Sniping in Brink

Post » Thu Dec 30, 2010 1:45 pm

But the idea behind BRINK is for a mobile battlefield but most if not all of the team based abilities per kit require you to be near or at least semi-close to a team mate to use them. A Light Engie Sniper is going to be able to fulfil none of those roles and even in the maps BRINK is planning to have that focus on keeping the squad together, if your Sniper pal is all the way at the other end of a hallway you guys just cleared out and your in the enemy territory with their wave spawn about to hit if it hasn't already. That means your Sniper teammate by giving you supporting fire but not staying at the front and just slightly behind you now risk dying very early into a spawn wave.

What I am trying to say here is that we cannot look at a BRINK squad as a individual machines all doing their own job. The integrity of the squad as a whole will largely be deterioration by its ability to stick together and acting similarly as opposed to just staying at the back and pot shotting.


Buffing and resupplying teammates is only one direction to go with team work. Most of us realize that the entire team can't spread out and be alone (but that doesn't even happen most of the time in TDM games without abilities), but it doesn't mean that we should all be together either. 8 guys with 4 classes and a collection of 24 weapons creates a wide disparity between one character and another, but because it's only 4 classes that limits the need for players of a particular class.

I don't need 6 soldiers because there won't be enough objectives to go around and dying and respawning may cut down on the need for ammo resupply, so we don't take 6 soldiers. The overlap in objectives and abilities is going to promote serious differences in roles to make the most of the full 8 man team.

When people complain about the sniper's ability to kill from who knows where they always say it's unfair because there's nothing they can do to stop it. Well what they can do to stop it is not go the way that they went, to be more careful about sticking their head out, to work together with their team to identify the danger area. In short, they must change their tactics.

The sniper's greatest asset is fear, and that's an instant buff for his team that lasts a lot longer then any ability buff.
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c.o.s.m.o
 
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Post » Thu Dec 30, 2010 1:19 pm

Buffing and resupplying teammates is only one direction to go with team work. Most of us realize that the entire team can't spread out and be alone (but that doesn't even happen most of the time in TDM games without abilities), but it doesn't mean that we should all be together either. 8 guys with 4 classes and a collection of 24 weapons creates a wide disparity between one character and another, but because it's only 4 classes that limits the need for players of a particular class.

I don't need 6 soldiers because there won't be enough objectives to go around and dying and respawning may cut down on the need for ammo resupply, so we don't take 6 soldiers. The overlap in objectives and abilities is going to promote serious differences in roles to make the most of the full 8 man team.

When people complain about the sniper's ability to kill from who knows where they always say it's unfair because there's nothing they can do to stop it. Well what they can do to stop it is not go the way that they went, to be more careful about sticking their head out, to work together with their team to identify the danger area. In short, they must change their tactics.

The sniper's greatest asset is fear, and that's an instant buff for his team that lasts a lot longer then any ability buff.


To be realistic though I don't get scared when a sniper OHK's me because I know he is all the way over there and able to take however long he wants to before he has to make that shot. When your "in the [censored]" as some would say your options are far more limited then this sniper. Anyone can connect a headshot its just a matter of patience but patience is an attribute and not a skill, it can be gained but that's it. Dealing with the many rapid changing circumstances of the battlefield in BRINK takes a far more then just patience, it requires a class to be doing that class. If you want to be a sniper, go for it, have fun but these "high-grounds" your all hoping are going to be in BRINK won't exist. The best you can hope for is a chokepoint you can set up behind.
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courtnay
 
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Post » Thu Dec 30, 2010 4:47 pm

To be realistic though I don't get scared when a sniper OHK's me because I know he is all the way over there and able to take however long he wants to before he has to make that shot. When your "in the [censored]" as some would say your options are far more limited then this sniper. Anyone can connect a headshot its just a matter of patience but patience is an attribute and not a skill, it can be gained but that's it. Dealing with the many rapid changing circumstances of the battlefield in BRINK takes a far more then just patience, it requires a class to be doing that class. If you want to be a sniper, go for it, have fun but these "high-grounds" your all hoping are going to be in BRINK won't exist. The best you can hope for is a chokepoint you can set up behind.


