Really Cool Action Shooter Stuff in BRINK

Post » Thu Sep 02, 2010 12:42 am

Yay, no longer suspended!

In one of the dev videos he says...

Its a game that will draw you in, it will give you interesting things to think about, while your doing really cool action shooter stuff.


So, while confined to the slums of forum suspension I had plenty of time to play BRINK and screw around and figure things out and experiment.

Don't be afraid to give away your secrets or tips start posting...

Object Placement

The Good: The way you place your turrets, mines, and detpacks in the world is quite fun.

The Bad: Certain areas on maps that appear to be sufficient for you to place your turrets on, won't actually let you! However!

Here is a neat tip to bare in mind when planting your turrets and other objects, I have been able to place turrets in spots that appear to be impossible due to insufficient space on the ledge, good thing you can trick the game into letting it get placed ;)

It's all about getting the red object to fall off a ledge before planting and slowly strafing into place and turning around until you see the (X).

It is actually really easy once you get it the first time, but don't be afraid to spend a bit of time finding locations, I wish I could screenshot the locations for you guys, but if anyone else can learn how to do this trick and take some snap shots post them here for people to see.

The Ugly Truth: Despite the few locations that allow this sort of placement, some places appear to be sufficient space, yet the engine no matter how much u try to trick it, wont place the object, so best to experiment and find flat locations (Thanks OptiMAT).

Wall Hops

The Good: Wall hopping is great for avoiding enemy fire and moving throughout the map almost 3 times faster, not just navigating alternate paths previously un-accessible by other body types.

You can link your wall hops endlessly so long as you continue to have height, momentum and enough walls to hop between.
(notice I say link and not chain, chaining doesn't require timing, where as linking does)

Because of the speed boost caused by wall hopping, you can use this to perform a small "Bunny Hop" by tapping "Jump" as you land on your feet, you can also increase the distance of your slide off a wall hop, only draw back being you lose your momentum as you exit your slide.

The Bad: Wall hopping while having many pros, also has its cons, unfortunately it is very difficult to control "Air Strafing" after performing a wall hop.

The Ugly Truth: While the wall hop is a cool feature and feels very stylish when you perform the move, it looks very rigid to other players and doesn't give much of a "wow" factor. Another strange looking accurance in certain areas of the map, you can actually suspend yourself mid air against a wall almost indefinitely, and the model animation appears to repeat its animation sequence.

Sliding

The Good: The slide allows some really good dodging an initiates rather easily.
Offensively while carrying a pistol you can perform a single slide and melee attack at the same time for extra damage causing what appears to be an instant kill on some body types (using knife, buttstock may not have same effect, forgot to try it as rarely use more than a pistol, also not knowing what the bots actual health scale is, they may all be low level).

Sliding out of cover is probably the best way this move can be utilized safely.

Before sliding a little jump can help to give the feeling of better momentum or speed, and having that feeling that your going faster actually makes me play better, sorta like weapon switching in Counter Strike, but to be honest its all psychological (cant spell).

Breaking your fall with the slide when jumping of large ledges, also gives a bit of a speed boost.

The Bad: While slide feels really nice and smooth, your really a sitting duck at times. Not being able to slide outside of using a forward motion, really limits the value of your slide as a defensive move, the valuable seconds needed to gain enough momentum for the slide to initiate can cost you your life more often than not.

As mentioned previously in the wall hop section, the slide decelerates momentum losing your top speed, making it extremely risky in some situations.

Because of the way the slide functions you don't maintain control of your directional movements making you an easy target.

The Ugly Truth: Like the wall hop, the slide looks sequenced and repeats continually while the slide is happening.

With the 360 turn while sliding your character doesn't actually visually show where you are looking, it remains looking forward, and kind of makes the animation seem canned or like a mine cart.

This can be good and bad at the same time, Good thing is you can spot enemies during a slide and appear to have not noticed them, Bad thing is because you lose control of your directions (as mentioned previously) you become very static and an easy target.

You can also slide up a set of stairs, which looks... strange...

I also know a fast leveling trick... but because it is kinda lame I'm not sure if you guys would be happy me spilling the beans on it... but yeah.. "Interesting things to think about" ;)

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Stephanie Valentine
 
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Post » Wed Sep 01, 2010 8:35 pm

As far as turrets go, it appears (to me) to be down not only to space to allow the turret to turn but also down to how level the surface is. There are a lot of places on Container City (after the gate is destroyed) that it makes sense to put the turret down on but because the ground isn't level for the space of the turret, it wont let you place it.

You wouldnt be able to get around this, as a map designer, unless you allowed the turret to clip through the floor (yeah, cause that would look FANTASTIC) or, by having no sloped, bumpy surfaces ever, which would make for great map design. So, while it is an ugly truth, it's a necessity.
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Lewis Morel
 
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Post » Wed Sep 01, 2010 9:54 pm

Not to be off topic, but why did you get suspended?

Second, what's the difference between 'chain' and 'link' wall hopping? Same thing, right? It's too bad the animations for wall hopping appear crap to other players, although, I can't say personally, because I've never seen anyone do it...oddly enough.

Interesting info nonetheless.

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Tamara Dost
 
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Post » Wed Sep 01, 2010 11:58 pm

Not to be off topic, but why did you get suspended?

:swear: and :flame:
Second, what's the difference between 'chain' and 'link' wall hopping?


