» Thu Dec 09, 2010 10:40 am
I'm upset that one has even mentioned Engineer yet. That sounds like the most interesting one, to me, because of the tactical thought you have to put into the question of where your sentry and mines go. You have to understand how your enemy will attempt to act in order to thwart them, and moreso than other classes do--certainly anyone who is fighting at all will benefit from psychology, but if you have to prepare minutes in advance for enemy action, that's where understanding your foes benefits you most. Sometimes I'll be an "in the rear with the gear" engineer, guarding my sentry and repopulating my minefield, but it'll also be fun to lay the traps and then leave to join my buddies on the front line, buffing their guns and then taking lots of risks because I have no ammo or health skills to make it important I stay on my feet.
After Engineer, I find Soldier pretty appealing for its shield skill, and if any of the special grenades (tear gas?) it grants has the same kind of short-term area-denial application as artillery did in ET:QW, it's going to tickle that I can take a tactical tack. (In that game, Field Ops was responsible for handing out ammo and designating fire support targets, and Soldier's schtick was that it could carry heavier weapons, which seems like it's not going to be the case in Brink, so I think the Brink Soldier class is basically a spiritual successor to ET:QW Field Ops. ET:QW Soldier did have the explosive charges they're giving to Brink Soldier, though, so maybe there's less Field Ops going into it than I'm hoping.)
Honestly, I even find Operative more interesting than Medic, and I'm a person who is almost always the medic in other class-based shooters. I'm worried that a lot of people will try to play Operative as though he's the TF2 Spy, and failing because disguises require more thought and finesse in Splash Damage games than in TF2. And, if the Operative is an overplayed class, I won't play it much, because I try to go where I'm needed.
Which, of course, is often going to be Medic, and Medic skills don't really look that interesting. A Medic is a health dispenser; as long as you have injured teammates and some skill energy, you're gonna heal them, right? When you find a fallen ally, you're going to toss him a syringe, right? When do you have decisions to make? Of course, being an effective Medic requires a lot of fundamental shooter skill, because you have to actually outlast your teammates in order to revive them, and this also entails being able to judge the risk of running across the line of fire and revealing your position in order to heal or revive a teammate, but I'm not going to be interested in playing the class until I see some cool skills in it that require some thought or finesse. (Of course, if anyone can do this, it's Splash Damage.) Nevertheless, "not being interested" in the class is not the same as "not playing" the class; when my team has no medics, I switch to medic. This is the way of things.
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