Soldier Discussion Continued

Post » Thu Mar 17, 2011 10:35 pm

alright, so the first post just hit 200 replies, and this is then new one.
P.S. Sorry for hijacking your post Wraith :P

Ok, anyway, here's a short description of Soldiers from HORSEs Guide:

Soldier:
Lead the charge to demolish objectives, specialize in grenades, and resupply your team.

- As they level up, Soldiers get more explosive weapons to use, as well as improve their ammo-giving skills, and can even specialize in shielding their teammates.
- Instead of just dropping ammo on the ground for teammates to pickup, you can actually toss ammo directly to a teammate.
- Soldiers can choose to specialize in grenades.
- One of the Soldier’s abilities is to shield another player. This basically attaches you to that player so that you're a turret moving with him. But when he takes damage, the damage applies to you.
- When Soldier plant charges for objectives, it is on specific spots, like in CoD, rather than anywhere on the objective like in previous SD games. This gives them an opportunity to do high quality animations... you can actually see when a Soldier is nearly done with a bomb plant. It also makes the game a bit more accessible for new players who are learning the ropes.


and here's where we left off:

Soldiers will have the shielding ability to take or share damage with other people, they actually protect them. Also, ammo is the most valuable stuff to kill someone. If a team has too few soldiers = loss.
Also, soldiers can do certain objectives like blowing up doors to get another way to the objective. So a soldier is not just a dude with a gun and some grenades.




then there's also the rumor that soldier's would have a slightly increased hp and dmg

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Kristian Perez
 
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Post » Thu Mar 17, 2011 1:46 pm


P.S. Sorry for hijacking your post Wraith :P


:stare: :cry: :flamethrower: :shocking: :thumbsdown: :thumbsdown: :meh: :nuke:

Why do people keep doing this to me?? :sad:
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Marion Geneste
 
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Post » Thu Mar 17, 2011 3:43 pm

Think they could blow up more then just a doorway?

Like lets say there is a bridge the opposition use to quickly block the objective. The soldier could plant a bomb on the bridges suspension and take it out. That removes the path for the opponents. Another example could be demolishing a tunnel system.
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OJY
 
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Post » Fri Mar 18, 2011 1:50 am

:stare: :cry: :flamethrower: :shocking: :thumbsdown: :thumbsdown: :meh: :nuke:

Why do people keep doing this to me?? :sad:

You just gotta get a jump on the next one :lol:
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neil slattery
 
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Post » Thu Mar 17, 2011 4:32 pm

Think they could blow up more then just a doorway?

Like lets say there is a bridge the opposition use to quickly block the objective. The soldier could plant a bomb on the bridges suspension and take it out. That removes the path for the opponents. Another example could be demolishing a tunnel system.


Well they can blow up main objectives as well, but I like your ideas. Perhaps engineers could rebuild the bridge?
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Cash n Class
 
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Post » Thu Mar 17, 2011 6:31 pm

Well they can blow up main objectives as well, but I like your ideas. Perhaps engineers could rebuild the bridge?

Very interesting thought. It would be nice.
Team a:
- Build the bridge
- Escort the maintenance bot over it.
Team b:
- Defend the bridge from being build
- If bridge is build, destroy it
- Disable maintenance bot
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Tracy Byworth
 
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Post » Thu Mar 17, 2011 8:51 pm

You just gotta get a jump on the next one :lol:


Yes and I am more than capable of continuing my own thread thank you very much.
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Amy Gibson
 
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Post » Thu Mar 17, 2011 8:57 pm

Very interesting thought. It would be nice.
Team a:
- Build the bridge
- Escort the maintenance bot over it.
Team b:
- Defend the bridge from being build
- If bridge is build, destroy it
- Disable maintenance bot

It would be pretty cool if they had objectives where the other team could take them down and make you do it again.
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Alycia Leann grace
 
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Post » Fri Mar 18, 2011 12:32 am

Or start out with like 6 paths for the resistance to come through but all are destructable so at the start its easy to blow up a few as they aernt populated but the last path will have both full teams fighting for it, so it will be heaps hard
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Timara White
 
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Post » Fri Mar 18, 2011 5:00 am

