Operatives need this..

Post » Thu May 19, 2011 11:22 am

..the ability to hack and/or remotely detonate mines.

- F
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Len swann
 
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Post » Thu May 19, 2011 9:05 am

Ummmm... Interesting idea...
Doesn't the soldier already have a satchel charge?

I feel that the Op is fine the way it is o.o
I just came out of a match and I got top score with my Op character... :P
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Josh Sabatini
 
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Post » Thu May 19, 2011 4:10 am

Actually, that'd be nice. It'd require spotting it, then hacking it, all while near a live mine most likely in enemy territory.

I don't think they should be able to detonate them, but turning them to target enemies would be nice.
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Rik Douglas
 
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Post » Thu May 19, 2011 12:46 pm

Tbh, I play operative and I think they're fine as is, especially with the new ability coming in the DLC.
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Jerry Cox
 
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Post » Thu May 19, 2011 9:21 am

To be honest, I can't see much use in the UAV over and above what interrogating fallen enemies give (aside from the UAV detonation). Being able to turn mines though would go a helluva long way toward making the Operative an attractive class to play. More often than not, I'm the only operative in a game. That's good in one sense in that there are often no operatives on the other team to spot me while in disguise, but sometimes I need the challenge of an equal to go up against.

- F
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Multi Multi
 
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Post » Thu May 19, 2011 10:03 am

To be honest, I can't see much use in the UAV over and above what interrogating fallen enemies give (aside from the UAV detonation). Being able to turn mines though would go a helluva long way toward making the Operative an attractive class to play. More often than not, I'm the only operative in a game. That's good in one sense in that there are often no operatives on the other team to spot me while in disguise, but sometimes I need the challenge of an equal to go up against.

- F


Far as I can tell, it's either the Third Eye Camera or the Scout Drone from ET:QW.

Third Eye Camera was like a little mine you'd place, and you could switch to control it, and look around. If you planted it in a sniper spot, you could see quite a lot. If you got too far, the camera view got more and more static-y. You could blow this up at any time.

Scout Drone was a flying robot much like Third Eye Camera, but you didn't place it. You could fly this around, but it was easy to spot and shoot down. It'd run out of fuel quickly, so you were limited to maybe 20 seconds of use, and could still explode at any time.
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Cameron Wood
 
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Post » Thu May 19, 2011 6:03 am

..the ability to hack and/or remotely detonate mines.

- F

Don't you "remotely detonate" mines by shooting them? :shrug:

I can't understand why people keep wanting to change the operative when it's already perfectly fine that way it is.

The only thing that I would give the operative is the ability to take command posts and hack terminals while disguised,and stay disguised while doing it.Anything else is making the class OP.
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biiibi
 
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Post » Thu May 19, 2011 1:28 pm

Just played around an hour of Operative on free play and am no longer understanding the whole operatives are underpowered thing. I over a freinds house who bought the game and helping him learn it and we played the operative class with no other abilities, almost no-one disguise checks and you can happily run around with the enemy and then melee them right before they complete on objective, on CCity we won the match by killing the guy who was trying to deliver the sample at the door around 5 times. I can't imagine how usefull ops are with turret hacks, homing beacon, comms hacks, and emp grenades are.
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Tina Tupou
 
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Post » Thu May 19, 2011 6:48 am

Far as I can tell, it's either the Third Eye Camera or the Scout Drone from ET:QW.

Third Eye Camera was like a little mine you'd place, and you could switch to control it, and look around. If you planted it in a sniper spot, you could see quite a lot. If you got too far, the camera view got more and more static-y. You could blow this up at any time.

Scout Drone was a flying robot much like Third Eye Camera, but you didn't place it. You could fly this around, but it was easy to spot and shoot down. It'd run out of fuel quickly, so you were limited to maybe 20 seconds of use, and could still explode at any time.

No thank you to both.The camera takes away too much of what the operative should be doing,running around causing havoc and not just standing in one place a lot ,and I hated the flying drones in Killzone 3,and don't like the idea of them in this game either.

Just played around an hour of Operative on free play and am no longer understanding the whole operatives are underpowered thing. I over a freinds house who bought the game and helping him learn it and we played the operative class with no other abilities, almost no-one disguise checks and you can happily run around with the enemy and then melee them right before they complete on objective, on CCity we won the match by killing the guy who was trying to deliver the sample at the door around 5 times. I can't imagine how usefull ops are with turret hacks, homing beacon, comms hacks, and emp grenades are.

EMP grenades work like a charm.

I think that the only reason people think that the operative is underpowered is because its the only one of the four classes that doesn't have a buff for either himself or his teammates. Personally,I'm more than OK with that,considering how many other goodies that the operative has.

