Top Attachments
Top attachments improve or replace the weapon's sights, effectively improving aiming when using the sights. Guns larger than sidearms are capable of utilizing adjusted iron sights, red dot sights, and scopes.
Despite their purpose, top attachments have no effect on range or accuracy at longer ranges. In fact, top attachments do not have any statistic benefits at all, and only lower equip speed when installed.
Front Attachments
Front attachments are installed onto the barrel of a gun. These upgrades mainly deal with affecting sound, damage- and recoil-related statistics.
Bottom Attachments
The bottom attachment is placed under the grip of the gun. These attachments can be considered miscellaneous because their benefits range from improving weapon draw speeds to allowing for an underbarrel grenade launcher system.
Magazine Attachments
Magazine attachments affect magazine capacity and reloading speed. These range from massive magazines with a formidable count of ammo to duct-tape magazines that allow for very quick reloading.
I'm liking this quite a lot. For one I know people who would kill to have adjusted iron sights in other games, and Dual Mags served me quite well in BLOPS, so it's good to see that there.
Hah, I wonder if I can have a shotgun with an underbarrel grenade launcher. "Buckshot/Grenade/Buckshot" all in less than a few seconds.... Best. Spycheck. Ever.
Edit: Hmm.....Page's Inception Style shotgun system is intriguing as well.....
I've got some information to drop on you guys for anyone that's interested. Found some interesting multplayer info.
For the console people:
Multiplayer is a mode that lets you play online with friends or strangers. The teams consist of two groups of eight. Players can drop in and drop out at any time during the game. When this happens they are replaced by an AI so the teams stay even throughout the match. At the end of each match the team that succeeds goes forward to the next level but the team that looses will have to do the level again.
Some sort of matching making pitting you and your party up against others. Interesting.
For the PC folks:
In an interview with Splash Damage Software's creative director Richard Ham, he explains many features of the online multiplayer aspect of Brink, a futuristic FPS with a revolutionary free-flow system called S.M.A.R.T.
Ham outlines the use of VAC and dedicated servers for the PC version, as well as a developer console for changing game CVARS. Ham explains "As we're a Steam game, we will be using VAC. On top of that, we're big proponents of giving players the tools to police themselves and weed out the bad apples."
PC dedicated servers + streamworks + CVARS and console tools?
A Flock of Walrus on
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PaperLuigi44My amazement is at maximum capacity.Registered Userregular
edited April 2011
If the AI is competent then that is good, nothing worse then pubs dropping out and making things harder for everyone.
I hope FF is off by default, it's really not something that should be in a game with a Spy class, unless you want teamates fighting each other instead of the enemy, which sounds like the exact opposite of what SD is trying to accomplish with Brink.
I hope FF is off by default, it's really not something that should be in a game with a Spy class, unless you want teamates fighting each other instead of the enemy, which sounds like the exact opposite of what SD is trying to accomplish with Brink.
Pretty sure it's on by default
But then Operative is definitely not Spy, and that needs to be emphasized. He can't instantly and silently kill people, he can't instantly disable turrets (unless he gets some skill to do so later that I haven't seen), and IIRC, firing on an enemy breaks the disguise, and I think I heard something about Operatives being able to spot enemy operatives in disguise.
FF is what will make the Operative viable, honestly. Otherwise disguising yourself wouldn't even be really all that useful.
You pretty much took the supports from my argument and made them hold up your contrary argument without changing them a bit, so I guess I actually agree with you.
It's been a long week give me a break
hatedinamerica on
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That_GuyI don't wanna be that guyRegistered Userregular
edited April 2011
I still don't want FF on. I am philosophically opposed to it.
With all the states, perks, and other rpg elements why would you use bars to show weapon stats? I dont get this? What is the barrier that is stopping developers from telling me that X gun does X per shot. Oh Look this bar is slightly longer then the other, that SO much easier then 30 vs 35.
No FF encourages certain stupidities, like using splash damage/AoE weapons constantly in close quarters or just spraying at whatever moves.
I've never really found FF to be a bad thing in SD's previous games, it actually felt wrong with it off, on those every few servers that had it off. People would just spam grenades/artillery/airstrikes/tank fire etc.
And CovertOps/Infiltrators in disguise were never about backstabbing really, they were more a way of sneaking past anti-infantry turrets to disable them (QW), opening teamlocked doors or satchel blowing MG emplacements(ET)..
I doubt you do lose xp for FF. There was some FF in the most recent gameplay videos (not the Get SMART stuff) where they hit friendlies, but didn't seem to lose any xp. (FF may have been off, but the bots were complaining about being shot at.)