You don't, but 75% of the rest of the gamers seem to, that's why snipers get nerfed. A single sniper can stop an attacking force simply by announcing his presence just like a single heavy with a Minigun can.

Causing that change in circumstance is just as valuable as being able to deal with it when it happens. Brink doesn't require you to be "playing your class", classes are simply tools like body types and weapons, it requires you to be playing your role.

And I don't know what you mean by "high-grounds", but there's a reason why the SMART system is so impressive, and it's not because the maps are flat.
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Eileen Collinson
 
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Post » Thu Dec 30, 2010 11:04 am

As long as snipers aren't over powered as much as they are on CSS, I'm fine with that.
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Josh Sabatini
 
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Post » Thu Dec 30, 2010 8:10 am

The most common sidearm that people seem to be saying for the Long Rifles is the machine pistol. To me, it seems like the machine pistol is more for players who go the spray and pray route. If you're a player with enough accuracy to rely on pegging people in the head with a long rifle, why wouldn't you choose a sidearm that does high damage to get the most out of your accuracy. Take the revolver if you're so good at headshots.

People seem to think that the Machine pistol is going to be like an SMG, but its important to note that it will have to be balanced to be roughly equal with the other pistols in power. High damage, low rate of fire guns tend to be the best guns for DPS; but with the huge drawback that if you miss even a few times, you're screwed.
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benjamin corsini
 
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Post » Thu Dec 30, 2010 11:46 am

The most common sidearm that people seem to be saying for the Long Rifles is the machine pistol. To me, it seems like the machine pistol is more for players who go the spray and pray route. If you're a player with enough accuracy to rely on pegging people in the head with a long rifle, why wouldn't you choose a sidearm that does high damage to get the most out of your accuracy. Take the revolver if you're so good at headshots.

People seem to think that the Machine pistol is going to be like an SMG, but its important to note that it will have to be balanced to be roughly equal with the other pistols in power. High damage, low rate of fire guns tend to be the best guns for DPS; but with the huge drawback that if you miss even a few times, you're screwed.


Because many players that prefer long rifles for their accuracy at range do so because they panic in close. It's a different skill set to be able to peg somebody at range with a single shot than it is to peg somebody up close with a single shot.

I plan to take a revolver or the Sea Eagle, but I'll have to see how they do first.
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Elizabeth Lysons
 
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Post » Thu Dec 30, 2010 5:10 pm

And I don't know what you mean by "high-grounds", but there's a reason why the SMART system is so impressive, and it's not because the maps are flat.


Yeah, seems to me like there's plenty of vertical space in the maps we've seen so far. Just watch some of the gameplay videos or 'matter of class'; there are portions of the maps with fairly long sight lines and high vantage points.
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Kat Ives
 
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Post » Thu Dec 30, 2010 11:21 am

If you want to be a sniper, go for it, have fun but these "high-grounds" your all hoping are going to be in BRINK won't exist. The best you can hope for is a chokepoint you can set up behind.

You obviously haven't watched enough gameplay videos.
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N3T4
 
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Post » Thu Dec 30, 2010 6:23 am

Sniping in Brink could be considered similar to a Rogue in WoW PvP. In WoW, Rogues have the intended role to take out the weakest links in the enemy army (casters) that, if left unchecked, would cause problems for everyone else.

The same principles can be applied to team-based sniping. It has been said that the strongest "sniper" rifle in the game can't one-shot anyone if unbuffed - however, when buffed, it is able to incapacitate a Light character in one shot. This balances sniping in two ways:

1. Only characters that choose to forego extra health can be one-shotted. These are the characters that can leap around like crazy and cause massive headaches to their opponents thanks to the SMART system. The sniper has the role of taking these guys out.
2. The "sniper" has to receive buffs from his team. This is important. If you have some CoD really devoted fan who insists on trying to 360 no-scope all over the map, don't buff him. See how long he lasts trying to take down that Heavy Soldier with an unbuffed rifle. On the flipside, if you have a player who is giving excellent covering fire, picking his targets and being a great team player, stack those buffs on him and watch as the enemy team cries.

