Talking Team Tactical

Post » Thu Sep 30, 2010 8:47 pm

I'd personally suggest, given the nature of what I've seen of Brink (not a lot, admittedly), that SMGs are probably another safe go-to option, at least for some maps. Basically, there's a lot of tight, enclosed areas where the extra ROF would be more important than the AR's range, and Medium/Light characters can make themselves hard targets while closing on an opponent who does have that range advantage. Also, burst fire.

(EDIT: No idea why I typed "Heavy" instead of "Light" - I need sleep)


Good point, the game does move fast and seems to want to fling you right into the mix.

I can see your point about ARs, and I agree, they are the most balanced and reliable weapons, ready and able for almost every situation, but think of how much more effective your team would be if you had a variety of different weapon types. An Operative that's sneaking around in close quarters would be able to defend himself much better with a shotgun than an AR.

With a variety of weapon types on your team, you would be taking full advantage of your team's potential to excel :thumbsup:


Also a good point. Good points all round :goodjob:

I think ARs are the beginner's hero, so I always like it.

Strategically however, everyone has made some great points and I agree now, that it is good to have a strong mix of firepower to cover every scenario. But the players will all have to be very aware of each other so you need a strong team who will work together to support the weaknesses of each other. I know this seems obvious to every one as Brink is about team-play, but you still don't want to be left with two shotgun wielding guys trying to achieve an objective in the middle of a large open area, waiting for the respawn group :ahhh:
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Thomas LEON
 
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Post » Thu Sep 30, 2010 5:34 pm

Good point, the game does move fast and seems to want to fling you right into the mix.



Also a good point. Good points all round :goodjob:

I think ARs are the beginner's hero, so I always like it.

Strategically however, everyone has made some great points and I agree now, that it is good to have a strong mix of firepower to cover every scenario. But the players will all have to be very aware of each other so you need a strong team who will work together to support the weaknesses of each other. I know this seems obvious to every one as Brink is about team-play, but you still don't want to be left with two shotgun wielding guys trying to achieve an objective in the middle of a large open area, waiting for the respawn group :ahhh:


That's very true, that would be bad. But if you are a Medium or Heavy body type, you can have an SMG (Medium) or AR (Heavy) back up. Though as an Operative you would want to be a Light body type for the extra mobility need to covertly sneak behind enemy lines.. :ninja:

So pretty much to sum up my opinion, if you are working with an organized team, use a weapon class suited to your role. If you are going solo, AR all the way baby :gun:
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Neliel Kudoh
 
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Post » Fri Oct 01, 2010 2:10 am

Have the two shotgunners approach from different directions.

Assuming at least one is Light or Medium build, they can complicate enemy aiming until they're close enough to get a couple of shots in.

If the enemies divide their fire, and the players are good enough, they should be able to get in close enough for a couple of shots each.

This is assuming that the less skilled players stick to AR/SMG because they're more reliable.

I think you'll have more trouble when you have a Light Rifle and are surrounded at point-bank.
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Ross Thomas
 
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Post » Fri Oct 01, 2010 5:36 am

Strategically however, everyone has made some great points and I agree now, that it is good to have a strong mix of firepower to cover every scenario. But the players will all have to be very aware of each other so you need a strong team who will work together to support the weaknesses of each other. I know this seems obvious to every one as Brink is about team-play, but you still don't want to be left with two shotgun wielding guys trying to achieve an objective in the middle of a large open area, waiting for the respawn group :ahhh:


Absolutely, thus breaking down the 8 man team into fireteams so that players aren't as responsible for watching their teammates.

If you know what your sub group is doing you don't have to worry as much about the other sub groups. It does take communication between Alpha and Bravo, and even Charlie to an extent, but if you're only working with 2 or 3 other guys it's much easier to communicate nonverbally, trusting that the team leader communicates verbally.

