Enclosed Spaces?

Post » Wed Aug 04, 2010 6:54 am

Is 'adrenaline rush' an ability and separate to general health buffing then?
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Bones47
 
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Post » Wed Aug 04, 2010 6:51 pm

Love how most of you guys posts dont even mention the use of medics


Medics will only get you so far in an enclosed situation, because you still have to factor in how to keep the medics alive.

The strategies being suggested are multipurpose and like anything team oriented will benefit from having medics, but can function without.
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Myles
 
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Post » Wed Aug 04, 2010 9:15 am

Is 'adrenaline rush' an ability and separate to general health buffing then?


Yes
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teeny
 
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Post » Wed Aug 04, 2010 6:38 am

Medics will only get you so far in an enclosed situation, because you still have to factor in how to keep the medics alive.

The strategies being suggested are multipurpose and like anything team oriented will benefit from having medics, but can function without.

^This!

Yeah, Medics can help, but they need to be ALIVE while doing it, and also, the Medics may not have the advanced tactics (or pips or whatever) at that moment.

Um, last I checked, Heavies are not almost-invincible tanks and can be killed like anybody else (if the gameplay videos are anything to go by).

Just throw Molotovs and/or grenades to knock them down and get your team to shoot them when their down (and the Engineer can put a Turret there for I know, too), lol. Wait for the baddies to reload their launchers or something and then shoot 'em. Not that hard to figure out for me.

If they are in a small area, isn't it easier to back them into a corner/trap them somewhere?

I love how some people on this forum make things so complicated, lol! :biggrin:

It's a shooter, you gots guns and grenades and however many teammates, the baddies are locked into a small area, 1+1=2,---*says in dramatic Mortal Kombat voice* FINISH HIM! :flamethrower:
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Nick Jase Mason
 
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Post » Wed Aug 04, 2010 2:41 pm

There must be a ton of ways of getting them out, some clever ways using abilities and others that are just using movement and weapons. Is the room the heavies are in opaque or can they see what will be coming through the doors? If they cant, then you can just sprint and slide through the door whilst firing, chances are both heavies will target the first guy through the door, so as long as he gets a little way into the room and the blast radius/firing area is focussed away from the door then anyone who follows the first guy in will be untargeted. At least for a little while.

Also heavies dont seem to stay alive for too long under fire, so its not like dropping one would take ages. Suppose you could just flash bang and nade the hell outta the place then charge in. Or like wraith said, if you've got the adrenaline boost you could just charge in an deal some damage to them.

Can I just point out I was never given a turtle.
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Jade
 
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Post » Wed Aug 04, 2010 12:00 pm

There must be a ton of ways of getting them out, some clever ways using abilities and others that are just using movement and weapons. Is the room the heavies are in opaque or can they see what will be coming through the doors? If they cant, then you can just sprint and slide through the door whilst firing, chances are both heavies will target the first guy through the door, so as long as he gets a little way into the room and the blast radius/firing area is focussed away from the door then anyone who follows the first guy in will be untargeted. At least for a little while.

Also heavies dont seem to stay alive for too long under fire, so its not like dropping one would take ages. Suppose you could just flash bang and nade the hell outta the place then charge in. Or like wraith said, if you've got the adrenaline boost you could just charge in an deal some damage to them.

Can I just point out I was never given a turtle.

After that post, you deserve more than just one.

Well done. :turtle:

Might I also suggest you combine BOTH of your suggestions, and have a light dash/slide into the room, then an Adrenaline-buffed heavy march in behind him - should have the Light diver attention, then the Heavy redirect it back pretty fast... BUT NOT DIE... That'll panic them a bit, and keep them occupied while the rest of your people break in through the other door...
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Jordyn Youngman
 
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Post » Wed Aug 04, 2010 6:55 pm

After that post, you deserve more than just one.

Well done. :turtle:

Might I also suggest you combine BOTH of your suggestions, and have a light dash/slide into the room, then an Adrenaline-buffed heavy march in behind him - should have the Light diver attention, then the Heavy redirect it back pretty fast... BUT NOT DIE... That'll panic them a bit, and keep them occupied while the rest of your people break in through the other door...


Certainly, a combination of the two would be a hell of a lot more useful than just either one by itself, always have to consider the skill/experience of the heavies though. The only downside to any theoretic tactic though is the fact that they usually require a high level of teamwork that a lot of people are not going to have access to :(

Cheers for the turtle, been so long since I was playing tournaments I've missed talking tactics and scenarios lol. Cant wait to get hold of this game....
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Tai Scott
 
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Post » Wed Aug 04, 2010 2:08 pm

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.


