Best dual class combinations (DCUPS)

Post » Sat Feb 19, 2011 7:18 am

I was reading a thread and decided to make a thread about this. What are good class combos and what are their Pros. Im thinking a operative soldier for big time sabotage behind enemy lines.
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louise fortin
 
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Post » Fri Feb 18, 2011 9:15 pm

Im a fan of specialization, but gun to my head Id say a soldier / medic combo bc those are two classes that I feel are going to be always needed on the front lines.
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Peter lopez
 
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Post » Fri Feb 18, 2011 9:51 pm

Engineer / opertive, ultimate sabatouer
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Laura
 
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Post » Sat Feb 19, 2011 4:25 am

Engineer / opertive, ultimate sabatouer


Pssh Operative/Engineer
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Jack Moves
 
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Post » Sat Feb 19, 2011 3:54 am

Im a fan of specialization, but gun to my head Id say a soldier / medic combo bc those are two classes that I feel are going to be always needed on the front lines.

The reason I put this thread out is that you have 20 ability slots. Each class has 9 abilities. That leaves you with 11 open ability slots. Granted 5 of them will be universal. So you can have seven open slots for other class abilities.
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 8:19 am

My reason for saying Op/Soldier is being able to blow everthing up and then screw with their obj.
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Danii Brown
 
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Post » Sat Feb 19, 2011 4:37 am

The reason I put this thread out is that you have 20 ability slots. Each class has 9 abilities. That leaves you with 11 open ability slots. Granted 5 of them will be universal. So you can have seven open slots for other class abilities.



Ah thought there were 9 universals, are you only able to have 5 / character? If so link please
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Felix Walde
 
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Post » Sat Feb 19, 2011 4:48 am

Ah thought there were 9 universals, are you only able to have 5 / character? If so link please

Their are nine universals, but 3 or 4 of them are unlocked at higher levels. The reason i said 5 is because you can't pis any class specific abilities until level 6
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JaNnatul Naimah
 
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Post » Sat Feb 19, 2011 12:29 pm

I was reading a thread and decided to make a thread about this. What are good class combos and what are their Pros. Im thinking a operative soldier for big time sabotage behind enemy lines.

Since I just posted this in Team Tactical (where you got this topic from, I presume) I will post it here too.

That's going to happen for a while until people start to settle into the idea that "soldier" is a specialty in Brink. It was probably a poor class name considering how specialized the other names sound and how interchangeable all the classes are as actual combatants.

I'm starting to consider Double-Class Utility Players (I'm going to coin the acronym now as D-CUPs) a bit more as we learn more about abilities; it seems more likely that a character will be able to fully develop and still specialize in two classes without giving up much over a single class Specialist.

Which begs the question, what combos might be the most beneficial? I'm thinking an Op main with a Medic secondary could be quite useful, and maybe Medics doubling with Engineers.


If the information in the videos remains accurate, there 9 abilities that can be chosen per class (and used in addition to the 1 or 2 abilities that default with that class).

Level 1-4 characters must choose Universal abilities. This leaves 16 class-specific abilities that can be chosen. Therefore, you can completely spec out one class with 9 abilities and a second can be almost completely spec'd out with 7 abilities (or 6 if you want to throw in another higher-level Universal ability like Silent Running).

Still, assuming my guesses are relatively close to the reality that soon shall be revealed, we should be able to have pretty competent dual-spec'd characters.

I personally favor these combinations:

Engineer + Medic
Medic + Assault
Operative + Engineer

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.
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IsAiah AkA figgy
 
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Post » Sat Feb 19, 2011 6:21 am

Their are nine universals, but 3 or 4 of them are unlocked at higher levels. The reason i said 5 is because you can't pis any class specific abilities until level 6


?
1 to 5 get universals
6-14 get all Rank 1-4 class / universal abilities.
Save rest until you hit rank 5 and the the remaining class / universals.
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Clea Jamerson
 
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Post » Sat Feb 19, 2011 6:42 am

Engineer / opertive, ultimate sabatouer

this :D

im also leaning toward engineer / medic
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TASTY TRACY
 
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Post » Sat Feb 19, 2011 8:49 am

Engineer / Medic :flamethrower:
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Adrian Powers
 
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Post » Fri Feb 18, 2011 11:43 pm

I'm about 99% certain there's more than 9 universal abilities.

