Picking up enemy weapons

Post » Thu Aug 26, 2010 10:35 pm

No prob :thumbsup:

:)


Agreed on that point. However since I have a knife I am never out of ammo.



1/2 to 1/3 is way to much depending on the gun. Either your aim is bad or they are hopping around like a ninja on crack.

Halo LOL
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Fri Aug 27, 2010 12:07 am

No prob :thumbsup:




Agreed on that point. However since I have a knife I am never out of ammo.



1/2 to 1/3 is way to much depending on the gun. Either your aim is bad or they are hopping around like a ninja on crack.


Watch that gameplay that is included in the video in your signature. They are shooting them alot. XP is pouring off them and rounds are dropping to the ground like crazy.

Watch here.....

http://www.youtube.com/watch?v=3m2b-j1Yu8M

From 1:30 to 1:50 he puts 2/3 of that clip into that enemy and then reloads. It didn't look like monkeys on meth or a terrible aiming player either.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Thu Aug 26, 2010 3:41 pm

This just points out the need for a Light Soldier, (a class/body type most people laugh at as much as Heavy Op) will be great. Able to get in and out of everywhere handing out ammo and onto the next person.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Thu Aug 26, 2010 1:30 pm

Oh and 2 things to add to that:

He was using an assault rifle it would look like AND you MUST shoot like he did...even if he did waste 3-4 rounds at the end of the kill.....why? Cause this isn't a 1 shoot 1 kill game. So, back to my first statement.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Thu Aug 26, 2010 8:40 am

Watch that gameplay that is included in the video in your signature. They are shooting them alot. XP is pouring off them and rounds are dropping to the ground like crazy.

Watch here.....

http://www.youtube.com/watch?v=3m2b-j1Yu8M

From 1:30 to 1:50 he puts 2/3 of that clip into that enemy and then reloads. It didn't look like monkeys on meth or a terrible aiming player either.


Depending on gun I said, as well as placement. Then damage buffs, health buffs etc.

That gameplay is well over a year old and I am just going by what the devs are saying.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Thu Aug 26, 2010 5:20 pm

http://www.splashdamage.com/forums/showthread.php?t=23980

Looks like its out.


Good find Wraith this game just got even more interesting = )
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Thu Aug 26, 2010 2:00 pm

Depending on gun I said, as well as placement. Then damage buffs, health buffs etc.

That gameplay is well over a year old and I am just going by what the devs are saying.


True....and that is also what I am going on. The DEVs said they wanted a game that the person that initiates the gun fight won't always win cause its NOT a game where 2-3 shots kill someone. So buffs and such will do little to nothing since they are meant to offset. Damage and health. Combined with what look like WEAK damage stats on the assault rifles from profiles shown in almost ALL game footage released.

Time will tell though.
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Thu Aug 26, 2010 2:49 pm

As a person who plays a lot of Call of Duty and recently got back into Bad Company 2. I can say I like this a lot.

Honestly I was worried that in time, people would only play Soldier classes to advance a mission but this helps seals the need for them to keep ammo up. In Bad Company 2, Assualt became rare as Medics had more then enough ammo then you need and can revive everyone with ease and since people died fast, you really did not run out of ammo that quickly.

With this game, ammo is important and Soldier is there to keep everyone set up and prepared.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Thu Aug 26, 2010 10:53 am

True....and that is also what I am going on. The DEVs said they wanted a game that the person that initiates the gun fight won't always win cause its NOT a game where 2-3 shots kill someone. So buffs and such will do little to nothing since they are meant to offset. Damage and health. Combined with what look like WEAK damage stats on the assault rifles from profiles shown in almost ALL game footage released.

Time will tell though.



There has been some debate and uproar about the amount of bullets it takes to kill a player, and Ham posted a more thorough explanation of the lethality of the guns in Brink:

“just wanted to clear up some of the misconceptions about how lethal guns are. when you saw him using a whole clip to drop a guy, it was because he was using a submachine gun on guys who were very far away, and firing not stop instead of in bursts, so the shots were going wide and missing (plus, paul is terrible with a controller, since he's long been a hardcoe PC mouse & keyboard guy). when using the right gun for the right distance, guys generally go down in around 5 bullets or so, depending on how big they are (the bigger they are, the more hitpoints they have).
also, for the shotgun followed by pistol thing, that's a common gameplay element for all Enemy Territory games, and it's not in Brink too. enemies don't 'die' when killed, they become incapacitated (so medics can revive them, operatives can interrogate them, etc.). and to finish someone off, you have to put a lot more lead into them (or melee them while they're down) as a game balancing mechanic. so the shotgun did finish the guy off from close range with one shot. but basically, death isn't the end of the gameplay in Brink (which is all about teamplay and interacting with your squadmates.”

- Richard Ham
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Thu Aug 26, 2010 6:23 pm

There has been some debate and uproar about the amount of bullets it takes to kill a player, and Ham posted a more thorough explanation of the lethality of the guns in Brink:

“just wanted to clear up some of the misconceptions about how lethal guns are. when you saw him using a whole clip to drop a guy, it was because he was using a submachine gun on guys who were very far away, and firing not stop instead of in bursts, so the shots were going wide and missing (plus, paul is terrible with a controller, since he's long been a hardcoe PC mouse & keyboard guy). when using the right gun for the right distance, guys generally go down in around 5 bullets or so, depending on how big they are (the bigger they are, the more hitpoints they have).
also, for the shotgun followed by pistol thing, that's a common gameplay element for all Enemy Territory games, and it's not in Brink too. enemies don't 'die' when killed, they become incapacitated (so medics can revive them, operatives can interrogate them, etc.). and to finish someone off, you have to put a lot more lead into them (or melee them while they're down) as a game balancing mechanic. so the shotgun did finish the guy off from close range with one shot. but basically, death isn't the end of the gameplay in Brink (which is all about teamplay and interacting with your squadmates.”

- Richard Ham


That is a very nice snippet you got there Mr. Wraith cookies for you :cookie:
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Thu Aug 26, 2010 11:48 am

That is a very nice snippet you got there Mr. Wraith cookies for you :cookie:


http://www.inquisitr.com/wp-content/om-nom-nom-nom1.jpg
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Thu Aug 26, 2010 11:56 pm

Hmm. I supposed I'm ok with this decision, given what we know Brink is trying to accomplish (objective-based teamplay). As previous posters have already stated, this makes Soldiers and Supply Command Posts all the more valuable.

Problem being, I don't see a lot of Soldiers around here, and I don't anticipate seeing a lot of Soldiers online right away.

Therefore, Command Posts (both health and supply) will definately be a high-priority, if secondary, objective. Suddenly, I feel much more comfortable as an Engineer/Operative hybrid with both the Firewall and Upgrade Abilities. I may not be on the main objectives a lot in multiplayer but I hope my running around stealing, hardening, and improving Command Posts will benefit my brothers who are on the primary objectives. TEAMPLAY! :celebration:
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Thu Aug 26, 2010 12:36 pm

Otter, that's an interesting build! You can move in and capture as an Operative, firewall it, then use the captured Command Post to switch classes to Engineer and upgrade it. And throw down a turret and/or some mines if you feel like it. :D
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Thu Aug 26, 2010 10:36 am

Doesn't bother me. Like people have been saying, shifts more focus to teamplay, and it's one less reward for killing.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu Aug 26, 2010 9:05 am

Otter...

REALLY liking your Engie/Op build and strategy.

Sounds like it should work well.
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Fri Aug 27, 2010 12:14 am

The only reason why I pick up weapons in game, is when it's a customize weapon so I can copy it if it's a good weapon. Other than that my gun > your gun.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Thu Aug 26, 2010 1:50 pm

I like this decision. Otherwise one of the Soldier's main abilities (Giving out ammo) wouldn't be as useful.

Oh it would have been before.

Originally you would only pick up a gun with the ammo left in it. So if you picked up your opponent's weapon after the fight you might end up with 13 rounds left in it.

A logical choice in my book but something of a problem I think for Operatives as it will effectively limit just how much damage they can do behind enemy lines due to the fact they either have to grab an isolated CP early to ensure one ammo restock at least or that they have to retreat from enemy territory and relink up with friendly Soldiers/CP's.

Imo that makes it way more reasonable.

Operative-Lonewolf-Wannabes will just not be able to stay active behind enemy lines for a long time and either have to capture a CP (which helps the team) or get back to the team for resupply (which usually helps the team, too).
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Previous

Return to Othor Games