Team play, what we should be afraid of

Post » Thu Sep 30, 2010 4:23 am

I can see it now. A whole team of operatives......be very afraid of this....
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CORY
 
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Post » Thu Sep 30, 2010 4:13 am

I would like to know how they are planning on dealing with medic trains o.0
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Victor Oropeza
 
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Post » Thu Sep 30, 2010 9:12 am

I seem to see medics getting alot of flak because they are the "Most vital" and "Easyest point earners" of the team so allow me to add an aditional perspective into this because everyone seems to be forgeting that this is an objective baised game, and unless the medic has expended all of his energy bar in the Heads Up Display, he quite honestly should not be doing things like takeing a command post because that is not his vital function unless he is the last one left or prefurrobly has a solder with him that has the shield perk because he cannot add further benifets to the teams situation as even the soldier can provideing a meat shield.
I'll show you what i mean by provideing a breakdown:

Medic: everyone knows the medic's job he does two confirmed things but he does them efficently and well from what we can gather-
Healing teamates from non-mortal wounds and provideing medical eppy-pins for downed-but-not-out teamates.
Pending confermation: Medic "Qureshi" buffed "jolly" with a speed boost nearly as the game begins within the Brink bomb defusal walkthrough.
The strength that the medic experences is from his consistant heal points but suffers from the very fact that his service is vital- an over zealus medic that does nothing but buff his teamates before a fight starts will find that he won't be able to bring up the casualtys in an orderly fasion.

Soldier: The soldiers job seems preety stright forward, shoot the enemy and distribute upgraded ammo- but he serves a number of key roles in pushes depending upon, and indeed reguardless of what he specialized in. the soldier is required to emplace High Explosive charges to breach vital barricaded or impassable areas so that the team or indeed whatever they are escorting my pass by with ease.
also depending upon how he specializes he can gain the "Shield" ability and keep his teamate up for those few vital seconds that he needs to capture a command post or have an Operative interrogate an enemy and turn that 12 seconds left into another 3 minutes of hectic shooting and no doubt earning points for takeing the bullet. Specilizeing in grenades will also allow the soldier to frequently launch a number of grenades to assist his teamates and by 'assist' i mean that he will earn "Group ponts" which (pending confermation) are earned for ganging up to take down a member of the opposeing team, so while the soldier does not get "Massive" points for revives he still gets points for what he does frequently especially if he is clever with his flashbangs.

Engineer: At first glance one might dismiss the engineers job to one of "Team gun buffer" but it really is a blank slate for the player to dicide what function to serve outside his two vital functions of Disarming High Explosive charges placed by hostile soldiers and repairing delapidated Equipment (e.g. like the Robot and crane in container city). With the option to instantly place self-controlled turrets and create minefields the engineer can become an area denial specialist and turn the enemy team into a bunch of unhappy campers as they have to choose between your friends or the turret thats been giveing them guff. opting for the previous option however and the engineer can easily turn himself and his team into a team of deadly combatents with boosts to weapon damage, inprove Command posts and can still scrap with the best of them.

Operative: With all those roles fofilled what is it that the Operitive rely's upon for points? in a word: Havoc
Operatives excell in hacking enemy defences and Engineer's turrets as well as secureing inteligence on the enemy team getting vital mission time and sneeking behind enemy lines before takeing a command post and firewalling it to make it more difficult to re-capture and createing an element of unease were the men at your back may just not be on your side, and when the time is the worst for it-you'll find out.

sure people are gonna get hurt, its a shooter- but don't count the other three classes out just yet.


Don't really agree with this niche thinking of classes, I much more agree with Dysfunkshion's statement of "mixing it up" not only from a "fun" standpoint but a strategical standpoint.

It isn't always the best thing for a team to die-hard to your job, I've played medic classes since RTCW and spending all your energy as soon as you can is on paper the most efficient, but rarely the most helpful.
Pages and pages have been written on how to play each of these types of classes. It's the subtlety's of how each classes responsibilities spill over into one another e.g. command posts, 'ramboing', defensive and offensive postures.
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BrEezy Baby
 
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Post » Thu Sep 30, 2010 10:33 am

I would like to know how they are planning on dealing with medic trains o.0

Honestly, a "train" of 8 players playing the same class won't get very far. Medics can all heal each other, sure, but they lack improved firepower (Soldier and Engineer), distractions (Engineer), and a good flow of information (Operative).

There could always be a limit if balancing issues become a problem. Four medics sounds like enough as is.
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Josh Dagreat
 
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Post » Thu Sep 30, 2010 7:42 am

nobody said 8 players, kinda useless in an OBJ based game. But 3 or more medics in a pack picking each other up constantly, how will it work? energy restrictions after few consecutive revives?
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Marina Leigh
 
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Post » Thu Sep 30, 2010 8:27 am

People need to stop thinking in boxes or in terms of black and white.

Why shouldn't a heavy medic be on the frontlines, mow enemies down and if necessary heal others?
Why shouldn't a soldier take a command post if he's near one?
Why should the operative be all stealthy, while he can help his team on the frontlines if they have difficulties breaking through a strategic point?
Why shouldn't an engineer go behind enemy lines and put some mines in high traffic areas?

