Talking Team Tactical

Post » Fri Oct 01, 2010 8:45 am

Why is a 2/2/2/2 group not ideal? Isn't that truly the most well rounded? Everyone is capable of getting kills and medics and engineers can be frontline soldiers in some situations. 4 soldiers seems like overkill and 1 medic doesn't seem like enough.

Not trying to be critical. Just...Curious.


True but what combination of 2/2/2/2

My plan is based on one of my favorite WRAITH quotes "Heavies are decoys."



:celebration:
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Laura Shipley
 
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Post » Fri Oct 01, 2010 12:15 pm

8 heavy ops... that's it.

that would be hilarious.

for myself i'd probably be an operative that flanks alot. (obvious tactic)

coming from MAG and being quite good at shooting i'd be able to hold my own quite well when things go wrong i assume. (which would be a very handy thing as an op)
but then i would always go with what was needed.

as i'm in the dark flock we should have alot of this down pat when we figure out maps and stuff. get pictures of maps etc. i'd think would be a great thing for tactics.
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Charlie Sarson
 
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Post » Fri Oct 01, 2010 12:36 pm

All I can tell you is my new plan is based on deception if you will.
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abi
 
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Post » Fri Oct 01, 2010 5:35 pm

Why is a 2/2/2/2 group not ideal? Isn't that truly the most well rounded? Everyone is capable of getting kills and medics and engineers can be frontline soldiers in some situations. 4 soldiers seems like overkill and 1 medic doesn't seem like enough.

Not trying to be critical. Just...Curious.

I agree with 4 Soldiers being too many, AND with 1 Medic being too few.

Personally, I think 2 Medics as a base number (at no point should there be less than 2, but have the potential for more) is a good figure. 2 Soldiers at most, in most situations, MAYBE 3 for short periods. I don't think a permanent Operative is needed, but have 2 multi-spec characters who can go Operative where needed, and preferably at least one should be Op most of the time. I'd say 1 - 3 for Engineers, basically the same as Soldiers. So, ideally:

SPECIALISTS:

2 Medics
1 Soldier
1 Engineer

These characters NEVER change class.

MULTI-SPEC:

1 Operative/Medic
1 Soldier/Operative
1 Medic/Engineer
1 Engineer/Soldier

Basically, regardless of which way around they are, one of each class should be provided by these players - if they all take the class listed first, or all take the class listed second, this will work out. They can, however switch at any time, depending on current objectives and in response to enemy actions. - In most situations, the Operatives should swap roles when the current Op is needed as their backup class. If one of the multi-spec players wants to build a 3-class character, an extra Soldier or Medic would be preferred, although another Engineer wouldn't go amiss.

So, starting roles:

3 Medics
2 Soldiers
2 Engineers
1 Operative

Should be enough of each class to cover most situations, with the flexibility to cover anything that base setup doesn't allow for.
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Enny Labinjo
 
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Post » Fri Oct 01, 2010 10:03 am

I agree with 4 Soldiers being too many, AND with 1 Medic being too few.


That's going to happen for a while until people start to settle into the idea that "soldier" is a specialty in Brink. It was probably a poor class name considering how specialized the other names sound and how interchangeable all the classes are as actual combatants.

I'm starting to consider Double-Class Utility Players (I'm going to coin the acronym now as D-CUPs) a bit more as we learn more about abilities; it seems more likely that a character will be able to fully develop and still specialize in two classes without giving up much over a single class Specialist.

Which begs the question, what combos might be the most beneficial? I'm thinking an Op main with a Medic secondary could be quite useful, and maybe Medics doubling with Engineers.
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kennedy
 
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Post » Fri Oct 01, 2010 2:28 pm

I'm starting to consider Double-Class Utility Players (I'm going to coin the acronym now as D-CUPs) a bit more as we learn more about abilities; it seems more likely that a character will be able to fully develop and still specialize in two classes without giving up much over a single class Specialist.

Which begs the question, what combos might be the most beneficial? I'm thinking an Op main with a Medic secondary could be quite useful, and maybe Medics doubling with Engineers.


If the information in the videos remains accurate, there 9 abilities that can be chosen per class (and used in addition to the 1 or 2 abilities that default with that class).

