How to deal with light operatives

Post » Sat Feb 19, 2011 12:55 am

Maybe but I am sure their are more ways to get around then you can reasonably defend. Besides spend too much time dealing with the light operative and you are giving the rest of the enemy team a easier time. Honestly I will spent time just keeping people away from the objectives.


To deal with light ops read this ^, get into his mindset, and think about how you would then stop yourself. :P

It's not about dealing with anyone unit in the game, it's about having a team strategy that doesn't allow them to make the most of thier strategies. If they have an Op cause chaos in their area and force him to deal with you instead. The Op is there to distract, stay together and stay watchful and you shouldn't have too much of a problem.
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Rhiannon Jones
 
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Post » Fri Feb 18, 2011 9:55 pm

My major worry about good operatives is them sneaking behind our lines to get to objectives, not whether or not they'll be coming behind some of us to just stack up the kills. If I see a teammate coming to a spot that I'm defending until the timer goes, I'll be keeping my eye on them unless there's actually a reason for them to be there (like if I asked for backup).

My major fear is how people will be playing once Brink hits the stores. Games like COD tends to be all about getting the most kills, some kind of King of the Hill match, even during S&D and HQ maps. Know what happens? Winning team is typically the ones with the worst k/d ratios, but focused almost 100% on completing the objectives (or at least half the team).
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KIng James
 
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Post » Fri Feb 18, 2011 11:26 pm

Who cares.

If there's entire teams of light operatives if you have even half a team of medium soldiers (who know how to play video games), they are dead. Light operatives only have very light weapons.


Not at all true, it comes down to skill and if the lights have more skill that's what matters. Honestly body type and classes are all means to an end and its skill that carries the day.


To deal with light ops read this ^, get into his mindset, and think about how you would then stop yourself. :P

It's not about dealing with anyone unit in the game, it's about having a team strategy that doesn't allow them to make the most of thier strategies. If they have an Op cause chaos in their area and force him to deal with you instead. The Op is there to distract, stay together and stay watchful and you shouldn't have too much of a problem.


To ops then think about how you would defend against yourself then do something else. However if a team is all together they will leave other things open.
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Matt Bigelow
 
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Post » Sat Feb 19, 2011 2:53 am

I havent seen how they show if someone is talking over the mic, like an exclamation mark over the player, or none at all?

No, in TF2 if a player talked, the Spy disguised as him would likewise have a bubble over his head. They added this feature because it was so obvious otherwise.

Look at the behaviour. The spy in TF2 was always quite easy to pick out from a crowd because of this, however; what helped the fit into the flow was their ability to go invisible, meaning the could appear whenever they wanted to. Given that the operative will not have this ability, it means that he will most likely try to get his kill fast if he is among a group of enemies.

However, it's also true that the Spy focussed on getting insta-kill backstabs rather than lining up full-magazine shots on the enemy. An Op can stay further away from his target(s) than Spies do in TF2.
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Amanda savory
 
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Post » Fri Feb 18, 2011 9:18 pm

Who cares.

If there's entire teams of light operatives if you have even half a team of medium soldiers (who know how to play video games), they are dead. Light operatives only have very light weapons.

I might believe that if I hadn't been as good at Scientist class in War for Cybertron, or, more relevantly, as an Alien in the old PC-only AvP game (the FPS that the new multiplatform one is basically just a remake of).

In that game, being an Alien meant speed and agility at the cost of health and weaponry - sound familiar? Guess what character type got accused of hacking most often...
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Zualett
 
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Post » Sat Feb 19, 2011 1:26 pm

Is there Friendly Fire ? ,If not im always going to shoot my team mates just in case ;)


Yes, there is friendly fire. It used to drain your XP as well, but that may have been taken out. No spychecking :c

I'll go Heavy Engineer. Biggest turret I can get facing outward, Me with my Gottlung facing the back of the turret, and my back against a wall.