It's actually a side benefit of this thread. If I jump into a game with you, even without communicating I have a rough idea of how you see the battlefield based on what I know of you, and vice versa. If I see you slow up on the assualt, assuming I'm a heavy, I'll do what I can to draw fire so you can then deal with the threat (here's hoping you're quick with it).
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Miss K
 
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Post » Thu Sep 30, 2010 6:56 pm

I'm really loving how in-depth we're already able to go in our anolysis of tactical situations in a game that hasn't even been released yet.

This is a good forum.
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Jade MacSpade
 
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Post » Fri Oct 01, 2010 3:00 am

Absolutely, thus breaking down the 8 man team into fireteams so that players aren't as responsible for watching their teammates.

If you know what your sub group is doing you don't have to worry as much about the other sub groups. It does take communication between Alpha and Bravo, and even Charlie to an extent, but if you're only working with 2 or 3 other guys it's much easier to communicate nonverbally, trusting that the team leader communicates verbally.

It's actually a side benefit of this thread. If I jump into a game with you, even without communicating I have a rough idea of how you see the battlefield based on what I know of you, and vice versa. If I see you slow up on the assualt, assuming I'm a heavy, I'll do what I can to draw fire so you can then deal with the threat (here's hoping you're quick with it).


Hmmmm...It's so crazy it just might work! Ok, I see the strategic advantage. I'll be n with mostly newbies from SA whom I've convinced to all buy Brink. We svck...ARs and pure panic will be our major strategy.


I'm really loving how in-depth we're already able to go in our anolysis of tactical situations in a game that hasn't even been released yet.

This is a good forum.


lol. All part of that pre-game hype. You get yourself pumped up with plans of how to play, what to play and how to look, then five minutes in, you change it all. I love the planning!
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Karen anwyn Green
 
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Post » Fri Oct 01, 2010 4:15 am

No good plan goes unchanged.
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El Khatiri
 
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Post » Thu Sep 30, 2010 10:10 pm

I... have a fiendish... PLAN!

Shadow-Ops.

2 groups: Alpha and Omega.

Alpha:

2 Light Operatives
1 Light Engineer
1 Light Medic

Omega:

2 Medium Operatives
1 Medium Medic
1 Light Soldier

Depending on objectives, The Engineer and Soldier can swap places if needed - The fast-moving Alpha Team gets to the objective, and starts the job before the enemy can bring significant force to bear. By the time a solid attack can be made, you have at least one turret, and possibly a manned MG nest or a minefield. Usually, the second team will arrive just before, or just after, the main enemy force - then you have 2 Medics, and a Soldier to provide resupply. You need the Soldier to be a Light so he can get to everyone on short notice. And the Engineer will be perching himself somewhere unreachable when setting up turrets.

Up to 3 of your 4 Operatives can be safely split from the main groups to wreak havoc behind enemy lines, disguising, hacking turrets, and just generally disrupting enemy plans.

The basic idea is to make the enemy team second-guess themselves (and their teammates) at every turn. Maybe 2 players using Light Rifles, the rest with SMGs and ARs.

Enemy team marches in on your "outnumbered" force. Then realises they have 12 people in 8 vs 8. Oops.
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Dean
 
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Post » Fri Oct 01, 2010 9:15 am

I... have a fiendish... PLAN!

Shadow-Ops.

2 groups: Alpha and Omega.

Alpha:

2 Light Operatives
1 Light Engineer
1 Light Medic

Omega:

2 Medium Operatives
1 Medium Medic
1 Light Soldier

Depending on objectives, The Engineer and Soldier can swap places if needed - The fast-moving Alpha Team gets to the objective, and starts the job before the enemy can bring significant force to bear. By the time a solid attack can be made, you have at least one turret, and possibly a manned MG nest or a minefield. Usually, the second team will arrive just before, or just after, the main enemy force - then you have 2 Medics, and a Soldier to provide resupply. You need the Soldier to be a Light so he can get to everyone on short notice. And the Engineer will be perching himself somewhere unreachable when setting up turrets.

Up to 3 of your 4 Operatives can be safely split from the main groups to wreak havoc behind enemy lines, disguising, hacking turrets, and just generally disrupting enemy plans.

