocking it and went back to see if I'd be better with the CARB-9 than I remembered. With the massive recoil the CARB-9 felt painfully unuseable even at the further reaches of what you'd still consider close range. Seeing as how much easier it was to just make sure I secured the hit with the Bulpdaun, it was a pretty big eye-opener to how much easier it felt to beat an enemy under neutral conditions when compared with other online FPS's.
Playing almost exclusively with a light-body-type I'm no less willing to go toe-to-toe with an enemy heavy as I am with a light. Mostly because the health difference doesn't seem all that great especially when the health-buffs close the gap when compared in percentage. When put into practice these notes show that the Sea Eagle would only take one more shot to kill an unhealth-buffed, unkevlared heavy over a light assuming all shots hit only the head or only the body. And only two more shots if all bullets hit the legs.
Kevlar will most likely add another bullet or two on again because higher health = more damage for the defense to negate before death.
Health-buff on the otherhand grants the same bonus for all body-types so without kevlar, the light and heavy may be no different in shots taken, depending on the weapon and whether the heavies final hit is mostly excess-damage.
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Honey Suckle
 
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Post » Tue Aug 25, 2009 10:27 pm

Those heavy weapon damages... those numbers need to be multiplied by 1.3 at least.
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Jarrett Willis
 
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