"Spy Checking". How is it being handled?

Post » Sat Aug 28, 2010 10:10 am

I thought it was disabled standard. Not sure though.


Right, I think that's the case. But as I understand it, there is voip support upon request, or it's enabled on some servers by default? What I'm saying is that if you're able to communicate audibly with your team, spychecking won't be an issue because you'll be able to tell them flat-out that you've been hijacked.
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[ becca ]
 
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Post » Fri Aug 27, 2010 11:48 pm

Right, I think that's the case. But as I understand it, there is voip support upon request, or it's enabled on some servers by default? What I'm saying is that if you're able to communicate audibly with your team, spychecking won't be an issue because you'll be able to tell them flat-out that you've been hijacked.

Yea, but how do you spot the difference between you and the other one?
I think that they included a quickchatsystem like in W:ET and ET:QW to easily communicate with your team when something like that happens. I don't know if this also counts for consoles.
And there's the General announcer, somekind of automatic commander who shouts valuable things like: "We need an engineer" or "Explosives planted at the gate, defuse them!"
Perhaps he also shouts "Enemy in disguise" (Reminds me of the good old W:ET bind where you would say Enemy in the skies!)
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Danger Mouse
 
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Post » Sat Aug 28, 2010 10:29 am

There are two basic room types - normal, and advanced. Normal rooms have VOIP and friendly fire off, advanced rooms have them both on.
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Nadia Nad
 
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Post » Sat Aug 28, 2010 4:13 am

What makes you think I won't be doing any of those things? This isn't team deathmatch killing isn't that important.

You're still missing the point....

My point is that Heavy seems to be the overall least appealing bodytype, and a Heavy Operative even less so, most likely, due to their characteristics. Imagine taking the Spy from TF2, but giving him the body and speed of the Heavy - Seems like he would be a bit more difficult to play. YOu couldn't really disguise as anyone, since you would always be slow and noticeable. You couldn't go in for a backstab and then cloak for a quick getaway, because again - you're slow. But what if there was a way to compensate for these new disadvantages? A way to make you just as effective as you were as a Light, just in your own way?

I know that you will be utilizing the skills that Operatives offer - what I was implying is that, I want to design a Heavy Operative that is just as effective as a Light Operative, just in a different way.
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GEo LIme
 
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Post » Sat Aug 28, 2010 1:18 am

Yea, but how do you spot the difference between you and the other one?



Well, I know who I am, and where I am on the map and such. I could just tell my teammates that the guy running with them is not me, or if we're both in the same genera area, announce that someone is a spy and tag them out by fire on them in front of everyone.
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Spaceman
 
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Post » Fri Aug 27, 2010 9:03 pm

There are two basic room types - normal, and advanced. Normal rooms have VOIP and friendly fire off, advanced rooms have them both on.

I think to be more accurate, normal rooms have the default settings - voip and FF off. Advanced rooms do not use default settings - doesn't necessarily mean FF or voip are on.
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Cheville Thompson
 
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Post » Fri Aug 27, 2010 7:07 pm

You're still missing the point....



Not trying to be a dike, but I think you say this a lot when really you're not getting the other guy's point either. In this case his point is that he doesn't see why a light operative wouldn't be as effective at all of the same aspects you're talking about with a heavy.You keep talking about wanting to use a heavy to actually get some use out of the operative's skillset, as if a light wouldn't be able to, or at least not as much. I don't see any advantages to being a heavy in that class other than the increased health and ability to carry more weaponry. It seems to me that an operative would benefit more by being able to maneuver quickly and blend in. I don't think he's missing your point, I just don't think he agrees. When it comes to a matter of opinion, not seeing things your way doesn't automatically mean the other guy doesn't get what you're saying.
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Rachel Hall
 
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Post » Sat Aug 28, 2010 7:28 am

Not trying to be a dike, but I think you say this a lot when really you're not getting the other guy's point either. In this case his point is that he doesn't see why a light operative wouldn't be as effective at all of the same aspects you're talking about with a heavy.You keep talking about wanting to use a heavy to actually get some use out of the operative's skillset, as if a light wouldn't be able to, or at least not as much. I don't see any advantages to being a heavy in that class other than the increased health and ability to carry more weaponry. It seems to me that an operative would benefit more by being able to maneuver quickly and blend in. I don't think he's missing your point, I just don't think he agrees. When it comes to a matter of opinion, not seeing things your way doesn't automatically mean the other guy doesn't get what you're saying.