Now, if Engineers can buff their own weapons, the second point is moot, but if Splash Damage is SMART (see what I did there?) they won't implement self-buffs.

It should also be noted that pure sniping consists of pure killing. Killing has been stated as the slowest way of gaining EXP. So if you get lumped with some guys who are still trying to be some kind of hero sniper through all these issues, you won't have to play with them for long - they'll be stuck in that rank for a long time.

Cheers.
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Ryan Lutz
 
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Post » Thu Dec 30, 2010 5:43 am

The most common sidearm that people seem to be saying for the Long Rifles is the machine pistol. To me, it seems like the machine pistol is more for players who go the spray and pray route. If you're a player with enough accuracy to rely on pegging people in the head with a long rifle, why wouldn't you choose a sidearm that does high damage to get the most out of your accuracy. Take the revolver if you're so good at headshots.

People seem to think that the Machine pistol is going to be like an SMG, but its important to note that it will have to be balanced to be roughly equal with the other pistols in power. High damage, low rate of fire guns tend to be the best guns for DPS; but with the huge drawback that if you miss even a few times, you're screwed.

My reason for Machine Pistol:

CONTRAST.

Long Rifle is good for long-range precision shots.

MP is great for keeping an enemy from closing in and taking away the advantages the Long Rifle gives.

I'll be using the scope on my LR. I'll be switching to MP when I'm on the move, and when I've been flanked.
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Nicole Kraus
 
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Post » Thu Dec 30, 2010 4:42 am

if you get flanked. i doubt that you will have any chance to survive. due to the fact that you also have to switch to your already lower-powered mp. youll be dead before you get three shots off
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Eilidh Brian
 
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Post » Thu Dec 30, 2010 7:03 am

Sniping in Brink could be considered similar to a Rogue in WoW PvP. In WoW, Rogues have the intended role to take out the weakest links in the enemy army (casters) that, if left unchecked, would cause problems for everyone else.

The same principles can be applied to team-based sniping. It has been said that the strongest "sniper" rifle in the game can't one-shot anyone if unbuffed - however, when buffed, it is able to incapacitate a Light character in one shot. This balances sniping in two ways:

1. Only characters that choose to forego extra health can be one-shotted. These are the characters that can leap around like crazy and cause massive headaches to their opponents thanks to the SMART system. The sniper has the role of taking these guys out.
2. The "sniper" has to receive buffs from his team. This is important. If you have some CoD really devoted fan who insists on trying to 360 no-scope all over the map, don't buff him. See how long he lasts trying to take down that Heavy Soldier with an unbuffed rifle. On the flipside, if you have a player who is giving excellent covering fire, picking his targets and being a great team player, stack those buffs on him and watch as the enemy team cries.

Now, if Engineers can buff their own weapons, the second point is moot, but if Splash Damage is SMART (see what I did there?) they won't implement self-buffs.

It should also be noted that pure sniping consists of pure killing. Killing has been stated as the slowest way of gaining EXP. So if you get lumped with some guys who are still trying to be some kind of hero sniper through all these issues, you won't have to play with them for long - they'll be stuck in that rank for a long time.

Cheers.


Well, engineers can level 1 buff their own weapons, but I don't see that as a negative since a sniper standing next to his heavy gunner is going to get ripped up, so he kind of wants to be out of the way.

Second point there is that scopes are removable, so there are going to be plenty of guys using the Rifles as Rifles and "no scoping" simply because they have no scope. It doesn't mean they'll be ineffective, nor does it mean that you should ignore them, it just means that they're using the weapon they're more comfortable with.

Third, while the main goal of a sniper is to kill I don't think I follow what you mean by "pure".
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Charlie Sarson
 
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Post » Thu Dec 30, 2010 8:04 am

To be realistic though I don't get scared when a sniper OHK's me because I know he is all the way over there and able to take however long he wants to before he has to make that shot. When your "in the [censored]" as some would say your options are far more limited then this sniper. Anyone can connect a headshot its just a matter of patience but patience is an attribute and not a skill, it can be gained but that's it. Dealing with the many rapid changing circumstances of the battlefield in BRINK takes a far more then just patience, it requires a class to be doing that class. If you want to be a sniper, go for it, have fun but these "high-grounds" your all hoping are going to be in BRINK won't exist. The best you can hope for is a chokepoint you can set up behind.


