I would love more recoil and bulletspread

Post » Sun Mar 06, 2011 5:45 pm

I love the architecture of this game, if it's pulled off succesfully it could be the best shooter for some time, but I do have an issue with it. Probably my only issue with this game is the amount of skill it takes to shoot another player. I'm a really competitive gamer and I really want to make this my shooter of choice for a long period of time, but the game seems to have little recoil and bullet spread and since changin the aiming reticle to opening crosshairs, or opening circles without the dot in the middle is most likely out of the question, I would atleast like some more recoil and bulletspread, especially with the more powerful guns.

Not only do I need fun from a shooter I also need a challenge, and atleast a fraction of a community made of skilled players.
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Jonathan Windmon
 
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Post » Sun Mar 06, 2011 9:18 am

I agree a certain amount, but I guess with all the balancing SD has done to Brink and the fact that SD is really towards the hardcoe gamers it'll be fine.
And you shouldn't forget the amount of bullets to kill, that'll probably get enough challenge.
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Lexy Corpsey
 
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Post » Sun Mar 06, 2011 12:48 pm

Not only do I need fun from a shooter I also need a challenge, and atleast a fraction of a community made of skilled players.


Brink is going to be more challenging than other current shooters on the market, based around the bullets to kill and the different hitboxes.

- first off, no OHK in Brink - this eliminates many noobish tactics, like camping with a sniper rifle or quickscoping.
- there is also 3 separate hitboxes - head, body and limbs.
Headshots do the most - around 2-3 shots to kill
bodyshots are second - around 3-6 to kill
shots to the limbs do the least - around 5-8 shots to kill

- this is where the skill and competitiveness comes into play, since skilled players will always be aiming for headshots, unlike other games where there are so few shots needed to kill, players aim anywhere on the body since 2-3 kills them no matter where they land a hit.

gunplay in Brink will not be about who can find the best hiding spot and last the longest before dying. It will be fast, visceral and always moving, with the skilled players coming out on top because they understand how the system works.
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james tait
 
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Post » Sun Mar 06, 2011 11:01 am

Fast paced games require way more skill. Aim for the head, problem solved. Yes, aiming for the head required more skill than reflexes.
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Eileen Müller
 
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Post » Sun Mar 06, 2011 11:50 am

Splash Damage games have never had a lot of spread or recoil...
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OnlyDumazzapplyhere
 
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Post » Sun Mar 06, 2011 2:47 pm

Actually, while we're on a similar subject I'd like to bring up a concern I've had that was brought to my attention by the Crysis 2 demo. I'd like Brink to feel like I'm shooting people. Crysis just feels like I'm spraying bullets in the direction of a big hunk of meat on legs and waiting for it to die. I think the reason CoD is (or used to be) so addictive is that when you hit someone, you get a little tiny jolt and a slight that-sounded-like-it-hurt kind of noise that indicates a hit. It makes the experience much more satisfying, and with Brinks lack of recoil and high damage to kill, just like Crysis has, I'm worried that it might suffer from the same dead, numb feeling.
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Tina Tupou
 
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Post » Sun Mar 06, 2011 10:50 am

I have to agree with the OP to a degree. Not that it will be a deal breaker for me, but from all the gameplay footage I've seen, the lack of recoil in even machine guns is readily apparent. I suppose I won't really know how it feels until I play, but there really ought to be a visually noticeable difference in the recoil of a machine pistol and an assault rifle, and it doesn't look like there's much.
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quinnnn
 
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Post » Sun Mar 06, 2011 4:12 pm

I'm not that worried about low recoil due the the high number of bullets to kill. I think it will balance itself out pretty well.
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Wayne Cole
 
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Post » Sun Mar 06, 2011 10:03 pm

I have to agree with the OP to a degree. Not that it will be a deal breaker for me, but from all the gameplay footage I've seen, the lack of recoil in even machine guns is readily apparent. I suppose I won't really know how it feels until I play, but there really ought to be a visually noticeable difference in the recoil of a machine pistol and an assault rifle, and it doesn't look like there's much.


Yeah, from the gameplay videos I've seen way too much hip spray for my liking. I understand that this entire game is built around running and gunning but sprinting, jumping and sliding are not things that would ever make shooting easier so I hope there is a huge penalty for doing this. Sadly, from what I have seen it seems that "If you can't beat 'em, spray more bullets at 'em" seems to be the motto.
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Blackdrak
 
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Post » Sun Mar 06, 2011 11:15 am

Actually, while we're on a similar subject I'd like to bring up a concern I've had that was brought to my attention by the Crysis 2 demo. I'd like Brink to feel like I'm shooting people. Crysis just feels like I'm spraying bullets in the direction of a big hunk of meat on legs and waiting for it to die. I think the reason CoD is (or used to be) so addictive is that when you hit someone, you get a little tiny jolt and a slight that-sounded-like-it-hurt kind of noise that indicates a hit. It makes the experience much more satisfying, and with Brinks lack of recoil and high damage to kill, just like Crysis has, I'm worried that it might suffer from the same dead, numb feeling.