Giving the operative a buff would make it totally OP.
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Emmi Coolahan
 
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Post » Thu May 19, 2011 2:10 am

No thank you to both.The camera takes away too much of what the operative should be doing,running around causing havoc and not just standing in one place a lot ,and I hated the flying drones in Killzone 3,and don't like the idea of them in this game either.


EMP grenades work like a charm.

I think that the only reason people think that the operative is underpowered is because its the only one of the four classes that doesn't have a buff for either himself or his teammates. Personally,I'm more than OK with that,considering how many other goodies that the operative has.

Giving the operative a buff would make it totally OP.


I think that the Operative should be able to disable mines. Having the Engineer disable them is utterly useless, have you ever spotted a mine and had an Engineer disarm it exept for the achievement?
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Tracey Duncan
 
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Post » Thu May 19, 2011 7:25 am

no disrepect meant but to people who are saying ops are underpowered are obviously playing them wrong, the one major thing iv'e found when playing as an operative, it's not your job to get into firefights...i think people think an op is underpowered because they try to use them as a combat role, soldiers have refil ammo,kevlar vests and powerful grenades, engineers have mines, 3 types of turrets and weapon buffs, medics have life buff, self res and lazarus grenades...operatives are supposed to be the class that changes the battlefield from the shadows cloaking yourself in someone elses skin running behind enemy lines and plant homing beacons on all the opposing force to give your team a wall hack advantage...that guy you just got in a tense firefight with and you both run around a corner to recover your last slither of health? with a homing beacon you can see when he's reloading around a corner then you strike whilst he's vunerable, throw a caltrop grenade in a choke point something like the mainframe in aquarium, people either run,slide or jump into them or stop and walk slowly, either way you have the advantage, the run they take damage, they slow down they're vunerable, and i cannot tell you how many times an EMP grenade has helped turn the tide of a battle...CCity...HE charge on the main gate...resistance op...7 seconds left, engineer running to the charge, i throw a EMP in effect slowing the timer down to 14 seconds engineers disarmed the bomb and saved CCity from a security invasion, playing as an op on CCity running to get the bio-weapon sample as an op run on and off a live landmine (yeah i know i wasn't paying attention) it blows me onto ANOTHER live landmine, call for an enginner, non in sight i have an idea and i hope to god i works...EMP grenade on the floor, step of the deactivated mine with my life...on sec tower playing as resistance, team is having a hard time delivering the infirmary passcode i disguise up and see what the trouble is... mines and turrets everywhere, i hang around for the next security spawn wave, they all run past me i stay and spot all the mines so my teamamates can run a clear path and hack all the turrets, next security spawn they all wonder what the heck is going on and why there own turrents are tearing them to shreds

sorry for the big block of text but i just wanted to hand out some pointers to people who thinks ops are useless and to others ops thinking the don't achieve much...trust me one good op on a team can change the ENTIRE match in a few minutes
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Fam Mughal
 
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Post » Thu May 19, 2011 5:20 am

My post is getting crushed under a brick wall of txt that I didn't read but I assume its a rant about operatives not being underpowered... to which I agree. They are a finesse class, and a psychological class that when properly utilized are perfectly balanced with the other classes. Bad ops might stay on the front lines, or get noticed easily because of how they behave but good ones can really cripple a team.

One pointer ops need to learn, is when you can take the ID of an enemy medic. This will not only cause the enemy team to stay in their body past the countdown timer thinking they will get a rez but also act very poorly with the medic you are utilizing. I was in a game where after taking the medic's ID I stood on top of 3 guys from the opposing team and Tbag'd them when they thought they'd be rezed. Later on in the game I noticed the medic get teamkilled by his team until he left. Not only does this happen, but enemy medics won't want to pick him up and enemy teammates will straight up refuse to buff him. An operatives job is above all to create confusion and turmoil within the enemy team while also breaking up their flow at opportune moments to give his teammates the chance to recover. They are fine atm, people just assume they are supposed to be so much more than they are.
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Captian Caveman
 
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Post » Thu May 19, 2011 3:44 am

Operatives already kick ass.

Learn to use them better.

When I'm really in the right mood to be playing Operative, I can out-XP most Medics. When I'm not, I play Medic or Soldier, depending what I AM in the mood for. Except when I'm on my Terminator character, who is where I'm going to try and learn to be an Engineer...
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P PoLlo
 
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Post » Thu May 19, 2011 2:06 am

Hacking spotted mines would be cool, but remote detonated explosives the Soldier already has as his Rank 5 ability, so giving one to Operatives is a little wasteful.
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Karen anwyn Green
 
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