'Spy sappin mah-" MINIGUNMINIGUNMINIGUN "Never mind."
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Ray
 
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Post » Sat Feb 19, 2011 7:01 am

Yes, there is friendly fire. It used to drain your XP as well, but that may have been taken out. No spychecking :c

I'll go Heavy Engineer. Biggest turret I can get facing outward, Me with my Gottlung facing the back of the turret, and my back against a wall.

'Spy sappin mah-" MINIGUNMINIGUNMINIGUN "Never mind."

Same though I was thinking heavy soldier to gain access to molotovs.
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Emily Martell
 
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Post » Sat Feb 19, 2011 8:46 am

That they will. I wonder if you can shoot mines?
in the objectives video i think it was one of the SMART Series, it said you can destroy mines with frag grenades
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KIng James
 
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Post » Sat Feb 19, 2011 7:44 am

Actually, one thing I learned from Team Fortress 2 and Enemy Territory:Quake Wars - Test all your teammates.


ALMOST shoot them, like the ground near thier foot and see what they do. Most new spies in TF2 would avoid the gunfire, look at you, or run away. A real teammate might just look at you and continue on thier way.

Be very aware of people running AT you, not near you. This is a newbie spy/operative mistake, and will help you spot newer Ops quickly.

Stay near battle. Any teammate that isn't shooting at the enemy is an Op. Experiencd Spies would jump around looking like they were dodging bulelts, but they still never fired.

Pay attention to who's dead and who isn't. If Joe Schmoe the soldier just died and you see him walking around with full health, shoot the ground in front of him

Spycheck yourself. This is important since you can't spycheck in this game. If someone thinks you are a spy by watching you all the time, fire your weapon to show you aren't a spy. In fact, fire your weapon at them just in case they were watching you because THEY were a spy.
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Jesus Duran
 
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Post » Sat Feb 19, 2011 1:21 am

A Heavy Operative would probably be good at taking care of Light Operatives. If they disguise you can still spot them. And if you kill someone you can hack their corpse to get radar. I don't think there's an ability that stops you from showing up on an Operative's radar.



If you really want t be an anti-operative, then I agree with Mad Hatter, Heavy operatives on defense will give them a headache. All of their information gathering abilities, an immunity to disguises, the best weapons, high health, and movement isn't that important on defense.



I think that the optimal team will very often have two of each kit. One squad of four "lights" roaming the perimeter of the map; one squad of four "heavies" rolling right down the center of the map. The role of the "heavy" Operative would be entirely defensive: spotting enemy Operatives, spotting enemy mines, making Command Post more difficult to hack, and interrogating incapped/dead enemies for information (and there are likely to be more of these near the "heavy" group than the "light". Lots of helpful things a "heavy" Operative can do!

Therefore, one of my characters, very likely one of my first two characters, will have Operative as a secondary class. You don't need many Operative abilities to serve a "defensive" role.
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Kara Payne
 
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Post » Sat Feb 19, 2011 11:59 am

I think that the optimal team will very often have two of each kit. One squad of four "lights" roaming the perimeter of the map; one squad of four "heavies" rolling right down the center of the map. The role of the "heavy" Operative would be entirely defensive: spotting enemy Operatives, spotting enemy mines, making Command Post more difficult to hack, and interrogating incapped/dead enemies for information (and there are likely to be more of these near the "heavy" group than the "light". Lots of helpful things a "heavy" Operative can do!

Therefore, one of my characters, very likely one of my first two characters, will have Operative as a secondary class. You don't need many Operative abilities to serve a "defensive" role.

Operative can be a great defensive class, really. I've detailed the merits of the Heavy Op for a long time now. Most people think they're only good for sneaky spy stuff, but that just isn't true. In addition to the things you listed, they also get caltrops, which hurt any enemies that run over them, EMP grenades to temporarily disable explosive charges, escort robots, turrets, etc., and a Cortex Bomb to potentially take your enemies with you when and if you do get taken down.
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ONLY ME!!!!
 
