Attackers have it hard.

Post » Fri May 27, 2011 3:25 pm

Anybody think the attackers have it a little to hard? The Defenders usually spawn close to the objective their guarding, while the attacker spawn half way across the map each time. Forget the name of the map but the one u have to blow up the tree to bring the chopper down, at the very end you have to hack a safe or something. Needless to say each time you die as attacker you spawn on the other side of the map, while the defenders spawn maybe 20 feet from it. Also hacking takes so long but yet a engineer can remove a box in seconds same with a bomb plant. They sure made it rough on the attacker in this game, some closer spawns would help out a lot.
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Josh Dagreat
 
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Post » Fri May 27, 2011 8:59 pm

attacking is supposed to be easy, and if the defenders don't pay attention or work together, then they will find themselves with thier back against the wall. all it takes is teamwork.
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Harry-James Payne
 
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Post » Sat May 28, 2011 12:01 am

But running a suitcase is so easy. Even HE's are easy. Escort and hacks are hard. They balance out each other.
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Peter lopez
 
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Post » Fri May 27, 2011 3:18 pm

With the bots bad AI & the lag & no mics teamworks tough to come by. Even so, I do feel the attacker is at a real disadvantage sometimes.
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glot
 
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Post » Fri May 27, 2011 11:42 am

Container City, that pretty much says it all. Even the second part to Shipyard.
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Ymani Hood
 
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Post » Fri May 27, 2011 11:18 am

They're supposed to have it hard.

And I love it.
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Marcia Renton
 
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Post » Fri May 27, 2011 12:36 pm

AI hacking is terrible. lol. I owned a hack site (the warden's safe) for 5 minutes with two OPs standing next to me as a soldier and it took me leaving for a command post, changing classes, and hacking it myself for them to join.

You want something done right..... or at all.....
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Jennifer Rose
 
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Post » Fri May 27, 2011 12:11 pm

This may seem off topic a lil bit but i would rather say it here than start a new topic about it. I don't like the fact that the hack box can be removed so easily by an engineer. But, when your on shipyard (i think lol) when the engineers have to repair the crane, if they get it to like 60%, there is no way of making that go down like you can make a hack box percentage go down and even remove it all together.
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Catharine Krupinski
 
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Post » Fri May 27, 2011 8:49 pm

This may seem off topic a lil bit but i would rather say it here than start a new topic about it. I don't like the fact that the hack box can be removed so easily by an engineer. But, when your on shipyard (i think lol) when the engineers have to repair the crane, if they get it to like 60%, there is no way of making that go down like you can make a hack box percentage go down and even remove it all together.


I don't think one objective is easier than the other. They are just different. Its the teams that make an objective hard or easy.

HE Charge: Average plant time, with an average countdown. Quick or quicker defuse time. No commutative planting (only one bomb), not sure about commutative defusing.

Hacking: Quick plant time. Can hack from a distance. Variable progress (distance and los) and defuse time (progress made). Commutative hacking.

Repairing: Long progress meter. Permanent progression. Fixed to objective when repairing. Commutative repairing.

Honestly, I think repairing carries the highest risk as I'm right out in the open hoping for adequate cover from the teammates. I also use the sense of perspective, which helps, but my reaction time is still slower than when I'm hacking.

When hacking, I can hide while making progress and quickly pull out the gun when needed.

HE charges are just easy (well usually).

As to the spawn nodes...

I think when you complete objectives (as offense), generally your next objective will be a bit further away from the spawn zone. I'm not certain on that, it does seem like it though.
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Beat freak
 
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Post » Fri May 27, 2011 12:17 pm

Defenders -always- have the advantage. This goes for both video games and real life situations.

Trying to attack a fortified position takes superior teamwork, numbers, or firepower - or better yet all three. In most games, you dont have superior numbers or firepower, so it ends up being your teamwork vs the enemy's teamwork.

