weapon spread pics or video?

Post » Tue Dec 29, 2009 6:28 pm

I read somewhere in a Q n A that one of the SD devs was either going to post pics or vids of some of the weapons spread while still, crouching and ADS. Does anyone have a link to these please? Or was it a myth?
Also one other thing.. Ay word on how much aim assist will be implemented in the console versions? Hope its minimal.
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Tamara Primo
 
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Post » Tue Dec 29, 2009 12:24 pm

I haven't heard anything about these videos, but i remember that custom games, at least on the PC, will have spread modifiers that can be changed. So if you find the standard spreads too easy, you could make a more skilled room where spread is much larger.
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JESSE
 
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Post » Tue Dec 29, 2009 11:54 am

I haven't heard anything about these videos, but i remember that custom games, at least on the PC, will have spread modifiers that can be changed. So if you find the standard spreads too easy, you could make a more skilled room where spread is much larger.

They mentioned something about it. Hope to see it soon.

@Shadow: Low spread is for skilled people to, if everyone has low spread the skill levels stay the same ;)
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Bambi
 
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Post » Tue Dec 29, 2009 2:22 pm

Thanks for the replies guys.. That spread modifier sounds great, Shame i will need a new pc if I wish to use it. I expect the ps3 version will be a lot less competitive.
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Honey Suckle
 
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Post » Tue Dec 29, 2009 8:52 am

Ay word on how much aim assist will be implemented in the console versions? Hope its minimal.

The EXPO-demos (PC + Gamepad) did have an aim-assist in their options-menu. It was scaleable, but seemed to work rather randomly (but only while using the sights).
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Rik Douglas
 
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Post » Tue Dec 29, 2009 9:26 am

The EXPO-demos (PC + Gamepad) did have an aim-assist in their options-menu. It was scaleable, but seemed to work rather randomly (but only while using the sights).

?You say scalable? Is that set for everyone in a certain match, or can different players have different scales in the same match? Seems a little unfair.
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Scared humanity
 
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Post » Tue Dec 29, 2009 9:50 pm

I guess in that version it was separate for everyone. However, as said, it didn't seem to work all properly.

Setting it to 100% made you have aimbot-like abilities at some times, but also no aim-assist at all at others.
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CArla HOlbert
 
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Post » Tue Dec 29, 2009 10:06 am

I think setting different weapon spreads will be pretty annoying when joining rooms. A nice balanced spread where you can't snipe people across the map with a smg like in CoD and other games would be good.
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Reanan-Marie Olsen
 
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Post » Tue Dec 29, 2009 1:19 pm

I guess in that version it was separate for everyone. However, as said, it didn't seem to work all properly.Setting it to 100% made you have aimbot-like abilities at some times, but also no aim-assist at all at others.


aim-assist should not be in online play what so ever my opinion.
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Mélida Brunet
 
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Post » Tue Dec 29, 2009 12:12 pm

I think setting different weapon spreads will be pretty annoying when joining rooms. A nice balanced spread where you can't snipe people across the map with a smg like in CoD and other games would be good.

Sure, it'd just introduce a little bit of chaos into the game. I don't like this idea, definitely.

And btw, it's easier with larger spread - once you're aiming at a feet, you have greater chance for a headshot.

aim-assist should not be in online play what so ever my opinion.


Hopefully it's way too bad idea to be seen on good PC game. I would not buy the game with build-in aimbot, there is no fun with stuff like that. Nothing with such functionality should be delivered with the game, because somebody can probably modify, or bug-use, Brink files wise enough, to make it aim for him when online as well. There should be rather some solutions making it harder to write an aimbot for the game. For example preventing SendInput() from being effective in emulating mouse input. And of course something disallowing - making it harder to obtain - other processes injecting, properly enough to work, any code into the game process. May be hard, but worth of effort, because we hate getting killed by somebody cheating - known problem with many games, that make you just exit and play something else, at least for a while.
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Neil
 
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Post » Tue Dec 29, 2009 12:29 pm

Sure, it'd just introduce a little bit of chaos into the game. I don't like this idea, definitely.

And btw, it's easier with larger spread - once you're aiming at a feet, you have greater chance for a headshot.



Hopefully it's way too bad idea to be seen on good PC game. I would not buy the game with build-in aimbot, there is no fun with stuff like that. Nothing with such functionality should be delivered with the game, because somebody can probably modify, or bug-use, Brink files wise enough, to make it aim for him when online as well. There should be rather some solutions making it harder to write an aimbot for the game. For example preventing SendInput() from being effective in emulating mouse input. And of course something disallowing - making it harder to obtain - other processes injecting, properly enough to work, any code into the game process. May be hard, but worth of effort, because we hate getting killed by somebody cheating - known problem with many games, that make you just exit and play something else, at least for a while.


