Brink will differ in this aspect for a few reasons:
1. ETQW supported 24 players, which means bigger maps
2. It also supported vehicles (land, sea and air) which means bigger maps
Brink will support at the most 8v8, and there are no vehicles. That maps will be much tighter, and you won't have to run that far to get to where you need to be.
Well, I was referring to the indoor, infantry-only section at the end of each map. Do we know for sure that Brink will support 16 at maximum, or is that just their ideal player count and the basis of the map design? I guess it doesn't really matter what they
support, if 16 the basis of the map design, because that's what we're
talking about, but I'm kind of curious.
Although this is a good tactic, it won't always be successful and here's why:
In both QW and ET, grenades can blow up enemy mines, whether they were detected or not. So when people start playing Brink and they are learning the game, the maps, the tactics, etc. mines will be sick. A lot of players won't be expecting them and some won't even know they're in the game. But eventually, when players start to get their [censored] together, they are going to learn where the Engineer "hot spots" are for planting mines, and like clockwork, they will come to these areas and instinctively toss nades as a precaution. Now this doesn't mean mines will be useless - there will always be an abundance of idiots who get killed by obvious mines - but as more people play and learn the ropes, the more clever Engineers will need to get with their mines.
Oh, absolutely. I don't expect this to be a cake walk. Maybe I can catch them off guard the first time I do it in each match, because I think defenders will usually not worry about mines on their path to their objective, but after that, finding spots that aren't obvious to experienced players but are still deadly is going to be a challenge. If mines work as they did in ETQW I will probably have to use a couple of them in tandem in order to snare good players. Place a well-hidden mine that makes them start to sprint to avoid the explosion, and where they're sprinting, place an obvious mine that they'd only have time to clear if they weren't running from your other one.
I still have to play ETQW against human players a lot more to work on my mine tactics, because mostly I've played against bots, which will somehow fail to
ever notice tripmines placed in door frames, even at Expert level.
Of course, Brink could be totally different, and nades can't blow up mines or whatever. I'm just basing it off gameplay tactics I remember doing and seeing when I played ET and QW.
It could be. I don't know if they're keeping Engineers' objective to disarm mines, which we saw in CC2, but if it's important enough to be on the objective wheel and grant meaningful XP, that implies to me that grenades aren't enough anymore. Which seems reasonable, if grenades are no longer in limited supply--but, of course, if you have to throw two grenades to clear two consecutive mines, that could actually be really annoying since the new cooldown forces you to wait about 18 seconds in between.