Considering there's 58 abilities confirmed, if there are 9 - 11 abilities per class (I've heard that each class gets 10 abilities, with one or two possibly having 11), that leaves between 14 and 22 universal abilities.

Pretty sure it's 16 - 17 universals, personally, but you won't be taking all of them - some will be more valuable to Heavies, or to Lights, or to people who focus on certain classes. I doubt you'll need all the class-specific abilities either - particularly when you can only have 3 active abilities available at a time.

First 5 levels MUST be universal abilities, from then on, do what you like.

I'm expecting to probably, as a Medic/Operative, have 8 universals, and 6 each on the chosen classes. Will depend on the specific abilities I find most useful, of course. I may even take 6 universals, and a single upgrade on each of the unused classes, just in case a short-term swap is necessary.
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Laura Samson
 
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Post » Sat Feb 19, 2011 8:02 am

There are 5 ranks:

R1: lvl 1-4
R2: lvl 5-9
R3: lvl 10-14
R4: lvl 15-19
R5: lvl 20

http://www.youtube.com/watch?v=AGUv0MoP5Qs

http://www.facebook.com/?ref=logo#!/photo.php?fbid=10150149447144843&set=a.10150149447139843.310536.94712919842&type=1&theater

Rank 1.

Grenade shooting: you can shoot your own frag grenades out of mid arir

Battled hardened: One extra pip of health

Supply boost: Gives one extra supply pip

Combat Intuition: You know when an enemy has you in their sights

Sprinting grenade : you can cook and throw a grenade while sprinting

Sprinting Reload: Reload while sprinting

Sense of Perspective: Third person view when completing objectives, you can watch your own back

Rank 3.

Unsure

Rank 4.

Silent running: Footsteps and clothes make no noise. Sprinting and use SMART near enemies will not cause you to appear on radar

Rank 5.

Downed fire: Can use secondary weapon while incapped but have much less health while incapped.

Engineer abilities: Shown at 42 secs on the new vid.

Rank 1.

Standard Engineer kit: Ability to repair objectives and buff teammate weapons. (Also looks like they may gets mines with the kit)

Rank 2.

Kevlar plate: increased armor buff

Gearhead: (unsure)

Nerves of Steel: Quicker disarms

Turret 1: First turret

Rank 3.

Upgrade command post: doubles command posts effect for team

Turret 2: Second more powerful turret

Rank 4.

Increased mine capacity (unsure)

Improved weapon buff: you can't use the improved buff on yourself

Rank 5.

Gattling turret: level 3 turret and most powerful

Medic abilities: Shown at 1:01 in the new vid (looks like lots of new buffs, pity we aren't shown what is what)

Rank 1.

Standard medic kit: ability to buff teammates health and toss revive syringes.

Rank 2.

Adrenaline: temporary invincibility buff, but you take all damage at the end. can't self apply

Transfer supplies: gives one of your supplies to a teammate (unsure)

Rank 3.

Supplies buff: makes your supplies regen quicker (unsure)

Fleet of Foot: boosts sprint speed

Rank 4.

Improved life buff, cannot be used on yourself

Self Resurrection: revive yourself when incapacitated with long cool down

Rank 5.

Lazarus grenade: AOE revive grenade

Operative abilities: Shown at 24 secs and 52 sec (because apparently everyone loves operatives :ninja: )

Rank 1.

Standard Operatives kit: Allows you to hack and disguise yourself.

Rank 2:

Firewall: allows you to firewall CP's which makes it harder for enemies to take it back.

Homing beacon: allows you to track an enemy (unsure)

Comms Hack: gain intel from downed enemies, makes enemies appear on teams radar for a short time

Sticky nade: A grenade that sticks to the enemy and they only get 5 secs to get a teammate to remove it or boom, replaces standard nade

Rank 3.

Caltrops: Releases smoke and caltrops that will damage any enemy that attempts to move through it (round grenade)

Hack turret: reprograms turret to be friendly, more effective when done from behind :spotted owl: (turret wit operative mask)

Rank 4.