I've found that for attacking in brink, the best way is to have a soldier completely dedicated to crowd control - use a lobster GL, frags, and molotovs to knock enemies down, and use flashbangs to keep them from fighting back when they arent knocked down. A single soldier with good use of those weapons and abilities can provide enough debilitating effect on the enemy team to allow even a poorly organized attacking group to push past the enemy defenses.
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Liv Staff
 
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Post » Fri May 27, 2011 11:10 am

Defenders -always- have the advantage. This goes for both video games and real life situations.

Trying to attack a fortified position takes superior teamwork, numbers, or firepower - or better yet all three. In most games, you dont have superior numbers or firepower, so it ends up being your teamwork vs the enemy's teamwork.

I've found that for attacking in brink, the best way is to have a soldier completely dedicated to crowd control - use a lobster GL, frags, and molotovs to knock enemies down, and use flashbangs to keep them from fighting back when they arent knocked down. A single soldier with good use of those weapons and abilities can provide enough debilitating effect on the enemy team to allow even a poorly organized attacking group to push past the enemy defenses.


I like that in theory, but you'd need great team coordination to have a member for crowd control, heaps of supply buffs to keep them in business and great timing to get the maximum effect.


Hack objectives are hard. Really slow and can be countered in seconds by a single Engineer. There needs to be an increase in hack speed and possibly an increase in hack range to make it easier for attackers. The rest are cool I guess, from a Singleplayer perspective.
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Paula Ramos
 
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Post » Fri May 27, 2011 5:54 pm

AI hacking is terrible. lol. I owned a hack site (the warden's safe) for 5 minutes with two OPs standing next to me as a soldier and it took me leaving for a command post, changing classes, and hacking it myself for them to join.

You want something done right..... or at all.....

I still play singleplayer to get to know the maps, etc.. Yesterday on Resort I was playing as the Resistance and a bot was hacking the door for an alternate route. I thought "great, I'll cover the dude as a soldier". What do you know... at 90% the idiot bot just leaves! Comes back a minute later, goes to 95% and leaves again! WTH?!

I do like that attacking is difficult, but the hacking is frustrating. Too many times I have seen a 70 or 80% hack lost because the AI wasn't defending the hack attempt properly, so I'm looking forward to experiencing how it is online.
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Logan Greenwood
 
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Post » Sat May 28, 2011 2:40 am

I think the spawns are a problem (the attackers really have to trudge miles as the game goes on), but chiefly the map design. There just aren't enough routes to each objective - it's an 8 player game, there should be five or six routes. And two of those should only be accessible to lights.
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Krystina Proietti
 
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Post » Fri May 27, 2011 6:10 pm

I think the spawns are a problem (the attackers really have to trudge miles as the game goes on), but chiefly the map design. There just aren't enough routes to each objective - it's an 8 player game, there should be five or six routes. And two of those should only be accessible to lights.


It only makes sense to have a longer walk the further away from your spawn you go, then you reach a point and get a nice new spawn to work from for a while.

As for having multiple routes, most maps do with the exception of early objectives on maps like CC where you're running right out of your spawn to that door.
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 4:05 pm

I only think Hacking is really a tough objective for attackers, and it's not unplayably so - it's a challenge, but still doable. I'd like a minor tweak to either increase the speed of hacks, or decrease the speed Engineers reverse them, but another suggestion I heard would work too - lock your hack progress avery 25% - so when you pass the 25% mark, the Engineer reverses it to that point, then removes the box. When you replace it, you can pick up from 25% - when you reach 50% it locks in that progress, and again at 75%.

You're still losing progress when the Engineer interrupts your hacking attempt, but you're not being rewound to the very start every time. Altering the speed is more likely to actually be patchable, but the other option would probably be better.
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Khamaji Taylor
 
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Post » Fri May 27, 2011 10:31 pm

Resort first objective is also pretty damn hard unless the defenders are completely [censored]. I think I've so far once managed to plant the bomb there without it being removed (and I always play soldier, too). Most of the time my team is busy getting farmed at the same entrance too and when I need help, no one is around. Getting sick of it. Just came from a game where we had 3 soldiers, I planted the HE twice but nobody was there to defend it with me so they disarmed it. The other two soldiers were busu dying/sniping or something lame.

