Best dual class combinations (DCUPS)

Post » Sat Feb 19, 2011 1:38 am

I would have to go with Operative Engineer, being able to sneak behind enemy lines and then set up defenses.
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kitten maciver
 
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Post » Sat Feb 19, 2011 1:27 am

I assume you meant Soldier with the Assault.

Medics and Soldiers will always be useful, since they keep the team alive and healthy and supplied with ammo.

Engineers and Operatives definitely have less direct but far more complex combat support roles. Engineers will be valued for the weapon buffs and CP upgrades, while Operatives get lots of cool toys to screw with Engineers' defenses (and Engineers can screw them right back with destroying the hackpad as seen in the Get SMART Objectives video).

It's therefore natural for this pairing of classes to dual-spec in each other (Wraith and I independantly planned to do Engineer/Operative builds with opposing primary emphasis). So the Soldier/Medic and the Engineer/Operative makes sense.

I could see how the Medic/Engineer could work as a team-buffer, that would essentially be the http://www.gamesas.com/index.php?/topic/1181826-master-support-build/page__view__findpost__p__17516681.

Operative... yeah, that doesn't really compliment the other classes well, given the radically different playstyle (everyone else is more about helping the team, the Operative is all about disrupting that).

Soldier/Engineer would be the Master of Blow [censored] Up, Have a Nice Day.


Yes, I did mean Soldier. Too much time spent playing BC2. :sadvaultboy:

In the Ready and Able video we see the following:
Universal - 10 abilities
Soldier - 9 + 2 default abilities
Operative - 9 + 1 default abilities
Engineer - 9 + 2 default abilities
Medic - 9 + 1 default abilities
TOTAL = 52 abilities

I don't know if the devs think 52 is "almost 60", or if there are a few more hidden until release. If there are more I would guess they are Universal abilities.

We must choose 4 Universal abilities with our low-level characters, leaving 16 that can be class-specific. If you want to choose one higher-level Universal ability (choosing Heavy/Light body type may also consume an ability slot) then there are 15 class-specific abilities you can choose.

This would allow you to choose all 9 abilities for your "primary" class, and 6 for your "secondary" class. Or alternatively, choose only 8 for your "primary" and 7 for your "secondary"; both would be very well-spec'd -- the "primary" would be missing only one skill while the "secondary" would be missing only one skill and the rank 5 (level 20) skill. So I tend to think of two-class builds as the way to go.

In my discussion below I am suggesting combinations, not which is primary and which is secondary.


The Support Specialist:
Engineer + Medic
There seem to be a number of "escort" missions ... both will be needed a lot.

The Frontlines Anchor:
Medic + Soldier
Ensuring that objectives are defended.

The Explosives Master:
Soldier + Engineer
A team-player of the non-medic sort.


Tactically I tend to think there should be two squads comprising all four classes, the heavier group working on the main objectives and the lighter group flanking and completing side objectives. All of the above work well with the heavier squad. Those favoring more forward/flanking play might prefer the following builds.


The Ultimate Saboteur:
Operative + Engineer
This is probably the best operative-combo in my opinion.

The Split Personality:
Operative + Medic
A solo artist or the ultimate team player; which do I want to be right now?

The Sneaky "Boom" Guy:
Operative + Soldier
The side passage creator and user.
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Hayley Bristow
 
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Post » Sat Feb 19, 2011 11:24 am

As perhaps one can tell from the prior post, I think about this stuff a bit.
I think my first three characters will be:

Primary/Secondary

Medic/Engineer (Heavy)
Soldier/Medic (Medium)
Engineer/Operative (Light)

This will enable me to play as all three body types and to play with every complete kit (except Operative) as soon as possible.
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Alexander Horton
 
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Post » Sat Feb 19, 2011 1:46 am

I'm thinking my main will be a medium Soldier/engy or Engy/soldier (depends on how I like each class when I play em) because I feel like this will give me a good starting class that is both offensive and defensive (gotta blow up points on offense and repair said points on defense)

Then Ill go for a Heavy Medic/ Soldier to be able to utilize the extra pip more and do some damage as a big meat bag

Then when I finally unlock the light ill go with a Op/medic or op/engy so that I can speedy-Gonzalez my @rse around the level opening up side points and being sneaky. And if need be getting to good vantage points that other body types cant get to and lay down cover as an engy / medic

man i cant wait till this game dropssss
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Natalie Harvey
 
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Post » Sat Feb 19, 2011 1:14 am

The Sneaky "Boom" Guy:
Operative + Soldier
The side passage creator and user.