Or start out with like 6 paths for the resistance to come through but all are destructable so at the start its easy to blow up a few as they aernt populated but the last path will have both full teams fighting for it, so it will be heaps hard

If all were destructible... the defending team would just blitz destroy all destructible paths.
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Oyuki Manson Lavey
 
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Post » Thu Mar 17, 2011 11:23 pm

Or start out with like 6 paths for the resistance to come through but all are destructable so at the start its easy to blow up a few as they aernt populated but the last path will have both full teams fighting for it, so it will be heaps hard

Six paths is like a bit too much to guard for only 8 people. I'd say 1 big area and max 3 smaller ones. Or just 2 big areas. Map design will play a huge roll anyways.
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Janette Segura
 
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Post » Thu Mar 17, 2011 9:48 pm

If all were destructible... the defending team would just blitz destroy all destructible paths.


True but what about if the engineer could repair the destroyed paths?
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Isabella X
 
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Post » Fri Mar 18, 2011 5:55 am

True but what about if the engineer could repair the destroyed paths?

then it would make for some interesting choke point battles....

However choke point battles have a serious negative effect on balancing attack vs defense....

Look at BFBC2 as a prime example (I know, I use BFBC2 a lot...)

Anyways, Port Vladez 2nd base has a WICKED choke point.... the ONLY way to beat a good defending team is to use extremely cheesy tactics like loading up the UAV with C4 to blow up the crates.

Brute force simply isn't an option unless you HIGHLY outskill them.

Of course defenders should have positional advantage.... however when you are making an MP FPS game, you need to be really careful because IRL armies take 5x the number of soldiers to attack as the enemy has to defend for a very good reason.... in MP FPS however, it's always, or almost always, even #'s... so you need to take that into account when balancing terrain between attackers and defenders.

DICE fubared the hell outta Rush mode in BFBC2... they should have left maps like there were in BFBC1 where attackers and defenders were much more balanced....

of course... BFBC1 wasn't main stream enough cause you actually had to use tactics to win... instead of "go here and overpower enemy... everyone now, lets all go the same way)

Fortunately for Brink, SMART should easily allow flank routes for attackers, the drawback OFC is that your flanking attackers will have to be light, and thus not as powerful as the spearhead main assault.... EXACTLY as it should be for balance sake.

I'm really looking forward to the attack defend missions in brink because of this... Attack/Defend is a very delicate balance... but the way smart and body types work, they have great foundation for it.

I only play Conquest in BFBC2... which is both sides attack and defend simultaneously (something else I hope for in Brink actually..... Both sides trying to push the other off the map)
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Jhenna lee Lizama
 
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Post » Fri Mar 18, 2011 4:32 am

then it would make for some interesting choke point battles....

However choke point battles have a serious negative effect on balancing attack vs defense....

Look at BFBC2 as a prime example (I know, I use BFBC2 a lot...)

Anyways, Port Vladez 2nd base has a WICKED choke point.... the ONLY way to beat a good defending team is to use extremely cheesy tactics like loading up the UAV with C4 to blow up the crates.

Brute force simply isn't an option unless you HIGHLY outskill them.

Of course defenders should have positional advantage.... however when you are making an MP FPS game, you need to be really careful because IRL armies take 5x the number of soldiers to attack as the enemy has to defend for a very good reason.... in MP FPS however, it's always, or almost always, even #'s... so you need to take that into account when balancing terrain between attackers and defenders.

DICE fubared the hell outta Rush mode in BFBC2... they should have left maps like there were in BFBC1 where attackers and defenders were much more balanced....

of course... BFBC1 wasn't main stream enough cause you actually had to use tactics to win... instead of "go here and overpower enemy... everyone now, lets all go the same way)

Fortunately for Brink, SMART should easily allow flank routes for attackers, the drawback OFC is that your flanking attackers will have to be light, and thus not as powerful as the spearhead main assault.... EXACTLY as it should be for balance sake.

I'm really looking forward to the attack defend missions in brink because of this... Attack/Defend is a very delicate balance... but the way smart and body types work, they have great foundation for it.

