Brink: Gets A Big Patch This Week

Bethblog had the details on this late last week, and it looks promising for the PC version of Brink, with fixes to the server browser, the dedicated server, and some minor bugs. The weirdo sound bug on certain maps has been fixed, and also: “Graphical performance has been improved, especially when using Ambient Occlusion. We’ve worked closely with both AMD and NVIDIA, and you should see performance and stability improvements in future driver revisions from both parties.” No exact date yet, but it should be this week. I’ll make sure I schedule games on the servers when it’s all updated so we can take a look at the improvements.


  1. Makariel says:

    Yay for fixing the weirdo sound bug! What about the invisible enemies bug?

    • Icarus says:

      What about actually making it available on the Steam store? They still haven’t done this, it’s really getting stupid.

    • Frakattack says:

      A lot of the posts I’ve read on various forums during my lurkings imply that those two issues are somehow related.

    • Makariel says:

      Great, then I could play again! Got a bit tiring to get shot in the face by the surrounding air.

  2. WaveOfMutilation says:

    Looking forward to being able to play Refuel with actual noise.

    I do wish there were some Australian RPS servers but I guess the reader base isn’t strong enough here in the arse end of the world.

    • Gnoupi says:

      And finally getting to know if the Resistance guys are actually shouting “To infinity, and beyond!” at the end of the mission.

    • the_fanciest_of_pants says:

      +1 for oceanic RPS server! The aus servers aren’t bad, you can usually find a full server or two with decent ping, seems like a lot of people spread out though.. tons of aus servers have 1-2 people on them.

      But an RPS server would be rad.

  3. wcaypahwat says:

    The problem I’ve noticed with the aussie servers is half of them are locked to whatever rank I happen to be when I try and join.

  4. Primar says:

    Hopefully a balance patch will turn up soon as well!

    • Hirmetrium says:

      Seriously? Your complaining about the balance of BRINK at this point?

      The game has some serious bugs that need fixing. Balance is never a concern until something is stable with all systems/builds, or at least a majority.

      BRINK does not have problems with its balance. If something is OP, you can just switch to it. It’s that kind of game. It’s not like starcraft II where you get owned in a few seconds if something is OP.

    • NukeLord says:

      Hahaha, the weapons are balanced because you can use the overpowered weapons too.


    • Larkin says:

      Balance balance balance, wah wah wah, if your gaming ancestors could see you they’d be ashamed. Hell if your ancestors in general could see you they’d be ashamed!
      “But, but, b-b-b-but they had b-b-b-b-bigger sticks than us!”
      So? Man up and do what i do. Humiliate them. Learn the little weapons, use the weaker equipment, learn it all inside and out so you can use what is considered the be poor kit and still annihilate people with it. You want to know what my favourite loadout is at the moment in BRINK? Light body type, sometimes medium, Galactic SMG (You know, the UMP45) and a Kalt pistol, both of them silenced.
      And this theory carries too.
      My favourite kit in COD4, Skorpion and 1911, both silenced
      R6V2, Skorpion and M9, laser sights
      MW2, MP5 and USP, silenced, plus a throwing knife
      BO, Skorpion and 1911, akimbo WITHOUT steady aim and a tomahawk.
      Sensing a trend here? Simple answer to it is this: Find the OP kit and then don’t use it. If you can kill with skill using the weaker elements, and everyone else can only get a kill if they’re using unbalanced, OP kit, who’s the better gamer? Who can sleep sounder? Who can have a little bit of pride that the scores they achieve and the abilities they have, whilst they might not be world class, at least they’re honest and they have been worked for?
      Bitching about balance, i swear, there are too many kids playing these days…

    • Lilliput King says:

      Some odd ideas knocking about these parts today.

    • the_fanciest_of_pants says:

      Balance really isn’t much of an issue in Brink, from what I’ve played.

      Weapon wise, some of the heavy weapons could probably use a LITTLE bit of love, just to make them worth taking (autoshotty is great how it is). SMG’s are used a lot, particularly the carb-9 but they seriously don’t have any noticeable edge over say the Gerund, the Euston or the Rhett. The pistols are fine. The shotgun is fun. Light rifles are fine.

      As for bodytypes, heavy feels like a little more of a liability sometimes but the extra supply pip is nice, heavy medics make great rear-line defenders. Lights are weak as piss but really once buffs come into play the difference is not huge, and the mobility makes up for it. Medium is a solid all-rounder. All in all the bodytypes all feel like they fill different roles, which is as it should be.

