Sprint/SMART fatigue

Post » Thu Aug 05, 2010 10:19 am

Shows where your priorities are. :)

It's a run and secure objectives game.

- F


Alright, then.
It's a run and gun (and heal/revive for Medics on the way) AND secure objectives game, lol. :D
Still running with your guns TO the objectives (and away from Heavies), heh. ;)
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Thu Aug 05, 2010 9:47 am

It will be very annoying when your about to kill someone they just run off and engage the smart system to get away long enough to refill there health or get backup.


The kill isn't the objective. (warning captain obvious statement) Completing the objective is what the game is about. If they run away to hide then guess what is free to take? I'll let you run away all game long from me resistance ftw.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Thu Aug 05, 2010 9:04 am

I can't believe it. Honestly, really? A fatigue meter? On a game whose big mechanical feature is Movement, you want something to limit it? Perhaps you missed the slogan "Freedom of Movement" or how the devs are always applauding (justly I might add) the SMART system. Oh no, but someone might run away...well.....duh? Its the whole trade off deal. A light goes up against a Medium, the Light is at the disadvantage in weapon power and health, so if he fails to take him down quick, yes he runs away faster than the Medium can keep up. Same with a Medium against a Heavy, or Light vs Heavy. Why? Because this game isn't about kills, its about objectives. Its about roles in combat, working as a team.

Enemy team plant the bomb and have to guard it for 40 seconds. 2 Mediums are guarding it while waiting for reinforcements. Your team has 2 lights, they have 2 choices. Try to take out to two mediums and pray to Splash Damage your team backs you up before the enemies arrive and mow you down. Ooooor, run past the bomb and ambush the reinforcements, giving the rest of your team time to get there and take out the mediums and defuse the bomb and plant their own.

Now throw in that fatigue meter. Guess what, you now have one choice. 2 lights vs 2 medium. Bad odds my friend. Fatigue meters work in some games. Not this kind. Movement is everything, it brings a variety in tactics you don't find in other games because they don't have the mechanics for it. This game is different because of its unique take on combat mechanics and it shouldn't change that simply because your enemy might run away and you don't get your kill. Objectives come first, not kills.



Having a fatigue meter would not off balance the classes at all. Lights will still be quicker then mediums, mediums quicker then heavies. Lights will still have access to areas the other bodytypes wont or be able to get to and will be able to get to areas quicker. Having a fatigue meter would not change that at all. Lights still will be there nimble little selves. Also who says if there is a fatigue meter they do not make lights last longer than a heavies after all a heavy wouldn't be able to run as long as a light.

How fun is it going to be when all you see is people running around sliding into people knocking them down and killing them because they have no fatigue meter there are no OHK so they run straight through a hail of gun fire next thing you know your on your back and your being killed after some kid just ran through your hail of bullets.

I am just bringing up the point that not having a fatigue meter may backfire and showing my concerns on this issue. I can see alot of abuse coming from not having a fatigue meter when people can slide into players knock them down and do all kinds of crazy stuff like that. This is why I stated earlier would be cool if they had some mechanic in place where if your shooting someone running at you it slows them down or something in place to keep abuse from happening.

I would rather be headshot be a sniper then be killed by idiot that can run through bullets like superman knock me on my bottom and kill me thats way more annoying. Everyone hates it when they are playing an FPS and someone thinks it is a knife fight and runs straight through a load of bullets and takes you out and with the mechanics in Brink this exploit can be taken advantage of even easier. Sure there are no OHK but getting knocked down is pretty much death.

On another note though lights aren't at a disadvantage weapon wise all weapons are similar in stats and besides that they have access to light riffles which can 1-4 hit kill people depending on body type and buffs.
User avatar
Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Thu Aug 05, 2010 1:55 pm

The kill isn't the objective. (warning captain obvious statement) Completing the objective is what the game is about. If they run away to hide then guess what is free to take? I'll let you run away all game long from me resistance ftw.


I think we all know objectives is what important. Riddle me this alright you let that kid run away and go to arm the objective what do you think is going to happen next? Your going to take the objective and win it for your team? If this is what you think your wrong 9/10 that guy you just let get away circles back around and is now taking you out because your wide open trying to arm the objective and that didnt workout too well did it :whistling: lol
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Thu Aug 05, 2010 9:41 pm

How fun is it going to be when all you see is people running around sliding into people knocking them down and killing them because they have no fatigue meter there are no OHK so they run straight through a hail of gun fire next thing you know your on your back and your being killed after some kid just ran through your hail of bullets.

