How do you think each weapon should work?

Post » Fri May 27, 2011 12:27 pm

I guess. I don't really see how turn speed completely unbalances everything. I would think that a huge gun wouldn't turn as fast as a pistol or smg.


Exactly my point look at KZ2 you could feel the weight of the guns you had equipped in your hand when people used the LMG's they turned a tad slower no one complained about this because the guns output balanced it out.
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zoe
 
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Post » Fri May 27, 2011 6:05 pm

Damn right. Think of the VSS Spaiperskaya Special or the SVU Spaiperskaya Short from Battlefield Bad Company 2. I feel that lights are being limited a little too much if all their weapons are short range.

I also agree with HORSE, that limiting people with Heavy weapons is unfair, as the whole point of a Heavy is to sacrifice movement for firepower so when giving them firepower you limit them for having the firepower? That just means you think they should use lighter weapons, which mean they might as well not even bother being Heavy, which is unfair.


Again, typo.

I also do not think that holding a mini gun/heavy weapon should effect your turn speed. Your wait, only for the mini guns, yes, somewhat, but not your turn speed. Not ALL heavy weapons, just the mini guns. Or maybe each weapon can have its own individual weight, but no, not turn speed.
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SWagg KId
 
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Post » Fri May 27, 2011 4:15 am

It may be a benefit of the light but it isnt specific to the body type anyone can do it and so it is a completely different situation.

It's the same thing dude. Yes, everyone can sprint and use smart, just like everyone can use weapons. Heavies can use weapons others can't, and Light's are faster and can use smart more efficiently than any one else. You propose to penalize heavy weapons only, (a key aspect of Heavies) and my example penalized only Light's when using sprint (a key aspect of Lights) It all the same concept.

It is not turning anything against the heavies heavy weapons will be more dangerous and put out more dmg than other weapons so tweaking that to balance it out by slightly make them turn slower while having those weapons equipped again keeps things in balance.

Turning and aiming speed will be the same for all body types, it's movement, sprinting and SMART that will be different.
A mini gun and GL are going to be doing more dmg than an smg, pistol or any rifle so there turn speed being slightly slower makes up for that balancing things out.

You obviously have not looked at the stats...as of now, the minigun has the EXACT same damage, range, and RoF as SMG's. Their accuracy is slightly less, stability is slightly more, and equip and reload times are significantly lower. As mentioned earlier, the only real advantage, is their huge magazine.
GL's have slightly more damage than a Light rifle. Their range is piss poor. Their RoF is exactly the same as a Light rifle. Accuracy is about the same, stability is more, equip and reload time are a lot less.

Are you seeing the pattern here? They balance the Heavy weapons by giving them really low equip and reload times. THAT is how they deal with them, not bu making them move slower, and gimping them over every other weapon.

It is not turning anything against the heavies heavy weapons will be more dangerous and put out more dmg than other weapons so tweaking that to balance it out by slightly make them turn slower while having those weapons equipped again keeps things in balance.

As mentioned above, they balance them by making them longer to equip and longer to reload, so the actual aiming, and reflexes of the firefight itself remains balanced.

You act like I am saying they need to have a heavy delay on turn speed it is a slight difference not something huge just something to keep heavies in check for having weapons that can out put higher lvls of dmg than other weapons.

Again, you're not paying attention. The damage is not tat great - It's not like they are holding a tank cannon. If I'm acting like they have to have a heavy delay to turn speed, then your acting like Heavy are gonna be walking around with howitzers.

Again you do not not the actual stats of the guns so saying they have nothing more than a larger magazine is just throwing out invalid points. That picture has no real value a fan could have made that for all we know it has not been confirmed by them to infact be the true stats of any of those guns.


You're right, a fan did make it - I did. I took it from this video. http://www.youtube.com/watch?v=HPRWvbWzV-k

When it shows the weapons, I continually took screenshots, fixed them up in photoshop, and pasted the weapons and their states side by side one another. In other words, those stats are taken from the demo that was played at E3. You really think I would use some bogus weapon stat pic I found online, without checking it's credibility? Especially in a discussion with you, Mr. find every loophole possible to discredit Horse.
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Dalia
 
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Post » Fri May 27, 2011 3:48 pm

I think that they should just be high in damage and fire rate, but lack stability and accuracy. Along with the hefty reload/draw time.
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Peter P Canning
 
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Post » Fri May 27, 2011 5:54 pm

I've noticed, based on the stats, that the guns in Brink don't operate like you'd expect them to.

Ex. the minigun has low damage, but really high RoF and stability. You'd expect it to have piss poor stability, and really high damage.
Basically, it seems designed to to lay down very good covering fire, rather than an instant death machine, like some people think - kinda like the turrets. You can stand in one spot with you hand on the trigger, and lay down fire, without worrying about the gun jerking around everywhere, while still having low damage, low range, about 50% accuracy, and a really slow equip and reload time, so it isn't overpowered at all.
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tiffany Royal
 
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Post » Fri May 27, 2011 1:04 pm

I've noticed, based on the stats, that the guns in Brink don't operate like you'd expect them to.