I only play Conquest in BFBC2... which is both sides attack and defend simultaneously (something else I hope for in Brink actually..... Both sides trying to push the other off the map)




i dont think defenders should have more protection. Look at MAG, attacking on everyones maps (SVER Maps specifically) is hard as ****. This makes them way OP and unfair. And look what happened to that game: It died out in about 3 or 4 months.
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Everardo Montano
 
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Post » Thu Mar 17, 2011 11:19 pm

I wasn't saying defenders should o_O

In fact, I said almost exactly the opposite
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Nicholas C
 
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Post » Fri Mar 18, 2011 4:22 am

I wasn't saying defenders should o_O

In fact, I said almost exactly the opposite



oh my bad i must have read it wrong...
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Iain Lamb
 
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Post » Thu Mar 17, 2011 4:03 pm

http://www.vg247.com/2010/10/06/brink-is-definitely-a-shooter-at-its-heart-says-splash-damage-boss/

Soldiers now have increased armor.
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Noely Ulloa
 
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Post » Thu Mar 17, 2011 5:08 pm

http://www.vg247.com/2010/10/06/brink-is-definitely-a-shooter-at-its-heart-says-splash-damage-boss/

Soldiers now have increased armor.

my attracting attention-way of playing seems to be getting more plausible over time :)
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jenny goodwin
 
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Post » Thu Mar 17, 2011 8:39 pm

http://www.vg247.com/2010/10/06/brink-is-definitely-a-shooter-at-its-heart-says-splash-damage-boss/

Soldiers now have increased armor.

Soldier is slowly but steadily creeping up on Engineer as my #1 class. If it doesn't take the top spot it'll definitely be a close second. Especially now that we know that they can hand out special types of ammo as well. :thumbsup:
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Nathan Maughan
 
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Post » Fri Mar 18, 2011 12:00 am

Soldier is slowly but steadily creeping up on Engineer as my #1 class. If it doesn't take the top spot it'll definitely be a close second. Especially now that we know that they can hand out special types of ammo as well. :thumbsup:

yea=D seems like my cries for the underappreciated soldiers were heard :celebration:
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Janine Rose
 
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Post » Thu Mar 17, 2011 4:15 pm

yea=D seems like my cries for the underappreciated soldiers were heard :celebration:


Maybe. As long as the operative gets a backstab you can have all the armor in the world.
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bimsy
 
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Post » Fri Mar 18, 2011 4:08 am

Very interesting thought. It would be nice.
Team a:
- Build the bridge
- Escort the maintenance bot over it.
Team b:
- Defend the bridge from being build
- If bridge is build, destroy it
- Disable maintenance bot

Reading reviews from the Euro Game Expo, i noticed that this basic concept does exist.
"...blowing up some scaffolding with a large amount of explosives..." - http://mediakick.org/2010/10/02/hands-on-brink/
"...creating some scaffolding stairs behind the enemy base..." http://www.rockpapershotgun.com/2010/10/04/rps-vs-brink-wot-you-thought/

Scaffolding might not be as grand as a bridge for the main objective, but alternate routes are always helpful.

In the original container city video, there was also that shortcut that could be opened with explosives, or welded shut by engineers.
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Rhi Edwards
 
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Post » Thu Mar 17, 2011 3:22 pm

Reading reviews from the Euro Game Expo, i noticed that this basic concept does exist.
"...blowing up some scaffolding with a large amount of explosives..." - http://mediakick.org/2010/10/02/hands-on-brink/
"...creating some scaffolding stairs behind the enemy base..." http://www.rockpapershotgun.com/2010/10/04/rps-vs-brink-wot-you-thought/

Scaffolding might not be as grand as a bridge for the main objective, but alternate routes are always helpful.

In the original container city video, there was also that shortcut that could be opened with explosives, or welded shut by engineers.

Don't know if it's the same scaffolding they were talking about (and I'm sorry, I don't have time to read everything today). It's great if one side makes it and the other is capable of destroying it, allowing the first side to build again ...
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Darren
 
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Post » Fri Mar 18, 2011 1:21 am

With some new information out there, I thought I'd bring this back from the dead
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Dalton Greynolds
 
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Post » Fri Mar 18, 2011 6:30 am

theres probably a good chance that medics will be overused to the point where neather team is losing and soldier and emgineers r losing thier minds
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K J S
 
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