I'll probably be that most of the time, but Brink has plenty to offer, so I'll make more characters for other purposes.

(DCUPS): Hah, sounds like a bra.
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Penny Wills
 
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Post » Fri Feb 18, 2011 8:45 pm

I can't see being operative and anything else a really "good" combo....

Since you can only switch classes at station your team owns, I don't see how an operative who generally spends alot of time behind enemy lines would be able to swtich very effectively.

If you're behind enemy lines hacking comms, you're going to have to cross back into your own side to get to a friendly station to swith to your second spec. I just think that even getting back to your own side is going to be tough, so once you're over there I think you are going to stay there until the rest of your team catches up?
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rolanda h
 
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Post » Sat Feb 19, 2011 12:19 am

In thinking that universal will have 10 and each of the four classes will have 10 then 2 default abilitys for each class, and thats the magic number 58.
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April
 
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Post » Fri Feb 18, 2011 10:54 pm

I can't see being operative and anything else a really "good" combo....

Since you can only switch classes at station your team owns, I don't see how an operative who generally spends alot of time behind enemy lines would be able to swtich very effectively.

If you're behind enemy lines hacking comms, you're going to have to cross back into your own side to get to a friendly station to swith to your second spec. I just think that even getting back to your own side is going to be tough, so once you're over there I think you are going to stay there until the rest of your team catches up?


You can cap a command post, switch, and clear out of there.
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Soraya Davy
 
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Post » Sat Feb 19, 2011 4:29 am

In thinking that universal will have 10 and each of the four classes will have 10 then 2 default abilitys for each class, and thats the magic number 58.


I kind of hope not because then it will involve more difficult choices to dual-spec. :sadvaultboy:
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oliver klosoff
 
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Post » Sat Feb 19, 2011 4:03 am

You can cap a command post, switch, and clear out of there.


One of the benefits of the Operative/Engineer dual-spec is that you can hack, upgrade with Engineer kit, switch to Operative, then make more hack-proof with Operative kit.

Lots of win! :toughninja:
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Khamaji Taylor
 
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Post » Sat Feb 19, 2011 9:33 am

One of the benefits of the Operative/Engineer dual-spec is that you can hack, upgrade with Engineer kit, switch to Operative, then make more hack-proof with Operative kit.

Lots of win! :toughninja:


I hope it's not that easy....not much teamwork in that.

Plus, if this is possible wouldn't the other team's operatives make the station hack proof?
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Nims
 
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Post » Sat Feb 19, 2011 8:01 am

The CP buff might only be in effect while the Engineer who did it is still...an Engineer. Maybe. :shrug:

Anyway, I think any combination would work pretty much equally well. I'm going Engineer/Soldier with my main guy, simply so that I can change if there are too many Engineers and/or not enough Soldiers.
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Kelly Tomlinson
 
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Post » Sat Feb 19, 2011 11:23 am

I hope it's not that easy....not much teamwork in that.

Plus, if this is possible wouldn't the other team's operatives make the station hack proof?

Hack RESISTANT, yes.

Hack PROOF, no.

You can Firewall, which means it takes longer to hack, and as soon as someone tries to steal your CP, you get a notification, so if it's firewalled, you have time to get someone there and kill the guy trying to steal it.
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carley moss
 
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Post » Sat Feb 19, 2011 6:38 am

I plan on being a Medic that is is very proficient in on the field fighting.

But as for this Dual class I'd say Operative/Engineer, cause you can hack enemy sentries, double boost the command posts, disarm bombs, and pretty much keep the field in your control. Of course, there would be limitations on what these dual classes can do.
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CORY
 
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Post » Sat Feb 19, 2011 5:46 am

Soldier - Operative

Can you say Main Slay?
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Hussnein Amin
 
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Post » Sat Feb 19, 2011 12:26 pm

I thought the whole point of advocating a DCUPS strategy (brilliant idea by the way) was that there was a limited number of points available to apply to your skill tree and that by restricting your character to two classes, you would be able to maximize your potential.

