» Sun Sep 19, 2010 2:07 pm
Ok, I feel obligated to remind all parties of the following facts:
1) Grenades are on a cooldown timer. Yes we have infinite grenades, no you cannot spam them. Default grenades also do little actual damage, they only cause the stricken players to be knocked down. They are designed to be tactical crowd control.
2) The Darkest Hours, I believe you are operating under a preconcieved notion that this game is a somewhat cartoony, postapocalyptic, urban version of tradition FPSs like Call of Duty or Battlefield. I assure you that is not the case. Splash Damage has made a completely different beast from those kind of games in the interest of making the game more fun, and to an extent, more challenging. You complain that this game will not punish players for making tactical errors; I view it as a chance to recover from that mistake, or at least making my going down painful for the bad guys. This game is in fact that much more challenging for that phenomenon: if I see a bady guy making a tactical error, I can't just wipe the floor with him because I know I can't instantly kill him and I can't afford to waste my time trying to put him down if he manages to fight back. It's another layer of intrigue, another mental chess move to consider, that makes things wildly more appealing for me (and for a lot of other folks here too).
3) That said, headshots will do more damage than bodyshots. No, the insta-kill is not there. Because that isn't interesting. Because it's not a challenge to just drop your enemy. Satisfying, yes it is. A challenge, no. That's why I personally love Halo Reach and in particular the new shield physics: in order to inflict damage to the player's body, you have to completely drop the shield first. In Halo 3, there was bleedthrough: to clarify, if you had 10 shield points and I melee'd you for 30 damage, you would lose your shield and 20 health points. In Reach, if I hit your 10-point shield with my 30-point melee, your 10-point shield takes it all and your body is left untouched. I love that about Reach. In Halo 3, the challenge was to survive, much like any CoD or Battlefield game. In Reach, and I am guessing in Brink as well, the challenge is to kill. And that is where the fun is for me. Does it slow the game down? Sure I suppose so. But I hate not having to work for a kill. It's more fun for me to have a lengthy duel and lose than to score the cheap kill. If you don't like it, to each his own. But don't talk smack about it. Don't complain; it's pointless because the developers have a different vision for their game and it's made and that's just the way it is (I said the same thing about people who complained when Reach came out as well). Just go enjoy whatever games you know you will appreciate.
4) As for your concern about camping, Brink's new movement system (SMART) enabled the developers to create much more convoluted battlefields than other shooters. Players can use SMART to find alternate routes and circumvent choke-point campers. Essentially, camping a choke-point would be a waste of man-power considering what actually wins the game: the objectives. Brink isn't a team-deathmatch style game. If you are camping a choke point, I don't have to worry about you doing anything to interfere with me completing my objectives. And Splash Damage will say I won, because I fulfilled the conditions of victory (completing the objectives; by definition, not camping) and you did not. You won't get any XP for your trouble either. If you treat this as a traditional FPS game, you will lose lose lose lose lose in every sense of the term in this game, and you will hate it because you don't understand it, because you didn't play the game as the developers designed it to be played. That's all it boils down too. It's not about how you want to play; it's how the developers want you to play, and Splash Damage has made that clear how that is going to work. If you don't like that, Brink will not be your game. But don't expect them to apologize, because they are having a blast making it and playing it, and we plan to have a blast too.
Again, I think you have a huge misconception of how Brink is going to work. I suggest you look up http://www.brinkthegame.com/ and look at the videos (not the new gameplay videos; the older, development videos) and try to understand why Splash Damage made Brink the way they did. If you don't agree or appreciate that, I'm sorry about that, but there is nothing that can be done except for you to look for another game. Not sure what more can be said about this. :shrug: