Weapon Bloom is when the weapon becomes inaccurate as you hold down the trigger. Almost every modern FPS game has this now.
Weapon Recoil is when the gun jerks off of your target, often jerking harder the faster you're shooting. This forces you to constantly re-aim every shot as you're firing. It's like having a constant screen shake while you hold your trigger down.
With enough movement involved, Bloom is all you really need to help balance a console shooter. On PC, people will just get around it using burst fire and semi-automatic weaponry, and you need something more to keep it difficult to aim at the higher levels.
weekend_warrior said:
All I'm urging about is why every game needs to fit into a formula in order to be fun. I don't care if Brink has recoil or not. Everyone is playing the same thing, so if it works it's fine and if it doesn't then they'll fix it.
A game can change up the forumla, but it doesn't always work. He was giving the tried and true means that many games even releasing now follow and tweak for their version of fun.
Take Team Fortress 2 for an example. It's a slower, methodical, objective and team based game, and so it's generally listed under that second category. At the same time, due to many of the jump mechanics, and the balance between classes that use projectiles and classes that use various types of hitscan weapons, you could say that it also fits into the first category with Quake and the like. And presto, you have changed up the formula and made a new fun game.
This is also something that really affects PC, because with no recoil and hitscan, the most powerful weapon almost always becomes some type of sniper rifle. This is much of the reason why many of the class based games to come out in the last several years have tried to marginalize the weapon by putting it on a very fragile class, and yet it's still powerful enough to cause people to empty a server at times. In games without classes, they've tried to decrease the use of no scopes and quick scopes by forcing inaccuracy.
Personally, I feel like Brink borrows most heavily from the first category, using the SMART system for traversing instead of, say, having rocket jumping. It tries to use the objective based gameplay, plus a lack of very open spaces combined with a surplus of cover, to take some power away from the hitscan. Combined with the fact that even without recoil, the bloom of many of the weapons increases so quickly and to such a large size that the game demands either burst fire or close range combat, I think things will end up okay.
Nocebo said:
Do players really have high health in Brink? It kinda seemed like even the heavy body type died in a few shots in that clip with bots on hard. Maybe it's because bots were on hard that they did more damage? But I was honestly surprised how fast the heavy body type went down.
Light = 120 HP
Medium = 140 HP
Heavy = 160 HP
So yeah, the Heavy doesn't have much more health than the Light. Plus, he's also much slower and can do much fewer parkour movements. They make it up by being the only weight class that can use miniguns and grenade launchers, both weapons that can easily mow down enemies faster than they can get taken out.