I understand that classes are made for a purpose, but mixing things up and doing the unexpected (while still doing your job ofcourse) can confuse enemies and be 100 times more effective than the standard play.


Yes.
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[Bounty][Ben]
 
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Post » Thu Sep 30, 2010 12:18 pm

Why shouldn't an engineer go behind enemy lines and put some mines in high traffic areas?

I am already predicting this to be a very effective rage inducing technique.
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Kate Schofield
 
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Post » Thu Sep 30, 2010 10:22 am

Don't forget that you can use command posts to change classes:

Along the ideas of operative. Go behind enemy lines, steal their command post, firewall it, use it to switch to engineer class, drop mines all around it, or put a turret down, use the command post to switch back to operative and disappear.

Leaving the enemy team to use precious resources, and time to take back a vital asset. While this is going on you can sit in a corner and wait for one of them to go down and then interrogate them thus giving your team even more of an advantage.
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Catherine Harte
 
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Post » Thu Sep 30, 2010 2:10 am

Don't forget that you can use command posts to change classes:

Along the ideas of operative. Go behind enemy lines, steal their command post, firewall it, use it to switch to engineer class, drop mines all around it, or put a turret down, use the command post to switch back to operative and disappear.

Leaving the enemy team to use precious resources, and time to take back a vital asset. While this is going on you can sit in a corner and wait for one of them to go down and then interrogate them thus giving your team even more of an advantage.

If you switch from engineer to operative, your landmines and turrets will disappear.
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Quick Draw III
 
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Post » Thu Sep 30, 2010 12:11 pm

If you switch from engineer to operative, your landmines and turrets will disappear.



:swear: Well, that just rains all over my parade.
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Mariaa EM.
 
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Post » Thu Sep 30, 2010 6:31 am

:swear: Well, that just rains all over my parade.

It does make sense imo. Otherwise, people would spam turrets and landmines etc. People would abuse it.
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Charlie Ramsden
 
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Post » Thu Sep 30, 2010 9:40 am

It does make sense imo. Otherwise, people would spam turrets and landmines etc. People would abuse it.

Yeah, I don't really want to play a game where each team has 8 turrets and 24 mines around the map.
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Czar Kahchi
 
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Post » Thu Sep 30, 2010 4:28 am

I can see it now. A whole team of operatives......be very afraid of this....

Or not at all. This team wouldn't be able to get past the second objective in Container City already.
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Robyn Lena
 
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Post » Thu Sep 30, 2010 3:23 pm

Or not at all. This team wouldn't be able to get past the second objective in Container City already.


I think the first objective is blow the gate - they wouldn't even make it past that.
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Emily Martell
 
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Post » Thu Sep 30, 2010 8:32 am

Best way to get people to play for points rather then kills? Do not display kills on scoreboard.
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Javaun Thompson
 
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Post » Thu Sep 30, 2010 8:26 am

Best way to get people to play for points rather then kills? Do not display kills on scoreboard.


Yeah i hear that's what they're doing, I'd still like to have it displayed somewhere though :( curiosity sake.
But i do prefer it organizing by XP points
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scorpion972
 
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Post » Thu Sep 30, 2010 2:35 pm

Yeah i hear that's what they're doing, I'd still like to have it displayed somewhere though :( curiosity sake.
But i do prefer it organizing by XP points

Well you can always count.
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Jason Wolf
 
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Post » Thu Sep 30, 2010 6:04 pm

I think the first objective is blow the gate - they wouldn't even make it past that.

The first one is escorting the robot to that gate. Then you have to blow it up.

I'm not sure wether the bot has to be activated by an Engi, but I think it doesn't.
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Beth Belcher
 
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Post » Thu Sep 30, 2010 6:26 pm

The first one is escorting the robot to that gate. Then you have to blow it up.

I'm not sure wether the bot has to be activated by an Engi, but I think it doesn't.


Both objectives can be done at the same time technically :P But I think the point is that a team of any 1 class shouldn't get very far, even if it's annoying for the other team.
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Alan Cutler
 
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Post » Thu Sep 30, 2010 6:49 am

Both objectives can be done at the same time technically :P But I think the point is that a team of any 1 class shouldn't get very far, even if it's annoying for the other team.

They can't get far. Even if they're all playing the class that can complete the main objective. It's easy to annoy them, because they can't spot certain things or don't have acces to it. A team of any class except medics, can't heal/revive, which is already a major drawback. A team of only medics can't see landmines, can't defuse them, can't see enemies in disguise, can't hack turrets, can't firewall command posts, will have problems dealing with turrets in general,... I could go on.
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Courtney Foren
 
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Post » Thu Sep 30, 2010 3:57 pm

nobody said 8 players, kinda useless in an OBJ based game. But 3 or more medics in a pack picking each other up constantly, how will it work? energy restrictions after few consecutive revives?

Apologies, thought "medic train" meant that everyone was a medic.

Yeah, there's an energy bar over your directional pad equipment selector. Using a class-specific ability requires one bar, and one bar requires around thirty seconds to refill.
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Gavin Roberts
 
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