Splash DamageBlogFirst Official Brink Footage Released, Shows Off SMART
Splash Damage Blog
First Official Brink Footage Released, Shows Off SMART
Submitted by badman on Tue, 12/01/2009 - 11:06
The very first official Brink footage is now available online at G4 TV's website, offering a first glimpse at the world of Ark. In the video, Game Director Paul 'Locki' Wedgwood walks and talks us through the freedom of movement offered by Brink's SMART system and shows off some of the things that are possible with it, all set within the Ark's abandoned airport.
Keep an eye out for more videos later in the week. If you're in the US, you can catch additional telly coverage throughout the week on G4TV's X-Play. Check your local listings for more information on that.
Anyway, enough talk - go browse over to G4TV.com to watch the video!
193 Comments
DarkangelUK
Awesome stuff, really looking forward to playing with the SMART stuff. I also like the how the 1st screen that's in your post looks just like the the screenshot with the ark in the background... that everyone said was photoshopped :D Should shut them up
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Posted on 30 November, 2009 - 23:48
Nail
I notice it now says Fall 2010, instead of Spring 2010
...waiting for whining to begin
:eek:
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Posted on 1 December, 2009 - 00:41
NoFace
Im just gald Im getting to see some game play. Great work so far by the looks of things keep it up
I have never liked round crosshairs in shooters, a few options to change that would be great(I play on Xbox :( some on give me a good PC please) but I sure my self and any one else throwen off by them would get used to it if they really enjoy the game
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Posted on 1 December, 2009 - 00:45
stealth6
you've said that before (Wolfenstein?) or i'm having deja vu :D
Anyway looks cool so far, I'm not really into the SMART stuff, prefer to move myself and I also wonder how the SMART works when you don't run up to things, like stand just under it and want to slide, or you decide that you want to do a 180 when you jump off the balcony, or start climbing ontop of something and then want to let go before you reach the top, etc....
So can't wait for a more detailed trailer or the release (just try it myself :D )
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Posted on 1 December, 2009 - 01:00
BioSnark
good. I want it finished to perfectionz...... and can't afford another game in spring :D
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Posted on 1 December, 2009 - 01:30
SockDog
Looks great and Bezzy's headcam research looks like it paid off, real smooth movement but no jerkyness all over with the camera.
Can't wait until we get some vid of it with some more going on.
Some good spirited whine is justified, it's not like any of us are going to celebrate a delay even if we understand why they occur and our toys remain firmly in our cots.
I'd say it's unfortunate they aren't going to meet their original deadline. I do appreciate they've put it out there now rather than wait until Apr/May 2010.
Here's hoping the extra time they use to work on the main game also allows some more smaller features to be completed and slipped into the build.
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Posted on 1 December, 2009 - 02:52
darthmob
Where exactly? It's still mentioned as Spring 2010 in the video.
Isn't it possible to change the crosshair on consoles normally? It's a default feature for any PC multiplayer shooter and I expect it to be possible in Brink as well.
Oh I nearly forgot. Nice footage! Love the part with the flying guy behind the wall.
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Posted on 1 December, 2009 - 06:20
Loffy
thx for video footage. spring, fall, whatever - it will be one cool game that is fur sure.
characters looks awesome, myriads of variations.
At 00:57, love the way it fades from vision to reality.
Smooth movement, indeed. What will a pub game look like with players jumping around? "Only time will tell."
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Posted on 1 December, 2009 - 07:20
Nail
I see Fall, not Spring
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Posted on 1 December, 2009 - 08:28
aimology
These questions might have been asked, but Im lazy. After watching a few things I'm really curious about 2 things.
Basically you said you have console, so I'm just wondering can you change Field of View and the Bobbing. Cod MW 2 has a serious problem with the FOV. You have tunnel vision. I hope this can be changed. I had tunnel vision watching the demo. Next would be the "bobbing" can you disable it by console also? Bobbing is awful in any game. Just another useless distraction... Atleast can you take off draw gun?
Other then that the game looked pretty cool. Its not fully developed, but the game / demo seemed a bit choppy like the FPS were lowl. I could only image how it would look and feel with alot more players playing online in battle.
Weapons looked cool, so did the textures of the maps. Had a team fortress 2 visual which is awesome.
Thanks.