You know what jorrrg that is a really good point, even if it is some unique sound effect outside of dying screams, maybe even unique to brink, maybe even the brink sound that happens when you drop a coin or something metal or anything like that would be good
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james tait
 
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Post » Mon Mar 07, 2011 12:48 am

You know what jorrrg that is a really good point, even if it is some unique sound effect outside of dying screams, maybe even unique to brink, maybe even the brink sound that happens when you drop a coin or something metal or anything like that would be good

Well, I mean when you hit someone, not kill someone. A shot to someone's chest in Crysis feels exactly the same as shooting a wall, I'm worried that Brink will suffer from that too.
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Solène We
 
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Post » Sun Mar 06, 2011 12:25 pm

Like crooKk said, SD games have never had much recoil. Hip-firing has always been an extremely viable tactic in their previous games, with iron sights being used either not at all or just for longer ranges. All I can say is that it works very well, and that you shouldn't knock it 'til you try it.
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Add Meeh
 
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Post » Sun Mar 06, 2011 3:00 pm

I just hope that at longer ranges, using an SMG to spray-and-pray will have a noticeable penalty, especially when shooting from the hip. Otherwise there isn't much incentive to be using light rifles or anything else that sacrifices fire rate for power and accuracy.
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Eilidh Brian
 
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Post » Sun Mar 06, 2011 3:31 pm

I just hope that at longer ranges, using an SMG to spray-and-pray will have a noticeable penalty, especially when shooting from the hip. Otherwise there isn't much incentive to be using light rifles or anything else that sacrifices fire rate for power and accuracy.


Exactly. I remember with Gears of War I was able to take a piece of clear tape and place it over the center of my television; I then put a small dot using a marker on this piece of clear tape and rarely had to ADS. From what I have seen from the videos so far this trick will probably work again. Sad when a piece of clear tape and a marker is more useful than some weapon attachments and abilities.
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Leilene Nessel
 
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Post » Sun Mar 06, 2011 9:44 pm

i disagree as the creators o the game say the games about moving AND shooting simautaniously (
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adame
 
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Post » Sun Mar 06, 2011 4:27 pm

Actually, while we're on a similar subject I'd like to bring up a concern I've had that was brought to my attention by the Crysis 2 demo. I'd like Brink to feel like I'm shooting people. Crysis just feels like I'm spraying bullets in the direction of a big hunk of meat on legs and waiting for it to die. I think the reason CoD is (or used to be) so addictive is that when you hit someone, you get a little tiny jolt and a slight that-sounded-like-it-hurt kind of noise that indicates a hit. It makes the experience much more satisfying, and with Brinks lack of recoil and high damage to kill, just like Crysis has, I'm worried that it might suffer from the same dead, numb feeling.

This is exactly how I feel.

Using the guns in Crysis 2 doesn't really feel like using guns, too. The LMG has some minor recoil, but the assault rifle is just stupidly recoil-less.
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Nick Swan
 
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Post » Mon Mar 07, 2011 12:04 am

This is exactly how I feel.

Using the guns in Crysis 2 doesn't really feel like using guns, too. The LMG has some minor recoil, but the assault rifle is just stupidly recoil-less.

They are super soldiers, using augmented nanosuits. I don't think there's supposed to be much recoil.
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Pawel Platek
 
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Post » Mon Mar 07, 2011 3:33 am

They've put a lot of effort in the sounds, so I wouldn't worry. I also remember the bodyshots in W:ET sounded pretty realistic (Except some servers which had a goat sounds for a headshot) and this game is almost 10 years old.
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Sanctum
 
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Post » Sun Mar 06, 2011 5:57 pm

I think there has to be a reason to aim down the sights, it is unrealistic to think the recoil is extremely different but maybe some unpredictability of where you are actually shooting when you start shooting from the hip would be good.
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Flash
 
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Post » Mon Mar 07, 2011 4:08 am

I like how Borderlands managed recoil, with the accuracy of the gun defining the size of the firing cone (and reticule) when the gun was idle, and the level of recoil affecting how quickly and to what size the cone could spread after initially pulling the trigger.
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Tanya Parra
 
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Post » Sun Mar 06, 2011 3:54 pm

well i just don't want them goin overboard with the spread where outta 30 rounds spraying you down you get hit 3 times no matter your "skillz" you should die when i shoot at you 30 times.
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Britney Lopez
 
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Post » Sun Mar 06, 2011 1:59 pm

Meh I'm not bothered, played an old build, if its changed much i'll adapt. Thats what the best gamers do.
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MatthewJontully
 
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Post » Sun Mar 06, 2011 1:39 pm

Too much recoil? Use ADS problem solved.

Not enough recoil? Shoot from the hip.

Problem solved. :wink_smile:
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Kayla Bee
 
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Post » Sun Mar 06, 2011 2:15 pm

Too much recoil? Use ADS problem solved.

Not enough recoil? Shoot from the hip.

Problem solved. :wink_smile:


Adapt
Problem solved.
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Josephine Gowing
 
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Post » Sun Mar 06, 2011 11:45 pm

Too much recoil? Use ADS problem solved.

Not enough recoil? Shoot from the hip.

Problem solved. :wink_smile:

Well, that's probably the best solution to this "problem" I've ever heard.
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scorpion972
 
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