Actually there is lots of height variation also all you need to do is find a good vantage overlooking and objective, that way enemies will come to your field of fire.

You don't, but 75% of the rest of the gamers seem to, that's why snipers get nerfed. A single sniper can stop an attacking force simply by announcing his presence just like a single heavy with a Minigun can.

Causing that change in circumstance is just as valuable as being able to deal with it when it happens. Brink doesn't require you to be "playing your class", classes are simply tools like body types and weapons, it requires you to be playing your role.

And I don't know what you mean by "high-grounds", but there's a reason why the SMART system is so impressive, and it's not because the maps are flat.


Snipers like engineers deal in area denial.

The most common sidearm that people seem to be saying for the Long Rifles is the machine pistol. To me, it seems like the machine pistol is more for players who go the spray and pray route. If you're a player with enough accuracy to rely on pegging people in the head with a long rifle, why wouldn't you choose a sidearm that does high damage to get the most out of your accuracy. Take the revolver if you're so good at headshots.

People seem to think that the Machine pistol is going to be like an SMG, but its important to note that it will have to be balanced to be roughly equal with the other pistols in power. High damage, low rate of fire guns tend to be the best guns for DPS; but with the huge drawback that if you miss even a few times, you're screwed.


As at least one of my classes will be light with long rifle and machine pistol let me explain. Danger always increases with proximity. One or two shots with a long rifle can totally change the way the shootout goes down. I intend to always get the drop on my enemies, or retreat. The long rifle allows to to fight effective at medium to long range.

Now agreed the machine pistol is more of a spray weapon, then again so it the SMG. Frankly I prefer the LR and MP to an SMG and Revolver. Since I have a fondness for my knife I want a weapon that will be looser than a revolver. Having both LR and MP allows be to be effective at any combat range.
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Silvia Gil
 
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Post » Thu Dec 30, 2010 11:25 am

They did say that you could pull out your sidearm and finish them. If you're going to snipe, you probably won't be moving much so you might as well be a heavy engineer. If you're heavy you'll be able to switch between a minigun and a sniper. If the switching is slow, there could be a universal ability to fix that. You'd get XP for damage and you'd scare people into cover. I think they'll be pretty useful and I'll probably make a character for that. =D
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Hilm Music
 
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Post » Thu Dec 30, 2010 12:22 pm

They did say that you could pull out your sidearm and finish them. If you're going to snipe, you probably won't be moving much so you might as well be a heavy engineer. If you're heavy you'll be able to switch between a minigun and a sniper. If the switching is slow, there could be a universal ability to fix that. You'd get XP for damage and you'd scare people into cover. I think they'll be pretty useful and I'll probably make a character for that. =D


Actually provided the heavy could find a decent vantage I would use the auto shotgun, they come to flanks and then bam, bam, bam done.
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Karine laverre
 
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Post » Thu Dec 30, 2010 2:40 pm

i just cant see it tho because with SMART your runing all over the place makeing it hard too even pull off a shot unless the person is in cover and u can see and shot him.
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Alyesha Neufeld
 
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Post » Thu Dec 30, 2010 1:34 pm

i just cant see it tho because with SMART your runing all over the place makeing it hard too even pull off a shot unless the person is in cover and u can see and shot him.


Can't SMART while planting a bomb or hacking an objective.
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Lizzie
 
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Post » Thu Dec 30, 2010 12:42 pm

Can't SMART while planting a bomb or hacking an objective.



Well. Aren't most of those in little allies or are at least 3/4 covered with walls? I remember that there was a a place in a corridor were a bomb was set, but then again there was one that was out in the open where one of the helicopters crashed.
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Nicholas
 
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Post » Thu Dec 30, 2010 7:19 am

Well. Aren't most of those in little allies or are at least 3/4 covered with walls? I remember that there was a a place in a corridor were a bomb was set, but then again there was one that was out in the open where one of the helicopters crashed.