      Maps, well if you’re team is shithouse then there’s a few maps that one side just can’t seem to get a break on. The harshest chokepoints are all early-map ones(Container city front gate, Sec Tower conduit, early terminal).

      I’ve rarely seen a decent team that actually buffs eachother and does their jobs get totally outclassed. If you’re getting stomped beyond all rational measure then it really is a skill/knowledge disparity.

    • Kent says:

      Balance should probably be at the top priority list of devs. Otherwise it’ll be a tool to handicap yourself like the dude above claim he does. I think antisocialfatman said it best when he said: “If you’ve got a choice between a bad weapon or a good weapon you don’t have a choice at all.” and that goes double in competitive games.

    • Devenger says:

      I regularly switch options and haven’t found any to be worse, most are just very different (and some are very contextual). I’ve been really impressed with how great all the weapons, body types and abilities seem to be, in terms of making the game play not better, just more intriguingly. Not sure it’s always well-advertised where the balance comes from, though.

      In particular, the weapon stats provided in the weapon menus are somewhat misleading – the damage value must actually take into account rate of fire, since the Revolver and the Rokstedi AR have delicious damage-per-shot despite having a low listed damage value. Both of those have become part of my common arsenal since I discovered how much punch they have, because whilst their DPS is technically lower than other weapons, they wipe out damaged targets before giving them time to react, and the latter scares off opponents at long range as if it’s a sniper rifle.

    • AlexTaldren says:

      I don’t get this “balance” argument. Why should every gun, class, and kit combination be balanced? And, more importantly, the “balance” most people want isn’t a balance of advantages vs. disadvantages, they just don’t think their gun should be weaker than another.

      The only way to satisfy the “balance” crowd would be to force everyone into one class, with one set of perks, and one type of primary and secondary weapon. There, now that we are all forced to use the same stuff, the game is finally balanced… if you forget about map design.

    • vonhonkington says:

      i play brink on a console, so while i accept your condemnation, at least wait until after my comment to light the pyre:

      hacking objectives are unpossible for the offense unless they are totally dominating, particularly when this objective is a much shorter distance from the defense spawn than the offense. what if there were different spawn timers for each side?

      also, joining a match only to find that the one side is spawn camping the other is a waste of time. i know the spawn turrets are supposed to prevent this, but having more than one spawn might help.

      i want to like this game, i really do, but there are some problems.

  5. sidhellfire says:

    Steam RPS events are dominated by total Brinkage.

  6. Lewie Procter says:

    Hopefully the text bugs that got introduced by a previous patch (for me) will be sorted.

    • Vandelay says:

      I’ve got that one too. Usually it is just replaced by some unreadible blockyness, but it has also claimed I need to hold A instead of X to revive.

      On the whole, not had too many problems, even on my Ati card. Performance boost will be nice though.

  7. clownst0pper says:

    Im really hoping on performance improvements.

    I’m running 4 gig of ram, a quad core at 3.6ghz and ATI 5870HD and my framerate is all over the place.

    Crazy when Crysis, Bad Company 2 and The Witcher 2 all run amazing.

  8. Sigh says:

    Perhaps this forthcoming patch will allow me to actually play the game longer than 8 minutes. Currently the game imposes forced breaks every 8 minutes or so so that it can resolve some OpenGL thingamabob. It kindly returns me to my desktop so that I can purchase and play other developer’s games.

    • Larkin says:

      To be honest mate that sounds more like there’s something up with your current OpenGL settings.

    • Sigh says:

      Yeah, me and thousands others…start with the Steam forums. My problem is something the Splash Damage team has publicly stated that they have duplicated internally and currently do not have a fix, though I am hoping that this patch delivers just such a fix.


  9. Oak says:

    I assume the voice reset problem is behind all my characters inexplicably having Jamaican accents.

  10. MajorStoffer says:

    Performance is the big sticking point for me, otherwise I’ve had a lot of fun with Brink.

    Despite having a quad core at 3.2 ghz, 4gb ram and a 5770 with decidedly conservative settings (none of the fancy features save for 2x AA), I still get crazy stuttering, while like others have said, similar generation games run perfectly fine, with higher settings too.

    This may also be my imagining, but some of the weapons feel extremely inaccurate, particularly the assault rifles, but that may just be a byproduct of the poor performance I’ve been experiencing.

  11. Alegis says:

    T▒at’s p▒tty n▒█r▒i█ wo▓█r▒ st▒r█n?

    • JayeRandom says:


      What I’d really like is some better voiceovers to remind teams more clearly of what objectives they’re supposed to be trying to achieve! Probably not going to happen, though :-(

  12. Apocalypse 31 says:

    Hopefully the ‘real bullets’ patch will release too.