I am just bringing up the point that not having a fatigue meter may backfire and showing my concerns on this issue. I can see alot of abuse coming from not having a fatigue meter when people can slide into players knock them down and do all kinds of crazy stuff like that. This is why I stated earlier would be cool if they had some mechanic in place where if your shooting someone running at you it slows them down or something in place to keep abuse from happening.

I would rather be headshot be a sniper then be killed by idiot that can run through bullets like superman knock me on my bottom and kill me thats way more annoying. Everyone hates it when they are playing an FPS and someone thinks it is a knife fight and runs straight through a load of bullets and takes you out and with the mechanics in Brink this exploit can be taken advantage of even easier. Sure there are no OHK but getting knocked down is pretty much death.

On another note though lights aren't at a disadvantage weapon wise all weapons are similar in stats and besides that they have access to light riffles which can 1-4 hit kill people depending on body type and buffs.


Huh. This kind of thing never really crossed my mind.

I would hope the Lights are not too, too fast. I would be concerned, too, if the Lights were so fast that not even a skilled shooter can shoot them. :sad:

I think the speed is to outweigh the fact that Lights have less life and can be killed faster than the other body types. Lights (unbuffed) can almost get OHK by (I think it was) shotguns
and supposedly they can get mowed down if they were trying to take a Heavy head-on (especially in a tight area).

Also, the slides and stuff only take you down (from what I can see in videos) for a short time, so the Light will have to finish you off fast with their light weapons (SMG/light rifles).

And if Lights are giving you a problem, use a shotgun or a melee/knife/gunbutt, something, if they get too close, lol.

Wait, did we ever see how much damage a light rifle does to people yet? Is what you're telling me that whole 1-4 hits from the light rifles are needed to kill people is true? I didn't know
about that..? :sweat:

I guess we will find out when we get the game to see how fast Lights are compared to bullets. (They run the speed of bullets---they're like the Flash or Superman, lol!)
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Thu Aug 05, 2010 9:31 pm

ITT: People that complain because Brink seems to become a game that requires strategy, something modern games don't.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Thu Aug 05, 2010 10:46 am

I think we all know objectives is what important. Riddle me this alright you let that kid run away and go to arm the objective what do you think is going to happen next? Your going to take the objective and win it for your team? If this is what you think your wrong 9/10 that guy you just let get away circles back around and is now taking you out because your wide open trying to arm the objective and that didnt workout too well did it :whistling: lol


Too many varying factors to make this true 100% of the time:

Do you have allies nearby?
Are there others besides him to worry about?
Would he get back to you in the same amount of time if not quicker had you just simply killed him?

I learned back in Planetside that chasing away a reaver was just about as effective as outright destroying it, all things considered, and it often cost less ammo too. Plus, unless he's a soldier, his ammo won't hold out so he may have to take time to find a soldier or return to a command post, if they resupply that is.

The joy of health regeneration is in knowing I don't absolutely need a medic to hold a location and stay in the fight, just a reliable, on-hand supply of bullets.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Thu Aug 05, 2010 11:48 am

Huh. This kind of thing never really crossed my mind.

I would hope the Lights are not too, too fast. I would be concerned, too, if the Lights were so fast that not even a skilled shooter can shoot them. :sad:

I think the speed is to outweigh the fact that Lights have less life and can be killed faster than the other body types. Lights (unbuffed) can almost get OHK by (I think it was) shotguns
and supposedly they can get mowed down if they were trying to take a Heavy head-on (especially in a tight area).

Also, the slides and stuff only take you down (from what I can see in videos) for a short time, so the Light will have to finish you off fast with their light weapons (SMG/light rifles).

And if Lights are giving you a problem, use a shotgun or a melee/knife/gunbutt, something, if they get too close, lol.

Wait, did we ever see how much damage a light rifle does to people yet? Is what you're telling me that whole 1-4 hits from the light rifles are needed to kill people is true? I didn't know
about that..? :sweat:

I guess we will find out when we get the game to see how fast Lights are compared to bullets. (They run the speed of bullets---they're like the Flash or Superman, lol!)


I know alot of people are not thinking about how things may be abused or flawed (not saying it is flawed just bringing up that it could be) which is the view I try and bring up alot of times. No need to get crazy about things I am simply bringing up potential issues and new topics since the forums are flooded with the same exact topics every day.

I know that lights speed is to offset there low health and I am not trying to take that away at all which everyone is acting like that is what I am suggesting. What I am suggesting is a stamina meter in for each body. The stamina meter would be based of each body type for example Lights would have a longer duration the medium and medium than heavy.