The basic idea is to make the enemy team second-guess themselves (and their teammates) at every turn. Maybe 2 players using Light Rifles, the rest with SMGs and ARs.

Enemy team marches in on your "outnumbered" force. Then realises they have 12 people in 8 vs 8. Oops.


Ah from the "blitzkrieg" school of thought then? You literally run over and through them before they know what's happening? Entirely different tact to the all-rounder philosophy. It's reckless and dangerous. I like it. You front runners have to be pretty damn good though to survive and not get bogged down. So your team's best.
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Solina971
 
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Post » Fri Oct 01, 2010 3:39 am

I... have a fiendish... PLAN!

Shadow-Ops.

2 groups: Alpha and Omega.

Alpha:

2 Light Operatives
1 Light Engineer
1 Light Medic

Omega:

2 Medium Operatives
1 Medium Medic
1 Light Soldier

Depending on objectives, The Engineer and Soldier can swap places if needed - The fast-moving Alpha Team gets to the objective, and starts the job before the enemy can bring significant force to bear. By the time a solid attack can be made, you have at least one turret, and possibly a manned MG nest or a minefield. Usually, the second team will arrive just before, or just after, the main enemy force - then you have 2 Medics, and a Soldier to provide resupply. You need the Soldier to be a Light so he can get to everyone on short notice. And the Engineer will be perching himself somewhere unreachable when setting up turrets.

Up to 3 of your 4 Operatives can be safely split from the main groups to wreak havoc behind enemy lines, disguising, hacking turrets, and just generally disrupting enemy plans.

The basic idea is to make the enemy team second-guess themselves (and their teammates) at every turn. Maybe 2 players using Light Rifles, the rest with SMGs and ARs.

Enemy team marches in on your "outnumbered" force. Then realises they have 12 people in 8 vs 8. Oops.


I'm absolutely loving this strategy. Great job, makes a lot of sense. I've learned from other multiplayer FPS's that rushing the enemy is a pretty successful strategy if you have the right skillsets. The enemy don't expect you coming and aren't prepared to defend themselves.
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Haley Merkley
 
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Post » Fri Oct 01, 2010 5:47 am

If the game's already built to encourage fast-paced play, why not amp it up?

I'm not saying this idea will definitely work, but worst-case scenario: it will be FUN!
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lucy chadwick
 
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Post » Thu Sep 30, 2010 10:28 pm

I'm a fan of blitzkrieg myself, but I think having more than two or three Operatives would be counterproductive. I have a feeling that there won't be enough turrets to hack, enough disguise opportunities to go around, etc. I think that if a team is going to have a majority of something, especially a rushing team, it should be Medics. That way you can keep your front line healthy and alive, instead of having people respawning back at your command post.

Now, I usually just wing everything. No set strategy is still a strategy. But if I were to compose a team for a rapid offense, it would look like this:

Light Medic - SMG/Pistol
Light Medic - Rifle/Machine Pistol
Medium Medic - AR/Rifle
Medium Medic - Shotgun/SMG
Light Engineer - SMG/Pistol
Medium Engineer - Shotgun/SMG
Medium Soldier - Launcher/SMG
Light Operative - Rifle/Machine Pistol

Plenty of Medics means that everyone should be in tip-top shape. Engineers prioritize buffing damage and setting up turrets around the objective to support whoever is working on it. Soldier gives ammo where needed and provides supporting fire. Operative hangs back and also gives support, but hacks fallen enemies to give his team radar.
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Andres Lechuga
 
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Post » Fri Oct 01, 2010 6:18 am

Part of the reason for me focusing on Operatives is because it would be hilarious to see the opposing team with 12 players, then watching them realise they had 12 players and going "WTF?"

Also, I like causing chaos, and 4 Operatives could cause a LOT of chaos. Not to mention Operatives are critical for reducing the amount of trouble enemy Operatives and Engineers can cause for you.

Your suggestion is much more sensible as a "proper" blitzkrieg plan.

You could use my suggestion, but swap out one Operative in each group and replace them with a Medic of the same body type (Light for Alpha, Medium for Omega).

