Enclosed Spaces?

Post » Wed Aug 04, 2010 8:50 am

So a lot of Brink is set outside, or at least in very large rooms with different tiers, levels, and entrances/exits. With SMART there will always be different ways to get in and out of a location, and that is one of the driving forces in Brink. But my question is about when you get into a small closed room.

A lot of this happens on objectives where you and the enemy are both forced into rooms with either 1 or 2 ways in or out. Now, based on out assumptions and knowledge, what problems or strategies do you think we will see?

My personal one would either be minigun/grenade launcher spam. Especially in rooms with 1 way in, like in Get Smart: The Basics 0:47. Rooms like that.
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Kayleigh Mcneil
 
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Post » Wed Aug 04, 2010 1:31 pm

So a lot of Brink is set outside, or at least in very large rooms with different tiers, levels, and entrances/exits. With SMART there will always be different ways to get in and out of a location, and that is one of the driving forces in Brink. But my question is about when you get into a small closed room.

A lot of this happens on objectives where you and the enemy are both forced into rooms with either 1 or 2 ways in or out. Now, based on out assumptions and knowledge, what problems or strategies do you think we will see?

My personal one would either be minigun/grenade launcher spam. Especially in rooms with 1 way in, like in Get Smart: The Basics 0:47. Rooms like that.


Mines and turrets.
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Katharine Newton
 
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Post » Wed Aug 04, 2010 5:25 am

I thought of that to but thats where u going to have to depend on ur team to set up a perimiter. and most of those objective are hack of blowup where u dont have to stand right next to it. Hard to say though cuz if ur defending u want it to be hard to get to and easy to defend, but if ur attacking u want it to open and easy to get in. They will make it even. Plus gernades are weaker in this game so maybe it wont end up like COD with nadas and noob tubes are everything
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James Wilson
 
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Post » Wed Aug 04, 2010 4:49 am

Engineer "nests" next to objectives.
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JD FROM HELL
 
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Post » Wed Aug 04, 2010 7:04 am

I thought of that to but thats where u going to have to depend on ur team to set up a perimiter. and most of those objective are hack of blowup where u dont have to stand right next to it. Hard to say though cuz if ur defending u want it to be hard to get to and easy to defend, but if ur attacking u want it to open and easy to get in. They will make it even. Plus gernades are weaker in this game so maybe it wont end up like COD with nadas and noob tubes are everything


That's a good point, about the grenades, it's the mini-gun spam mentioned above that I think would be the biggest setback. Either way, playing intelligently will probably be the biggest defining factor.
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Justin Hankins
 
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Post » Wed Aug 04, 2010 3:47 pm

It seems that a lot of CP's are in enclosed spaces but objectives mostly aren't.
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Cat
 
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Post » Wed Aug 04, 2010 9:39 am

Mines and turrets.


I meant you being the attacker in this situation. How would you get past Launcher and mini spam, when there is only one way in or out? 2 heavies with one each with either a med to heal or a engy to buff damage.

I guess this could be one capture strategy, the other being everybody spread out and capture one point each.
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Terry
 
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Post » Wed Aug 04, 2010 8:56 am

I meant you being the attacker in this situation. How would you get past Launcher and mini spam, when there is only one way in or out? 2 heavies with one each with either a med to heal or a engy to buff damage.

I guess this could be one capture strategy, the other being everybody spread out and capture one point each.


Soldiers could spam grenades & molotovs into the room to disrupt them, allowing your team to go in unhindered & finish them off.
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Sian Ennis
 
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Post » Wed Aug 04, 2010 8:58 am

I meant you being the attacker in this situation. How would you get past Launcher and mini spam, when there is only one way in or out? 2 heavies with one each with either a med to heal or a engy to buff damage.

I guess this could be one capture strategy, the other being everybody spread out and capture one point each.


On attacking it really depends on the value of the target inside. Say it a CP and I know there are 2 heavies in there with miniguns that is two less heavies defending the primary objective.
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Spencey!
 
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Post » Wed Aug 04, 2010 1:23 pm

Soldiers could spam grenades & molotovs into the room to disrupt them, allowing your team to go in unhindered & finish them off.


Hmmm, that would work for the mini spam, but if you had 2 heavies with launchers... what then?
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Alister Scott
 
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Post » Wed Aug 04, 2010 5:31 pm

I meant you being the attacker in this situation. How would you get past Launcher and mini spam, when there is only one way in or out? 2 heavies with one each with either a med to heal or a engy to buff damage.

I guess this could be one capture strategy, the other being everybody spread out and capture one point each.


On attacking it really depends on the value of the target inside. Say it a CP and I know there are 2 heavies in there with miniguns that is two less heavies defending the primary objective.

So in war, the way is to avoid what is strong and to strike at what is weak.
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NAkeshIa BENNETT
 
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Post » Wed Aug 04, 2010 8:21 am

Hmmm, that would work for the mini spam, but if you had 2 heavies with launchers... what then?


What about them? Grenades would still gut them & leave them helpless for precious seconds.
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Monika
 
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Post » Wed Aug 04, 2010 2:31 pm

What about them? Grenades would still gut them & leave them helpless for precious seconds.


