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    3 posts tagged weapon

    Major Brink PC update

    During the midsummer Splash Damage decided to release one of their biggest patches as of yet to Brink PC (which will also be for 360 and PS3 later on). With some nice changes, weapon tweaks and the return of devmap we’re still missing out on a demo function and first person spectating but it’s a step in the right direction.

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    The Anderson Brink Guide

    One of the better players around, Team Dignitas Estonian, Anderson have written a very nice Brink guide over at Intel.com that could prove very useful to many, both hardcore- and pub-players.

    Here’s a snippet..

    Console commands & miscellaneous tweaks
    To my surprise, many of the console commands that worked in ET: Quake Wars have been disabled in Brink. This helps level the competitive playing field, but restricts players who would like to fine-tune their setup. Only a handful of commands are available, besides turning the main options down, that will have any significant impact on the picture quality/frames per second. Players with low end hardware should definitely play on a 640x480 resolution to secure a reasonable FPS gain. The id Tech 4 engine might be 7 years old, but having been heavily modified it does still require a decent PC to run smoothly. As always, make sure you have the latest video card drivers if you want to get the best out of Brink.

    • Console can be reached with CTRL+ALT+CONSOLE BUTTON, use com_allowconsole “1” for faster access 
    • The config files are located at C:\ProgramFiles\Steam\userdata\YOURSTEAMID\22350\local\base and to include all the binds in the file use “writeconfig autoexec” in console 
    • Disabling the intro videos can be done in Brink’s steam launch options: add the line +set com_bootLogo “0”
    • Windowed mode can be achieved by com_useFastVidRestart “1”
    • ui_fov “102”, I recommend using a fov between 87 and 103
    • r_displayrefresh “” to set your monitor refresh rate
    • ui_showgun “0” to remove gun model, this is only favourable when playing with a low spread weapon like the SMG’s because the iron-sight vanishes 
    • g_friendlyTextColor “0 1 0 1” (RGB) changes teammates health bar colour, the green I am using is much more eye-catching
    • seta s_volumeSpeech_db “-60” removes ambient noises
    • seta g_decals “0” removes bullet holes etc
    • seta g_enemyColor “1 0 0 1” highlights opponents on minimap
    • seta g_enemyTextColor “1 0 0 1” highlights opponents on minimap
    • seta image_anisotropy “0”
    • seta image_filter “GL_LINEAR_MIPMAP_NEAREST”
    • seta r_offsetfactor “999”
    • seta r_offsetunits “2000”
    • seta r_shadows “0”
    • seta vt_lodbias “4” This command will reset to “2” every time you start Brink
    • seta com_machinespec “0”

    Read the whole thing:
    Intel.com 

    Brink weapon damage and body type health revealed

    Ever wondered what the difference is between body types is in health? Now here’s the answer as presented by Den Kirson.

    Tests with g_DebugHealth reveal:

    • Light has 120 health
    • Medium has 140 health
    • Heavy has 180 health

    Hit Location Multipliers are segmented into:

    • Head (1.5x damage multiplier)
    • Torso & Arms (1.0x)
    • Legs (0.75x)

    Up to five extra Health Pip buffs can be acquired. One from Hardened, Two from a Health Command Post and two from a Medic.

    • The first additional Health Pip adds +30 health to all Body Types.
    • The following Health Pips add +25, +20, +15 and +10.
    • Having all buffed Health Pips is a total 100 extra health.

    Weapon damage starts off at their listed number, but after a point, they begin to lose damage.

    Most Assault and Long Rifles seem to maintain their max damage (if they lose any at all) in just about any encounter due to the mostly close quarters fighting.

    SMGs, Shotguns, Heavy guns and Pistols however begin to lose damage as early as 6m (Tokmak) or as far out to about 20m (Sea Eagle).

    Tests with g_DebugWeaponAccuracy reveal:

    • Sighting will give you better accuracy over crouching in most cases.
    • Sighting overrides posture, so it is not necessary to crouch and Sight to get best accuracy.
    • Moving while Sighted will also maintain best accuracy.
    • Accuracy when Knocked Down, Climbing and Sliding is 10 for all weapons.
    • Firing extended bursts will amplify the power of spread increase and recoil.
    • Maximum inaccuracy varies between weapons, but you really shouldn’t be spraying anyway.

    Tests with g_DebugWeapon and g_DebugBulletFiring reveal:

    • The rate of fire in milliseconds. The reload times. The Raise/Lower time from one weapon to another.

    Now, this chart has the Damage, a bunch of times and stationary spread.

    Note that all of these are with the stock weapon, no attachments at all.

    As you notice the chart ain’t fully complete yet but that’s being worked on. Numbers are phün!

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