Quick thingy.

Post » Fri Sep 24, 2010 9:34 pm

So a friend and I are at sorts. We can't figure something out between the Operative and Engineer. Who has the ability to control (actually shoot) the turret?

I was under the impression that the operative could only hack (turn friendly) the turrets. The Engineer on the other hand could build them and once they are built or friendly, he could attach a device and actually control the thing.

Just trying to figure it out. I only have this site and the actual brink site for referances so I call ouun the waiting army of Brink gotoos fo help. Thanks!
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Jake Easom
 
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Post » Fri Sep 24, 2010 7:24 pm

I think the operative has that ability but I could be wrong.
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Sierra Ritsuka
 
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Post » Fri Sep 24, 2010 5:35 pm

I always thought it was the engineer that could build, and then operate, where as the operative could only hack.
This is just how i perceived it though, not long to wait until we can find out for sure... :)
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Katy Hogben
 
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Post » Fri Sep 24, 2010 1:32 pm

I'm fairly certain that someone on the forums has confirmed that the Operative can gain an ability to take direct control of friendly turrets. I don't know who it was though, probably Wraith
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mishionary
 
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Post » Fri Sep 24, 2010 12:57 pm

Engineer builds turrets, operatives hack enemy turrets AND control friendly turrets, the control turret ability is the remote control o the operatives skill page
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Emilie Joseph
 
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Post » Fri Sep 24, 2010 1:15 pm

Engineer builds turrets, operatives hack enemy turrets AND control friendly turrets, the control turret ability is the remote control o the operatives skill page

Bah...well that certainly changes up a few things. Ok. Back to the drawing board.
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Danel
 
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Post » Fri Sep 24, 2010 8:10 pm

I think that's stupid that Ops can take over friendly turrets. I think if I build it, I should be able to take control of it. Like The Wrangler in TF2. I mean I don't mind having an Operative like my bud Drop_Dead taking it over, but I think if he can, since I built it, I should as well.
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Bee Baby
 
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Post » Fri Sep 24, 2010 2:25 pm

Only Ops can control turrets. I'd prefer it if the ability was given to the Engi, but whatever. Splammage knows best.
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maya papps
 
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Post » Fri Sep 24, 2010 6:24 pm

I think that's stupid that Ops can take over friendly turrets. I think if I build it, I should be able to take control of it. Like The Wrangler in TF2. I mean I don't mind having an Operative like my bud Drop_Dead taking it over, but I think if he can, since I built it, I should as well.

I would make more sense. If anyone would know how to operate a turret itd be the guy who built it. And its not like it'd be overpowered either as it leaves him exposed while controlling just like the Operative would be. The Operatives job is sabatogue and infiltration, giving him control makes little sense to me as his job requires stealth and mobility above all else. Sitting there controlling a turret for kills doesn't sound like his deal all...more of a defensive thing which would fall in line with the Engineer's talents.
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Je suis
 
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Post » Fri Sep 24, 2010 12:50 pm

Control Turret was one of the Facebook abilities they showed off.

It's Operative-only.

You can presumably hack a turret (makes it friendly) THEN control it.

It was never an Engineer ability.

Early on, they had been toying with abilities that "leveled up" - and the high-level Hack Turret gave you direct control. Now it's a separate ability and only works when the turret's already friendly.
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Leanne Molloy
 
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Post » Fri Sep 24, 2010 8:09 pm

You have to take into account the fact that turrets are usually at hidden places, or at least places that the turret wouldn't necessarily be noticed. So that makes it perfect for the operative to have a little fun in his free time don't you think? Seeing as how SD probably predicted most operatives would choose the light body type, the turret is really the only viable option for the operative to get involved in the firefight....that's all I got to say about that.
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Manuel rivera
 
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Post » Fri Sep 24, 2010 9:02 pm

Still seems rather silly. Destroy a turret sure, turn it friendly fine, but the only person (or team) taht should be able to control a turret is person who built it.
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BRIANNA
 
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Post » Fri Sep 24, 2010 9:14 pm

It doesn't seem all that useful either way. Turrets are good because they add another gun to your team. Taking someone out of the fight to control a turret kind of negates the point.
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Bigze Stacks
 
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Post » Fri Sep 24, 2010 6:09 pm

I think that's stupid that Ops can take over friendly turrets. I think if I build it, I should be able to take control of it. Like The Wrangler in TF2. I mean I don't mind having an Operative like my bud Drop_Dead taking it over, but I think if he can, since I built it, I should as well.

Yeah, but engineers only have a torch, its the operative with a PDA, you cant control a robot with a torch. It also is another step in the direction of teamplay.

It doesn't seem all that useful either way. Turrets are good because they add another gun to your team. Taking someone out of the fight to control a turret kind of negates the point.

There are lots of advantages to be had. It's a stationary gattling gun with unlimited ammo. You are also able to use it from safety. And you can be more accurate than the turret will be by itself. The turrets track relatively slowly, so a skilled light player can serpentine to avoid getting hit. Turrets also have a maximum targeting range that could be overcome.

All-in-all it seems like an excellent ability for a Heavy Op who intends to stay back and guard against enemy operatives. That way, he can help out the turrets if they are having problems killing a skilled player.
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scorpion972
 
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