But the lamest of all are shipyard and terminal hacking objectives, defenders have it way too easy.

Yeah, I'm pretty much done here. Now that people have learned the game, it's just so [censored] hard to get objectives done on most servers. Sure, sometimes you get them, but thats only cos the defenders are extremely bad. It's from whole other planet to defend an objective with unorganized people than actually attacking it with unorganized people.
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Marine x
 
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Post » Fri May 27, 2011 9:25 pm

So far what i've noticed is that there is a massive lack of teamwork/communication. Most players seem to go off on their own tear and it's ridiculous especially in a game like this. Teamwork is essential!
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^_^
 
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Post » Fri May 27, 2011 2:54 pm

The only problem i have with hacking, is that it's not like controlling an engineer's turret. Not because you can be anywhere on the map, but if you stop hacking and wish to continue, you must then stand in-front of the hack-box.

In other words, I can plant the hack box, move to a safer location, and then continue hacking.
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Antony Holdsworth
 
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Post » Fri May 27, 2011 3:22 pm

I like attacking because I can mess up your tactics
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Adam Kriner
 
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Post » Sat May 28, 2011 12:31 am

Defenders -always- have the advantage. This goes for both video games and real life situations.

Trying to attack a fortified position takes superior teamwork, numbers, or firepower - or better yet all three. In most games, you dont have superior numbers or firepower, so it ends up being your teamwork vs the enemy's teamwork.

I've found that for attacking in brink, the best way is to have a soldier completely dedicated to crowd control - use a lobster GL, frags, and molotovs to knock enemies down, and use flashbangs to keep them from fighting back when they arent knocked down. A single soldier with good use of those weapons and abilities can provide enough debilitating effect on the enemy team to allow even a poorly organized attacking group to push past the enemy defenses.


Yes, defending is almost always easier than attacking. However, Brink's maps tend to be very heavily Biased towards the defender. In fact, I would say the maps are quickly becoming the game's biggest problem. Refuel is unplayable due to the sound bug, container city is crazy hard for the attacker, and shipyard is brutal and nearly impossible to complete if the enemy has engineers that know they can remove hack boxes. Only having eight maps, having so many of them be bad maps hurts the game.
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Jeffrey Lawson
 
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Post » Fri May 27, 2011 10:15 pm

I only think Hacking is really a tough objective for attackers, and it's not unplayably so - it's a challenge, but still doable. I'd like a minor tweak to either increase the speed of hacks, or decrease the speed Engineers reverse them, but another suggestion I heard would work too - lock your hack progress avery 25% - so when you pass the 25% mark, the Engineer reverses it to that point, then removes the box. When you replace it, you can pick up from 25% - when you reach 50% it locks in that progress, and again at 75%.

You're still losing progress when the Engineer interrupts your hacking attempt, but you're not being rewound to the very start every time. Altering the speed is more likely to actually be patchable, but the other option would probably be better.

I like your first idea as well. Hacking itself isn't too difficult but the fact that engineers can completely reverse it makes it painful sometimes.
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Samantha Wood
 
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Post » Fri May 27, 2011 1:26 pm

Thing about hacking is it takes a long time to get 100%, at the same time you team is trying to defend you, If the defenders are pretty good at the game they can easily break the defense. So the attackers spawn half way across the map and within seconds all the progress is gone from the hack box.
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Nikki Morse
 
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Post » Fri May 27, 2011 10:03 pm

Thing about hacking is it takes a long time to get 100%, at the same time you team is trying to defend you, If the defenders are pretty good at the game they can easily break the defense. So the attackers spawn half way across the map and within seconds all the progress is gone from the hack box.


This is what makes the Medic so important. They pick their teammates up when they get downed, so that they don't have to spawn halfway across the map. This way the attackers can keep the pressure on and eventually make a push for the objective.
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Kat Lehmann
 
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