    Enough of unloading an entire mag into something to kill it. I understand they want more gunfights, but its just annoying. Especially when I die from 3-4 shots from the enemy

    • elliotENGi says:

      3 words dude: Go Play COD. Believe it or not, splash damage wanted people to focus on this strange and mysterious thing called “teamwork” while playing brink. The fact that it’s hard to kill a guy on your own is because splash damage want you to kill that guy with a friend. Brink is absolutely focused on teamwork, and hence this i find a good thing. My friend and I double team as medic usually, and working together reviving each other when one goes down is incredibly enjoyable, and guys drop like flies. In saying this, i think the “S.M.A.R.T” system implemented in a cod like game where it didn’t require as much teamwork would be enjoyable, but the weak bullets suit the team based play style intended for Brink.

    • Apocalypse 31 says:

      I hate CoD

      I’m a team player.

      Its annoying having to put a whole mag, sometimes an entire drum mag into someone to get them to drop.

    • Thants says:

      “Enough of unloading an entire mag into something to kill it. I understand they want more gunfights, but its just annoying. Especially when I die from 3-4 shots from the enemy”

      This seems like an indication that you need to change your strategy. I mean, if they can take you down quick there’s no reason you can’t do the same to them.

    • ArthurBarnhouse says:

      You guys can scoff, but I’ve been seeing the exact same thing, and I can’t get a handle on why. My K/D in Battlefield is a .6 which isn’t great, but it does mean on average I get one kill for every two deaths, with a few bursts of brilliant kills here and there. And in TF2 my K/D is usually between .7 and .9. But this game, there are fights where I literally get zero kills. Most of the XP I usually get are from giving health boosts or damage boosts. I’m a team player. I’m super willing to help out. But it really does feel like my gun does no damage whatsoever. I don’t know, maybe it’s a lag issue, but it does make the game pretty hard to play for longer than 10 minutes at a time.


      Also, the lack of a kill cam means that I can get killed three or four times when walking out of spawn without really ever understanding how it happened.

    • Wraggles says:

      Hrm, u sure the guy ur shooting at isn’t a) Health buffed, b) got kevlar, or alternatively thier team has 2 health stations. Usually a clip of ammo, about 35-40 rounds, in an AR is enough to drop 2 unbuffed players….3 if they’re lights.

      If you want to dish out more damage, basically roll engineer, or soldier. Engineer is usually the better choice, as the improved gun buff gives you a lot more damage against un-kevlared people, while armor piercing rounds will only help you out against kevlar’d guys.

      Finally, if you really, really wanna kill men good. Roll a heavy soldier with a chinzor with extended mag and muzzle break. Once you learn to adjust for the recoil, give urself an extra mag and armor piercing rounds you can gun down about 8 guys in a clip, in about 6 seconds (if they line up down a corridor say). Not to mention the extra supply pip, plus high damage frags….

    • Spectre-7 says:

      When I started, it felt like I was pumping hundreds of rounds into targets while they killed me in a handful. It turns out I was leaning on the trigger too much, and I needed to control my fire more.

      With a bit more experience, I’ve found that most weapons in the game can kill 2-3 opponents per magazine, but it depends heavily on sharp aim (as in most games, head shots do more damage), controlled fire, and exploiting the specific weapon’s strengths. For instance, the damage drop off for SMGs is pretty harsh, so you really have to reserve them for close (<25 meter) engagements. However, they retain accuracy fairly well under fire, so you can fire in longer bursts, which is especially useful up close.

      In contrast, AR accuracy completely falls apart while firing on full auto (which is a distinct weakness in CQB), so pulsing fire in 2-3 round bursts is essential. Their damage hardly drops over range, though, so you should try to drop targets before they can close with you.

      The shotgun, while fun, has a completely ridiculous spread, so your target better be within ~3 meters. Beyond that, you're simply not doing enough damage to be worthwhile and it's time switch to your secondary. Hopefully, it's something that complements your primary's weakness.

      Don't overlook the handguns, either. The larger ones (Sea Eagle & the Richie) do a surprising amount of damage, and the smaller ones make up for it with accurate fire and ammo load. They're better for mid-to-long range engagements than SMGs (IMO), and the off-hand knife can be positively delightful in the right circumstances.

      I'd also recommend attaching the front grip to most weapons. It increases stability, meaning that the weapon's spread won't expand as quickly, and that should result in more of your rounds landing on soft targets.