On top of this again I am not suggesting they slow down light body types lol. What I was saying was that I can see a unlimited sprint meter being abused. That does not necessarily even imply light everyone has just assumed that I was talking about lights for some reason. Granted light body types would most likely be the ones to abuse unlimited sprint with smart though.

As far as slides only taken you out you are correct on that. You are forgetting however that your character does not automatically stand up. You decide wither to stand up and leave yourself vulnerable doing so or stay on the ground and shoot in which you will have an accuracy penalty. On top of this if someone is knocked to the ground a quick melee will immediately incapacitate the enemy. So a slide followed by another melee is game over.

As far as lights giving me a problem I am not worried about that considering I will probably be one. What I am trying to bring into discussion is issues that may arise from implementing an unlimited sprint meter (ex. slide spamming)

On the topic of Light Rifles dmg if you look http://youtu.be/l_CykYOy6Lw @ 10seconds you can see a light rifle take a guy out in 2 hits. The guy looks to be a Heavy at that. Granted we do not know if the weapon was buffed or any of the variables the chunk of health taken gives some indication as to how much dmg light rifles will do.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Thu Aug 05, 2010 10:05 pm

DEVIL! BREAK OUT YOUR EMERGENCY SUPPLY! THIS IS AN EMERGENCY!

Darnit! Wraith has been turned into a demon on the search for virgin souls! I have only done one successful soul transplant before............this is risky but it needs to happen!
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Thu Aug 05, 2010 1:57 pm

I know alot of people are not thinking about how things may be abused or flawed (not saying it is flawed just bringing up that it could be) which is the view I try and bring up alot of times. No need to get crazy about things I am simply bringing up potential issues and new topics since the forums are flooded with the same exact topics every day.

As far as slides only taken you out you are correct on that. You are forgetting however that your character does not automatically stand up. You decide wither to stand up and leave yourself vulnerable doing so or stay on the ground and shoot in which you will have an accuracy penalty. On top of this if someone is knocked to the ground a quick melee will immediately incapacitate the enemy. So a slide followed by another melee is game over.

As far as lights giving me a problem I am not worried about that considering I will probably be one. What I am trying to bring into discussion is issues that may arise from implementing an unlimited sprint meter (ex. slide spamming)

On the topic of Light Rifles dmg if you look http://youtu.be/l_CykYOy6Lw @ 10seconds you can see a light rifle take a guy out in 2 hits. The guy looks to be a Heavy at that. Granted we do not know if the weapon was buffed or any of the variables the chunk of health taken gives some indication as to how much dmg light rifles will do.


Oh, I hope I don't sound crazy to you, hehe. I don't like giving that first impression to anyone (at least, not until you get to know me a little more, lol!) :D
(The only time I get really ticked on this forum is whenever the female topic comes up and people want to mess around with sixist comments or they say things about Brink not having females without researching. -_- Besides that, I"m pretty chill on this forum.)

I understand your concern much better. And that part in the video footage is really interesting. I can't really tell if it's glowing (do they still have glowing buffs on the guns?), so I can't
tell if it's buffed either. I think it's a legitimate concern and we should definitely be alert to see if there are exploits in the game we should be aware of. :)
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Thu Aug 05, 2010 6:12 pm

I am, but I will fight for Security for the right price.


Well if you don't, don't step into my sights. I aim and kill.
User avatar
DAVId MArtInez
 
Posts: 3410
Joined: Fri Aug 10, 2007 1:16 am

Post » Thu Aug 05, 2010 7:11 am

Oh, I hope I don't sound crazy to you, hehe. I don't like giving that first impression to anyone (at least, not until you get to know me a little more, lol!) :D
(The only time I get really ticked on this forum is whenever the female topic comes up and people want to mess around with sixist comments or they say things about Brink not having females without researching. -_- Besides that, I"m pretty chill on this forum.)

I understand your concern much better. And that part in the video footage is really interesting. I can't really tell if it's glowing (do they still have glowing buffs on the guns?), so I can't
tell if it's buffed either. I think it's a legitimate concern and we should definitely be alert to see if there are exploits in the game we should be aware of. :)


Oh the comment about no need to get crazy wasn't directed at you sorry if it seemed that way lol. I don't want to come off as some jerk I was directing it at all the others from my original comment. People tend to take offense and get all nuts pn forums if you bring up anything they don't want to hear.I am simply trying to bring another view to the table for people to think about. As far as why you could get mad I can completely understand why you would take offense to those things so no worries I do not think your crazy:icecream: .

I'm glad you see my concerns now. I just do not want to see mechanics in Brink being abused and thought I would bring up my concerns on this topic.

