Do you think that Def team is OP?

Post » Sun May 15, 2011 5:35 am

I think that maps are so unbalance for Offensive team to win. To hack, to bomb, to escort are nearly impossible to play against human team with "brain". SP should have more sub-objective to enhance Offensive team.
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Juan Cerda
 
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Post » Sun May 15, 2011 6:10 pm

I agree that on some ! maps, the offensive seems to have it much harder if both teams have close to equal skill.
Hack Objectives in close quarters with long open ways leading to them, close to def spawn etc. make it easy to defend with a balanced setup of Snipers and Shotgun users / Miniguns.

On the other hand the game is not out for so long. The problem might simply be that if both groups are PuGs, then the Def Team can play as if it was TDM and the attacking team has to coordinate more. The longer the game is out, the more refined the tactics will become.

Anyhow, i think maybe a few objectives need a little tweak.
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Dan Scott
 
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Post » Sun May 15, 2011 3:45 pm

Ya i do agree. I think a least it should have another - closer spawning spots to capture. This will prevent the def team from doing "party" at the objectives. Waiting for community's maps :P
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adame
 
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Post » Sun May 15, 2011 9:28 pm

It is hard yes but its not impossible. I won and loose on both sides so I can′t really say its overpowered.
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Da Missz
 
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Post » Sun May 15, 2011 7:30 pm

On some portions of some maps. For instance, the first part of Container City... it is way, way too easy for the Resistance to spawn trap the Security. Been on both sides of that and it is a joke.
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Flesh Tunnel
 
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Post » Sun May 15, 2011 3:04 pm

Hack objectives in Singleplayer are hard.

Also, a single Engineer can undo a hacker's long, patient hacking in the space of 4 or so seconds, and the rehack will take 2-3 min.
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Samantha Pattison
 
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Post » Sun May 15, 2011 6:31 pm

I only think hacking is unbalanced in the defender's favour, personally, and not by much.
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Stephanie Kemp
 
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Post » Sun May 15, 2011 10:18 am

Its equal if both teams communicate and coordinate there actions.
If nobody talks and nobody plays tactical , defending is easer-

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~Sylvia~
 
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Post » Sun May 15, 2011 6:02 pm

Sometimes Defence can be pretty OP, especially for escort missions, I think, when everyone dies at the same time :shakehead: .

But you have to change tactics for different situations though, like if you're team is trying to attack/reach the primary objective head-on and keep dying then you can be the one who finds another route to slip past or ambush the enemies. If you ambush them, even just shooting from the side, then you can probably kill/distract most of them enough for your allies to get through the defences.
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:)Colleenn
 
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Post » Sun May 15, 2011 11:34 am

yeah, defending is much easier! but then again it is on most objective based games
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Ana
 
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Post » Sun May 15, 2011 2:25 pm

i had a match where im the only human and the other team had 3 and all eng and i was an opervative, the tower. There they had 3 turrets and about 9 mines but i got through it all and won. i say yea and little mostly on maps where you have to hack. when u repair something it stay at that number and cant lower it but hacking can be put back to zero. For hack i say when you past 25% then the emeny cant make it lower then 25% and make it every 25%. Say i hack is at 67% enemy can only lower it to 50%. same thing if i was at at 97% then the emeny can only lower it to 75%. I feel that system will help the hacking missions or make it faster.
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Karen anwyn Green
 
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Post » Sun May 15, 2011 8:44 pm

I only think hacking is unbalanced in the defender's favour, personally, and not by much.

The only hacking-objective which I can think of that is well balanced is on Security Tower.
It has enough attack-routes and cover-spots.

The hacking-objective on Shipyard (missle control) on the other hand, is a complete joke. It's right in front of the Resistance spawn and there is zero cover for the Operatives.


The biggest problem I see is, that hacking-progress can be undone, though. No other progress can be, so why hacking? To allow Operatives to get some XP at least?
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Wane Peters
 
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Post » Sun May 15, 2011 4:03 pm

i had a match where im the only human and the other team had 3 and all eng and i was an opervative, the tower. There they had 3 turrets and about 9 mines but i got through it all and won. i say yea and little mostly on maps where you have to hack. when u repair something it stay at that number and cant lower it but hacking can be put back to zero. For hack i say when you past 25% then the emeny cant make it lower then 25% and make it every 25%. Say i hack is at 67% enemy can only lower it to 50%. same thing if i was at at 97% then the emeny can only lower it to 75%. I feel that system will help the hacking missions or make it faster.

I'm pretty sure this would be a good fix for the problems we have with hacking.

It would probably be more complex to do than simply speeding up the hack slightly or slowing down Engineers reversing it (which was my suggestion), but I think this would be a better fix.

Although, I think once they drop the hack to the minimum they can, the hackbox should be removed - so you have to replace it THEN continue from the quarter you had reached.
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Siobhan Thompson
 
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Post » Sun May 15, 2011 7:54 am

I'm pretty sure this would be a good fix for the problems we have with hacking.

It would probably be more complex to do than simply speeding up the hack slightly or slowing down Engineers reversing it (which was my suggestion), but I think this would be a better fix.

Although, I think once they drop the hack to the minimum they can, the hackbox should be removed - so you have to replace it THEN continue from the quarter you had reached.


I'd like to see how the game plays without having to set the Hackbox. That way you could disguise your self, get in range for the hack, and start hacking without being seen. Then it really wouldn't matter that the superheroes of Brink, aka the Engineer can reverse your hack in less than half the time it took you to make that progress.