Control turret: allows you to take control of friendly turret and use it in a first person mode (remote control)

Cortex bomb: allows you to self destruct when incapacitated (exploding head)

Rank 5.

EMP grenade: slows HE charge, disables turrets (EMP nade)

Soldier abilities: seen at 10 secs (lots of unknowns as well)


Rank 1.

Standard Solider Kit: uses HE charge, resupply ammo, and access to molotov

Rank 2.

Armor piecing ammo (possibly): ammo supplied is more damaging (shield with bullets)

Flashbang grenade: temporarily will blind the enemy

Increased grenade cooldown: (unsure)

Scavenger: allows you to resupply supplies from dead enemies (bird claw)

Rank 3.


Kelvar armor: self armor buff (unsure)

Incendiary ammo: Hand out incendiary ammo to teammates

Rank 4:

Increased explosive range (unsure)

Increased explosive damage (unsure)

Rank 5.

Satchel charge: Like c4 can deploy up to 3 charges that can be remotely detonated.

Edit: This is the update with new abilities added and better layout.

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sarah taylor
 
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Post » Sat Feb 19, 2011 4:05 am

:thumbsup:
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Annick Charron
 
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Post » Fri Feb 18, 2011 11:50 pm

Im also planning on creatin a engie/soldier as another character.
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Ells
 
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Post » Fri Feb 18, 2011 10:56 pm

Thanks Wraith, so in the "Rank 3: Unsure" part of the universal abilities list, do you know how many abilities become available?

And do the numbers add up to 58?
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Laura Ellaby
 
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Post » Fri Feb 18, 2011 8:42 pm

Thanks Wraith, so in the "Rank 3: Unsure" part of the universal abilities list, do you know how many abilities become available?

And do the numbers add up to 58?

The Rank 3: Unsure refers to there being an Ability that you can get at Rank 3, but there has been no information regarding it other than the icon. No name, description, anything. We literally know nothing about this Ability. Hence, Unsure.

I counted 48 total Abilities off of that list just now. Is SD holding out on us with 10 cool Abilities or did they cut 10? :spotted owl:
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suzan
 
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Post » Fri Feb 18, 2011 8:47 pm

The Rank 3: Unsure refers to there being an Ability that you can get at Rank 3, but there has been no information regarding it other than the icon. No name, description, anything. We literally know nothing about this Ability. Hence, Unsure.

I counted 48 total Abilities off of that list just now. Is SD holding out on us with 10 cool Abilities or did they cut 10? :spotted owl:

Most recent video that mentioned a number (less than 2 weeks ago) said "almost 60"

So there's abilities missing from our list, apparently.
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Harry Hearing
 
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Post » Sat Feb 19, 2011 11:09 am

i didn't know you could have DUAL class combo thingies!
i'll probably be a MEDIC (main) and ENGI (2ndary) i'll be the ultimate support guy :D
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Richard
 
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Post » Sat Feb 19, 2011 10:07 am

i didn't know you could have DUAL class combo thingies!
i'll probably be a MEDIC (main) and ENGI (2ndary) i'll be the ultimate support guy :D


The idea is that you can setup your character to be able to play both, and then switch between them at command posts as the need arises.
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Alexxxxxx
 
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Post » Sat Feb 19, 2011 5:41 am

The idea is that you can setup your character to be able to play both, and then switch between them at command posts as the need arises.

This.

You won't be both classes at once.

I'm going Medic/Operative - which means when I'm a Medic, I'll have a decent selection of Medic-specific abilities, and when I go Operative, I'll ALSO have a good selection, so it's only as Soldier or Engineer that I'll be less capable.
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RUby DIaz
 
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Post » Sat Feb 19, 2011 1:28 am

I favor the Engineer/Medic combo myself.
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Rachel Cafferty
 
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Post » Sat Feb 19, 2011 9:27 am

Engineer / opertive, ultimate sabatouer


I'm with you on this one.
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Claire Vaux
 
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Post » Fri Feb 18, 2011 11:58 pm

Engineer / operative, ultimate sabatouer


Yes, that would be quite a combo, indeed. B)

For me, I'll keep it plain and simple: Medic/Soldier. I'll heal you and then I can blow up things and supply everyone with ammo from time to time.
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butterfly
 
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