Ex. the minigun has low damage, but really high RoF and stability. You'd expect it to have piss poor stability, and really high damage.
Basically, it seems designed to to lay down very good covering fire, rather than an instant death machine, like some people think - kinda like the turrets. You can stand in one spot with you hand on the trigger, and lay down fire, without worrying about the gun jerking around everywhere, while still having low damage, low range, about 50% accuracy, and a really slow equip and reload time, so it isn't overpowered at all.


The point of a HMG or minigun is supressive fire not instant killing everything. I still know we can't prove anything until the game comes out since they are going to keep balancing it.
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Hairul Hafis
 
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Post » Fri May 27, 2011 11:50 am

I've noticed, based on the stats, that the guns in Brink don't operate like you'd expect them to.

Ex. the minigun has low damage, but really high RoF and stability. You'd expect it to have piss poor stability, and really high damage.
Basically, it seems designed to to lay down very good covering fire, rather than an instant death machine, like some people think - kinda like the turrets. You can stand in one spot with you hand on the trigger, and lay down fire, without worrying about the gun jerking around everywhere, while still having low damage, low range, about 50% accuracy, and a really slow equip and reload time, so it isn't overpowered at all.


Well, you can still use it for support even if it does mow down enemies. It makes people afraid to look out in fear of getting mowed down by a mini gun. Just by spraying in their general direction can be cover fire.
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dell
 
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Post » Fri May 27, 2011 1:22 pm

Well, you can still use it for support even if it does mow down enemies.

The point of my post was saying that miniguns appear to be designed as cover/support weapons, not the spinning barrels of death, that some people think.
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Marine Arrègle
 
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Post » Fri May 27, 2011 10:35 am

The point of my post was saying that miniguns appear to be designed as cover/support weapons, not the spinning barrels of death, that some people think.


What I'm saying is that it could be used as both (I'm saying this and I'll probably play as a medium medic). Although, not really with say vulcan type firepower. But, somewhat higher damage than the other guns.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 9:12 am

What I'm saying is that it could be used as both (I'm saying this and I'll probably play as a medium medic). Although, not really with say vulcan type firepower. But, somewhat higher damage than the other guns.


From what HORSE made from the E3 gameplay (really great work by the way) i think the gun should just be left alone. Its very well balanced and to add more dmg to it would just be to overwelming, to be honest.
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Becky Palmer
 
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Post » Fri May 27, 2011 8:59 am

The point of a HMG or minigun is supressive fire not instant killing everything. I still know we can't prove anything until the game comes out since they are going to keep balancing it.

Thanks you thats all I was saying those stats from that pic are old and since they are far away from the game being put out and still balancing and tweaking things we wont know the actual stats until it comes out. I highly doubt a mini gun, shotugn and pistol are going to have the same dmg but just larger magazines and slower equip times otherwise there would be no point to using the heavier weapons or shotguns ect.
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Farrah Lee
 
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Post » Fri May 27, 2011 7:38 pm

I highly doubt a mini gun, shotugn and pistol are going to have the same dmg but just larger magazines and slower equip times otherwise there would be no point to using the heavier weapons or shotguns ect.

Do you even read what I post? As I said previously

More or less, all weapons within a category behave similar. Long range rifles have high damage, low ROF, shotguns are good close up, and SMG's and rifles (this would include miniguns, since essentially, they are just huge rifles with big magazines) all behave similar as well. I'm not talking about in real life, all talking about according to the current stats.


So no, shotguns, pistols, and miniguns are not going to have the same damage, since they each fall within a different category. Those particular guns will differ greatly in functionality, since as mentioned, they are all different categories of guns.
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daniel royle
 
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Post » Fri May 27, 2011 9:43 am

Just like a mini gun and an SMG are different catagory of guns yet you think they will be exactly the same for some reason.
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Klaire
 
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Post » Fri May 27, 2011 11:10 am

Just like a mini gun and an SMG are different catagory of guns yet you think they will be exactly the same for some reason.

In Brink, AR's, SMG's, and mini's operate similarly (based on the stat chart) Remember this isn't real life, this is Brink. In real life, a minigun is in a class of it's own, in Brink, it's seems more like a big, oversized AR or SMG, with a lot of bullets. Real life isn't balanced, games are.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 10:47 am

i'd say a lmg should have at least the same RoF as an assault, smg should be higher.
dmg, hmm, between smg and assault i think, but heavies are slow, and with the reload times, equip times, and the not-too-much bullets in each mag, it shouldn't be too overpowered
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Arnold Wet
 
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Post » Fri May 27, 2011 6:27 pm

I think I would rather use an SMG with a drum magazine and grip rather than an LMG then...
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Johanna Van Drunick
 
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Post » Fri May 27, 2011 9:37 am

I think I would rather use an SMG with a drum magazine and grip rather than an LMG then...

