Splash DamageBlogNew Brink Updates Released for Xbox 360, PS3, and PC

Splash Damage Blog

New Brink Updates Released for Xbox 360, PS3, and PC


A new game update is now available for all versions of Brink, containing a bunch of fixes and improvements, and paving the way for the soon-to-be-released clan support. Highlights include improved spectator mode and host migration on the consoles, as well as demo recording and weapon tweaks on the PC. To grab the updates, simply fire up Brink while connected to the internet (consoles) or log into your Steam client (PC). We've got the full changelog for each platform at the end of this post, so keep on reading for those.

Please note that if you're running a dedicated server for the PC version of Brink, you'll need to update it to this new version, as well. The dedicated server download can be found in Steam's Tools menu.

With the new clan features now just around the corner, we've also got a separate clan blog update for you, going over the new functionality it'll be bringing to the game. To read all about it, check out our Brink Clans & Tournaments Sneak Peek.

PC

Changes

  • Implemented Clans & Tournaments support
  • Re-enabled recordNetDemo, stopNetDemo and playNetDemo commands
  • Removed cheat protection from the incap command
  • Removed cheat protection from the following variables
    • r_skipHaloRendering
    • g_interactionUpdate (defaults to 200ms)
    • g_interactionForecolor
    • g_interactionBackcolor
    • g_interactionSelectedBack
    • g_interactionSelectedFore
  • Disabled notification pop-up during intro videos
  • Fixed lighting issues on the 2nd half of Resort
  • Fixed players sometimes not being able to chat at the end-game review screen
  • Fixed spectators not seeing hack objective progress
  • Fixed player names sometimes disappearing for spectators

Weapon Tweaks

  • Global
    • Reduced spread on most weapons by 15% on average (except when knocked/downed)
    • Reduced damage on most weapons by 5% on average
    • Ironsighting is now slightly more accurate across the board
    • Stationary/crouched is slightly more accurate across the board
  • Pistols
    • Reduced recoil/kick on Revolvers
    • Reduced kick on Tokmak
    • Reduced spread further on Kalt
  • SMGs
    • Increased spread rate on Galactic
  • ARs
    • Reduced spread rate on Gerund
    • Improved accuracy on Rokstedi
    • Increased recoil on Rokstedi
    • Increased spread recovery rate on FRKN-3K
  • Shotguns
    • Reduced spread and damage further on the Shotguns
  • HMGs
    • Reduced recoil/kick on Maximus

Xbox 360

  • Implemented Clans & Tournaments support
  • Added objective HUD information for spectators
  • Added player faction colors for spectator mode
  • Added support for showing player health bars for spectators when looking the player
  • Fixed potential crash in getting respawn length
  • Fixed issue with physics commands not being synced to all clients
  • Added clan name tags to all fireteam vote prompts and to the in game chat
  • Disabled rendering and updating of notifications when the character selection screen is active
  • Fixed Medics being able to spot disguised operatives by their orange health bars
  • Fixed crash if adding player to fireteam before player object has been created
  • Fixed not saving objectives completed and objective times after host migration
  • Fixed signing in/out of system profile creating a new Hydra profile
  • Fixed Notifications and Online Stats being greyed out on Main Menu
  • Change to scoreboards so that players can view their own profiles
  • Force a refresh of the notifications screen each time it is activated
  • Set focus to default (first) list item each time the notifications screen is activated
  • Disabled rendering and updating of notifications when the character selection screen is active
  • Fix for accept button prompt not appearing in the notifications screen
  • Fixed multiple clicking sounds when jumping during a match.
  • Disabled notification pop-ups appearing during the intro videos