No the heavy defenders using the nade launchers...
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Maria Leon
 
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Post » Wed Aug 04, 2010 6:18 am

Hmm, If you got enemys trapped in a small room I see no need to rush them, just lock them in there while you send people to finish secondary objective.

Besides, standing in a small/medium room is never a good idea when the enemy outside has grenades/molotovs/grenade launchers, Its a Position you cannot possibly defend over any decent amount of time.



and then theres of course the crazy solution, send in Kamikaze operatives. the BoomShakalaka Skill is there for a reason hrhr :celebration:
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Ashley Hill
 
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Post » Wed Aug 04, 2010 12:23 pm

Hmm, If you got enemys trapped in a small room I see no need to rush them, just lock them in there while you send people to finish secondary objective.

Besides, standing in a small/medium room is never a good idea when the enemy outside has grenades/molotovs/grenade launchers, Its a Position you cannot possibly defend over any decent amount of time.


Yes, but if it is a primary objective needed to win the round...

And im worried that if the defenders have nade launchers that their knockdown radius would prevent anybody from getting close enough ti even shoot back.
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Ray
 
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Post » Wed Aug 04, 2010 7:45 pm

It's likely that enclosed spaces and choke points are going to be heavily guarded, so it's going to be a challenge to clear them out. First thoughts in my head are Operative's getting in, bringing in heavier fire, extreme teamwork tactics, and Soldier's blasting their way through. I know I'll be blowing through quite a bit.
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Chenae Butler
 
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Post » Wed Aug 04, 2010 7:01 am

Yes, but if it is a primary objective needed to win the round...

And im worried that if the defenders have nade launchers that their knockdown radius would prevent anybody from getting close enough ti even shoot back.


Every prime objective I have seen has been in a relatively open space. Not a bolthole.

We have discussed grenades as the idea way to clear out an inclosed area.
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Sakura Haruno
 
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Post » Wed Aug 04, 2010 11:11 am

People are going to learn how to cover from outside the area instead of cramming themselves into the phonebooth with everybody else.
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renee Duhamel
 
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Post » Wed Aug 04, 2010 10:54 am

Yes, but if it is a primary objective needed to win the round...

And im worried that if the defenders have nade launchers that their knockdown radius would prevent anybody from getting close enough ti even shoot back.

uhmmm, bullets>grenades when it comes to range. I don't see a problem in this, each side will take both roles in said tiny rooms. Defenders are defending and attackers need to clear the room. If the attackers clear the room and are working on the objective now the defenders need to take it back, switching positions. All tactics and problems go both ways, so just by that its kinda balanced IMO.
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Ownie Zuliana
 
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Post » Wed Aug 04, 2010 9:48 am

The first rule of forging in Halo was to ensure that you had 3 entrances to any area on the map. And that was without parkour...

If there is a chokepoint because of lack of entrances, then that map is bad in my eyes. I generally hate holdout style maps.
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marina
 
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Post » Wed Aug 04, 2010 7:51 pm

Hmmm, that would work for the mini spam, but if you had 2 heavies with launchers... what then?

Taking this example, and assuming one entrance, with 2 heavies, and a turret/mines... Easy.

2 - 3 people, at least one Soldier, at least one heavy with a launcher of their own.

Grenade spam = enemies knocked down, solider with a molotov comes around the corner to keep them that way, and the launcher keeps them down long enough for everyone else to finish them off. Then you only have to worry about turrets and mines. At this point, I'm not worried any more.

And that's ignoring the possibility of an alternative approach (which there will ALWAYS be)
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Nick Swan
 
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Post » Wed Aug 04, 2010 11:23 am

Taking this example, and assuming one entrance, with 2 heavies, and a turret/mines... Easy.

2 - 3 people, at least one Soldier, at least one heavy with a launcher of their own.

Grenade spam = enemies knocked down, solider with a molotov comes around the corner to keep them that way, and the launcher keeps them down long enough for everyone else to finish them off. Then you only have to worry about turrets and mines. At this point, I'm not worried any more.

And that's ignoring the possibility of an alternative approach (which there will ALWAYS be)


Also I can't believe I forgot about this is the Medic's adrenaline boost. Limited and temporary invincible but you take all the damage at the end. Perfect for the problem.
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josh evans
 
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Post » Wed Aug 04, 2010 1:03 pm

Love how most of you guys posts dont even mention the use of medics
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Marcus Jordan
 
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Post » Wed Aug 04, 2010 11:48 am

Also I can't believe I forgot about this is the Medic's adrenaline boost. Limited and temporary invincible but you take all the damage at the end. Perfect for the problem.

I didn't.

I was giving tactics that will always be available, not situational "if you happen to have upgraded this class just right" options.
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Fiori Pra
 
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Post » Wed Aug 04, 2010 7:40 pm

I didn't.

I was giving tactics that will always be available, not situational "if you happen to have upgraded this class just right" options.


Well it is a potent option like the ubercharge.
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Ellie English
 
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