Talking Team Tactical

Post » Thu Sep 30, 2010 11:30 pm

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?


I'm pretty sure there's an ability for that
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Micah Judaeah
 
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Post » Fri Oct 01, 2010 5:11 am

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


Well finally...class decided.

...and with that, I'm an "initiate"

Woop! Woop! :celebration:
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Sasha Brown
 
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Post » Fri Oct 01, 2010 9:47 am

first let me say hello fellow brinkers.
im realy looking forward to the many amazing games to come.

i like most roosters i seen here so far but as always a plan needs to be flexible at all times so roles have o change.
now my plan/tactics will be a light medic/operative to either sprint through my teams front lines and heal when needed or switch to operative as a spoter rolle for mines etc. speed is key.
always play support roles in any games i play.
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Arnold Wet
 
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Post » Fri Oct 01, 2010 4:29 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.


i'm not thinking a two storey building... in the container city preview during the Engineer video the player places a turret on top of a container which has a good vantage over the action. I'm thinking there must be a couple of spots similar that only lights can get to quickly and mediums must take a longer route or none at all!

Also if i mine my own turret, to make any operatives with plans to hack it regret his decision, will the explosion destroy my turret??
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Heather M
 
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Post » Fri Oct 01, 2010 5:22 am

first let me say hello fellow brinkers.
im realy looking forward to the many amazing games to come.

i like most roosters i seen here so far but as always a plan needs to be flexible at all times so roles have o change.
now my plan/tactics will be a light medic/operative to either sprint through my teams front lines and heal when needed or switch to operative as a spoter rolle for mines etc. speed is key.
always play support roles in any games i play.


I think I'm definitely seeing a fast moving, storming team trend. I think it is awesome, going to be quick and vicious. Can't wait.
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jessica sonny
 
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Post » Fri Oct 01, 2010 3:38 am

Better stem that tide then, hehehe. Let's slow things down, be methodical, be cautious, be victorious.

2x Heavy Medic - LMG/Shotgun / Heavy Shotgun/AR - Front line Medics. Heal and kill in equal measure.
1x Medium Medic - Lobster/SMG - Support Medic. Hangs back from the frontlines and focuses almost entirely on reviving.
1x Heavy Soldier - Minigun/Lobster - Area denial. Lots of grenade throwing, and helps the Heavy Engineer hold down the area.
1x Medium Soldier - Lobster/SMG - Support Soldier. Focuses on ammo giving, and provides covering fire/explosive support.
1x Heavy Engineer - Minigun/AR - Put down a gatling turret and hold the fort.
1x Medium Operative - Shotgun/SMG - Turret hacking, CP capturing, disguised troublemaker.
1x Heavy Operative - Heavy shotgun/AR - Anti-Operative and radar guy.
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Deon Knight
 
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Post » Thu Sep 30, 2010 10:44 pm

Better stem that tide then, hehehe. Let's slow things down, be methodical, be cautious, be victorious.

2x Heavy Medic - LMG/Shotgun / Heavy Shotgun/AR - Front line Medics. Heal and kill in equal measure.
1x Medium Medic - Lobster/SMG - Support Medic. Hangs back from the frontlines and focuses almost entirely on reviving.
1x Heavy Soldier - Minigun/Lobster - Area denial. Lots of grenade throwing, and helps the Heavy Engineer hold down the area.
1x Medium Soldier - Lobster/SMG - Support Soldier. Focuses on ammo giving, and provides covering fire/explosive support.
1x Heavy Engineer - Minigun/AR - Put down a gatling turret and hold the fort.
1x Medium Operative - Shotgun/SMG - Turret hacking, CP capturing, disguised troublemaker.
1x Heavy Operative - Heavy shotgun/AR - Anti-Operative and radar guy.



yeah a good heavy team will be hard to take down but this is defo a good defense setup.
i like it i like it alot. :yes:
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Max Van Morrison
 
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Post » Thu Sep 30, 2010 10:30 pm

My game plan; offense = more DPS and defense = more area control, with ample support/medic necessity on both sides. I'm disinclined to take freedom from how my teammates wish to fulfill these very general roles by specifying classes/weapons/body type.

Since a great number of questions are unanswered that would greatly affect how we would structure our teams, it may be more useful to brainstorm general team play roles and guidelines. Medic DPS, operative support? If it works, sure. If you find it's not feasible, then surely not, but feasibility varies from skill level to map to all kinds of things yet uncovered.

If you're looking for the optimal composition, don't worry too much if you don't plan on going hardcoe. If you want to get extremely competitive, you probably won't be playing with friends you can boss around and probably will be the one being bossed around ;)! Besides, standard competitive team compositions and strategies will likely emerge as they have in other competitive team games.
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Calum Campbell
 
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Post » Fri Oct 01, 2010 2:23 am

Damn this thread filled up quick.