Also, the best way grind that I can see already is to set yourself up on a server with 3 friends. Soldier + medic on each side, incapping the soldiers constantly, medics revive, medics waste ammo, soldiers give ammo etc. Add in guarding a point, staying in a group, and you'll get your xp very quickly.
You'll also get bored. Anyone that wants to grind xp is welcome to it as far as I'm concerned. I'll probably get just as much while having fun.
Honestly, it doesn't seem like there will be much of a grind to speak of. The levels cap out at 20, and while you unlock something every level, since you aren't being forced to fight higher level players there's not a burning need to level up. The only grind I see is the challenges, and as long as they're more tutorial than "get 50 kills with a knife in 10 seconds starting 5 seconds ago" I don't really mind that at all.
Well there is the way you'll need multiple characters if you want to play multiple roles and higher levels. Supposedly when you level you can only pick a limited amount of perks, either general or class-specific, so if you keep getting medic perks then your level 15 soldier will be quite sad.
Yeah, I don't like the sound of limiting the doodad unlocks at the highest level. It'll depend on how much is limited and how fast level progression is though.
So no Field OPs class? On one hand, I'm glad I won't be artillery and air strike camped at spawn. On the other, I won't be able to arty and air strike spawns.
Spawn camping was like a way of life in Enemy Territory. The frustration wears off after you're on the other side racking up a hundreds of points spamming arty strikes and MP40'ing the survivors.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Well there is the way you'll need multiple characters if you want to play multiple roles and higher levels. Supposedly when you level you can only pick a limited amount of perks, either general or class-specific, so if you keep getting medic perks then your level 15 soldier will be quite sad.
I'm not sure how I feel about this.
It makes the specialised abilities have the cost of not always being relevant, which makes sense. It might also discourage people from swapping to the class that's needed in order to get an objective done or defend an objective (i.e. nobody wants to play engy on a defense against soldier bombs because their chars are built for other classes? Once a soldier actually plants a bomb the objective is lost, since you can't swap in time to disarm).
So no Field OPs class? On one hand, I'm glad I won't be artillery and air strike camped at spawn. On the other, I won't be able to arty and air strike spawns.
Spawn camping was like a way of life in Enemy Territory. The frustration wears off after you're on the other side racking up a hundreds of points spamming arty strikes and MP40'ing the survivors.
If you were one of those FOs that arty spammed the German hut spawn in Railgun, you deserve a slapping. That was basically the reason they added anti-artillery turrets to the main spawns in QW.
I can't picture how the resistance would be able to call artillery and airstrikes at all, really. Seems a bit weird. Also, enclosed maps would make them pretty useless except as ammo-carriers anyway.
I remember reading that the core perks of each class are pretty low on the level requirements. The top tier perks from leveling are not supposed to be any thing too dramatic.
If you were one of those FOs that arty spammed the German hut spawn in Railgun, you deserve a slapping. That was basically the reason they added anti-artillery turrets to the main spawns in QW.
I can't picture how the resistance would be able to call artillery and airstrikes at all, really. Seems a bit weird. Also, enclosed maps would make them pretty useless except as ammo-carriers anyway.
Definitely. It added a frustrating but strategic level to the game, in that you had to be the one in the position to spawn camp them, and not let them do the same thing to you. If I wasn't the one spawn camping, I'd be a Covert OPs sniping and stabbing FO's so they couldn't blast us.
Also, Mortar spam. Timing your mortars to land the moment the enemy spawn invulnerability wore off was awesome. (Sneaking past the enemy to stab the enemy mortars and their FO as a CO was magically satisfying as well)
But yeah, I guess its out of place in this game.
Jephery on
}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Apparently a dev did say once that unused xp could be shunted into other characters, so that may help in the long run, if they're keeping that in the game.
Apparently a dev did say once that unused xp could be shunted into other characters, so that may help in the long run, if they're keeping that in the game.
They took that out. They said in a more recent interview that they wanted to do it, but ran out of time. Maybe in an update?
Apparently a dev did say once that unused xp could be shunted into other characters, so that may help in the long run, if they're keeping that in the game.
This would be amazing. Especially if you made a character you really enjoy playing, then you dont have to put him in the sidelines. So 20 levels = 20 perks? Is that how it's going to work? Did they release a full list of abilities for all classes yet?
Twenty levels = 20 skills. There are at least 58 skills divided across 4 classes + general skills that all classes can use. So, on average, each class would have at least 10-12 skills. It would be impossible to max 2 classes on a single character.
I wonder how creating your characters will work, in regards to character slots and teams. Will a security and a rebel have to take up their own character slots (you have ten), or will you simply create two skins for one character?
Pretty sure you set the faction when creating a new character. You can then customize the look and guns of the character at any time. You may also customize the skills, though resetting the skills costs one level. Since the skills are limited per character, not per class, you'll either have to reset or switch characters if you want to specialize in another class.