As far as the weapon buff thats what I do not know. I know guns areglow when buffed but I have never seen anything stating they glow indefinitely. What I am thinking is that they glow when they are initially buffed to tell that Engineer and the player the buff was applied then it goes away and a symbol near the health meter shows that you are buffed. If you look in alot of the videos there are a bunch of symbols by players health meters what I am thinking is those are buffs. ( I am not talking about the increased health pips for those people that want to try and get smart :spotted owl: )
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Thu Aug 05, 2010 11:38 am

See Assassin's Creed: Brotherhood for a game with great freedom of movement and no stamina bar.

It does pretty well for itself.

It's a different take on things, but if you search YouTube for "Assassin's Creed Brotherhood Captain Awesome" you should find a few good examples of how people take advantage of the movement system and don't have an unfair advantage. Even when they win, it's a close match (and because of the way points are awarded, they need a LOT more kills to match their opponents, which is comparable with making objectives the main focus points-wise in Brink)
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Thu Aug 05, 2010 8:35 pm

I think we all know objectives is what important. Riddle me this alright you let that kid run away and go to arm the objective what do you think is going to happen next? Your going to take the objective and win it for your team? If this is what you think your wrong 9/10 that guy you just let get away circles back around and is now taking you out because your wide open trying to arm the objective and that didnt workout too well did it :whistling: lol


So he circles around where is your team? They should be covering you in the yellow circle of defense and all gain xp for this maneuver in doing so if not you will need to react. If you have him at near death as you say his the health meter recharge rate is not as fast as you think so when he fires upon you you should have time to react and 1. you kill his remaining health or 2. he runs away again and 3. you retake objective. ftw :ribbon:
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Thu Aug 05, 2010 2:43 pm

So he circles around where is your team? They should be covering you in the yellow circle of defense and all gain xp for this maneuver in doing so if not you will need to react. If you have him at near death as you say his the health meter recharge rate is not as fast as you think so when he fires upon you you should have time to react and 1. you kill his remaining health or 2. he runs away again and 3. you retake objective. ftw :ribbon:


You have no teammates in the situation we were talking about it was 1v1. Also health recharges pretty quick if you watch this http://www.youtube.com/watch?v=Odefa3EgTpM @50seconds it takes about 5-6 seconds for his health to regen. If your caught off guard arming your not taking him out you are defenseless and by the time you disengage to fight back its over. Also even if you did somehow disengage and take him out he most likely bought enough time for his team to get back there and finish you off. Anyways this hypothetical situation is getting a little out of control was simply giving you an example of what will most likely happen if you where at an objective and let some guy run away and went to plant instead.
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Thu Aug 05, 2010 4:36 pm

You have no teammates in the situation we were talking about it was 1v1. Also health recharges pretty quick if you watch this http://www.youtube.com/watch?v=Odefa3EgTpM @50seconds it takes about 5-6 seconds for his health to regen. If your caught off guard arming your not taking him out you are defenseless and by the time you disengage to fight back its over. Also even if you did somehow disengage and take him out he most likely bought enough time for his team to get back there and finish you off. Anyways this hypothetical situation is getting a little out of control was simply giving you an example of what will most likely happen if you where at an objective and let some guy run away and went to plant instead.

1. Your video has a cut in it. (looking at timestamps between last shot hitting and health starting to recover, it's 10 seconds, and it's SLOW recharging)
2. Put the italicised parts together and tell me why you just failed hard...

Good try, but your scenario doesn't have an advantage to either player. It will always boil down to player skill, NOT "Light = advantage" - sorry to disappoint

EDIT: And point 1 wasn't even mentioning that the wounded guy only regenerates to his base health, no bonuses - if he has battle hardened? Not counted. Used to being buffed by a Medic? Nope. Got a CP upgrade? Gone. Unless he's a Medic, in which case, he could have full-healed himself already, and in that case, it's not the health regen that's making him a difficult target
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Thu Aug 05, 2010 6:49 am

You see, both sides have tactical advantages. The one being shot, if resourceful enough, can launch counterattacks. Whilst the shooter, well that's the one shooting of course. The game isn't all about trying to get more of an advantage over the other constantly time after time after time. Brink is about adapting to your situation, and using what tools you already have to overcome the enemy. The Resistance has no real "armor" per say, but they make use with what they have (sadly which is trash) to create makeshift armor so they don't get instantly pwned by the Security forces. The Resistance also scavenges pretty much everything they have to fight, other than that they steal it from Security forces.
The point is that just 'cause the light weights can run up walls and get away from you and your big ol' minigun, doesn't mean you don't have a molotov cocktail for them where they ran to, or your team mate isn't getting ready to snipe the light weight while he's in the middle of some cool parkour technique. Even though it may seem like it, the lights are not as great as they are made out to be. They get pwned fast if they don't run away from fights.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Thu Aug 05, 2010 7:50 am

1. Your video has a cut in it. (looking at timestamps between last shot hitting and health starting to recover, it's 10 seconds, and it's SLOW recharging)
2. Put the italicised parts together and tell me why you just failed hard...