Oh. Ok, didn't know about ARush. But my whole point for the multipurpose strats is that they are SPAMMING the door. That means grenades are already exploding as you get close to the door. Since launcher nades use knockdown, or at least it seems this way in the videos, you wont even be able to get a shot in.

Unless that ARush prevents knock down then I still see a problem.

*Edit. And you would only need to hold the room for what 30-40 seconds?
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Justin Hankins
 
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Post » Wed Aug 04, 2010 5:54 pm

Oh. Ok, didn't know about ARush. But my whole point for the multipurpose strats is that they are SPAMMING the door. That means grenades are already exploding as you get close to the door. Since launcher nades use knockdown, or at least it seems this way in the videos, you wont even be able to get a shot in.

Unless that ARush prevents knock down then I still see a problem.

*Edit. And you would only need to hold the room for what 30-40 seconds?


You mean the attackers need to clear the room within 30-40 seconds? So we can assume a lot of the attacking team will (or should... bad team mates) be focussed on this one room with these two heavies. The priority tasks for the attacking team then are stopping the other 6 enemies getting into this room to bolster the heavies and trying to get the heavies out. This is a small time frame, however I cant see Brink having weapons that can sustainably fire for a full 30 - 40 seconds, even 15 seconds is a long time for a gun (in particular a nade launcher) to keep firing. There would have to be a lull in the nade launchers firing in this time, thats when youd have to push in. Dont forget anyone who gets in the doorway but is incapacitated can be throw a revive syringe, or even a lazarus nade could be launched into the room.
Sound like the most dangerous weapons in this situation would be if one heavy had a machine gun and the other had a launcher. However as I said that launcher has to run out of ammo fairly quickly if spammed at the door. An then someone could make a dash into the room.
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Katie Samuel
 
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Post » Wed Aug 04, 2010 8:52 am

Enclosed spaces are always always a tricky thing to handle in a game. In comes down to tactics. How well does your team tactics hold up to the enemies? Likewise, you don't want something set up to that any ole team can just post up and hold off anything you throw at them and get the objective. Grenade spams and nade launchers to stun enemies is good, leaving turrets and mines to be dealt with. The bottom line is the customization. Given the ability to spec your character out with a limited number of abilities you need variety in your team. A specialized team can find itself lacking the ability to break a certain defense or make a certain defense because they missed critical abilites. There is rather limited ability to grenade spamming. You chuck a grenade, it has to cooldown. Soliders get a few types but those take up ability slots, making it a grenade junkie class IE limiting its overall effectiveness. Th

is game is going to play differently than we are used to from other games. I see alot of good ideas but no one should be concerned that there will be major issues like this in the game. SD can tweak a ton of things in the game any day any time, so if something unbalancing does creep up, they will fix it with comforting ease and speed, don't worry people.
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Chris Guerin
 
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Post » Wed Aug 04, 2010 7:23 am

Cant you like make a attack from windows or do you mean rooms with no windows and stuff?
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Beulah Bell
 
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Post » Wed Aug 04, 2010 8:43 am

Cant you like make a attack from windows or do you mean rooms with no windows and stuff?


Only the door and nothing else. I know it is specific, but that is also why it might cause problems. All you would need to to know when to shoot is a Op disguised as the other team, or the heavies wait until the first enemy comes, and then starts spamming. And since heavies can give others ammo...
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Amy Cooper
 
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Post » Wed Aug 04, 2010 4:31 pm

Only the door and nothing else. I know it is specific, but that is also why it might cause problems. All you would need to to know when to shoot is a Op disguised as the other team, or the heavies wait until the first enemy comes, and then starts spamming. And since heavies can give others ammo...

Err, you mean, since Soldier class (Light, Medium, or Heavy) can give others ammo. ;)

Being Heavy doesn't mean you are automatically a Soldier, lol. :D You can be a Heavy Medic or a Heavy Operative, for example.

Well, I don't think you can spam if there are cooldowns between grenades and stuff....?

Anyway, sooner or later, there will be an opening. Heck, use some of your teammember as bait, lol! (And use Medics next to the doorway to throw syringes occasionally or something).

Something's got to give, sooner or later, especially if you have lots of fodder sacrificial lambs teammates. ^_^

EDIT: BTW, I think people are giving good advice on this thread. We will find out how the game works when it comes out and then we can
discuss some more about tactics and what is working and what is not in more depth. ^_^
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Erika Ellsworth
 
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Post » Wed Aug 04, 2010 9:27 am

Hey....

When you're knocked down but not incapacitated, you can still shoot relatively accurately...