PlayStation 3

  • Implemented Clans & Tournaments support
  • Added objective HUD information for spectators
  • Added player faction colors for spectator mode
  • Added support for showing player health bars for spectators when looking the player
  • Fixed potential crash in getting respawn length
  • Fixed issue with physics commands not being synced to all clients
  • Added clan name tags to all fireteam vote prompts and to the in game chat
  • Disabled rendering and updating of notifications when the character selection screen is active
  • Fixed Medics being able to spot disguised operatives by their orange health bars
  • Fixed crash if adding player to fireteam before player object has been created
  • Fixed not saving objectives completed and objective times after host migration
  • Fixed signing in/out of system profile creating a new Hydra profile
  • Fixed Notifications and Online Stats being greyed out on Main Menu
  • Change to scoreboards so that players can view their own profiles
  • Force a refresh of the notifications screen each time it is activated
  • Set focus to default (first) list item each time the notifications screen is activated
  • Disabled rendering and updating of notifications when the character selection screen is active
  • Fix for accept button prompt not appearing in the notifications screen
  • Fixed multiple clicking sounds when jumping during a match.
  • Disabled notification pop-ups appearing during the intro videos

73 Comments

Finally :D GJ SD
Posted on 15 November, 2011 - 17:14
6 months too late.
Posted on 15 November, 2011 - 17:23
Awesome news! I will be checking this out ASAP!
Posted on 15 November, 2011 - 17:27
Been on Hiatus, glad to hear a Improved Spectate mode and Demo Recording is coming back.:wink: Now to try and get some of my buddies to come back and play this game once more and see if it's doable.
Posted on 15 November, 2011 - 17:39
No weapon tweaks for Xbox makes me sad....
Posted on 15 November, 2011 - 17:41
Yay! Thank you SD!
Posted on 15 November, 2011 - 17:45
No weapon tweaks for Xbox makes me sad....
Do you want to give it a go with the ladders? Looks cool to me. I've been waiting for the update. Keeps track of our team progress.
Posted on 15 November, 2011 - 17:50
6 months too late.
Well. Aren't you just a Negative Nancy. I guess that clan update thing that said info was coming very soon was understated. <3 SD
Posted on 15 November, 2011 - 17:51
How big was update? Just turned on steam and it downloaded like 2meg, guessing thats not it......
Posted on 15 November, 2011 - 17:53
How big was update? Just turned on steam and it downloaded like 2meg, guessing thats not it......
Not sure, but I am about to fire up the game as soon as I am done eating lunch. Well, on xbox.
Posted on 15 November, 2011 - 17:55
The demo recording is a surprise. Thanks, SD.
Posted on 15 November, 2011 - 17:57
How big was update? Just turned on steam and it downloaded like 2meg, guessing thats not it......
20 megs on PC, fixes and weapons tweaks It seems. Clan Support has not been implemented yet, if that means another update to the game itself I don't know, since the clan support seems to be website based.
Posted on 15 November, 2011 - 17:59
How big was update? Just turned on steam and it downloaded like 2meg, guessing thats not it......
Posted on 15 November, 2011 - 17:59
This you just showing off your nice fast internet? i have had no such update
Posted on 15 November, 2011 - 18:05
How big was update? Just turned on steam and it downloaded like 2meg, guessing thats not it......
Xbox says 5meg.
Posted on 15 November, 2011 - 18:06
That looks like you grabbed the dedicated server as well? The PC update is just under 20MB.
Posted on 15 November, 2011 - 18:10
So any1 on PC test out the weapons yet? Thoughts/comments?
Posted on 15 November, 2011 - 18:33
Awesome, can't wait to get on later on today and test out the changes. I'm glad to see that the accuracy increases came with damage decreases, as this will hopefully mitigate the potential TTK issue I was worried about earlier.
Posted on 15 November, 2011 - 18:46
Main menu keeps crashing so I can't say anything about it. I'll try on my brother's pc when he's finished playing skyrim.
Posted on 15 November, 2011 - 18:47
So any1 on PC test out the weapons yet? Thoughts/comments?
I did..though I kind of don't want to comment. They are minor tweaks, and I don't think anyone will be satisfied by them. I believe this will be the last update though, so I don't really want to be critical. I am thankful for their effort. I love this game for the teamwork, even if the gunplay isn't ideal.
