So here's a question: Class Kits

Post » Sat May 28, 2011 6:25 pm

We know that each class has a "kit" for an Ability. Soldiers get to blow up stuff, Engineers repair and build stuff, Medics heal allies, and Operatives hack stuff, this is nothing new.

But... Here's my question. If class kits are Abilities, will we have to take that Ability to complete that class's objectives?

For example, let's say we're playing Container City as a brand new character who we choose to specialize as a Medic. If we don't take the Soldier's Kit Ability, how do we complete Soldier objectives, such as blowing up the first door? Do we have to take that Ability in order to complete the Soldier objectives?

Splash Damage has hyped up the ease of changing classes at Command Posts to flex your team's classes and Abilities to suit the situation as needed. So if kits can be obtained that way and we therefore don't have to take (again, for example) the Engineer's Kit Ability to repair the robot when it gets damaged, what's the point of having the kits as Abilities?

I guess I don't completely understand this, and would appreciate clarification.
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Trevor Bostwick
 
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Post » Sat May 28, 2011 10:01 am

I think begging skills (such as Engie turret) You have at start but you can upgrade them.
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stacy hamilton
 
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Post » Sat May 28, 2011 3:47 pm

I always thought you couldn't get rid of the Standard Kits whatsoever. I guess they're there to explain what a class is capable of, but you would not be able to remove them.

So essentially, you get them to begin with. One of SD's problems was that in BFBC2, you couldn't use the Medic-specific stuff until you reached level 3 or so with the Medic, so they coded BRINK to let you have all the basic equipment for each class from the start.
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TIhIsmc L Griot
 
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Post » Sat May 28, 2011 8:37 pm

I think begging skills (such as Engie turret) You have at start but you can upgrade them.

I'm not even talking about that. I'm talking about "Hey, Soldier, place that HE charge!" "OK, I'll switch to Soldier! Oh wait, I never got the Soldier's Kit Ability!" Will he be able to place the charge? How does that Ability affect how he does as a Soldier? I guess that is my real question.
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lucile
 
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Post » Sat May 28, 2011 5:43 pm

I'm not even talking about that. I'm talking about "Hey, Soldier, place that HE charge!" "OK, I'll switch to Soldier! Oh wait, I never got the Soldier's Kit Ability!" Will he be able to place the charge? How does that Ability affect how he does as a Soldier? I guess that is my real question.

I think it is a default ability that is always active. It costs no points and has no lvl requirements. I think it's there just to show players what the class can do by default.
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Chantel Hopkin
 
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Post » Sat May 28, 2011 8:40 am

I'm not even talking about that. I'm talking about "Hey, Soldier, place that HE charge!" "OK, I'll switch to Soldier! Oh wait, I never got the Soldier's Kit Ability!" Will he be able to place the charge? How does that Ability affect how he does as a Soldier? I guess that is my real question.

Every class has basic abilities that they start with that require no unlocking, or leveling to use (i.e a soldier planting an HE charge).
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how solid
 
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Post » Sat May 28, 2011 8:02 pm

I always thought you couldn't get rid of the Standard Kits whatsoever. I guess they're there to explain what a class is capable of, but you would not be able to remove them.


This. The standard kit is only listed so you know what your class is capable of by default. You don't even spend credits on them - they're just always there.
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Jessica Phoenix
 
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Post » Sat May 28, 2011 8:03 pm

Engineers that have no purchased abilities have the ability to heal robots, Operatives have the hack objective (not hack turret) ability right off the bat, Medic can revive and Soldiers have the HE charge without having to buy any abilities. Any more questions, just PM otter. :wink:
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Olga Xx
 
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Post » Sat May 28, 2011 11:53 pm

All the classes are fully capable of completing objectives and fulfilling their role as the class by default. This this isn't BC2 - Medics don't need to earn medkits and defibs (that was so dumb of them)
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Leilene Nessel
 
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Post » Sat May 28, 2011 9:31 pm

This. The standard kit is only listed so you know what your class is capable of by default. You don't even spend credits on them - they're just always there.

I see. The fact that they were included with the Abilities confused me once I started considering the implications of having to buy being a class, given how user-friendly we know Splash Damage is making Brink.

I think this can get locked now that my question is answered. Thank you all for your timely and respectful responses!
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neil slattery
 
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Post » Sat May 28, 2011 8:15 am

We know that each class has a "kit" for an Ability. Soldiers get to blow up stuff, Engineers repair and build stuff, Medics heal allies, and Operatives hack stuff, this is nothing new.

But... Here's my question. If class kits are Abilities, will we have to take that Ability to complete that class's objectives?

For example, let's say we're playing Container City as a brand new character who we choose to specialize as a Medic. If we don't take the Soldier's Kit Ability, how do we complete Soldier objectives, such as blowing up the first door? Do we have to take that Ability in order to complete the Soldier objectives?

Splash Damage has hyped up the ease of changing classes at Command Posts to flex your team's classes and Abilities to suit the situation as needed. So if kits can be obtained that way and we therefore don't have to take (again, for example) the Engineer's Kit Ability to repair the robot when it gets damaged, what's the point of having the kits as Abilities?

I guess I don't completely understand this, and would appreciate clarification.

each class can carry 4 abilities 1 is always your default.(if they count that) so when u change to a diff class you will get those 4 abilities. (or 5 if they dont count the default.)
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mimi_lys
 
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Post » Sat May 28, 2011 9:12 am

I see. The fact that they were included with the Abilities confused me once I started considering the implications of having to buy being a class, given how user-friendly we know Splash Damage is making Brink.

I think this can get locked now that my question is answered. Thank you all for your timely and respectful responses!

Ok
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Romy Welsch
 
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