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Posted on 1 December, 2009 - 08:30
dohfOs
The very first Brink video preview has now been released by G4! Totally awsome! - [url]http://bit.ly/76puH4[/url]
..sooo looking forward to this title! \o/
edit:
ouch. it's now been confirmed by bethesda that brink's been delayed 'til fall 2010. now that was a punch in the face on what started as the best brink day in quite awhile. now it's the worst :(
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Posted on 1 December, 2009 - 09:18
Ragoo
W000t, looking so cool :) I will watch this preview more than a 100 times today xD
I hope this constant use of Iron Sight does not mean your accuracy is like CoD :(
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Posted on 1 December, 2009 - 09:43
10chankc2
looking at the videos theres two things i don't really like- the walking and movement is a bit too slow and clunky also the animations for SMART isn't as good as mirrors edge where u can see ur own arms and feet but overall its really good
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Posted on 1 December, 2009 - 10:24
darthmob
Oh. I had seen the other video from xplay where real gameplay is shown and the commentary is from someone else. They said Spring.
Here's the link: [url]http://g4tv.com/videos/43021/Exclusive-Brink-Preview/[/url]
I don't mind the delay as long as it means we will get to see a finished and polished product.
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Posted on 1 December, 2009 - 10:32
tokamak
F I N A L L Y
Only worrying thing is the green shit flashing off targets after you hit them. [URL="http://www.youtube.com/watch?v=fV8vVmtmVxU"]this video[/URL] immediately came to mind.
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Posted on 1 December, 2009 - 10:35
shibbyuk
Looking nice, I like the look and feel of everything from what I can gather from that short clip.
It would have been nice to see what all that movement looked like from another player's perspective.
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Posted on 1 December, 2009 - 10:52
YoungGuns
Cool footage in these first two videos, the only thing that strikes me in a negative way is the shadow quality, but this might be due to the early version of the code (at least I hope so).
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Posted on 1 December, 2009 - 11:04
RoryGreen
It looked really good. I'm glad that they have delayed it, I thought spring was a bit too soon.
I don't like the look of the xp flashing up. This would be good in multiplayer but please don't put it in single player.
I agree, some of the visuals were very pixelated. I hope this will be fixed. They have the crazy texture thing that you use for big levels so the detail should be great in the final product. (If anybody knows what I am talking about, can you post the real term for this please)
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Posted on 1 December, 2009 - 17:32
namlot
[url]http://g4tv.com/videos/43026/Exclusive-Brink-An-Objective-Perspective-Container-City-Pt1/[/url]
Huge props to the sound guys... it's amazing! It all looks great too, really amazing stuff, glad there's finally some footage.
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Posted on 1 December, 2009 - 19:07
zXSwordXz
Wow, nice...I haven't seen this one. And thank you SD for the crosshair, finally I can run and gun some campers. I really hope you guys allow us to cook grenade too.
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Posted on 1 December, 2009 - 19:21
acidrain
Wow finally.
Looks a bit more polished than the version I saw at PAX but the movement still feels slow for me. Like wading through mud. The sound effects are great, but they make the player feel heavy, not nimble. Sounds like he's carrying a huge backpack when I imagine his character is actually just in jeans and a shirt.
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Posted on 1 December, 2009 - 19:26
zXSwordXz
True, the character seem sluggish. It remind me of Far Cry 2 character.
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Posted on 1 December, 2009 - 19:35
mortis
Although there seems to be a lot of 'bob' in the first person, the AIs were moving around effortlessly and naturally. I was impressed with them taking position under enemy fire....
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Posted on 1 December, 2009 - 19:44
xXHugDangerXx
Didn't seem sluggish to me at all.
The sound was great too!
I am wondering what is going to happen to the lack of HUD, I really like it not being there, hopefully the final one will be very minimalist.
Oh and poor Badman..
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Posted on 1 December, 2009 - 19:49
Rahdo
I hope to give people as much console style customization as possible :)
p.s. by console style, i mean the pull down console, of course :)
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Posted on 1 December, 2009 - 21:05
Rahdo
affirmative for cooking
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Posted on 1 December, 2009 - 21:06
darthmob
I agree there is a certain attraction to it.
Can you select the grenades like a weapon? Holding it in a hand without cooking / throwing it. I guess it doesn't make any difference on the console but for a PC player it makes sense to throw the grenade with mouse1 instead of G / 4 or whatever it is bound to per default.