Posted on 15 November, 2011 - 18:55
Changelog, Mr. Badman? EDIT: Nevermind, I found it.
Posted on 15 November, 2011 - 19:00
This you just showing off your nice fast internet? i have had no such update
Ahhhaaaa, take that! And that you! Muhhhaaa :D
That looks like you grabbed the dedicated server as well? The PC update is just under 20MB.
Must have, I opened it up, but I didn't get to see what it was.
Posted on 15 November, 2011 - 19:03
Changelog, Mr. Badman?
There is a weapon changelog in the blog post. Hopefully someone will extract the exact variables and provide an excel sheet as before. (In the first weapon update, most of the changes were not mentioned in the changelog at all, and some were even the opposite of what the changelog said.)
Posted on 15 November, 2011 - 19:06
Badman, I love you! Global Reduced spread on most weapons by 15% on average (except when knocked/downed) Ironsighting is now slightly more accurate across the board ARs: Improved accuracy on Rokstedi But.. Increased recoil on Rokstedi :( And I hope this doesn't apply to the Rokstedi. It's already tough enough to use against the hordes of spraying SMG players: Reduced damage on most weapons by 5% on average
Posted on 15 November, 2011 - 19:07
I did..though I kind of don't want to comment. They are minor tweaks, and I don't think anyone will be satisfied by them. I believe this will be the last update though, so I don't really want to be critical. I am thankful for their effort. I love this game for the teamwork, even if the gunplay isn't ideal.
They're much less minor then you might think. 15% reduction of spread is pretty significent and the Gerund now feels awesome to use.
Posted on 15 November, 2011 - 19:09
no weapon tweaks on consoles = I don't care. Well, maybe it will at least keep the PC players from bitching about favoritism for the next 10 minutes.
Posted on 15 November, 2011 - 19:20
They're much less minor then you might think. 15% reduction of spread is pretty significent and the Gerund now feels awesome to use.
So now if I shoot in bursts the bullets actually go where Im pointing?
Posted on 15 November, 2011 - 19:27
So now if I shoot in bursts the bullets actually go where Im pointing?
Uh, not exactly. That would be a 100% reduction in spread. The 15 percent value indicates your shots will be that much less likely to not go where you're pointing.
Posted on 15 November, 2011 - 19:43
Take my observations with a grain of salt: I played offline at ~10 FPS for 3 rounds. Call it a 1st impression. I only tried out my main setups so Bulpdaun & Caesar (subbed the galactic for one section) and Rhett & Tampa. Overall it feels a lot different...more lethal. The bullets do less damage but hit more often. ADS feels a lot more beneficial, as does crouch fire. I found myself getting lots more headshots (both giving and receiving). It seemed more fun, but then again I've been working on music and not playing much, so it could just be false exhilaration.
Posted on 15 November, 2011 - 19:49
Does anyone know if they fixed that damned ADS Hjammerdeim bug?
Posted on 15 November, 2011 - 19:56
The demo recording is awesome in my opinion. Also, is it possible to change to spectate or freefly mode when viewing a demo? Anyone have any console commands I can use to experiment with? The post-match chatroom is great. That helps a lot. (Apparently some people already had this, but I never did.) These two features go a long way to improving Brink.
Posted on 15 November, 2011 - 20:47
Awesome. Yes its late but I will still be checking it out.
Posted on 15 November, 2011 - 21:07
I don't think the damage nerf was necessary. Even with really good aim and most of your shots landing in the chest/head area it takes a full mag from guns like the bulpdaun to kill people.
Posted on 15 November, 2011 - 23:29
I don't think the damage nerf was necessary. Even with really good aim and most of your shots landing in the chest/head area it takes a full mag from guns like the bulpdaun to kill people.
Really? I've been fairly consistently wiping out 2-3 enemies at a whack with Bulpdaun + extended mag. And that's with a bayonet instead of foregrip.
Posted on 15 November, 2011 - 23:38
Just had a quick go. Not much time to report, but I can say the weapon tweaks, at least on the Rokstedi, are damn fine. It's as if your ping has been halved and headshots [U]actually [/U]register consistently.
Posted on 15 November, 2011 - 23:48
Just had a quick go. Not much time to report, but I can say the weapon tweaks, at least on the Rokstedi, are damn fine. It's as if your ping has been halved and headshots [U]actually [/U]register consistently.
