New Brink PC Update: Stopwatch Tweaks, MOTD, and more

Post » Tue Jul 19, 2011 10:54 am

>> http://www.splashdamage.com/node/845 <<

"We've just deployed a new game update for Brink to Steam, containing several improvements for Stopwatch mode and spectators, support for custom server info messages, and a few other goodies.

Notably, defending teams in Stopwatch have had their spawn timers increased by 10 seconds across the boards (plus you can customise your own bias here), while a new spectator HUD with objective progress, team colors, and player health bars makes it easier for those shoutcasting matches to keep up with the action. There's also a significant balance change in this update, with de-hacking being decreased by another 33%.

As before, all you have to do to receive this update is being signed into your Steam client, which then does the rest.

Alongside the client update, we've also got new dedicated server files out, allowing you to set custom welcome messages and a few other bits of information for clients connecting to your server. If you run a server, we recommend that you update it to the new version as soon as possible if you haven't already.

You can find the full changelog including all the new cvars after the break.""

Balancing: Lowered Hacker terminal disarm rate to 0.6 (from 0.9)
Spectator mode: Added new HUD displaying objective information
Server Browser: Added dedicated/listen server type filter
Added server information to map loading screens in multiplayer. Server admins can customise this via the following cvars:
si_website
si_adminName
si_email
si_irc
si_motd_1
si_motd_2
si_motd_3
si_motd_4
Spectator mode: Added faction colors to player names
Spectator mode: Health bars now visible when looking directly at players
Stopwatch mode: Added 10 seconds to each defending team's spawn time
Stopwatch mode: Added support for custom defence respawn timer adjustments via g_stopWatchDefenceRespawnTimerAdjust
Stopwatch mode: Added objective timing information to Stopwatch review screen
Added support for listing players steam id's via the listSteamIds cvar
UI: Added automatic scrolling when typing in chat boxes
UI: Stop context menus receiving focus when they are disabled and inactive
UI: Game now forces a refresh of the notifications screen each time it is activated
UI: Set focus to default (first) list item each time the notifications screen is activated
UI: Updated two text strings for German and Italian, as "Game mode" and "Play mode" incorrectly used the same word
Fixed player nametags disappearing despite not being affected by Flashbang
Fixed boat shaking for clients in CCity and Shipyard opening cinematics
Fixed Aquarium only ever logging one objective being completed
Fixed having your weapon stuck in iron-sights for the entire refire duration when needing to perform an auto-reload
Fixed issue with caltrop models not always being updated properly""

One of the community relations member went on to say -
"The title updates for the X360/PS3 versions will contain console-specific improvements, fixes, and optimisations, plus the balancing updates from the PC version. As with all the other updates we've released, we'll have a full list of fixes to share when those ones go out. "
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue Jul 19, 2011 10:46 am

Thank you for sharing the Info. Engineers right now do have an easy time disarming hackboxes before players have a chance to run back to it. Losing upwards of 60% of your Operatives progress everytime the enemy clears the area makes some levels hugely frustrating, lowering that to only losing upwards of 35-40% after a massacre makes things remain challenging but fairer in my eyes.

Good improvements and observations, keep up the good work Beth and SD.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Tue Jul 19, 2011 10:04 pm

No prob neko,
yeah this doesnt affect me directly as i'm on ps3 but it gives a good idea of whats to come for the consoles as well, not to mention how this might coincide with the upcoming dlc release. totally agree with you about the de-hacking , that changes things alot !
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Tue Jul 19, 2011 10:08 pm

Good. The hackbox thing was extremely frustrating. One thing ive never understood is why teams dont surround and protect the ops when they're hacking. It seems like such a basic, common sense thing to do. Yet it rarely happens
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Tue Jul 19, 2011 7:06 pm

You know tapz its all good and all well done, but I really dont think it should have been you to share this info with people on this forum, but Bethesda or someone to do with the game themselves lol [this is the main official website and forum for the game], anyone else think its stupid? must be just me but I dont understand it atall.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Tue Jul 19, 2011 6:51 pm

You know tapz its all good and all well done, but I really dont think it should have been you to share this info with people on this forum, but Bethesda or someone to do with the game themselves lol [this is the main official website and forum for the game], anyone else think its stupid? must be just me but I dont understand it atall.



i know nigel, i completely agree with you too, but no one from bethesda has taken the initiative to post it in the blog and thats a problem on there end, so i figured someone should help to inform the community about upcoming changes to expect not to mention hopefully help people chill out about the dlc drama so they can see what changes are being done on the back end by splashdamage.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am


Return to Othor Games