Anybody else think that the medic is key to winning?

Post » Wed Sep 01, 2010 1:26 pm

I play soldier just because i like to have enough ammo at all times but my friend plays medic and i feel that this is a winning combo. To be honest i feel the engineer to be somewhat useless because the mines are not a guaranteed kill and the turrets seem useless 90 percent of the time ( i havnt seen a gatling turret yet). The operative is a cool class but not for me, obviously all classes are needed to complete different objectives im just saying that i feel soldier and medic to be the best combo in terms of map control and pushing forward where as the other two seem to be neither good at offensive or defensive.
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James Smart
 
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Post » Wed Sep 01, 2010 10:07 pm

I play soldier just because i like to have enough ammo at all times but my friend plays medic and i feel that this is a winning combo. To be honest i feel the engineer to be somewhat useless because the mines are not a guaranteed kill and the turrets seem useless 90 percent of the time ( i havnt seen a gatling turret yet). The operative is a cool class but not for me, obviously all classes are needed to complete different objectives im just saying that i feel soldier and medic to be the best combo in terms of map control and pushing forward where as the other two seem to be neither good at offensive or defensive.

This is just my opinion so lets keep out the trolls.


It's all well and good to be a Soldier and Medic combo, but that only works assuming that there are Engineers and Operative on the map that will do the actual objectives for you.
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Rach B
 
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Post » Wed Sep 01, 2010 3:54 pm

It's all well and good to be a Soldier and Medic combo, but that only works assuming that there are Engineers and Operative on the map that will do the actual objectives for you.


Im not saying i ignore the objective, quite the opposite. Im saying that in most situations ive played in so far the soldier and medic seem to be the best at pushing forward and the enemy back so we can take the current objective.
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Matt Bigelow
 
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Post » Wed Sep 01, 2010 3:08 pm

I play soldier just because i like to have enough ammo at all times but my friend plays medic and i feel that this is a winning combo. To be honest i feel the engineer to be somewhat useless because the mines are not a guaranteed kill and the turrets seem useless 90 percent of the time ( i havnt seen a gatling turret yet). The operative is a cool class but not for me, obviously all classes are needed to complete different objectives im just saying that i feel soldier and medic to be the best combo in terms of map control and pushing forward where as the other two seem to be neither good at offensive or defensive.

This is just my opinion so lets keep out the trolls.

The engineer buffs are a must-have. Kevlar makes it so that you only take 80% damage. AP rounds go around this, but soldiers cant afford to give every player ammo. The real kicker is the improved damage buff. Makes your guns do one third more damage. Both last until you die, you even get to keep them if you are incapped and revived. The turrets and mines are frankly just a bonus.

Soldiers are useful for ammo and crowd control, but frankly no team needs more than two.

Medics are definitely the lifeblood of a team. A team with only one is going to struggle, a team with 3 is going to push the other team hard. Four starts to push it only because the other classes start to suffer.

Operatives are an interesting class. Very helpful to the team, but only if they are good. No more than one is ever really needed unless there is a hack objective. A good operative is able to offer the team lots of useful information with homing beacon, comms hack, as well as spotting mines and enemy Ops. They also have all the tools they need to harass the enemy, disguise, caltrops, and sticky nade. Drop disguise at the right time and they can turn the tide by attacking from behind. Their control turret ability makes your team's turrets MUCH more effective, and hack turret can really rip apart the enemy if they aren't prepared for it. The turrets may be slow to react, but they hit hard when there are a bunch of people standing in front of a "friendly" one.

So, basically, the key to winning is team balance, not any one class.
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Tanika O'Connell
 
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Post » Wed Sep 01, 2010 3:07 pm

Im not saying i ignore the objective, quite the opposite. Im saying that in most situations ive played in so far the soldier and medic seem to be the best at pushing forward and the enemy back so we can take the current objective.


I'm not saying you ignore the objective either. My point is medic is the key to winning insofar as every class is the key to winning. You can't really do it without them all. As someone who can't get online to work at all I find Soldier and Medic the classes I avoid most, because those are the only roles the bots can actually handle.
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Kelly Upshall
 
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Post » Wed Sep 01, 2010 7:30 pm

I feel that Engi's are the key to a good defense. Though the turrets aren't a reliable kill, they do provide area denial and chip away some health if properly placed. Making weapons more powerful with buffs, upgrading command posts, and increasing damage resistance with Kevlar, I feel this is actually one of the most useful classes. Also nothing make you go "Doh!!" like a land-mine directly in front of the objective.

Ops (although not as necessary as Engi's IMO) do provide a lot of support. The Homing Beacon ability is more than an annoying audio cue, it can be used to display a flanking enemy to the entire team. Much like Comms Hack which reveals all enemy locations for some time. Caltrop Grenades I feel are best used in close quarters, or in a doorway or choke point. Yes it will slightly damage the enemy, but it also can be used and an early warning device.