Sounds like good news 2 me.
Posted on 16 November, 2011 - 00:30
You know, if your accuracy goes up by 15%, but your damage goes down by 5%, that's a net increase in damage per magazine...
Posted on 16 November, 2011 - 00:39
Just played a few rounds. Played great! Thanks for the patch! I hope it wasn't the last ;) And I'm hoping for a second DLC?! :) (But if, free. Or you will loose even more players)
Posted on 16 November, 2011 - 00:50
Definitely loving the new gun tweaks. ARs in particular feel a lot more solid, but the TTK hasn't gone crazy like I was afraid it might.
Posted on 16 November, 2011 - 02:26
You know, if your accuracy goes up by 15%, but your damage goes down by 5%, that's a net increase in damage per magazine...
Well "reduced spread by 15%" doesn't necessarily mean you'll be getting 15% more hits. It's impossible to know exactly what they meant by it. But even if they did mean that, you wouldn't need a %15 reduction in damage to keep it the way it was before. You would need more like a %13 reduction in damage. Think about it. If you get an %100 increase increase in the number of bullets that hit, you don't need an %100 reduction in damage to match it, you only need a %50 reduction. IF they did mean %15 more bullets will hit your target the relevant value is not the percentage of the increase, but the ratio of the increase over the original value. For example, lets say say 100 bullets hit your target in the old system, and with an %100 increase in accuracy 200 bullets hit your target in the new system. The ratio of the increase is 200/100. For the overall effect to stay the same, bullet damage will have to be multiplied by the inverse of that ratio, 100/200. Likewise if accuracy was increased by %15, now 115 bullets will hit your target, the ratio of the increase is 115/100, and the inverse of that is 100/115 which is about 87%. In other words a %13 reduction in damage is needed for the effect to stay the same. I hope that made sense. With the lack of more detailed information on the tweaks the best way to compare "gun effectiveness" is really to just play the game.
Posted on 16 November, 2011 - 07:10
Awsome! :D
Posted on 16 November, 2011 - 08:27
My game still crashes due to poor ati support, sorry SD but I'm not putting my old nvidia card in just for this patch.
Posted on 16 November, 2011 - 11:23
My game still crashes due to poor ati support, sorry SD but I'm not putting my old nvidia card in just for this patch.
Still? After all the tweaking and patching for Rage OpenGL's still buggy? SD: are there tweaks you need to do on your side to get it more compatible?
Posted on 16 November, 2011 - 11:51
Still? After all the tweaking and patching for Rage OpenGL's still buggy? SD: are there tweaks you need to do on your side to get it more compatible?
As I understand it, graphics driver tweaks are often (amazingly) game-specific rather than generic. The current drivers for both ATI and NV, apparently contain what you might call "micro patches" that only affect operations in certain conditions, i.e. when a given executable is running. This is however just my understanding of it - which could be utterly flawed :) heh
Posted on 16 November, 2011 - 12:24
As I understand it, graphics driver tweaks are often (amazingly) game-specific rather than generic. The current drivers for both ATI and NV, apparently contain what you might call "micro patches" that only affect operations in certain conditions, i.e. when a given executable is running. This is however just my understanding of it - which could be utterly flawed :) heh
Ah yes. Becuase developing a standard with known inputs and outputs in any environment is way too tricky to maintain so they should just hack it until something else comes along and breaks it -_- This is why we can't have nice (looking) things.
Posted on 16 November, 2011 - 13:21
Finally :D GJ SD
Good job, SD, this patch is good, I have tried. but I feel if you can reduce the spread more, this game will be better, and more hardcore player will come back remember!! your fans are hardcore FPS player, not COD like player. make your game more like Quake is more better. anyway thanks for your patch, I pre-order Brink before it launched, now I feel my money is worth after this patch. but there are lot lot of things need to improve. first mission, make this game more like hardcore/old school FPS game. run faster and spread less
Posted on 16 November, 2011 - 15:33
..make your game more like Quake is more better.
Uh, no thanks.
Posted on 16 November, 2011 - 16:04