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Posted on 1 December, 2009 - 21:17
zXSwordXz
Sweet mother of pearl...Brink just keep getting better and better for me.
@darthmob - I imagine it to work like this. Each grenade has a set time it will detonate and you can select the grenade and pull the trigger to throw it which add a roll distance(not cooking it) or hold the trigger(cooking it) and then throw it after a few sec. which if time right should detonate upon impact. Well that is how I think it should work but I'm not the developer. :-)
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Posted on 1 December, 2009 - 21:24
Mustang
+1 for keeping crosshair
:stroggbanana:
Additional question, is "cg_drawgun 0" still going to be allowed in Brink?
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Posted on 2 December, 2009 - 01:35
darthmob
Yeah that's surely how it works. But my question was about the control scheme.
You have to be able to move while cooking grenades. It's no problem on consoles where you are moving with your thumbs and have the other fingers free. But the Halo / CoD style grenade throwing is a problem on the PC as the typical setup is to move with the left hand (WASD) and aim / fire with the right hand on the mouse. Having the grenade throw button on the keyboard means not being able to move properly anymore (because your finger normally used to move right aka D is pressing the grenade button G). Basically all FPS developed for the PC have their own slot for grenades. You select it like any other weapon and cook / throw it with mouse1 just like any other weapon as well. That means you can still move freely with your left hand and do whatever you want to do while cooking the grenade. I hope that makes sense. :)
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Posted on 2 December, 2009 - 09:16
10chankc2
Will there by grenade physics like modern warfare 2?
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Posted on 2 December, 2009 - 11:51
Ragoo
+1
And I also think that dynamite/repairing tools/... and all the other thing you can have should have their own slot just like et:qw. It's true that for consoles you would want one button for all that because buttons on the controller are limited but we PC gamers would like to have the option c:
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Posted on 2 December, 2009 - 15:50
tokamak
Locki did some pretty neat cooks in the latest video.
Will grenades keep this egg-cooker noise when thrown?
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Posted on 2 December, 2009 - 16:29
zXSwordXz
@darthmob...Good point didn't think of that since I hardly play on the PC. But this game might get me back on the PC bandwagon.
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Posted on 2 December, 2009 - 16:35
Bezzy
No-one's noticed the other trick he does with grenades... :X
2:20. That's all I'm saying.
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Posted on 2 December, 2009 - 17:17
stealth6
lol i saw it this time around, nice :D
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Posted on 2 December, 2009 - 17:21
Ragoo
Haha, actually I saw that and did not understand it :D
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Posted on 2 December, 2009 - 17:33
radiator
brink makes me [URL]http://www.youtube.com/watch?v=4pXfHLUlZf4&feature=youtube_gdata[/URL] :eek:
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Posted on 2 December, 2009 - 20:03
madness
He shot the grenade ?
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Posted on 2 December, 2009 - 20:43
Rahdo
Yeah, for the game at this point we're not actually having them as 'selectable'. you throw them by holding the grenade button (which is 'g' by default, since that's the default on a lot of other games) and releasing when you're done cooking. You're right that this being on 'g' by default does make it more difficult to move while cooking, but then, most pc gamers i would think aren't averse to remapping their layout to their own liking. myself, i think it's perfect to have grenade on mouse button 4, so it's always right there super easy to get to and use. but if you don't have a 4 button mouse, you can put it on alt, or ctrl easily enough and hold it with your pinky, for instance...
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Posted on 2 December, 2009 - 21:06
Rahdo
our 'nades to bounce around under physics control, if that's what you mean?
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Posted on 2 December, 2009 - 21:07
zXSwordXz
All I see is that the grenade explode in mid air and kill the enemy around it. This is awesome stuff. Brings back alot of memory.
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Posted on 2 December, 2009 - 21:08
Rahdo
Well, what do you guys think of it? I think that was something that sweetman threw in really quick just to do *something*, and we've all kind of gotten used to it. but does it sound silly to new ears?
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Posted on 2 December, 2009 - 21:09
Slade05
Not silly but definitely not very informative either.
I prefer simple clicking on fixed interval, like every 0.5 second. QWTF way can`t be wrong!
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Posted on 2 December, 2009 - 21:32
tokamak
It's harder to cook, but definitely a great way to give other players more awareness of flying grenades.