They have 3 Heavies holding the room.

You have 3 Heavies rush at the edges of the door, get knocked down immediately, close enough to the edge of the blast radius to allow Medic attention. Now you have 3 Heavies being constantly health-buffed with line of sight on the enemies. Who's going to win now?
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Natalie Harvey
 
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Post » Wed Aug 04, 2010 7:48 am

Hey....

When you're knocked down but not incapacitated, you can still shoot relatively accurately...

They have 3 Heavies holding the room.

You have 3 Heavies rush at the edges of the door, get knocked down immediately, close enough to the edge of the blast radius to allow Medic attention. Now you have 3 Heavies being constantly health-buffed with line of sight on the enemies. Who's going to win now?

Was that directed at me or the OP or are you just throwing that at anyone, lol?
Still got disorientation on their side, I would think. :huh: I don't think it would be as complicated as people think, but maybe that's my inner girl wondering why guys complicate things.... in a video game..... that gives you guns.... (that kill), lol. :D "Shoot him, darn it! Throw everything from all angles(molotovs, grenades, turrets, sticky grenades, mines, everything!)" :laugh:

But then again, I don't know (none of us really, unless you've played it at one of the PAX/gaming events or something), how the game works until I actually get the game in my hands. And I'm not much of a tactical/strategic FPS player---I just shoot everything in my way, lol. :hehe:
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Lindsay Dunn
 
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Post » Wed Aug 04, 2010 11:29 pm

Medics will only get you so far in an enclosed situation, because you still have to factor in how to keep the medics alive.


Colleagues before comrades, mate: medics heal other medics first.

That's basically Rule #1 of playing medic in any game I can think of.
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Tamara Dost
 
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Post » Wed Aug 04, 2010 10:26 am

Was that directed at me or the OP or are you just throwing that at anyone, lol?
Still got disorientation on their side, I would think. :huh: I don't think it would be as complicated as people think, but maybe that's my inner girl wondering why guys complicate things.... in a video game..... that gives you guns.... (that kill), lol. :D "Shoot him, darn it! Throw everything from all angles(molotovs, grenades, turrets, sticky grenades, mines, everything!)" :laugh:

But then again, I don't know (none of us really, unless you've played it at one of the PAX/gaming events or something), how the game works until I actually get the game in my hands. And I'm not much of a tactical/strategic FPS player---I just shoot everything in my way, lol. :hehe:

i was throwing it out there for everyone, but yours was the one that gave me the idea.

And seriously, if you're EXPECTING to be knocked down, and you're being constantly healed from behind, there's not going to be much they can do about it.
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Je suis
 
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Post » Wed Aug 04, 2010 1:41 pm

i was throwing it out there for everyone, but yours was the one that gave me the idea.

And seriously, if you're EXPECTING to be knocked down, and you're being constantly healed from behind, there's not going to be much they can do about it.


Ah, okay.

OMG, I totally misread what you said, sorry, sorry!

Wait, the enemy Heavies are the ones being healed now? Well, then, I don't know. Throw grenades, mines, turrets, everything and have a couple of people
slide through and then have others try to kill the Medics?

I'm bad at imagining scenes---I have to visually see it literally in front of my face before making any suggestions, lol.

Also, like in many situations in life, there are many variables that
come into play---how many Medics on each side, what types of abilities do both sides have, can we lure them away or slip in, how many of each class on each side, what kind of weapons/upgrades do each side have, where are the enemy teammates at the moment, etc.
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Tiffany Holmes
 
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Post » Wed Aug 04, 2010 8:10 pm

I was saying that YOUR heavies will have Medics on hand to keep them alive even though they're knocked down.

First order of business: if they have only one Medic, focus fire to kill him first. Next priority: if they have only one Soldier, focus fire so they run out of ammo. Against any other class you can work around most of their abilities easily enough. Those two are the primary concern.
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helliehexx
 
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Post » Wed Aug 04, 2010 8:46 am

And I'm not much of a great driver---I just drive at everything in my way


That sentence pretty much sums up a girls approach to most things :P You got a point though, without playing the game we cant know how it will work. My idea was based off how people react, and I was playing at the highest level for long enough to have an idea about that. If someone makes it a little way into the room chances are the heavies, both of them, are going to aim for him, just a classic case of RUSH! once that first guy makes it in. But from a speculative point of view there must be loads of very exciting and tricky ways of dealing with the situation based on what we know about the game, abilities, smart etc even if we dont REALLY know how using them would feel.

PS - No offence was meant by the sixist comment...
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Bonnie Clyde
 
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