You obviously didn't read anything I typed, because what I was explaining was how Lights seem to be an optimal choice for Operative, and how Heavies kinda of conflict with the class. What I was saying is that I want to design a Heavy that can be as effective or more at playing Operaitve as a Light, just in his own way, since some skills wouldn't benefit a Heavy bodytype.
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Imy Davies
 
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Post » Sat Aug 28, 2010 4:25 am

You obviously didn't read anything I typed, because what I was explaining was how Lights seem to be an optimal choice for Operative, and how Heavies kinda of conflict with the class. What I was saying is that I want to design a Heavy that can be as effective or more at playing Operaitve as a Light, just in his own way, since some skills wouldn't benefit a Heavy bodytype.


"I mean I want to build a Heavy Operative that is actually good at "operative things," like interrogate enemies, hack turrets, firewall CPs, etc. not just use certain skills in the class to make me a better at getting kills or something like that."

Ok, maybe I was just thrown off by this post.
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Milagros Osorio
 
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Post » Fri Aug 27, 2010 9:57 pm

Not trying to be a dike, but I think you say this a lot when really you're not getting the other guy's point either. In this case his point is that he doesn't see why a light operative wouldn't be as effective at all of the same aspects you're talking about with a heavy.You keep talking about wanting to use a heavy to actually get some use out of the operative's skillset, as if a light wouldn't be able to, or at least not as much. I don't see any advantages to being a heavy in that class other than the increased health and ability to carry more weaponry. It seems to me that an operative would benefit more by being able to maneuver quickly and blend in. I don't think he's missing your point, I just don't think he agrees. When it comes to a matter of opinion, not seeing things your way doesn't automatically mean the other guy doesn't get what you're saying.



You obviously didn't read anything I typed, because what I was explaining was how Lights seem to be an optimal choice for Operative, and how Heavies kinda of conflict with the class. What I was saying is that I want to design a Heavy that can be as effective or more at playing Operaitve as a Light, just in his own way, since some skills wouldn't benefit a Heavy bodytype.


Well I suppose its time to interject my opinion. I agree with Capt. Both light and heavy (and medium :wink_smile:) All can work welcome as an operative.

Now the common preconception is that light operatives make the most sense. They can quickly move behind enemy lines: spying, sabotaging, and stabbing (in the back of course).

Capt has a more team oriented operative. Being a heavy operative has the usual heavy fair: more health, bigger guns. more pips. Move with a team and interrogate very enemy you meet. Between that an the operatives ability to see disguised operatives its unlikely that your team will get ambushed or snuck up on. Firewalling is also good although sneaking up on turrets might be a little more difficult for the heavies.

Neither heavy or light is superior in my opinion. Brink is about how you want to play and both Capt and myself will play how we like. There's plenty for the both of us and may the best light win :spotted owl: .
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Michelle Serenity Boss
 
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Post » Sat Aug 28, 2010 8:23 am

Well I suppose its time to interject my opinion....


It's not that I even disagree with him, I was more addressing his overuse of the whole "You're missing my point." thing. After his clarification and your last post it seems you were understanding him just fine, really.
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Rob Smith
 
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Post » Fri Aug 27, 2010 9:42 pm

Well I suppose its time to interject my opinion. I agree with Capt. Both light and heavy (and medium :wink_smile:) All can work welcome as an operative.

Now the common preconception is that light operatives make the most sense. They can quickly move behind enemy lines: spying, sabotaging, and stabbing (in the back of course).