I almost forgotten very important thing - fps must be stable at 60+. I expect to get considerably more frames sacrificing fancy look of shadows or other visual effects and quality. Meaning: unlike in ETQW, where it's hard to see the difference between highest and lowest settings(excluding change of anti-aliasing mode).

I think you confused recoil with spread regarding the aim at feet for easier headshot.
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jason worrell
 
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Post » Tue Dec 29, 2009 11:33 am

I think you confused recoil with spread regarding the aim at feet for easier headshot.

You're right - it's usually more about recoil, but can describe huge spread as well.
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saharen beauty
 
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Post » Tue Dec 29, 2009 3:09 pm

"aim-assist" is a console only feature
any weapon spread modifier would be server controlled, all players equal and likely PC only
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Emily Shackleton
 
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Post » Tue Dec 29, 2009 8:41 pm

"aim-assist" is a console only feature
any weapon spread modifier would be server controlled, all players equal and likely PC only


As it should be.
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Emily Jones
 
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Post » Tue Dec 29, 2009 5:11 pm

"aim-assist" is a console only feature
any weapon spread modifier would be server controlled, all players equal and likely PC only

As it should be.


Agreed. I haven't played an FPS on console since I got Half-Life, and I've never looked back. But I only got HL about 6 months ago, so...
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Austin Suggs
 
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Post » Tue Dec 29, 2009 6:44 pm

You're right - it's usually more about recoil, but can describe huge spread as well.

I'd say that's if headshot = one hit kill. I remember on a FTP FPS, headshot = OHK. People would abuse AK's spread and recoil to get easy headshots.
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Victor Oropeza
 
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Post » Tue Dec 29, 2009 2:24 pm

The reason the AK-47 can be abused like that is because in most games, the recoil goes straight up, at least for the first few shots. It's recoil patterns that make guns easy to spray or not. Spread just makes the pattern bigger or smaller, the way I understand it. Take an AK that goes straight up for the first 4 shots, if you use a spread modifier of 2x, you would just have to aim twice as low to get a headshot when you normally would. Putting that modifier on another gun that wast so easy to spray would make it harder to get a headshot, not easier.

On second thought, I don't know if I like the idea of spread modifiers though. In most games, i get used to my gun of choice to the point where if i plan on using the kick of the recoil to get a 2nd or 3rd bodyshot, or even a headshot, I know where to aim without thinking about it. Changing the spread would mean that every time I change servers, I would have to get used to how low to aim when I fire. Might even have to change tactics if the spread increases too much to land the last shot in a burst, or decreases enough that I can burst for longer.
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Shae Munro
 
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Post » Tue Dec 29, 2009 6:14 pm

The reason the AK-47 can be abused like that is because in most games, the recoil goes straight up, at least for the first few shots. It's recoil patterns that make guns easy to spray or not. Spread just makes the pattern bigger or smaller, the way I understand it. Take an AK that goes straight up for the first 4 shots, if you use a spread modifier of 2x, you would just have to aim twice as low to get a headshot when you normally would. Putting that modifier on another gun that wast so easy to spray would make it harder to get a headshot, not easier.

On second thought, I don't know if I like the idea of spread modifiers though. In most games, i get used to my gun of choice to the point where if i plan on using the kick of the recoil to get a 2nd or 3rd bodyshot, or even a headshot, I know where to aim without thinking about it. Changing the spread would mean that every time I change servers, I would have to get used to how low to aim when I fire. Might even have to change tactics if the spread increases too much to land the last shot in a burst, or decreases enough that I can burst for longer.

Exactly my point, overall, I find spread changing pretty dumb.
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ZzZz
 
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Post » Tue Dec 29, 2009 7:18 pm

Exactly my point, overall, I find spread changing pretty dumb.

I agree, gaining a natural awareness of what a certain weapon will do is half the challenge. It's how you get good.
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Heather Stewart
 
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Post » Tue Dec 29, 2009 2:59 pm

The reason the AK-47 can be abused like that is because in most games, the recoil goes straight up, at least for the first few shots. It's recoil patterns that make guns easy to spray or not. Spread just makes the pattern bigger or smaller, the way I understand it. Take an AK that goes straight up for the first 4 shots, if you use a spread modifier of 2x, you would just have to aim twice as low to get a headshot when you normally would.

Wrong. Your scenario describes changes to the recoil-value.

Increasing the spread by 100% would mean you only had a 50% chance of hitting while doing the same move as before.
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Robert
 
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