It's just to do with timing, chains can be spammed to achieve the result, where as linking needs timing, it only if you want to link 3 wall jumps without losing all your momentum. So basically every time you see the little man icon on your screen attach to the wall hit the jump button :D and stay angled.
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Melissa De Thomasis
 
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Post » Wed Sep 01, 2010 1:45 pm

Thanks for the tips :biggrin:

For screenshots...
Go into the steam settings and "Enable Steam Community In-Game"

Then in game just hit your F12 key to take pictures.

You will find them on your computer, depending on OS the location may be different but mine is...
C:\Program Files\Steam\userdata\50561507\760\remote\22350\screenshots
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Nikki Morse
 
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Post » Wed Sep 01, 2010 7:55 pm

:swear: and :flame:


It's just to do with timing, chains can be spammed to achieve the result, where as linking needs timing, it only if you want to link 3 wall jumps without losing all your momentum. So basically every time you see the little man icon on your screen attach to the wall hit the jump button :D and stay angled.


I've been saying it all wrong :banghead:
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Cathrin Hummel
 
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Post » Wed Sep 01, 2010 12:46 pm

Certain areas on maps that appear to be sufficient for you to place your turrets on, won't actually let you!

I believe this is also in place to avoid people blocking certain places with turrets.
(If I'm not mistaken you can not go through a turret, but will be pushed away.)

For example near the first Security Spawn on Security Tower there is a hole in a fence so you can quickly get to the lower end of the ramp which Nechayev walks up (towards the gate). It's not possible to place a turret there for said reason.


Sliding
The Bad: While slide feels really nice and smooth, your really a sitting duck at times. Not being able to slide outside of using a forward motion, really limits the value of your slide as a defensive move, the valuable seconds needed to gain enough momentum for the slide to initiate can cost you your life more often than not.

You can use the slide almost from the get-go. Holding the SMART-button for a split-second while starting to move already allows you to slide.

Another thing to add here:
The Ugly Truth: I'm not sure if you've played in the advanced rulesets already, but sliding everywhere doesn't work too well in those, because you will often knock down teammates due to friendly fire.
However, you will also learn to use the slide only in the utmost danger, when knocking down a teammate will rather safe both your lifes than getting you killed.
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Lalla Vu
 
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Post » Wed Sep 01, 2010 8:57 pm

very good post thank you :tops: extra turtel for you :turtle:
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Wayland Neace
 
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Post » Wed Sep 01, 2010 2:47 pm

The Ugly Truth: I'm not sure if you've played in the advanced rulesets already, but sliding everywhere doesn't work too well in those, because you will often knock down teammates due to friendly fire.
However, you will also learn to use the slide only in the utmost danger, when knocking down a teammate will rather safe both your lifes than getting you killed.


Your right about that, you reminded me of another neat trick I forgot to mention,

Boosting

You can launch your team mate with a slide in "competative mode", they need to jump at the right time and the slide needs to connect at the right time. I haven't fully tested this cause I can't find anyone good at co-operating with me :( but I think this can be used similar to "Grenade Jumps" and "Rocket Jumps" to get to locations previously too high to reach.

Maybe someone who has a good friend to practise with can try see if you can boost the heavy and medium body types to areas that only lights can usually get to, in theory you should be able to boost them high enough to reach the ledge and climb up. Despite the damage caused you should be able to use it as a tactical advantage. Let us know if you can get this to work :D
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carley moss
 
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Post » Wed Sep 01, 2010 10:54 pm

Boost Running

TheWizenhymer has a tip video that mentioned this tip http://www.youtube.com/user/TheWizenhymer#p/a/u/1/aJ_TxA7WW_Y, I thought it was appropriate to add here as it may be helful for discovering other tricks.

Basically you buff your team mate when you just see the (x) appear, works best as medic. You will speed up very quickly and could be coupled with a wall hop to be even faster!

How funny would it be to have a light body type start a train of medium/heavy medics all Boost Running at the same time, all lined up at the right distance so that they never actually reach their target, LOL
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Dustin Brown
 
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Post » Wed Sep 01, 2010 3:38 pm

Boost Running

TheWizenhymer has a tip video that mentioned this tip http://www.youtube.com/user/TheWizenhymer#p/a/u/1/aJ_TxA7WW_Y, I thought it was appropriate to add here as it may be helful for discovering other tricks.

Basically you buff your team mate when you just see the (x) appear, works best as medic. You will speed up very quickly and could be coupled with a wall hop to be even faster!


I don't think this was an intended feature. Seems more like an exploit to me...just my opinion, however.
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Nice one
 
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Post » Wed Sep 01, 2010 9:36 pm

Boost running only lasts for a short period before you get dropped.

I tried it as a Heavy Medic buffing a Medium - if you don't catch up quickly, it drops you from trying to buff the guy instead of just keeping you going.
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marina
 
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Post » Wed Sep 01, 2010 11:08 am

Boost running only lasts for a short period before you get dropped.

I tried it as a Heavy Medic buffing a Medium - if you don't catch up quickly, it drops you from trying to buff the guy instead of just keeping you going.


Not for me - I'm on PC and that may have something to do with it.

Heavy Engineer, want to Kevlar a Light Medic. I fast-waddle as fast as my chubby legs can take me, and because said medic is running to revive people, I'm stuck fast waddling after him until I release the button.


Which is annoying if I wanted to, say, build a turret or construct an objective instead of running after mr. bunny feet.
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Javaun Thompson
 
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Post » Wed Sep 01, 2010 12:52 pm

Anyone else have some new tips or tricks??

Thanks all so far!
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Cagla Cali
 
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