Which brings up this question to those of you who are planning to develop additional DCUPS characters. Where are you going to obtain the additional skill tree points to develop your second and third characters? Do you start all over again with a new character? Doesn’t that mean your new character will then be entering matches at a huge disadvantage going up against other Rank 5s?

As a side note, I think I will be going with the “Support Specialist” build suggested by st nickelstew. Everybody loves a team player and I want, no make that NEED, to be loved.
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 5:15 am

Which brings up this question to those of you who are planning to develop additional DCUPS characters. Where are you going to obtain the additional skill tree points to develop your second and third characters? Do you start all over again with a new character? Doesn’t that mean your new character will then be entering matches at a huge disadvantage going up against other Rank 5s?

Unless you opt in to play against higher-ranking players, your low-level characters will be paired with opponents in their rank, not rank 5s just because you have one character that's already there.

Also, my main was always going to be Operative/Medic, but I'm thinking I'll be trying a 3- or 4-class character at least once, and also experimenting with a few single-class ones to see how powerful a specialist I can make.
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neil slattery
 
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Post » Sat Feb 19, 2011 4:33 am

Unless you opt in to play against higher-ranking players, your low-level characters will be paired with opponents in their rank, not rank 5s just because you have one character that's already there.



I take it this means your first DCUPS character will not be accessible then? Nevermind, asked and answered. Thank you for your response. I believe the correct etiquette on this forum is to award you a turtle, whatever that symbolizes.
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kitten maciver
 
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Post » Sat Feb 19, 2011 5:38 am

Pssh Operative/Engineer


Oh c'mon Wraith, you don't wanna go in first, even the sneakiest ninjas get hit bye crossfire. :batman:
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Taylrea Teodor
 
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Post » Sat Feb 19, 2011 12:10 pm

Kill.Kill,Kill :flamethrower:
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Erich Lendermon
 
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Post » Sat Feb 19, 2011 2:46 am

Oh c'mon Wraith, you don't wanna go in first, even the sneakiest ninjas get hit bye crossfire. :batman:


I don't go in first I come in from behind.
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Dezzeh
 
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Post » Fri Feb 18, 2011 9:46 pm

I take it this means your first DCUPS character will not be accessible then? Nevermind, asked and answered. Thank you for your response. I believe the correct etiquette on this forum is to award you a turtle, whatever that symbolizes.

When you go into a match, you only play as one character.

When you switch class, you only have the abilities for that character using that class.

If I take my Operative/Medic into a game and I decide to play as a Soldier, I'll only have the basic Soldier abilities (EDIT: And universal abilities, of course), and no upgrades. I can't instantly swap to a character I've customised with great Soldier abilities just because I want to be a class I'm not equipped for.
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Jessica White
 
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Post » Sat Feb 19, 2011 9:09 am

When you go into a match, you only play as one character.

When you switch class, you only have the abilities for that character using that class . . . (EDIT: And universal abilities, of course), and no upgrades.


Understood. You can choose to spend time developing multiple characters, all of which would be available for you to select from at the start of any given match. Once the game begins however, you would be locked into that particular character.

At the Command Posts you have the option to switch between classes. If you had chosen to play that match with a DCUPS character, then you would be out of luck if you needed to change to either of the two remaining classes you had not invested any points into. To do so would mean you would then have to go back into the game with just the basic kit for those classes (plus any universal abilities).

I believe that’s why you mentioned you were thinking of developing a 3 or 4 class character, so that you wouldn’t be left so underpowered were you to find yourself in this type of situation.

Did I get it right this time?
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Kayla Keizer
 
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Post » Sat Feb 19, 2011 7:12 am

Did I get it right this time?

Exactly right.
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Dan Wright
 
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Post » Sat Feb 19, 2011 3:56 am

Exactly right.



Capital my boy. Oh Jenkins, could you drop what you're doing and fetch this man a turtle?
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Chica Cheve
 
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