Ah yes. Becuase developing a standard with known inputs and outputs in any environment is way too tricky to maintain so they should just hack it until something else comes along and breaks it -_- This is why we can't have nice (looking) things.
Indeed - it's the complete reverse of how I imagined a good driver to be :) I think they basically hope that, by the time they eventually break an old game beyond playability, everyone has stopped playing it :) Can you imagine maintaining such a mess? I currently maintain a very, very old code base for a UNIX business system - I hate it :) If the drivers are at all like I've described, then they're also similar to the code base here. It's so shaky, crumbly and hurting from the constant "bodge jobs" applied to it over 10+ years, I don't even like opening files just to view the source code :) heh I think both major players have drivers that behave like this - but it seems NV are the only ones capable of "holding it together" and actually getting reliable results out of the end. ATI seem hopelessly inept at writing drivers for their own hardware - but until people stop handing over money because they just read "ZOMG fastest GPU evar!" reviews, they'll no doubt continue on their current path. I really don't care if my card doesn't win the latest benchmark test - what it does, it does very well indeed - with every version of driver I throw at it. If I won the latest ATI card in a competition, I'd sell it immediately and buy the equivalent NV card :) heh
Posted on 16 November, 2011 - 16:07
but I feel if you can reduce the spread more, this game will be better, and more hardcore player will come back
anyway thanks for your patch, I pre-order Brink before it launched, now I feel my money is worth after this patch. but there are lot lot of things need to improve.
Don't hold your breath. Bethesda holds the purse strings and if the game isn't generating phat cash there will be no further funding. And at teh moment I don't think the game is generating much money at all. EDIT:
Indeed - it's the complete reverse of how I imagined a good driver to be :) I think they basically hope that, by the time they eventually break an old game beyond playability, everyone has stopped playing it :) Can you imagine maintaining such a mess? I currently maintain a very, very old code base for a UNIX business system - I hate it :) If the drivers are at all like I've described, then they're also similar to the code base here. It's so shaky, crumbly and hurting from the constant "bodge jobs" applied to it over 10+ years, I don't even like opening files just to view the source code :) heh I think both major players have drivers that behave like this - but it seems NV are the only ones capable of "holding it together" and actually getting reliable results out of the end. ATI seem hopelessly inept at writing drivers for their own hardware - but until people stop handing over money because they just read "ZOMG fastest GPU evar!" reviews, they'll no doubt continue on their current path. I really don't care if my card doesn't win the latest benchmark test - what it does, it does very well indeed - with every version of driver I throw at it. If I won the latest ATI card in a competition, I'd sell it immediately and buy the equivalent NV card :) heh
I know exactly how you feel. I just moved off a project that had DOS standard naming conventions in the database :( And straight onto a project that was written by 2... inept "developers" that is extremely in-extensible. And now I have to add new functionality to it :p I've always liked, and stuck to, Nvidia. They've always been the most stable (ok ok.. I owned an S3 Virge once) and I just don't like AMD.
Posted on 16 November, 2011 - 16:07
\o/ Awesome. Good job SD! \o/
Posted on 16 November, 2011 - 16:10
What does these things do? Changes ■Removed cheat protection from the incap command ■Removed cheat protection from the following variables ■r_skipHaloRendering ■g_interactionUpdate (defaults to 200ms) ■g_interactionForecolor ■g_interactionBackcolor ■g_interactionSelectedBack ■g_interactionSelectedFore
Posted on 16 November, 2011 - 16:10
Finally we are getting a patch with demo support... only thing we need now is 1st person spectator mode and then host a tournament and you will see clans coming back to this game greetings epsilon
Posted on 16 November, 2011 - 16:34
oops 2ndpost.
Posted on 16 November, 2011 - 16:36
Still? After all the tweaking and patching for Rage OpenGL's still buggy? SD: are there tweaks you need to do on your side to get it more compatible?
RAGE works fine for whatever reason, Brink however likes to just crash whenever it attempts to load a map.
Posted on 16 November, 2011 - 20:17