Level 1-4 characters must choose Universal abilities. This leaves 16 class-specific abilities that can be chosen. Therefore, you can completely spec out one class with 9 abilities and a second can be almost completely spec'd out with 7 abilities (or 6 if you want to throw in another higher-level Universal ability like Silent Running).

Still, assuming my guesses are relatively close to the reality that soon shall be revealed, we should be able to have pretty competent dual-spec'd characters.

I personally favor these combinations:

Engineer + Medic
Medic + Assault
Operative + Engineer
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gemma king
 
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Post » Fri Oct 01, 2010 1:38 pm

All I can tell you is my new plan is based on deception if you will.


I accidentally read that as "All I can tell you is my new plan is based on inception if you will."
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JERMAINE VIDAURRI
 
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Post » Fri Oct 01, 2010 3:22 pm

I accidentally read that as "All I can tell you is my new plan is based on inception if you will."


You never know, once I plant the idea.
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Amanda savory
 
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Post » Fri Oct 01, 2010 7:08 pm

That's going to happen for a while until people start to settle into the idea that "soldier" is a specialty in Brink. It was probably a poor class name considering how specialized the other names sound and how interchangeable all the classes are as actual combatants.

I'm starting to consider Double-Class Utility Players (I'm going to coin the acronym now as D-CUPs) a bit more as we learn more about abilities; it seems more likely that a character will be able to fully develop and still specialize in two classes without giving up much over a single class Specialist.

Which begs the question, what combos might be the most beneficial? I'm thinking an Op main with a Medic secondary could be quite useful, and maybe Medics doubling with Engineers.


If the information in the videos remains accurate, there 9 abilities that can be chosen per class (and used in addition to the 1 or 2 abilities that default with that class).

Level 1-4 characters must choose Universal abilities. This leaves 16 class-specific abilities that can be chosen. Therefore, you can completely spec out one class with 9 abilities and a second can be almost completely spec'd out with 7 abilities (or 6 if you want to throw in another higher-level Universal ability like Silent Running).

Still, assuming my guesses are relatively close to the reality that soon shall be revealed, we should be able to have pretty competent dual-spec'd characters.

I personally favor these combinations:

Engineer + Medic
Medic + Assault
Operative + Engineer

I assume you meant Soldier with the Assault.

Medics and Soldiers will always be useful, since they keep the team alive and healthy and supplied with ammo.

Engineers and Operatives definitely have less direct but far more complex combat support roles. Engineers will be valued for the weapon buffs and CP upgrades, while Operatives get lots of cool toys to screw with Engineers' defenses (and Engineers can screw them right back with destroying the hackpad as seen in the Get SMART Objectives video).

It's therefore natural for this pairing of classes to dual-spec in each other (Wraith and I independantly planned to do Engineer/Operative builds with opposing primary emphasis). So the Soldier/Medic and the Engineer/Operative makes sense.

I could see how the Medic/Engineer could work as a team-buffer, that would essentially be the http://www.gamesas.com/index.php?/topic/1181826-master-support-build/page__view__findpost__p__17516681.

Operative... yeah, that doesn't really compliment the other classes well, given the radically different playstyle (everyone else is more about helping the team, the Operative is all about disrupting that).

Soldier/Engineer would be the Master of Blow [censored] Up, Have a Nice Day.
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Wanda Maximoff
 
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Post » Fri Oct 01, 2010 4:05 pm

If the information in the videos remains accurate, there 9 abilities that can be chosen per class (and used in addition to the 1 or 2 abilities that default with that class).

Level 1-4 characters must choose Universal abilities. This leaves 16 class-specific abilities that can be chosen. Therefore, you can completely spec out one class with 9 abilities and a second can be almost completely spec'd out with 7 abilities (or 6 if you want to throw in another higher-level Universal ability like Silent Running).

Still, assuming my guesses are relatively close to the reality that soon shall be revealed, we should be able to have pretty competent dual-spec'd characters.

I personally favor these combinations:

Engineer + Medic
Medic + Assault
Operative + Engineer


This is what I'll be doing, going D-CUP for most my classes, and yes there are around nine abilities for each class, but I know the medic class has at least one ability you can't have since two are rank 5 (self revive and Laz nades). You can also only have three active abilities per class, so you may be able to get away with having 4 universal abilities and maxing out two different classes. That is if your Ok not having silent running (rank 4) or downed fire (rank 5).
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Jani Eayon
 
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Post » Fri Oct 01, 2010 5:44 am

I think everyone will find there is no TACTIC that is impregnable. You may find one that works often and thoroughly, but until you have

1. played the game obviously.
2. Seen hundreds of possible team loadouts.
3. Worked with the same people day in and day out.
4. And mastered terrain and learn to anticipate and react to the other teams strategies.