Actually, better idea.

Alpha:

5 Lights, one of each class. The 5th is the "variable-aspect" player - basically, this guy sticks to objective-specific class, and backs up the player who's there for completing the objective. If you're in a situation where it's viable, this player can break off and flank the enemy, diverting attention, hacking, etc.

Omega:

1 Medium Medic, 1 Medium Soldier, 1 Medium Engineer.

Omega is basically the "less insanely fast but still pretty insanely fast" backup team, who show up when the first round of engagements has cooled off, starts resupply, and helps reinforce any position you need to defend with more turrets/mines.
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Nikki Morse
 
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Post » Thu Sep 30, 2010 7:19 pm

I'm a fan of blitzkrieg myself, but I think having more than two or three Operatives would be counterproductive. I have a feeling that there won't be enough turrets to hack, enough disguise opportunities to go around, etc. I think that if a team is going to have a majority of something, especially a rushing team, it should be Medics. That way you can keep your front line healthy and alive, instead of having people respawning back at your command post.

Now, I usually just wing everything. No set strategy is still a strategy. But if I were to compose a team for a rapid offense, it would look like this:

Light Medic - SMG/Pistol
Light Medic - Rifle/Machine Pistol
Medium Medic - AR/Rifle
Medium Medic - Shotgun/SMG
Light Engineer - SMG/Pistol
Medium Engineer - Shotgun/SMG
Medium Soldier - Launcher/SMG
Light Operative - Rifle/Machine Pistol

Plenty of Medics means that everyone should be in tip-top shape. Engineers prioritize buffing damage and setting up turrets around the objective to support whoever is working on it. Soldier gives ammo where needed and provides supporting fire. Operative hangs back and also gives support, but hacks fallen enemies to give his team radar.


Nice! This would work! I can see this working! So many sound strategies so far. We should memorise these, delete them and form a team.
WE COULD RULE THE WORLD!! :intergalactic:
Or at least do fairly decently in the game.
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Céline Rémy
 
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Post » Fri Oct 01, 2010 6:38 am

One team, all Medics, they can shoot us all they want but we'll....NEVER......DIE!!!
:gun: :whistling:
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Tha King o Geekz
 
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Post » Fri Oct 01, 2010 6:27 am

Not knockin' the Ops, I just meant that if you split up their work between 4 people, some of them are likely to find themselves with nothing Operativey to do, whereas the other classes will pretty much always have someone who needs them. Operatives, just like actual special agents, probably work best when there are very few of them.
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Eoh
 
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Post » Fri Oct 01, 2010 2:35 am

One team, all Medics, they can shoot us all they want but we'll....NEVER......DIE!!!
:gun: :whistling:

Until they get smart and switch to Heavy Engineers with Miniguns and grenade Launchers and buff each other's damage. If they hit hard enough, you WILL run out of supply pips first.

EDIT: My quote vanished on posting. Odd. (2nd EDIT: Fixed now)

Anyway... I know what you were getting at, Mad Hatter. Like I said, your idea is a much more sensible one. Mine was pretty much a "for lols" blitzkrieg strategy. It COULD work, and if you're keeping 2 Ops near your main 3-man groups while 2 go off and do their own thing, it probably WOULD work well enough.
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Pants
 
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Post » Fri Oct 01, 2010 11:12 am

I think one of the most important tools will be a light engineer! Due to body type there must be places only lights can get to. A light engie could drop mines along these routes to stop/slow flank attacks! Also being able to drop a turret above all the action could create a much more effective killing field.
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Laura-Lee Gerwing
 
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Post » Fri Oct 01, 2010 6:43 am

Class divisions for Brink wouldn't consist of a set amount of each class - they would be dynamic, changing as the game progressed.
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Siobhan Thompson
 
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Post » Fri Oct 01, 2010 5:20 am

I think one of the most important tools will be a light engineer! Due to body type there must be places only lights can get to. A light engie could drop mines along these routes to stop/slow flank attacks! Also being able to drop a turret above all the action could create a much more effective killing field.


