tactical, twitch, or a mix?

Post » Tue Apr 27, 2010 3:44 am

Is brink a tactical shooter (like CS) a twitch shooter (like UT) or a mix of both? From the videos I've seen, it almost seems like a faster version of CoD4 (sorry for the cod reference guys :( because i've seen that it has sprint, lean and ADS. Add the SMART system in there and as far as I can see, it's like CoD4 meets UT with a little Shadowrun styling thrown in for good measure (such an underrated game btw).
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Laura Tempel
 
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Post » Mon Apr 26, 2010 5:19 pm

It's objective based. One main objective, with side-objectives that contribute to the bigger movement. Things like 'twitch' and 'tactical' don't really define a game, just how people play it.
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Tanya
 
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Post » Mon Apr 26, 2010 3:13 pm

It's tactical, if you play it tactical.
It's "twitch", if you play it "twitchy",

Technically, you can do both. And both does work quite well, I believe.
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CYCO JO-NATE
 
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Post » Tue Apr 27, 2010 5:12 am

well the way I would describe each is...

twitch fps (Unreal, Quake, etc.) - Fast game play, lots of running and jumping, no or barely any recoil, spraying and running/jumping, dodging, shooting around corners (like with a flak cannon for those who get the reference)

tactical fps (CS, CoD, etc.) - Slower game play, strafe shooting, more precise burst fire shooting, less running and jumping while shooting, shooting through walls (if the game allows)

from what I see, brink seems to be somewhere in the middle... what do you guys think?
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josie treuberg
 
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Post » Tue Apr 27, 2010 1:28 am

If you put it like that, then I'd say BRINK is a movement-realistic "twitch" (still wouldn't use that word) with "tactical" fast-paced objectives and team-play.
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OTTO
 
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Post » Tue Apr 27, 2010 4:27 am

Lemme just refine what I said before:
It's tactical, if you play it tactical.
Take a medium or heavy bodytype, defensive abilities, a Assault Rifle or Machine Gun and barely ever use SMART. Ba-dum-tsh, here you go, tactical gameplay.

It's "twitch", if you play it "twitchy",
Take a light or medium bodytype, offensive abilities, a SMG or Shotgun and rely heavily on SMART. Ba-dum-tsh, here you go, twitchy gameplay.

Technically, you can do both. And both does work quite well, I believe.

Even during the 10min Demo-Trip I took I could play both styles and both worked quite well.
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My blood
 
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Post » Mon Apr 26, 2010 9:00 pm

Brink is more in genre of it's own but of those you mention I would say it's leaning more towards twitch.
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Rob Smith
 
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Post » Tue Apr 27, 2010 3:34 am

The way SD has put it (paraphrasing) is that they are trying to balance spraying and aiming so that either is usable. You can give your gun a foregrip and a drum magazine for spraying, or put a scope on your weapon and upgrade its accuracy.
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Beast Attire
 
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Post » Tue Apr 27, 2010 6:59 am

I've found that in team/objective shooters a mix of twitch and tactical players works quite well. the twich players can fill out the ops and grunts while the tactical players fill out the supporting classes (like me).
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Naomi Lastname
 
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Post » Mon Apr 26, 2010 10:24 pm

Wouldn't you think a foregrip and a better stock would increase accuracy rather than a scope. Yes a scape can add accuracy, IF, you know how to use it. I'd say a scope should add range rather than the latter. Put it in perspective; A gun with a foregrip and good stock will shoot the same as the exact same gun, only with a scope. Now factors in everything else, such as recoil. A stock and foregrip, would reduce this with the stock taking much of the repelling force, while the foregrip stabilizes the energy as it moves down the guns lateral. A gun with a scope wouldn't stop recoil, neither increasing accuracy OR range. That is if you were just shooting, straight up, at a wall. Put it in the hands of a well-trained sniper however, and you could be screwed.

Just my .02

To keep on topic, Shadowcat summarized it very well. The recoil on all guns are balanced to allow both uses of spraying and ADS to be appropriate in most of the combat situations you'll encounter in BRINK.
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Dean
 
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Post » Mon Apr 26, 2010 5:56 pm

I didn't mean that the scope increases accuracy, i think it just replaces the iron sights. Sorry for the confusing wording. I just meant that you could upgrade your gun to be accurate and slap a scope on it, and viola, you are playing tactical.