So I would keep the cooker but also add louder old-style ticks to it.
Click.t.t.t.t.tick.t.t.t.t.t.tick.t.t.t.t.tick.t.t...
That, or you could make the cooker slowly gain in volume (real egg cookers do that as well) or even change the pitch up.
that way other players can judge the danger of the nearby lying grenade on audio.
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Posted on 2 December, 2009 - 21:46
darthmob
Is it a conscious design choice? It seems like the modern way to do things as many FPS seem to have replaced the traditional weapon slot system with a *one button for melee, one button for weapon switch and one button for grenades* system. In my opinion the real advantage of the slot system is that you always attack with your fire button (typically mouse1) regardless of whether you have selected a gun, grenade, knife or explosive. I definitely would love to see the traditional system used in Brink but that may just be me because I've always played that way and one never likes to change long time habits.
I agree with Slade and Tokamak. There were simple rules to the 4 ticks cooking. Two ticks - good for medium distance. Three ticks - close enemies. Four ticks - you are dead! :D
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Posted on 2 December, 2009 - 21:48
zXSwordXz
Personally, I don't like it cuz it take away stealth but that is just me.
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Posted on 2 December, 2009 - 21:49
tokamak
Just give the operative a silencer on his grenades :rolleyes:
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Posted on 2 December, 2009 - 21:50
zXSwordXz
Correct me if I'm wrong...Shouldn't a grenade just make a clicking noise when you pull the pin? Why should it make any other noise when you're throwing it?:rolleyes:
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Posted on 2 December, 2009 - 22:05
tokamak
Nobody said anything about changing sound when thrown.
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Posted on 2 December, 2009 - 22:11
zXSwordXz
Really...i beg the differ....
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Posted on 2 December, 2009 - 22:16
tokamak
Still nothing about changing the sound. That question was about keeping the sound. The ticking in QW is limited to the player, not to others, (never heard someone else cooking a grenade).
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Posted on 2 December, 2009 - 22:28
Rahdo
I hear ya, but yeah, it was a conscious choice made early on so that we could get one system working really well, rather than having two alternate one that both work okay. Besides, in our game, you want to have everything doable superquick, with the absolute minimum interrupting of player actions. Case in point, having grenades thrown by your left hand via a button, without every deequipping your gun means the player can be fast enough to shoot his own grenades out of the sky. Would be much tougher if you can do equip and deequip weapons... :)
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Posted on 2 December, 2009 - 23:20
aimology
the new video
[url]http://g4tv.com/videos/43027/Exclusive-Brink-Preview-Objective-Perspective-Part-2/?quality=hd[/url]
Is really impressive. I'm going to buy this game and push it for you and have been spreading the word to a few gaming communities I am apart of. Which will touch a lot of people. Keep up the good work. Just let me have access to the console, so I can tweak it to hell if needed, make it smooth as possible and dont cap Frames at 60. Thanks.
Let me know when you're giving me that beta also.
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Posted on 3 December, 2009 - 00:01
higherARC
Are these latest videos shown running on the 360?
I see the X and A buttons and just want to know if these graphics are being done on the 360.
Thanks
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Posted on 3 December, 2009 - 01:31
Nail
one post per question is enough, no need to ask in different threads
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Posted on 3 December, 2009 - 02:22
higherARC
Sorry for asking twice
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Posted on 3 December, 2009 - 04:38
tokamak
No, the platform was hidden behind a wall for journalists so that leads to assume it was running on a big ass pc.
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Posted on 3 December, 2009 - 12:24
Ragoo
I remember that they said they were running it on a PC but made sure that PS/Xbox could run the graphics they were showing (:
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Posted on 3 December, 2009 - 13:37
RoryGreen
I think he meant 'do the grenades roll down slopes?' Is this what you are saying or that the nades just bounce?
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Posted on 3 December, 2009 - 20:20
Rahdo
ah, the rolling down slopes thing. i can honestly say i'm not sure how deep the physics goes on them. they come to rest pretty fast and blow up, and in all honesty, we don't have many gentle slopes in the game that would make rolling down hills meaningful...
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Posted on 3 December, 2009 - 21:55
darthmob
Sounds reasonable. :) You have convinced me that this system may work well for the weapons. But I'm not so sure if it works for the tools as well.