Truth is you will likely not see the same tactic twice a day and everyone will need to be flexible.
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Luna Lovegood
 
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Post » Fri Oct 01, 2010 12:31 pm

I think everyone will find there is no TACTIC that is impregnable. You may find one that works often and thoroughly, but until you have

1. played the game obviously.
2. Seen hundreds of possible team loadouts.
3. Worked with the same people day in and day out.
4. And mastered terrain and learn to anticipate and react to the other teams strategies.

Truth is you will likely not see the same tactic twice a day and everyone will need to be flexible.

Agreed. When Wraith and I discussed out tactics for what we know of Container City, that was about all we could possibly do without playing the game.

We did agree though that we will create custom games for your reason 4, mastering terrain. When I picked up new Halo games I liked to explore the multiplayer maps first in customs and get a feel for them before I dive into matchmaking. This will be a little different, but again, after several standard playthoughs and a few custom explorations, I'm sure there will be tactics that will be developed that work better than others and will become highly publicized. Then counters will be made, then they will become widely popular. And a counter to that. And so on. It's a giant game of mind-chess. I LOVE that.
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C.L.U.T.C.H
 
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Post » Fri Oct 01, 2010 7:16 pm

Has anyone found out the general size of the maps? Like is it Nuketown... or Harvest Day? lol
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priscillaaa
 
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Post » Fri Oct 01, 2010 5:08 pm

For every muiltiplayer game in Brink each team will have 8 players. This is what I think would be a good team based on each class' abilities.
- 2 Engineers
- 2 Medics
- 1 Operative
- 3 Soldiers
Now i will explain my reasoning for this.

Engineers can build turrets, barriers, LMG nests, lay mines, and buff weapons. And we have two on our team. They each have weapon buff, the normal engineer build thing, and either a turret or a mine. At the start of each game the Engineers will buff each other and a soldier. Throughout the game they will also repeatedly buff teammate's weapons. They will also split up. The one with the mines will go forward in the front lines and do their thing/repair stuff. The one in the back will lay down a turret and, recommended they have a light rifle, stay in the back and provide support. The one with the mines might want to be a heavy machine gunner too.

You know what medics do, be medics. I want 2 of them because that way they can provide a lot of medic stuff, you know, over a wide area. They will be behind the soldiers but more in the middle, in front of the back engineer. They will each have the revive grenade and medium build. One would have a shotgun to help stop any opertives going behind enemy lines and one with one of the precision assault rifles.

There will only be one operative. Although it seems like a cool class to play as only one is really nessessary. They will go back behind enemy line with a silenced weapon of their choice and wreck havok, destroy any deployments they have and provide flanking support. They do not need much of a description.

3 Soliers. They are the backbone of the killing force on the team. Each have molotovs and battle in the front lines. It is important that they do not really get seperated and move to far away from the main group. They hold the line and complete objectives, not much more strategy than that.

I think that this set-up could win most games. If the group can hold the lines and keep from being majorly seperated they could win most deathmatch games. In objective games then on offense they just have to slowly push forward until the group reaches the objective. Communication will be important so that any member of the team can catch any sneaky light players that try and wreck havok from behind. Thanks for reading this wall of text and tell me what you think of this team build! :intergalactic:
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Carlitos Avila
 
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Post » Fri Oct 01, 2010 5:37 am

u realise that the main objective mightent always be able to be completed by a soldier right u might need other classes as well
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Marilú
 
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Post » Fri Oct 01, 2010 9:08 am

what do you mean heavy? in this set-up i am basically leaving body types up to the player. I am mainly only giving my take on the class set-up.
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Krystal Wilson
 
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Post » Fri Oct 01, 2010 10:33 am

what do you mean heavy? in this set-up i am basically leaving body types up to the player. I am mainly only giving my take on the class set-up.

sorry meant soldier just read heavy when i was typing
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CHANONE
 
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Post » Fri Oct 01, 2010 5:40 pm

you want a team build? here is one:

8 engineers = 8 turrets = 16 mines

take that game balance!
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Taylrea Teodor
 
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Post » Fri Oct 01, 2010 1:17 pm

http://www.gamesas.com/index.php?/topic/1179186-talking-team-tactical/
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Dalley hussain
 
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Post » Fri Oct 01, 2010 5:15 am

you want a team build? here is one:

8 engineers = 8 turrets = 16 mines

take that game balance!