In-game, you choose your body type and class.
Nope, each character has a costume for each faction.
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited April 2011
Melee attacks do a bit of damage, but the main reason to use them is to knock people over honestly
If you're using a primary weapon, you'll hit them with the butt of your gun
If you're using your sidearm, you'll attack with a knife that does a bit more damage but doesn't knock them over
Posts
I'm liking this quite a lot. For one I know people who would kill to have adjusted iron sights in other games, and Dual Mags served me quite well in BLOPS, so it's good to see that there.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
How about a shotgun in your shotgun attachment?
Twitter
Edit: Hmm.....Page's Inception Style shotgun system is intriguing as well.....
But needless to say, FF and spychecking don't get along very well.
Steam
It's just like, I have a good group of real like friends that all play BLOPS, and I can't seem to get anyone interested in this.
Godspeed, Ironsides.
For the console people:
Some sort of matching making pitting you and your party up against others. Interesting.
For the PC folks:
PC dedicated servers + streamworks + CVARS and console tools?
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Pretty sure it's on by default
But then Operative is definitely not Spy, and that needs to be emphasized. He can't instantly and silently kill people, he can't instantly disable turrets (unless he gets some skill to do so later that I haven't seen), and IIRC, firing on an enemy breaks the disguise, and I think I heard something about Operatives being able to spot enemy operatives in disguise.
FF is what will make the Operative viable, honestly. Otherwise disguising yourself wouldn't even be really all that useful.
You pretty much took the supports from my argument and made them hold up your contrary argument without changing them a bit, so I guess I actually agree with you.
It's been a long week give me a break
end rant.
PSN:Missing_a_legg
I've never really found FF to be a bad thing in SD's previous games, it actually felt wrong with it off, on those every few servers that had it off. People would just spam grenades/artillery/airstrikes/tank fire etc.
And CovertOps/Infiltrators in disguise were never about backstabbing really, they were more a way of sneaking past anti-infantry turrets to disable them (QW), opening teamlocked doors or satchel blowing MG emplacements(ET)..
Steam
New trailer looks fantastic. It's like an early preview of what I will see playing.
And then have them complain and make me lose xp?
PSN:Missing_a_legg
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Penalties for killing your team mates other then longer respawn is also a plus.
Also, the best way grind that I can see already is to set yourself up on a server with 3 friends. Soldier + medic on each side, incapping the soldiers constantly, medics revive, medics waste ammo, soldiers give ammo etc. Add in guarding a point, staying in a group, and you'll get your xp very quickly.
You'll also get bored. Anyone that wants to grind xp is welcome to it as far as I'm concerned. I'll probably get just as much while having fun.
Steam
My Steam
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
hAmmONd IsnT A mAin TAnk
Spawn camping was like a way of life in Enemy Territory. The frustration wears off after you're on the other side racking up a hundreds of points spamming arty strikes and MP40'ing the survivors.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
I'm not sure how I feel about this.
It makes the specialised abilities have the cost of not always being relevant, which makes sense. It might also discourage people from swapping to the class that's needed in order to get an objective done or defend an objective (i.e. nobody wants to play engy on a defense against soldier bombs because their chars are built for other classes? Once a soldier actually plants a bomb the objective is lost, since you can't swap in time to disarm).
Steam
If you were one of those FOs that arty spammed the German hut spawn in Railgun, you deserve a slapping. That was basically the reason they added anti-artillery turrets to the main spawns in QW.
I can't picture how the resistance would be able to call artillery and airstrikes at all, really. Seems a bit weird. Also, enclosed maps would make them pretty useless except as ammo-carriers anyway.
Steam
PSN:Missing_a_legg
Definitely. It added a frustrating but strategic level to the game, in that you had to be the one in the position to spawn camp them, and not let them do the same thing to you. If I wasn't the one spawn camping, I'd be a Covert OPs sniping and stabbing FO's so they couldn't blast us.
Also, Mortar spam. Timing your mortars to land the moment the enemy spawn invulnerability wore off was awesome. (Sneaking past the enemy to stab the enemy mortars and their FO as a CO was magically satisfying as well)
But yeah, I guess its out of place in this game.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
They took that out. They said in a more recent interview that they wanted to do it, but ran out of time. Maybe in an update?
This would be amazing. Especially if you made a character you really enjoy playing, then you dont have to put him in the sidelines. So 20 levels = 20 perks? Is that how it's going to work? Did they release a full list of abilities for all classes yet?
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Nope, each character has a costume for each faction.
If you're using a primary weapon, you'll hit them with the butt of your gun
If you're using your sidearm, you'll attack with a knife that does a bit more damage but doesn't knock them over