Your thinking of CP's, those always do seem to be inclosed but this of the door on CC that you gotta blow, or while the robots hacks the container. So you have a point but an alleyway seems to have no escape if you get pinned down by a sniper. Hard to say since we haven't seen all the maps.
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rebecca moody
 
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Post » Thu Dec 30, 2010 5:46 pm

Your thinking of CP's, those always do seem to be inclosed but this of the door on CC that you gotta blow, or while the robots hacks the container. So you have a point but an alleyway seems to have no escape if you get pinned down by a sniper. Hard to say since we haven't seen all the maps.


Oh. Ok. Hmmm. If you have 3 snipers on a team it might be a problem.
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Bad News Rogers
 
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Post » Thu Dec 30, 2010 6:07 am

Oh. Ok. Hmmm. If you have 3 snipers on a team it might be a problem.


If you have 3 guys trying to fill any role on the same team it might be a problem.
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Benito Martinez
 
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Post » Thu Dec 30, 2010 9:11 am

If you have 3 guys trying to fill any role on the same team it might be a problem.


Well maybe not medic.
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Nick Pryce
 
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Post » Thu Dec 30, 2010 10:27 pm

Well maybe not medic.


Yeah, but even having different weapons and body types is enough to change their role. Any variance is a good thing.
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Farrah Lee
 
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Post » Thu Dec 30, 2010 4:12 pm

Well, engineers can level 1 buff their own weapons, but I don't see that as a negative since a sniper standing next to his heavy gunner is going to get ripped up, so he kind of wants to be out of the way.

Second point there is that scopes are removable, so there are going to be plenty of guys using the Rifles as Rifles and "no scoping" simply because they have no scope. It doesn't mean they'll be ineffective, nor does it mean that you should ignore them, it just means that they're using the weapon they're more comfortable with.

Third, while the main goal of a sniper is to kill I don't think I follow what you mean by "pure".


Okay, a few clarifications.

If a player can spawn with a "sniper" rifle, buff his own damage to the max, climb to a nice spot high up, and snipe enemies, it's not necessarily bad, but it detracts from the team mentality. However, if a player can spawn with a "sniper" rifle, receive buffs from his team, climb to his vantage point and give covering fire, it's good teamwork.

By the no-scope comment, I was using it as an example to describe the idea of trick shots in general. I believe the main reason sniping has a bad name is because of games like CoD, where a "sniper" runs around the map trying to no-scope, quick-scope, 360 shot, jump shot, and every other kind of trick shot you can think of, for ego-boosting purposes and high kill rates. Sorry, but if you want trick shots, play Bulletstorm. It's based on trick shots. Brink doesn't give two cents if you have the most kills, or you just did a 360 jump-shot no-scope. It rewards you for being a team player. Running around trying to kill people just so you can brag about it later won't help your team "right now". So if you have a player on your team who is just trying to perform trick shots and have the highest number of kills, he isn't helping the team at all, and the team shouldn't help him in return. On the flip side, if a person has the skill to use a "sniper" rifle in close range, without a scope, respect to them - as long as they help their team with every objective, I encourage them with my full support, and will buff them every way I can. If they start going off by themselves, not helping with the objectives or the mission, I'll ignore them, and encourage my team to do the same.

Finally, by "pure" I relate to the above: killing, not helping with objectives. Objectives give you the most experience, killing gives you the least. So a camper, or a trick-shot player, is going to have a rough time with this game if they don't help out with the mission. Hopefully this system will weed out the fools who came to this game just so they can use SMART to get cool-looking trick shots and high K/D.

It all comes back to working as a team and completing objectives. If every player on your team is working towards these two goals only, then it'll be a fun match. And really, I'd much rather have no snipers on my team at all, and have everyone working together, than have one sniper/camper who isn't doing his part to complete the objectives.
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Trista Jim
 
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Post » Thu Dec 30, 2010 7:03 pm

Scope must be in the game!
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Jarrett Willis
 
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