I'm eagerly awaiting some form of balance pass on the Engineer.
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Lillian Cawfield
 
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Post » Sun May 15, 2011 2:10 pm

I dont think def team is op becuz you have enough time to attack the def team. time is very important thing in this game. if you keep rushing alone without a plan, it is impossible to win the game. so you have to use time very carefully.. if you couldn't complete the mission for 10 minutes, it is becuz you are noob. maps in this game are very huge. but if you just keep going different ways without thinking, also you can't win the game. so you have to keep finding good way to win the def team. keep finding good way with your team and use the time very carefully and the def team will look not so strong and you must be able to win the game and.
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Brandon Wilson
 
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Post » Sun May 15, 2011 3:36 pm

I agree that some maps are just a bit too hard to complete as attacker. The biggest issues are Shipyard and Reactor (both have hacking objectives that I have never seen completed in a pub).
On the other hand, some maps have a very good balance in my opinion (Aquarium and Container city, as long as offence team does not get spawncamped right in the beginning).
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Rach B
 
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Post » Sun May 15, 2011 8:17 pm

I voted no, but really I'm undecided. The game is still pretty new and people are still getting the hang of all the maps, so I think a patch would be premature when the community could just need some time. I think that in any attack/defense scenario where a bad team goes against another bad team, the defenders have the advantage. However, I haven't been able to witness 2 good teams go at it to be able to decide for sure. I have won games on both sides for every map, but I will say that I do lose more often on offense.
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GRAEME
 
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Post » Sun May 15, 2011 12:54 pm

Yup. The defense wins like 98% of the games I play in. Even if the Off team is much more co-ordinated.
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Music Show
 
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Post » Sun May 15, 2011 8:23 pm

What I like about this game is that it's tough to beat a defensive team. I like how sometimes it comes down to the last 30 seconds to progress to the next round. The trick is if your plan is not working then try something new, and most of the time it works. However if you're playing with retards then you're going to have trouble no matter what game you're playing.
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Smokey
 
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Post » Sun May 15, 2011 4:18 pm

I love the way the overtime system works too - having had it save my team twice in the online match I just played.

Security on CCity, we had the bot at the objective cutting when time was up - managed to get the container open and move to the next phase, but with a 15 second penalty.

I only managed to get my (mostly bot) team coordinated enough to help out when the timer was down to 1:00. I got a corpse, Disguised, got into the room with the bioweapon while everyone was having a massive firefight and my team was losing, and forced to fall back. They left me isolated, behind enemy lines, with only 5 seconds on the clock... We won on overtime. It was the most intense victory ever.

My awards? Best Overall. Best Operative. Both by a wide margin. I don't think we had a player Op other than me, and I was about 200XP ahead of the closest opponent (who was a Medic on the other team, and I'm pretty sure was a player)
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Noely Ulloa
 
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Post » Sun May 15, 2011 12:27 pm

I voted yes, but just barely.

It certainly does feel that as the game has evolved, as the players begin to learn the game, it is becoming very difficult for the attacking side. If all things are equal, and the teams are balanced in terms of experience, Id have to say the defenders will almost certainly win. Perhaps this is the way it should be. One thing I believe for sure is that the CCity/Dirty Bomb map is broken for Security - its far too easy for Resistance to bottle them up in their spawn, and this is unacceptable. The attacking side should always have a fair shot of getting at least half way through a mission, and as it is in CCity youre lucky if you can step outside of the spawn.

I dont think the maps (except for CCity) need overhauling to aid the attacking side. I do think that the escort, or "football" if you will, should move faster on its own, and perhaps have more health. Another possible small tweak could be to have defenders have a longer respawn timer.

Regardless, I think if the attacking side does get some kind of balancing buff it should be a small one because I think the game in general and the maps are very well balanced and it should be tough for the attackers to get a win.
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Darrell Fawcett
 
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Post » Sun May 15, 2011 10:23 am

Yeah Overtime saved me last night to win a match. We had to get into a safe me and this other guy where having a hell of a time trying to get the safe open as the other team bunkerd down by the safe. The left one area open where you can jump down from the ledge and get to the safe. Well I died about 20 times trying to get this safe open. When I died I just waited for a medic to come and revive me and continued working on the safe. However the time ran out and out of nowhere it says extra time. Needless to say we got the safe open and completed the mission.

How do you get extra time anyways?
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Nathan Hunter
 
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Post » Sun May 15, 2011 10:33 am

It goes into overtime as long as someone is actively performing the objective.

If you got knocked down or incapacitated and stopped working on the safe, overtime would be cut and your team would lose. If someone has the case you have to deliver, I think overtime can only be interrupted if the enemy team manage to return it - so if you go down, but have support, there's still a chance if your teammates pick it up first.

I've had one hacking mission where I was the only Operative, and I was at 98% when my last bodyguard died, I didn't even get killed, just meleed to knock me out of the hack, and we lost.
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Kelly Osbourne Kelly
 
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Post » Sun May 15, 2011 6:59 pm

Generally I don't think they have to much of an advantage, but there are certain maps such as security tower where I would have to agree.

Sec tower balance could easily be improved if they moved the last resistance spawn closer to the end of the objective.
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Guinevere Wood
 
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Post » Sun May 15, 2011 3:53 pm

An ATK team, you have one shot if you fail, then its done. All Def party will just do camping, setting up all Operative's traps, turrets, bombard. The thing is the OBJ path is so predictable. So it will rise up the camping feast along the way. I suggest SP should bring up some kind of randomness on the OBJ. Crisis 2's pod capture is a good example. Once you fail the first you have 2 more chance to go, unlike, if you fail the first then there is nothing you can do for 10 mins until it's game. Or at least you can win with 1 main obj or 4 secondary objs. that is just my opinion.
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Emma louise Wendelk
 
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