Because that's one thing I didn't like about Wolfenstein at all for example. The revive tool and medpacks were bound to the same key and could only be activated in the right context. That meant that if you were not aiming at the lying person you dropped a medpack next to them. In addition it meant that you had to stop over them and wait for the tool to get out which actually is a lot less quick then pulling out the tool before you reach them and just activate while passing the body.
I want to decide when and where I'm going to drop a medpack or revive someone and not be dependant on the context of the situation. It may be a nice thing to help newer players but if you have enough practice to do it better manually it's a hindrance.
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Posted on 4 December, 2009 - 13:23
madness
I think a simple ticking would suffice, like in W:ET :)
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Posted on 4 December, 2009 - 15:29
Rahdo
Well actually what you're talking about is still part of the game. As you get more and more items through leveling up, you maps the ones you want to take into a match to the d-pad (or number keys on a keyboard) because you can only take a certain number into a match (a built in balancer). So that element of figuring out what you want to do before you get where you're going is still a big part of the game (the later game)
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Posted on 4 December, 2009 - 20:08
RoryGreen
I would rather that there wasn't too much physics in the grenades. With all of the containers and bits all over the place, it would just be a bit of a pain. The grenades seem to explode quickly after throwing so letting the roll down hills would be a bit pointless.
Please make sure that you don't make the throwing distance of grenades too big. The throws in the demo looked fine so that should be okay. You are always seeing games with ridiculous grenade throwing ability: BFBC, COD etc.
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Posted on 4 December, 2009 - 20:42
H0neyBe4r
No shooting while sprinting and iron sights, noooooooo...
At least there is the Quake 3 crosshair, so hopefully the spray & pray the vid shows is due to the fact that it was demonstrated on a console with a gamepad. But no shooting while sprinting, seriously?
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Posted on 6 December, 2009 - 11:24
Ryan
How can this be fast paced if u need to give up on movement then?
Binding this key to a mouse button is waay better. (But that option is available right?)
Or you could let the player decide if he wants instant cooking or not.
Because sometimes I don't want to IMMEDIATLY start cooking when selecting a grenade, when I first want to keep an eye on the enemy to where hes going with the nade already in my hand.
I think W:ET/ETQW style was the best. Wolfenstein didn't feel right for me.
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Posted on 23 January, 2010 - 15:21
Ryan
Yea, but u might want to drop out some medpacks before, so that when u get shot u just have to run over them. Context swapping tools really blows. Countless times in Wolfenstein where I wanted to plant or something and it doesn't work and I got an ammo pack instead -_-
I love how the game looks etc, just don't scare me with this kind of "stuff"..
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Posted on 23 January, 2010 - 15:25
Rahdo
who said anything about giving up on movement? true, the default key on the keyboard for grenades is 'G', which means you can't strafe right and cook a grenade, but the only reason 'g' is the default is because that's a fairly common default in other games. myself, i think it's dumb, but i'm a believer in trying to stick to established standards, even when they're not quite right, so more players can pick up and play easily from day one since it matches what they're used to (case in point, stick clicks on console controllers).
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Posted on 23 January, 2010 - 16:26
Shiv
I am guessing some of the heavier weapons are 2 handed then?
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Posted on 23 January, 2010 - 18:12
.Chris.
Thing I don't like with dedicated nade button in games I've played is that you use that button to cook/fire the nade also, I prefer using mouse 1 for any weapon firing, would be nice if could press the grenade key which sets the fuse then be able press and hold mouse 1 which then takes over and you can safely let go of the grenade key and it's business as usual to cook the nade till you release mouse 1.
So if you are wanting just a quick toss you just hit the grenade key but but if you are wanting to cook it you have option of priming the nade either by swapping over to mouse 1 or by keeping hold of the grenade key.
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Posted on 23 January, 2010 - 18:23
darthmob
I really like that suggestion! It would make g as a grenade button usable and allow to map the mouse buttons to something else.
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Posted on 23 January, 2010 - 18:45
MILFandCookies
I concur, i prefer mouse1 for all weapons. Better yet, separate weapon banks for all weapons and items. But im guessing since there arent enough buttons on controllers ;) this wont be a feature on PC.
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Posted on 24 January, 2010 - 00:16
DarkangelUK
I'd like the best of both worlds, instant throw and selectable for cooking on mouse1.. but then again, i'm a selfish git.