Could be a good defense anyway since they dont really have objectives.
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Micah Judaeah
 
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Post » Fri Oct 01, 2010 9:39 am

http://www.gamesas.com/index.php?/topic/1179186-talking-team-tactical/

this is my own take on it for my own discussion. i am not asking your own team build but your opinion on this strategy.
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Annick Charron
 
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Post » Fri Oct 01, 2010 5:40 pm

this is my own take on it for my own discussion. i am not asking your own team build but your opinion on this strategy.

The quoted link is an open discussion for all tactics and team builds by any members.
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Miss Hayley
 
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Post » Fri Oct 01, 2010 12:08 pm

For every muiltiplayer game in Brink each team will have 8 players. This is what I think would be a good team based on each class' abilities.
- 2 Engineers
- 2 Medics
- 1 Operative
- 3 Soldiers
Now i will explain my reasoning for this.

Engineers can build turrets, barriers, LMG nests, lay mines, and buff weapons. And we have two on our team. They each have weapon buff, the normal engineer build thing, and either a turret or a mine. At the start of each game the Engineers will buff each other and a soldier. Throughout the game they will also repeatedly buff teammate's weapons. They will also split up. The one with the mines will go forward in the front lines and do their thing/repair stuff. The one in the back will lay down a turret and, recommended they have a light rifle, stay in the back and provide support. The one with the mines might want to be a heavy machine gunner too.

You know what medics do, be medics. I want 2 of them because that way they can provide a lot of medic stuff, you know, over a wide area. They will be behind the soldiers but more in the middle, in front of the back engineer. They will each have the revive grenade and medium build. One would have a shotgun to help stop any opertives going behind enemy lines and one with one of the precision assault rifles.

There will only be one operative. Although it seems like a cool class to play as only one is really nessessary. They will go back behind enemy line with a silenced weapon of their choice and wreck havok, destroy any deployments they have and provide flanking support. They do not need much of a description.

3 Soliers. They are the backbone of the killing force on the team. Each have molotovs and battle in the front lines. It is important that they do not really get seperated and move to far away from the main group. They hold the line and complete objectives, not much more strategy than that.

I think that this set-up could win most games. If the group can hold the lines and keep from being majorly seperated they could win most deathmatch games. In objective games then on offense they just have to slowly push forward until the group reaches the objective. Communication will be important so that any member of the team can catch any sneaky light players that try and wreck havok from behind. Thanks for reading this wall of text and tell me what you think of this team build! :intergalactic:


Good anolysis.
Personally I would choose to have:
2 engineers
2 soldiers
2 medics
2 operatives
I think having an unequal amount of any class places emphasis on focusing on certain kinds of objectives or playing a certain way, even though with 3 soldiers my team would get more kills I think with two good operatives you would advance along and complete objectives quickly. And your forgetting that if two enemy operatives get behind your lines your highest chance of killing or detecting them relies on the amount of operatives you have covering your main group.
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Janine Rose
 
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Post » Fri Oct 01, 2010 5:30 pm

Good anolysis.
Personally I would choose to have:
2 engineers
2 soldiers
2 medics
2 operatives
I think having an unequal amount of any class places emphasis on focusing on certain kinds of objectives or playing a certain way, even though with 3 soldiers my team would get more kills I think with two good operatives you would advance along and complete objectives quickly. And your forgetting that if two enemy operatives get behind your lines your highest chance of killing or detecting them relies on the amount of operatives you have covering your main group.

good point which is why good communication is nessessary. I didnt say this but will edit it in later, but i hope that each player will be between 5-8 seconds away by sprinting so that if any do manage to get through the coverage they can be taken out before there is any more serious damage to the team. but of course we need map layouts before anyone can determine how to block off those pesky people.
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renee Duhamel
 
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Post » Fri Oct 01, 2010 4:34 pm

(Duplicate topics merged)
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louise hamilton
 
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