Capt has a more team oriented operative. Being a heavy operative has the usual heavy fair: more health, bigger guns. more pips. Move with a team and interrogate very enemy you meet. Between that an the operatives ability to see disguised operatives its unlikely that your team will get ambushed or snuck up on. Firewalling is also good although sneaking up on turrets might be a little more difficult for the heavies.

Neither heavy or light is superior in my opinion. Brink is about how you want to play and both Capt and myself will play how we like. There's plenty for the both of us and may the best light win :spotted owl: .


You know, you just brought up a very good, awesome, interesting fact, that I think we all can enjoy (that lots of you have figured out I'm sure, but I'm kind of new to Brink).

The fact that each class works for every body type, really expands the customization options even further, opening up all kinds
of possibilities for competitive teams and non-competitive alike for strategy and tactical planning for the maps in game.
I'm sure a few of them are already doing this as I type.

For example, a clan might find a way for a full team of heavies to still be able to be effective and fast enough to cap and defend,
thus making the team a [censored] Iron Wall.

I'm having all sorts of fun brain spasms thinking about this now. :shocking:
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Lance Vannortwick
 
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Post » Sat Aug 28, 2010 2:51 am

For example, a clan might find a way for a full team of heavies to still be able to be effective and fast enough to cap and defend,
thus making the team a [censored] Iron Wall.


If you're talking about competitive clans/matches, then first off, games will most likely not be 8v8 - they will be 5v5. Second, it would just be a mater of time before competitive players figured out which builds and team loadouts were the "best." They may even have specific loadouts for each map, on both offense and defense - there's also a good possibility that a bunch of abilities would be disabled for league play.

But I do get what you're saying - it will be fun finding new and interesting ways to use abilities.
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dean Cutler
 
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Post » Sat Aug 28, 2010 2:30 am

If you're talking about competitive clans/matches, then first off, games will most likely not be 8v8 - they will be 5v5. Second, it would just be a mater of time before competitive players figured out which builds and team loadouts were the "best." They may even have specific loadouts for each map, on both offense and defense - there's also a good possibility that a bunch of abilities would be disabled for league play.

But I do get what you're saying - it will be fun finding new and interesting ways to use abilities.


Right. Like I was saying in another thread, we don't know everything about the game yet.
Doesn't hurt to speculate.

And I hope with this game, the "best" doesn't turn into "if you don't use this, you fail."
Know what I mean?


:mohawk:
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Reanan-Marie Olsen
 
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Post » Sat Aug 28, 2010 12:19 am

All else aside, in an static objective based game (yes some are moving, it won't affect my point) it's fairly easy (with some sense of how the map is formed ect) to detect if the 'someone' coming towards you is an operative. Like in ET and QW the thought process of "hmm that's where all the enemies are, and he emerged un-shot at ect... he shouldn't be alive. Suspicious" is a good indication.

With the alternate routes lights can take this will make using an operative sneakily a worthwhile skill and keep people on their toes, why else would they have 'interrogate enemy' objectives if the game would allow lame TF2 "burn everyone tactics".
It should be a fun skill to work on rather than the luck based 'spy' classes of other games.
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Matt Terry
 
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Post » Sat Aug 28, 2010 8:12 am

And I hope with this game, the "best" doesn't turn into "if you don't use this, you fail."
Know what I mean?

+1
Agreed.
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{Richies Mommy}
 
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Post » Fri Aug 27, 2010 8:32 pm

At the very worst, it will become another part of the strategy, if they have a certain team design, then you will try to counter that with another team design.
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Kate Schofield
 
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Post » Sat Aug 28, 2010 10:36 am

At the very worst, it will become another part of the strategy, if they have a certain team design, then you will try to counter that with another team design.


Good, this is how it should be.

You know, I'm like a middle aged person with horrible past relationships...
I'm hesitant to get too excited about this game.
And it is sad that I can say that.
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Sanctum
 
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Post » Sat Aug 28, 2010 4:05 am

I hope there will be groups or clans for the 360. I wanna have a permanent team, figure out a strategy/tactics/class arrangement, and go versus other 'clans' and see who's strategy is better etc..
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ladyflames
 
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