BRINK

But in a game this makes no sense because you aim with the hud crosshair, you should always have a perfect shot if your crosshair is lined up with the enemy.

Shots becoming more accurate when you look down the sight in games is just weird and wrong.


Well you wouldn't have a perfect shot with the crosshair lined up because the crosshairs are usually there to indicate bullet spread. However, your bullet spread should be the same with ironsights up - but what a game is simulating with ironsights being more accurate is your ability to control the recoil with the gun nuzzled in your shoulder.

Having guns fire the same whether you had ironsights up or not wouldn't work in games imo.
 
Anybody going for Brink with the free "ANGER BANDANA MASK"? :p

I might do but not sure if I will ever use it compared to in game content?
 
Well the thing about preorder items is you can never be sure if they're worth getting. In a multiplayer game they should be **** or cosmetic only otherwise its an unfair advantage.
 
You should only be allowed to play this game if you have put in over 500hrs in Wolfenstein :)

Hopefully there will be some fun clans kicking up around this game
 
Hmm game looks good, couple of question videos aren't quite answering.

Weapon damage, TF2 peashooter or BC2 hand-cannon (<3)?

Map size, any news?
 
Gotta say that last video made me very skeptical again...

Weapons have absolutely no recoil at all. Apparently (going by the narrator) a molotov cocktail is a stun/concussion grenade...

I dunno, I'm waiting for reviews. Everything looks really oversimplified and spammy.
 
^

They've said grenades in Brink are intended as stun items rather than damage items so that you dont get kills/killed from randomly thrown grenades - avoiding people lobbing grenades down chokepoints and making them impassable minefields.
 
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They've said grenades in Brink are intended as stun items rather than damage items so that you dont get kills/killed from randomly thrown grenades - avoiding people lobbing grenades down chokepoints and making them impassable minefields.

So why make it a molotov cocktail :confused:
 
With regards to no recoil, I think that's been a trait in all ET games in the past, at least I don't remember the guns having recoil.

Also I found out no K/D stat tracking at all, seems kind of strange, hopefully you can add it in or see it in some form, leaving it out of the current game scoreboard is fine, but it's nice to see how you perform overall.
 
The molotov is a soldier only special ability item, can only be used occasionally and has a cooldown.

I know... that doesn't explain why the **** a MOLOTOV COCKTAIL was chosen. Its practically the most well known fire-bomb you can think of. Anyone would have thought it would create a small area of flame to make an area impassable, but no, it actually creates a blast of flame that acts as a concussion grenade... why couldn't they of just used a concussion grenade instead of something iconic like a molotov?

With regards to no recoil, I think that's been a trait in all ET games in the past, at least I don't remember the guns having recoil.

But did those games have iron sights and scoped automatic weapons so you can aim better over longer distances?

That's a good thing! - victory going to those with better reactions, twitch aim, and the ability to track a target. Recoil adds a huge element of luck.

Thats funny, most players would tell you victory goes to the players who can learn to control recoil not those who hold down fire the best. Considering that hipfire gives a steadily increasing spread of bullets while sighted seems to give absolutely no movement what-so-ever.
 
Thats funny, most players would tell you victory goes to the players who can learn to control recoil not those who hold down fire the best. Considering that hipfire gives a steadily increasing spread of bullets while sighted seems to give absolutely no movement what-so-ever.

Depends on the game. I much prefer fast paced Quake style railgunning in which recoil plays no part at all - it's all xen like reactions and skill. Any game that involves having to control recoil tends to be slow paced, with people jogging around and stopping to shoot, and spammy. Sure, there's some skill in controlling recoil, but you can't deny luck plays more a roll with this type of game mechanic - hence my dislike for recoil and ironsights fullstop. Even without recoil, having a large portion of the screen taken up by a bulky corsshair is far less precise than a tiny crosshair dot, and slowing movement down to a crawl while you fire slays the pace of the game and the skill required to hit anything.
 
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