Not me.

- From what we saw in the E3 vid, http://farm5.static.flickr.com/4072/4710609248_7323d9c149_b.jpg SMG clip is 30-40 and max ammo is 200
- With a drum magazine on a 30 clip, it boosts it to 60. So I assume, on a 40 clip it goes to 70.
- So that means from the vid, the highest SMG clip, is 70 rounds

- The minigun has a clip of 200 and max ammo of 400
- One clip = the total amount of ammo an SMG can carry at one time
- There is most likely an attachment to add even more ammo to the clip.

Now, basing it off the vid, damage, range, and RoF, are identical between SMG and minigun. SMG is a little more accurate, mini is a little more stable, SMG has much higher reload and equip speed, which means little to a minigun, since players aren;t gonna be equipping and de-equipping it - they're gonna equip it once and leave it equipped. based off of all that, Ill take all that extra ammo (plus the extra health of my Heavy) over an SMG any day.

Plus, miniguns look so much cooler :)
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Gen Daley
 
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Post » Fri May 27, 2011 3:18 pm

Not me.

- From what we saw in the E3 vid, http://farm5.static.flickr.com/4072/4710609248_7323d9c149_b.jpg SMG clip is 30-40 and max ammo is 200
- With a drum magazine on a 30 clip, it boosts it to 60. So I assume, on a 40 clip it goes to 70.
- So that means from the vid, the highest SMG clip, is 70 rounds

- The minigun has a clip of 200 and max ammo of 400
- One clip = the total amount of ammo an SMG can carry at one time
- There is most likely an attachment to add even more ammo to the clip.

Now, basing it off the vid, damage, range, and RoF, are identical between SMG and minigun. SMG is a little more accurate, mini is a little more stable, SMG has much higher reload and equip speed, which means little to a minigun, since players aren;t gonna be equipping and de-equipping it - they're gonna equip it once and leave it equipped. based off of all that, Ill take all that extra ammo (plus the extra health of my Heavy) over an SMG any day.

Plus, miniguns look so much cooler :)


That is a valid point.

Guess they do have there advantages. But I think that maybe they can just give it a lower rate of fire, higher damage, higher acc, and higher stability, or something. Or just include LMGs like that. I hope the guns all operate differently and aren't all the same :/

It is more stable, but thats why I said, with a grip.

But I'm simply happy with having enough ammo to kill my enemies without the gun running short in the middle of a firefight, but thats just me.

And I can't argue with the fact that mini guns look more badass.
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LittleMiss
 
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Post » Fri May 27, 2011 7:21 am

That is a valid point.

Guess they do have there advantages. But I think that maybe they can just give it a lower rate of fire, higher damage, higher acc, and higher stability, or something. Or just include LMGs like that. I hope the guns all operate differently and aren't all the same :/

It is more stable, but thats why I said, with a grip.

But I'm simply happy with having enough ammo to kill my enemies without the gun running short in the middle of a firefight, but thats just me.

And I can't argue with the fact that mini guns look more badass.

SMG's are a very valid choice, depending on your playstyle. I prefer a defensive, tanking role (regardless what class I play) so I pick my weapons accordingly.
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Farrah Lee
 
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Post » Fri May 27, 2011 6:40 pm

I sincerely hope that they make the weapons somewhat unique from one another.
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Dina Boudreau
 
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Post » Fri May 27, 2011 12:52 pm

I sincerely hope that they make the weapons somewhat unique from one another.


I sincerely doubt they will all be the same.
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Gavin boyce
 
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Post » Fri May 27, 2011 9:38 am

Guess they do have there advantages. But I think that maybe they can just give it a lower rate of fire, higher damage, higher acc, and higher stability, or something. Or just include LMGs like that. I hope the guns all operate differently and aren't all the same :/




Thats something I am worried about to guns stats being too similar come on a mini gun and a SMG having almost identical stats? That doesnt make alot of sense would be nice for guns to each have there own unique feel with advantages and disadvantages. After all a SMG and a Mini Gun shouldnt be close in dmg per bullet considering an SMG's shell would be substantialy smaller than a mini guns lol. Iono I really hope that all guns arent too similar in stats to where which gun you equip doesnt matter because they are pretty much all the same. Hopefully they will all have a different feel to them with alot of variation in stats to keep things fresh and unique yet things are still balanced because of the advantage and disadvantages of each gun.
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Cat
 
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Post » Fri May 27, 2011 1:46 pm

Most man portable miniguns in "real life" fire rifle rounds (7.62mm) Where most smgs fire pistol rounds, so I's expect the minigun to have a closer damage to an rifle. Before anyone says this is Brink not real life I know.

Just thought I'd add my thoughts
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trisha punch
 
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