My point is, every class combo can be lethal and sometimes make for a Stone-Wall Defense. As long as the player knows their classes strengths and how to use their abilities.
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FLYBOYLEAK
 
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Post » Wed Sep 01, 2010 11:35 pm

The engineer buffs are a must-have. Kevlar makes it so that you only take 80% damage. AP rounds go around this, but soldiers cant afford to give every player ammo. The real kicker is the improved damage buff. Makes your guns do one third more damage. Both last until you die, you even get to keep them if you are incapped and revived. The turrets and mines are frankly just a bonus.


AP ammo only affects the Soldier when they give themselves ammo. A Soldier giving ammo to another player does not grant them AP ammo. Here is the description for AP Ammo:

"Armor Piercing Ammo upgrades the ammunition you supply yourself with, making it 100% effective against enemies who have the Kevlar Armor buff. However you cannot supply your teammates with the upgraded ammo, only yourself."
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carly mcdonough
 
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Post » Wed Sep 01, 2010 2:21 pm

AP ammo only affects the Soldier when they give themselves ammo. A Soldier giving ammo to another player does not grant them AP ammo. Here is the description for AP Ammo:

"Armor Piercing Ammo upgrades the ammunition you supply yourself with, making it 100% effective against enemies who have the Kevlar Armor buff. However you cannot supply your teammates with the upgraded ammo, only yourself."

Hmm, had no idea. Kevlar is suddenly a LOT more attractive....and it already was
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rolanda h
 
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Post » Wed Sep 01, 2010 8:27 pm

this is why brink rocks.

i am mainly playing medic at the moment as ive played medic in all class based games (suits my style) but i do need help too.... give me ammo and i will keep you alive and we can keep pushing forward. last night i barely ever hit the respawn as i was lead medic but i had help with other reviving me when i was down. we pushed forward really well. you can keep a continuous rolling line pushing forwards if you are lucky.

my let down so far is my useless memory (too much pot lol) so it takes me ages to learn maps. last night i got lost on 2 maps and didnt know where i was! :)

medics do need to be more aware though, lots of times i see medics with pips ignoring people on the ground. unlike normal games in brink i always revive first they try to clean out the area. you can get up from a revive much better in brink that most games, esp with smart.
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Noely Ulloa
 
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Post » Wed Sep 01, 2010 12:12 pm

I like the operative more than the rest b/c you can steal the enemys suits
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Makenna Nomad
 
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Post » Wed Sep 01, 2010 6:14 pm

but soldiers cant afford to give every player ammo.


Actually, Soldier can't give out Armor Piercing Ammo. It's just them, as said on the ability description.

So Kevlar is a must-have.
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Josh Sabatini
 
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Post » Wed Sep 01, 2010 8:52 am

I'm sure a soldier/medic combo works great if the map is just planting a bomb or escorting. I'm falling in love with the Operative myself, which is funny seeing as how that's what everybody wanted to be before the game was released and that was the last thing that I wanted to play as. Now it's all opposite, I see very few people playing Operative so more points for me.
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Jamie Moysey
 
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Post » Wed Sep 01, 2010 12:46 pm

I was playing with Wraith, Oddworld, and another person and I found that if you have a good balance between the classes, it works. One class will not win you the match. A balance of people who are good at their role works well. I was medic (1 of 2 on the team and the other was a bot so I was very busy) but the engineers had it going on. (Reactor and Container city as Resistance)
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Sheeva
 
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Post » Wed Sep 01, 2010 4:53 pm

A good medic can change the tides of war, keeping every member of the team on the front lines, eliminating timely reinforcements. There is no perfect combo soldier/medic ect... the medic should be agile and "servicing" the entire team, the entire time, at all times. Medics should only frag when they must, other then that, its all about the team.

Its their job to stay alive the longest, and revive and heal as many players as possible. Believe me, the score board will speak for itself...
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cassy
 
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Post » Wed Sep 01, 2010 4:32 pm

After watching a few tournament matches, the majority of the 5 man teams have 3 medics. The other two people tend to be soldiers and/or engineers. Sometimes a team will give up a medic to have another engi or soldier, but its not unusual to see a team with only two classes.
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lilmissparty
 
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Post » Wed Sep 01, 2010 3:23 pm

How do they do the objectives that involve the operative with only 2 classes.
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john page
 
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Post » Wed Sep 01, 2010 8:43 am

Honestly, I think soldier and operative are two of the most useless classes to use full time. It's nice to get restocked on ammo every once in a while, but you can always go to a command post to get a refill.

I find medic to be a must have, same with an engineer. Weapon buffs can make a big difference in battles, same goes with kevlar. My gatling turret does work, I find that very useful too. Even the command post upgrade can help, as it works for everyone. That extra pip can give medics more to help your team survive. Another thing, without an engineer, you'll never be able to unarm HE charges,and take off hack boxes. I just find it hard to believe that the engineer can be "somewhat useless."

If our team is having trouble blowing a bridge, I can always switch back to Soldier and plant an HE charge real quick. If we can't hack, switch to operative and hack it up. I just don't even find it fun to play either of the two.
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Becky Cox
 
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Post » Wed Sep 01, 2010 4:52 pm

Medics are essential for the attacking side. They keep the squad healed, buffed, and revived so that they can keep pushing for the objective and eventually take it.
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Joey Avelar
 
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