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Posted on 24 January, 2010 - 00:20
knippon
I prefer mouse1 for grenades as well. If you want us to take advantage of the whole "shooting the nade in mid-air" thing, perhaps an automatic switchback to main weapon bank upon throwing the nade?
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Posted on 24 January, 2010 - 01:20
Nail
you throw nades with left hand, your primary weapon is still in your right hand, no need to switch
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Posted on 24 January, 2010 - 01:35
Rahdo
i have to admit, i don't understand why you guys would want a slower system that forces you to de-equip your gun to be able to throw a grenade. what advantage is there to slow down such a crucial action by having a mode swap?
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Posted on 24 January, 2010 - 11:30
DarkangelUK
For me it's movement control while cooking. I like to cook the nade while making my way to a known enemy contact point, and time it so when i throw it, it explodes as soon as it hits the ground. If i just throw and it lands on the ground, the enemy will hear it and have time to avoid it. Because of my usual key layout, that won't be possible. I guess I can re-jig my nade button and get it on the mouse somewhere, not a major problem.
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Posted on 24 January, 2010 - 11:43
.Chris.
Think you misunderstood, nothing wrong with a grenade key to arm it, just would be nice if once armed you can use mouse 1 to cook and fire it rather than having to keep holding down the grenade key in order to cook and fire it. Here's what my suggestion was with 'G' been grenade key for example:
Press and hold G
Grenade fuse now started, you can either let go of G to throw it quickly or keep holding to cook it.
However if you press mouse 1 while holding G you can let go of G and resume cooking the nade by holding mouse 1 freeing up that finger that was on G for other things.
I assume you cannot fire another weapon while cooking nades so make sense you should be able to use mouse 1 if you wanted to.
Not totally the same but in ET:QW for planting charges and constructing and so on you had option of pressing 'action' which was the F key by default I think it was and that would automatically switch to the explosive charge or whatever tool was to be used and start using it while you had hold of F but you could swap over to mouse 1 (fire) to complete the task and let go of F.
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Posted on 24 January, 2010 - 11:52
darthmob
I guess in the end it comes down to habit. I'm pretty sure that almost all PC only FPS work that way. It's difficult to think about it rationally when you have been doing it in a certain way for years.
The only real advantage I see in the system is that every action is executed with the same button. No matter if you shoot, revive, melee attack or plant a bomb - it's always mouse1 that triggers the action. Sure, to select your action you have to press different buttons but that always happens only once. While executing the action itself you can fully concentrate on the situation, movement and whatever else there is to consider.
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Posted on 24 January, 2010 - 11:54
light_sh4v0r
I definately prefer using mouse1 for grenades as well, I want full control over wasd at all times, so I map my keys accordingly. I realise you can map the grenade to a mousebutton, but they are already used by other important features like voicechat, stroydown etc. The other keys on my mouse are not very comfortable to hold for long, they're ok for quickly tapping them though.
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Posted on 24 January, 2010 - 12:44
Shiv
i will be grenading with mouse5.. doesnt see the issue everyone else has.
less buttons for weapon select and less fiddling followed by dying for having the grenade out accidently. (yes i am a clumsy player)
melee on mouse4 :)
is it not another of those "why couldnt i do this before?" moments?
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Posted on 24 January, 2010 - 19:03
DoubleDigit
You guys complain so much about this, I can only laugh at the thought of seeing one of you playing world of warcraft with binds and alt+binds all over the place. The horror!
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Posted on 24 January, 2010 - 19:20
H0RSE
lol, I know really guys? Is holding down an extra button REALLY that hard? If the grenade was bound to 'G' you still have full movement control using WASD. On top of that, it can be re-mapped. Someone said they would want to free up that finger so they could be doing other things....what could you possibly be doing, even if you were cooking the nade with mouse 1? If you're cooking a nade, all you can do is move, jump and crouch.
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Posted on 24 January, 2010 - 19:30
Shiv
you could be shooting... i dunno.. i thought that was the point of having gun in 1 hand and grenade in the other.
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Posted on 24 January, 2010 - 20:04
.Chris.
