The operative is a slow starter. Initially, all you get are disguise and detect mine/operative. At first, you'll feel like you're being left out. Everybody else gets a buff, and you get to disguise yourself and detect mines. Detect mine is simple enough. Set your sights on a mine and watch the top bar fill up. Now you have a glowing land mine and some xp. Disguise is best used as a flanking tool. It generally works really well, but remember not to be seen by enemy operatives or the guy you're disguised as. Don't forget that you can still sight mines while disguised. By level 5, you'll be a flanking death machine. Also, you'll have unlocked some new operative stuff which will give you something else fun to do.
Homing beacon, sticky bomb, and comms hack are the three rank 2 abilities that shine. Homing beacon gives your team the ability to see the target through walls. You'd be surprised how useful this can be. Its a great way to single out key classes (medics, objective classes, and other operatives). It can prevent flanking, because your whole team can follow their movement. It also gives a healthy chunk of xp, which will be useful for unlocking more abilities. Sticky bomb is a dream come true. Stick it on a bot and watch them run around in circles screaming. Stick it on another player and one of three things will happen.
- They will wonder what the spinny thing in front of their crosshairs means and then go boom.
- They will run back to a clueless teammate to pull it off and then go boom.
- They will run back to a teammate that will pull it off, preventing the boom. Of course, this does remove two people from the battle for a short moment.
Last, but certainly not least, comes comms hack. Incapacitate and enemy and complete the hack on their body. You just killed them and provided fully operational radar to your full team. Silent footsteps? Doesn't matter, I hacked your comm. Silenced weapon? Doesn't matter, I hacked your comm. Trying to flank? Doesn't matter, I hacked your comm and I know you're coming. This is easily one of the best abilities that operatives get. Get used to crouching over incapped enemies to hack their comms, then disguising as them right away.
At rank 2, you also unlock Firewall Command Post. Hey, all your abilities can't be outstanding. Access a command post for a moment to make it take longer for the other team to capture. This turd of an ability doesn't really make a big difference, and barely gives any xp.
At rank 3, level 10, you get two playstyle changing abilities. The first is the caltrop grenades. Keep caltrops on the ground at all times. They do a small amount of damage, slow the other team down, and alert you that the enemy is walking over them. They can also be an xp cashcow, which you'll need if you plan on unlocking cortex bomb and emp grenade. Hack turret is awesome. A lot of people complain about turrets damage output, but they have never hacked a turret with a group of enemies standing at the shooty end. This is also a quick way to eliminate turrets without having to put your frag on cooldown. These two abilities allow you to be a real hassle to the opposing team, and, as an operative, that's your job.
Rank 4 is bittersweet. You get control turret and cortex bomb. Both are abilities that seem subpar, but both are situationally game changers. Everybody knows that turrets have a limited angle of use, but not anymore. When you control a turret, you get this crappy fmv looking view. You can rotate the turret 360 degrees around, look up, and a limited angle down (30 degrees?). I have used this to soften up a group of enemies before I jumped into the fray. Nobody expects the smart turret that chases the medic. Cortex bomb is ok against bots, but outstanding against other players. Bots will avoid your incapped body like the plague, but this can be used to hold objectives a little longer (hackboxes). Players will usually rush in to get the killing blow, only to find themselves completely demolished. Enemies will rarely survive a cortex bomb explosion. I always thought about rushing in suicide style with this, but I haven't had a good opportunity yet. Remember, operatives are there to harass and distract.
Rank 5, level 20, congratulations. EMP grenade does just what it says. Use it to disable enemy turrets, mines, and radar. One unlisted benefit is that it can freeze escort bots for 10 seconds. Yes, you read that correctly. You can stop an escort bot from moving for 10 seconds. This gives you significantly more time to damage the bot without it advancing! (Thanks G-Man)
At the beginning of this post, I said that anyone that has played an operative for about 5 minutes has been disappointed. After playing an operative for hours, I can say that its my favorite class.