Good try, but your scenario doesn't have an advantage to either player. It will always boil down to player skill, NOT "Light = advantage" - sorry to disappoint


I agree. It will always boil down to player skill.

@gotcha
Also, why does tacking or planting the objective take longer than his health meter coming back to full health from near kill? This does not compute.
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Thu Aug 05, 2010 5:02 pm

@gotcha
Also, why does tacking or planting the objective take longer than his health meter coming back to full health from near kill? This does not compute.

Want proof?

Watch 0:43 - 0:47 for an objective being set (at which point all you've got left is defense). 4 seconds > 10 seconds (proven time before health regen BEGINS), right? RIGHT?

Oh wait.

Yeah... Objective preparation is fast. Completion? Not so much, but you've got the defensive advantage, and as mentioned, health advantage, until one player or the other has teammates show up, in which case that side now has numerical superiority, which may or may not be enough, depending on the situation and what classes/body types are involved, AND the individual skill of the players.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Aug 05, 2010 11:27 pm

Want proof?

Watch 0:43 - 0:47 for an objective being set (at which point all you've got left is defense). 4 seconds > 10 seconds (proven time before health regen BEGINS), right? RIGHT?

Oh wait.

Yeah... Objective preparation is fast. Completion? Not so much, but you've got the defensive advantage, and as mentioned, health advantage, until one player or the other has teammates show up, in which case that side now has numerical superiority, which may or may not be enough, depending on the situation and what classes/body types are involved, AND the individual skill of the players.


Not trying to sound rude but, do you really think we can get good factual readings from cut scenes in video game play?

edit: Maybe it's the objective preparation I'm referring too not complete capture of objective like planting a device not it going off is what I'm talking about. Because you still need to defend that.
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Thu Aug 05, 2010 7:50 am

Not trying to sound rude but, do you really think we can get good factual readings from cut scenes in video game play?

I was actually supporting your point. Read closer. Particularly the bit where I say "4 seconds > 10 seconds, right? RIGHT?" - now take that part as sarcastically as it was meant to be taken, and read on.

When it's showing more than double the time for health regen compared with the time you're vulnerable while setting an objective, then yes, I think it's relevant. Particularly since you can tell there's no skipped frames in the animation. And the health regen can be tracked by timestamps to verify the amount of time it takes.

Even if the video of the guy attaching the explosive was sped up a little, it wouldn't be much more than 5 seconds, which is still well under the 10 second regen delay + time taken to actually regenerate.

Once that's done, your "vulnerable" moment is over - you still haven't "completed" the objective, but you're not vulnerable any more.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Thu Aug 05, 2010 9:15 am

Just doesn't seem like there would be many Security members with a glasgow smile is all.


LOL
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Thu Aug 05, 2010 8:24 am

Since this is a game where xp is gained based on how much damage u do and not if u kill someone,why u brought up a subject like ,running after someone u shoot?You did your job,he's out of the way of your objective,precious seconds and u'll go after him for the kill?

Hmmmm,i'm missing something Jack...
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Thu Aug 05, 2010 10:58 am

I was actually supporting your point. Read closer. Particularly the bit where I say "4 seconds > 10 seconds, right? RIGHT?" - now take that part as sarcastically as it was meant to be taken, and read on.

When it's showing more than double the time for health regen compared with the time you're vulnerable while setting an objective, then yes, I think it's relevant. Particularly since you can tell there's no skipped frames in the animation. And the health regen can be tracked by timestamps to verify the amount of time it takes.

Even if the video of the guy attaching the explosive was sped up a little, it wouldn't be much more than 5 seconds, which is still well under the 10 second regen delay + time taken to actually regenerate.

Once that's done, your "vulnerable" moment is over - you still haven't "completed" the objective, but you're not vulnerable any more.


Sorry, it was suppose to be directed at gotcha wrong quote selected it was getting late and I was tired.
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Thu Aug 05, 2010 2:30 pm

Nah this won't be a problem. In TF2 everyone has the same movement speed relative to their class. If lights had less fatigue and faster running is would be a little annoying and OP.
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Previous

Return to Othor Games