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Posted on 24 January, 2010 - 20:37
H0RSE
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Posted on 24 January, 2010 - 21:33
Mustang
I totally agree with what chr1s and others have said
G to select, Mouse1 down to cook, Mouse1 up to throw
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Posted on 25 January, 2010 - 00:05
H0RSE
apparently you guys are into inefficiency and making things more difficult... just using G has the same results as using G and mouse 1, except you leave a step out....the mouse 1. I don't see the logic, or any reason at all as to why you would want to add an unnecessary step to achieve the same goal.
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Posted on 25 January, 2010 - 00:10
MILFandCookies
Its not about whats efficient. On the contrary, its about players having the ability to switch to certain weapons at specific times and then using them accordingly.
Shooting your own nade in mid air for example, is probably a little bit easier to shoot when you already have your gun in your hand. But then I havent played Brink yet, so its just an opinion :)
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Posted on 25 January, 2010 - 00:51
H0RSE
But having a button dedicated to nades doesn't change this at all. You can still equip any weapon before you cook/throw the nade, and the nade itself is always "ready to go." You don't need to switch to it and anticipate the enemy, and risk being shot down with a nade in your hand. The nade is ready when you need it, without sacrificing an equipped weapon. When you are ready to cook/throw it, just press/hold the button. And if holding down the 'G' key isn't comfortable, r-map the button...what you guys are asking for accomplishes the same thing, just with more steps to do it. It's like getting on an elevator and stopping on the 4th floor when all you need is to get to the 7th floor.
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Posted on 25 January, 2010 - 01:21
MILFandCookies
Actually its like making a basketball court shorter, so it takes less time to run b/w baskets.
Yeh awesome. While we're at it... lets make a 10 foot rim 8 feet... so tom dick and harry can feel like a big hero dunking a basketball.
See, anyone can make retarded analogies. :wink: But not everyone can dunk a basketball... and not everyone can weapon switch like a pro. Like i said - it would most likely be much more difficult :wink: to shoot your own nade, if you had to manually switch back to your gun.
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Posted on 25 January, 2010 - 01:56
H0RSE
I don't know which side of the discussion you're on, but that quote supports what SD is doing in Brink.
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Posted on 25 January, 2010 - 02:19
Shiv
i am with horse.. what are you talking about milf :\
Here is what i think its like.. with some awesome video editing, if its wrong at least i tried :D
I was wrong ! its button to use grenade!
and remember ladies and gents.. rahdo has said we can re-bind.. so it doesnt have to be g.. seeing as i aint following everyones reasons atm...
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Posted on 25 January, 2010 - 02:24
MILFandCookies
Its not surprising really ;)
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Posted on 25 January, 2010 - 02:28
DoubleDigit
How could you? Apparently more than 4 keys are too much for you to handle...:stroggbanana:
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Posted on 25 January, 2010 - 09:53
darthmob
I think that would be way too powerful! My impression was it works the following way: You can cook grenades, but you can't do anything else in that time (except movement). As there are no slots you do not actively select the grenade and the weapon switch is nearly instantly so you can shoot grenades out of the air. Depending on how it's implemented it should be a good alternative to cooking grenades.
The suggestion chr1s made (chr1s' suggestion?) combines the best of both control schemes. Have a dedicated button for throwing grenades but allow mouse1 to take over cooking and releasing the grenade.
But then WoW is all about handling your shortcuts, right? There is no movement or aim involved. You can't compare such a game to a skill based shooter.
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Posted on 25 January, 2010 - 12:53
.Chris.
Erm didn't know you can shoot while throwing nade, in that case mouse 2 then please.
Also shiv, G was just bloody example, for me no matter where I bind it I will be sacrificing either movement or aim if have to keep it pressed to cook it which wouldn't happen if was available on mouse 1 or 2.
Pressing a grenade key to swap to the grenade and start the fuse isn't the issue its having to hold down that key to cook it. If you fine with been able to do that and maintain full aim and movement capabilities then great but dont punish us who weren't born double jointed with extra digits who can replicate a game of twister on our keyboards.
Not suggesting you remove the current way with my suggestion but allow both if possible.
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Posted on 25 January, 2010 - 12:55
light_sh4v0r
Mouse 2 makes sense, if you're holding a grenade you can't possibly be scoping anyway. It feels a bit odd handling a gun with just 1 hand though, they are quite heavy and the knockback is very hard to control with just 1 hand.
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Posted on 25 January, 2010 - 13:35
DoubleDigit
Jeez, can you be more clueless?
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Posted on 25 January, 2010 - 14:33
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