Finally we are getting a patch with demo support... only thing we need now is 1st person spectator mode and then host a tournament and you will see clans coming back to this game greetings epsilon
You obviously just want money.... lol. Side note: Has anyone I might know/trust actually tested the patch? I don't really trust the positive feedback of people who already praised the game from release or are BHC, and I'd rather hear something from someone who was as "picky" as me (if there's anyone who actually reinstalled that is).
Posted on 17 November, 2011 - 01:43
I'm not feeling the patch for some reason. I don't know what is up, but it just feels like a faster game now in terms of kills and deaths. Trying to adapt...
Posted on 17 November, 2011 - 02:22
No weapon tweaks for Xbox makes me sad....
+1. I just don't get it. Oh well, I had enough fun to make me buy Brink 2, and I suppose that's what matters.
Posted on 17 November, 2011 - 05:19
I looked up the new spread standing, crouching, and ADS spread values and added them to Mustang's old excel document. https://docs.google.com/spreadsheet/ccc?key=0AjMek-9ynHuSdFJYdlduWF80cHlMcWZwdFRwTk5Nemc Walking spread values are more important, but I don't know how to get those because they scroll up to fast. Is there a way to make the console show while I am still controlling the character? Of course, starting spread values don't tell the whole story. Spread rate makes a big difference. The numbers are definitely an improvement. I feel like maybe the damage reduction wasn't enough though. 5 percent looked good on paper, but it doesn't feel like enough in game. The kills/deaths seem significantly faster now. Also, I still miss the old Gerund and Rhett from release. The Rhett did get its standing spread back to the release level, but the max spread is different (and possibly the spread rate as well.) The Gerund is still not as accurate as it was on release in standing or crouching. And I still think that the FRKN could have its original spread characteristics as well as the faster firing rate from the first update, and not be overpowered.
Posted on 17 November, 2011 - 06:24
Side note: Has anyone I might know/trust actually tested the patch? I don't really trust the positive feedback of people who already praised the game from release or are BHC, and I'd rather hear something from someone who was as "picky" as me (if there's anyone who actually reinstalled that is).
I dont know if my opinion falls into that category, but i played it for about 30 mins. Seems that bullets hit where you point a lot more, although brink has retained its original feel and doesnt feel like it has transformed in any way. However it does feel slightly more responsive to aim, In the small time i played i pretty much raped an entire team by my self, i guess this shows aim is becoming a factor, as i mowed down 9 people in the space of 10 seconds with 2 clips. However it doesnt change the fact that i was on 1 of 2 populated servers and pretty much everyone i was against had the combined skill of a 1 week ETQW newbie. I dont really think the changes matter at all if brink doesnt do something to regain a player base. You can make a game perfect but it wont matter if no one plays it.
Posted on 17 November, 2011 - 07:08
I dont know if my opinion falls into that category, but i played it for about 30 mins. Seems that bullets hit where you point a lot more, although brink has retained its original feel and doesnt feel like it has transformed in any way. However it does feel slightly more responsive to aim, In the small time i played i pretty much raped an entire team by my self, i guess this shows aim is becoming a factor, as i mowed down 9 people in the space of 10 seconds with 2 clips. However it doesnt change the fact that i was on 1 of 2 populated servers and pretty much everyone i was against had the combined skill of a 1 week ETQW newbie. I dont really think the changes matter at all if brink doesnt do something to regain a player base. You can make a game perfect but it wont matter if no one plays it.
Well even with the pre-patch weapons it was still easy to wipe a pub with bad players, so that's a possible factor with the game in its current state I'm sure. How is the full weapon set? Even if the weapons have spread reduction overall, has there been any sign of an actual attempt at applying any sort of system of balance or is it still a one-sided mess? To be honest I think had the game had better weapon functionality/balance on release, it may have helped slow its death. Needless to say, the awful weapon mechanics and balance was the least of Brink's problems. I just hope that the most simple/essential things that are expected will return in the future, as Brink is realistically not worth the effort at this point. I'll probably try out the patch myself to see it first hand as soon as I am able, but I doubt it will be enough to keep my attention or fix the game.