That's true. Can catch the ops off guard as its one of those sneaky tactics you never look out for and just hope no one has pulled.
Every time I think I have a handle on a class and how I'm going to play it someone comes up with another suggestion of what might work. It's the first time in my life, I'm going to start a game and just freeze when it asks me what I want to be!
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Sammygirl500
 
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Post » Thu Sep 30, 2010 10:11 pm

Players won't be entirely fixed in one class, but most players will probably find a preferred 2 classes they play as, switching between the two so as to provide the most utility based on current objectives and teammates.

I'd expect a decent amount of players to effectively lock themselves into a single class for a whole match, simply because they're more comfortable with that class than any other.

And for Light Engineers - they can build manned heavy weapons too - setting those in barely-accessible places could help even the score against unsuspecting Heavies.
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Zosia Cetnar
 
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Post » Fri Oct 01, 2010 1:27 am

You guys are forgetting that you will not be able to just put a turret on top of a two story building and have it fire on everything in front of it. Turrets in BRINK have limited tracking capability, both vertically and horizontally. What that means is that they will have blind spots you can run through, so turret placement will have to be chosen carefully.
- In simpler terms: You can't place the turret anywhere and expect it to shoot everything. It will only shoot at enemies that come into its limited firing arc. -


A tactic that I would personally use (as an engineer) would be to put a turret in front of a middle street/alleyway and then put mines at the far end of the streets on either side of it's FoV, that way if someone decides to run down the lane, great! And if they decide to skip the turret and sneak around it? Great!

EDIT: The idea is that no matter which way the enemy goes, you will be alerted to their presence once they pass through your traps (and hopefully score a kill in the process). Depending on the max number of mines they can have, one engineer might be enough to secure an entire area.
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Nicole M
 
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Post » Fri Oct 01, 2010 6:13 am

You guys are forgetting that you will not be able to just put a turret on top of a two story building and have it fire on everything in front of it. Turrets in BRINK have limited tracking capability, both vertically and horizontally. What that means is that they will have blind spots you can run through, so turret placement will have to be chosen carefully.

They probably have limited range also.

A tactic that I would personally use (as an engineer) would be to put a turret in front of a middle street/alleyway and then put mines at the far end of the streets on either side of it's FoV, that way if someone decides to run down the lane, great! And if they decide to skip the turret and sneak around it? Great

A tactic I will be using, is forgetting about the turret completely, and putting points into other skills instead. In order to get the Gatling turret, you need to purchase the Light and Medium turrets first - that's 3 points to get 1 turret. 3 points that can be used for 3 separate abilities.
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bimsy
 
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Post » Thu Sep 30, 2010 7:19 pm

You guys are forgetting that you will not be able to just put a turret on top of a two story building and have it fire on everything in front of it. Turrets in BRINK have limited tracking capability, both vertically and horizontally. What that means is that they will have blind spots you can run through, so turret placement will have to be chosen carefully.
- In simpler terms: You can't place the turret anywhere and expect it to shoot everything. It will only shoot at enemies that come into its limited firing arc. -


A tactic that I would personally use (as an engineer) would be to put a turret in front of a middle street/alleyway and then put mines at the far end of the streets on either side of it's FoV, that way if someone decides to run down the lane, great! And if they decide to skip the turret and sneak around it? Great!

EDIT: The idea is that no matter which way the enemy goes, you will be alerted to their presence once they pass through your traps (and hopefully score a kill in the process). Depending on the max number of mines they can have, one engineer might be enough to secure an entire area.


That's evil. Again...something I aspire to. I wonder if you can drop a mine near a downed enemy for a medic to find....would the wounded guy set it off you think?
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Jessica White
 
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Post » Fri Oct 01, 2010 9:55 am

That's evil. Again...something I aspire to. I wonder if you can drop a mine near a downed enemy for a medic to find....would the wounded guy set it off you think?

It is said that Engineers can plant mines underneath downed enemies.
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A Dardzz
 
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