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Post » Sat Feb 19, 2011 3:42 am

Operative can be a great defensive class, really. I've detailed the merits of the Heavy Op for a long time now. Most people think they're only good for sneaky spy stuff, but that just isn't true. In addition to the things you listed, they also get caltrops, which hurt any enemies that run over them, EMP grenades to temporarily disable explosive charges, escort robots, turrets, etc., and a Cortex Bomb to potentially take your enemies with you when and if you do get taken down.


Indeed! Someone spec'ing Operative as a secondary class should easily be able to spec caltrops (I forgot about them). While useful, EMP grenades are the Rank 5 Operative ability, so would more likely be chosen by a primary Operative character.

In a "heavy" squad of four I would almost think the Operative should be first in line, particularly to spot mines. Going first the Operative is therefore likely to be first to encounter the enemy and the first to die. However, being followed by three other "heavies" should be revivable by the Medic once the rest of the squad wins the fight (so cortex bomb might not be as useful as several of the other abilities). But I dunno. It certainly could be useful in some situations, but I tend to think of it as a little more useful for an "offensive" rather than a "defensive" Operative.
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Josh Lozier
 
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Post » Fri Feb 18, 2011 10:55 pm

I'm going to be a light medic......... Am I a bad person?
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phillip crookes
 
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Post » Sat Feb 19, 2011 11:40 am

theres no way your gunna stop me!!! unless you kill me of course


agreed...
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BRIANNA
 
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Post » Fri Feb 18, 2011 9:41 pm

I'm going to be a light medic......... Am I a bad person?


You're such a renegade man... woah... would not like to be on your team. :shakehead:
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james tait
 
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Post » Sat Feb 19, 2011 4:23 am

Light medic is something I'm looking forward to play as:running around helping my team as much as I can while acting as a massive damage dealer with my hockler and Barret.
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 4:09 am

Guys guys guys, it's so super simple. We just paint a tunnel onto the wall with a sign that says "FREE COMMAND POST INSIDE" and they will just sprint into it really fast.

I'll go find a SKU number for it in my ACME catalog
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Cameron Garrod
 
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Post » Sat Feb 19, 2011 11:02 am

"FREE COMMAND POST INSIDE" and they will just sprint into it really fast.

I'll go find a SKU number for it in my ACME catalog

And then a 2 Heavies wielding miniguns will wipe them out.Pure Genuis
I must prepare !
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Victoria Vasileva
 
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Post » Fri Feb 18, 2011 9:27 pm

http://www.youtube.com/watch?v=dI-I8DQD4LI
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An Lor
 
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Post » Sat Feb 19, 2011 10:47 am

Send them to the gym and send them back to school to learn a real job...

-take the flame bait, it is tasty :D
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Rob Smith
 
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Post » Sat Feb 19, 2011 6:46 am

Bait? What bait? No bait here... :whistling:
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John N
 
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Post » Fri Feb 18, 2011 11:28 pm

In another post someone said mines only go off when you step OUT of them, so if you step on a mine and stay still, it wouldn't explode and a friendly engie could come along and disable it.


Or you can be a [censored] and wait for the friendly engineer to get close then LULZ TROLL move, killing the both of you.
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Tanika O'Connell
 
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Post » Sat Feb 19, 2011 11:17 am

Or you can be a [censored] and wait for the friendly engineer to get close then LULZ TROLL move, killing the both of you.


*After respawn*
*looks at Engineer*
"Now, What did we learn?"
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Lory Da Costa
 
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Post » Sat Feb 19, 2011 6:15 am

The maps seem small to me....that Light Ops will rarely get me. "Spotting" will become a sport, much less a deficiency. I believe everyone will depend on everyone to cover there back. Hehe!
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Steve Smith
 
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Post » Sat Feb 19, 2011 6:48 am

The maps seem small to me....that Light Ops will rarely get me. "Spotting" will become a sport, much less a deficiency. I believe everyone will depend on everyone to cover there back. Hehe!


Your lucky your on the PS3.
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Ash
 
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