Posted on 17 November, 2011 - 08:06
I guess we knew it would be the case already, but as others have said not even one weapon tweak on 360 makes me :(
Posted on 17 November, 2011 - 14:22
Need a free weekend to bring some new blood in. I like the updates, though I still feel the guns would feel a lot better if every single first bullet went right in the center if you fire in small bursts.
Posted on 17 November, 2011 - 15:22
I'll tell you this on the basis of empirical observation: Brink took a major hit with the release of Modern Warfare 3. Most of the players active on my Steam friends list who played Brink faithfully are now often seen playing Modern Warfare 3. Just last night I was hankering for a game of human players, and I ran through the entire server list looking for warm bodies. Of the roughly twenty servers active, there was a total of five humans playing. That's it. It's a sad state of affairs, to be honest. While I played MW2 quite religiously, I have no interest in MW3.
Posted on 17 November, 2011 - 15:55
Need a free weekend to bring some new blood in. I like the updates, though I still feel the guns would feel a lot better if every single first bullet went right in the center if you fire in small bursts.
Agree, or 50% off a week :) now Brink is cool, but now everyone is playing battlefield3 and MW3 :)
Posted on 17 November, 2011 - 16:42
Agree, or 50% off a week :) now Brink is cool, but now everyone is playing battlefield3 and MW3 :)
Yea wait for a few weeks and people start getting bored of mw3.
Posted on 17 November, 2011 - 17:13
mw3 then skyrim, then serious sam 3 next week. I don't blame people for not trying out the new patch.
Posted on 17 November, 2011 - 19:58
Sensible spread is one thing, but when you have so many gun choices, there should really be a very clear balance system at work. Pre-patch it didn't really matter as every gun was fairly random and you would just pick the one that was the most favorably random, but now that spread is reduced slightly there really should be some overall weapon balance; ETQW for example had a variety of weapons with very clear balance between them; no such thing as the "best" weapon.
Posted on 17 November, 2011 - 20:02
I always felt the Kalt, Sea Eagle and Ritchie had a good balance among them. After the most recent patch, I was trying to get a feel for the best SMG. I narrowed it down to the Kross and Carb, and was playing with both of them equipped, trying to get a feel for which one kills fastest. They felt about the same, aside from the Kross being better with ADS at range. I can't notice any difference using the Kross at close range, and since it provides more ammo, I went with that. I still don't like the Kross the best because the spread grows so much, and you have to wait a long time for it to retract. I like the Galactice for the quick spread retraction...it feels better to use since it is the most accurate SMG over time, but I feel like I am killing slightly slower with it. I would call the Bulpdaun balanced, even though it is primarily used as an ADS gun. I just can't use it because of the reload glitch.
Posted on 17 November, 2011 - 20:16
I always felt the Kalt, Sea Eagle and Ritchie had a good balance among them.
If the Kalt and Ritchie are statistically identical to the Rokstedi, then there's balance among the pistols. I use both the Rok and Eagle and I'm telling you, there's absolutely no difference between them. Range, accuracy, etc. -- you name it. Only difference is the clip size and maybe recoil.
Posted on 17 November, 2011 - 21:32
Not identical...just seemingly balanced. (as far as I can tell.)
Posted on 17 November, 2011 - 21:36
I dont really think the changes matter at all if brink doesnt do something to regain a player base. You can make a game perfect but it wont matter if no one plays it.
Come back to ETQW then, we have 16 - 20 teams signed up now for 2 etqwpro competitions currently. Plus we need moar Fritzes :)
Posted on 20 November, 2011 - 11:16
Come back to ETQW then, we have 16 - 20 teams signed up now for 2 etqwpro competitions currently. Plus we need moar Fritzes :)
how many teams signed up again for 1500 prize money tournaments in brink? and how many showed up? 5?
Posted on 21 November, 2011 - 19:01
No, I think it was 4.
Posted on 22 November, 2011 - 12:31