Oh, and if i remember correctly, a perpendicular foregrip reduces accuracy but increases weapon stability.
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Nicole Elocin
 
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Post » Tue Apr 27, 2010 1:25 am

1. CS is one of the kings of twitch shooters, just more camping is involved so it seems "tactical".

2. I think it'll turn out to be more of a tactical game due to ADS, class abilities, lots of weapons + attachments, etc. But as of now it looks like it takes a good amount of bullets to kill someone, so combat will probably have a twitch-aspect to it.

edit: Also, I see no resemblance to cod besides ADS and weapon attachments.
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Lakyn Ellery
 
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Post » Tue Apr 27, 2010 3:40 am

I hope it will be twitch shooting wise and tactical objective wise.
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CHARLODDE
 
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Post » Mon Apr 26, 2010 3:49 pm

I didn't mean that the scope increases accuracy, i think it just replaces the iron sights. Sorry for the confusing wording. I just meant that you could upgrade your gun to be accurate and slap a scope on it, and viola, you are playing tactical.

Oh, and if i remember correctly, a perpendicular foregrip reduces accuracy but increases weapon stability.


Stability and accuracy with the scope (if you were well versed with it) would even out to overall better accuracy, wouldn't it? I mean stability allows less muzzle rise, which results in a straighter flight path for the bullet. Using a scope to aim, would result in the accuracy you're looking for. Correct me if I'm wrong.
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Add Me
 
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Post » Mon Apr 26, 2010 10:39 pm

Stability and accuracy with the scope (if you were well versed with it) would even out to overall better accuracy, wouldn't it? I mean stability allows less muzzle rise, which results in less muzzle rise. Using a scope to aim, would result in the accuracy you're looking for. Correct me if I'm wrong.

If I were going for accuracy, I would be more concerned with attachments that add accuracy, as I would be banking on the first shot, and using the weapon semi-auto by tapping the mouse. If there were no grip attachment that would increase accuracy, stability would be the next best, I agree.
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Rozlyn Robinson
 
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Post » Mon Apr 26, 2010 10:40 pm

Well that was what I was trying to say. From past games that I've played with such extensive weapon customization options (CoDs and Army of Two) a foregrip added accuracy as well as an upgraded stock, so I was just speculating that foregrips in Brink would add accuracy.

I wonder if specific Ammo Types from Soldiers would increase accuracy...like a fin-stabalized bullet. Really though, only sniper caliber's would only be the kind that use fin-stabilized for greater distances and windy situations, such as the Cheytac Intervention.
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Katie Samuel
 
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Post » Mon Apr 26, 2010 3:23 pm

Well that was what I was trying to say. From past games that I've played with such extensive weapon customization options (CoDs and Army of Two) a foregrip added accuracy as well as an upgraded stock, so I was just speculating that foregrips in Brink would add accuracy.

I wonder if specific Ammo Types from Soldiers would increase accuracy...like a fin-stabalized bullet. Really though, only sniper caliber's would only be the kind that use fin-stabilized for greater distances and windy situations, such as the Cheytac Intervention.

IRL, you don't need anything so fancy for increased accuracy, you can get accuracy from ammunition just by buying better quality. There is also ammo that is balenced for straighter flight or have tips designed to make them aerodynamic. So I wouldn't be surprised to see it in game, its no more expensive than Armor Piercing ammo.
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m Gardner
 
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Post » Tue Apr 27, 2010 1:14 am

Seems very tactical. I mean it definetly isn't twitchy because it isn't as fast as ET / Quake and it takes more bullets to kill enemies than games like CoD (headshots are actually important in this one).
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Latino HeaT
 
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Post » Mon Apr 26, 2010 6:24 pm

At one point they were trying to balance the game so that it takes about half a clip to kill a person, if they aren't dodging too much. This could have been altered since then, but I doubt by too much, so I wouldn't call that twitch.
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Sakura Haruno
 
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Post » Mon Apr 26, 2010 7:21 pm

When I think of twitch shooters, I think of games where it only takes a quick spray to kill an enemy. With the amount of punishment a player can take in the gameplay videos I've seen, it looks more tactical then twitchy.
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sexy zara
 
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Post » Tue Apr 27, 2010 3:34 am

When I think of twitch shooters, I think of games where it only takes a quick spray to kill an enemy. With the amount of punishment a player can take in the gameplay videos I've seen, it looks more tactical then twitchy.

I think of tactical games when people go down in 2 or 3 hits, like Rainbow Six Vegas (a little) and Ghost Recon Advanced Warfighter (very much), and thus move slower and more carefully overall.

"Fast paced" is usually an indication towards "twitch game", so to say. Even though you can, as aforementioned, play tactical in twitch shooters as well.
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Sharra Llenos
 
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Post » Mon Apr 26, 2010 5:32 pm

When I think of twitch shooters, I think of games where it only takes a quick spray to kill an enemy. With the amount of punishment a player can take in the gameplay videos I've seen, it looks more tactical then twitchy.

Nah tactical shooters are usually the ones that kill you in 2-3 shots, like call of duty, at least in my definition of twitch shooters. Twitch shooters usually take many hits to kill an enemy, though there are usually weapons that, if used with enough skill, can be one shot kills. An example of a twitch shooter is unreal tournament 2007, one of the more popular UT's. In that game you could either spend a 30 seconds killing a guy or kill him with a headshot, it all depended on your "twitch" skills to pull off those headshots.
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Emma Pennington
 
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Post » Mon Apr 26, 2010 10:03 pm

Well if you want a tactical shooter, give operation flashpoint a try, 1 bullet can kill you. Its more of a military simulator than a shooter, i had friends who were trying to play it like CoD FAIL.....
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Gen Daley
 
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Post » Mon Apr 26, 2010 3:37 pm

well the way I would describe each is...

twitch fps (Unreal, Quake, etc.) - Fast game play, lots of running and jumping, no or barely any recoil, spraying and running/jumping, dodging, shooting around corners (like with a flak cannon for those who get the reference)

tactical fps (CS, CoD, etc.) - Slower game play, strafe shooting, more precise burst fire shooting, less running and jumping while shooting, shooting through walls (if the game allows)

from what I see, brink seems to be somewhere in the middle... what do you guys think?


...BWAHAHAHAA!!! H-hold on, lemme catch my breath...

Counter Strike? A Tactical game? You're telling me that bunnyhopping, full sniper teams, spawn camping, and trash-talking is tactical...

Sorry, what year is this?

P.S. I'm not trolling, you just really made me laugh there...that's all.

Back on topic...I think Brink is not going to be comparable to any FPS we've seen to date. The movement looks slower and more fluid, the guns won't have a king of all killers, and the scoring system is completley new.
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christelle047
 
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Post » Tue Apr 27, 2010 7:00 am

...BWAHAHAHAA!!! H-hold on, lemme catch my breath...

Counter Strike? A Tactical game? You're telling me that bunnyhopping, full sniper teams, spawn camping, and trash-talking is tactical...

Sorry, what year is this?

P.S. I'm not trolling, you just really made me laugh there...that's all.

Back on topic...I think Brink is not going to be comparable to any FPS we've seen to date. The movement looks slower and more fluid, the guns won't have a king of all killers, and the scoring system is completley new.


Well you made me laugh too, with your ignorance of the competitive CS scene. Allow me to completely dismantle your argument... Bunyhopping was removed from the game ages ago, and the so called "bunnyhop" that some perform in 1.6 does not make you travel faster, so it's not exactly an issue anymore but it took skill none the less. As for CS:Source, z-block prevents bunnyhopping . No team in competitive CS runs 5 AWP's, 2 maybe 3 tops. Spawn camping does not happen in competitive cs, why would it? You need to defend a bomb site/attack a bomb site. Spawn camping is for pub stars. Trash talking comes with any online game, so that's nothing new.

So your argument for CS NOT being tactical, is invalid.

Why is CS considered tactical? 5v5 with bomb plant mechanics, different strats on attacking and defending bomb sites, specific player set-ups, slow calculated game play with HIGH recoil (you don't spray in 1.6), specific spam spots and grenade placement, and players run rather slow relying on strafe shooting to dodge bullets.

It's obvious you have never played CS competitively, I feel sorry for you. Next time you attempt to make fun of something someone said, get your facts straight Mr. Pub Star. Counter Strike started everything we know today with tactical shooters and is still the #1 game played in competition and over 50 thousand people playing everyday. Give credit where credit's due, and sit the f* down.
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Saul C
 
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