I was planning on making a thread like this after release for some serious hardcoe discussion.
Looks like its started way before that. I might not have to do squat after release.

I'd like to just mention my idea of an 8man and 6man team, currently.

8 Man CQ - Close quarters CC
(Now, for an 8man, there are so many possibilities. I'm just giving basic structure.)
Since this is a team made for CQCC, Ive decided to take:
- 2 Heavy Soldiers w/ Mini-guns; One with Grenade Launcher secondary, other open.
- 2 Medium Engineers; Preferably assault types, one with an additional grenade launcher would be fun.
- 2 Medics; I have absolutely no clue how these will be built. I'm not a medic guy and usually get help with that from other people.
- 2 Operatives; Atm, my stance on Operative builds is very open. It also boils down to skill level here:
Some prefer SMGs, while others prefer bolt action rifles w/ adjustable scopes.
Some prefer Pistol&Knife, while others prefer pump shotguns.
I'll get more info when I test/get help from more experienced operatives. Like Wraith.
Cause I'm a Soldier at heart.


6man SpeedDemon - A fast team with no Heavies that will rely on medics and suppressing fire. Just call it 'Quick Death'
(This is a team made for speed and accuracy):
- 2 Medium Soldiers; Assaults or SMGs, Provide cover fire for objective.
- 2 Operatives; One Light one Medium. Light will flank; Medium undecided position, most likely the carrier.
- 1 Medic; In the case of carry or transport NPC, your main focus will be to stick with the objective at all times.
- 1 Engineer; Undecided role. Camp the objective and suppress the enemy for now.

Edit: all this team-talk is making me excited.




- :flame:
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emily grieve
 
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Post » Fri Oct 01, 2010 1:33 am

Why is everyone always trying to incorporate SMGs into their kits? Your soldiers in the 6-man team should either have ARs OR SMGs, not both. The SMG was made to be a stand-in for a cqc assault rifle, being lighter and shorter. Personally I'd switch them out with shotguns, so that they'll decimate anyone trying to charge the objective. And you'll probably want to equip your medics in one of two ways: With a LR/AR for long-range support, or with a shotgun/SMG for close-range kill'n'heal.
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victoria gillis
 
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Post » Fri Oct 01, 2010 12:10 pm

{Alpha Squad}
1: Soldier | Heavy | Gatlung Minigun/Maximus Machine Gun - any Shotgun
2: Soldier | Heavy | Gatlung Minigun/Maximus Machine Gun - any Shotgun
3: Medic | Heavy | EZ-Nade Automatic Grenade Launcher - any Assault Rifle
{Bravo Squad}
4: Engineer | Medium | any Assault Rifle - any SMG
5: Medic | Medium | any Short Rifle - any SMG
6: Soldier | Medium | any Assault Rifle - Grenade Luancher
{Specialists}
7: Engineer | Light | any SMG - any Pistol
8: Operative | Light | any SMG - any Pistol

This is a defensive Team Build for when it's our role to protect a set point on the map from invaders.
Alpha Squad will form the skirmishing line at the objective with the two Soldiers spraying, staying and laying anything
not on our team and replinishing ammo for each other, and the Medic providing buffs, health and artillery fire from the rear.

Beta Squad will stick to the high ground (if present) With the Engineer laying down a turret with a field-of-fire that
includes the objective we're defending and other wise buffing damage for the squad. The Soldier's job will be ammo regening
and Noob Tubeing choke points, While the medic sticks to the side with his Short Rifle and softens the enemy whilst healing
or buffing as needed.

The Specialists will be the Go Out And Do S*** team with the Operative useing his skills to hack, sneak,
and subvert the enemy in any way possible while the Engineer sets up turrets in corridors and performs side Objectives to
help the team.

This is just a rough idea and I can't be sure of anything till the games out so enjoy.
My Team
:gun:
:flamethrower: :bolt:
:gun:
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Pumpkin
 
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Post » Fri Oct 01, 2010 8:40 am

Damn this thread filled up quick.

I was planning on making a thread like this after release for some serious hardcoe discussion.
Looks like its started way before that. I might not have to do squat after release.

I'd like to just mention my idea of an 8man and 6man team, currently.

8 Man CQ - Close quarters CC
(Now, for an 8man, there are so many possibilities. I'm just giving basic structure.)
Since this is a team made for CQCC, Ive decided to take:
- 2 Heavy Soldiers w/ Mini-guns; One with Grenade Launcher secondary, other open.
- 2 Medium Engineers; Preferably assault types, one with an additional grenade launcher would be fun.
- 2 Medics; I have absolutely no clue how these will be built. I'm not a medic guy and usually get help with that from other people.
- 2 Operatives; Atm, my stance on Operative builds is very open. It also boils down to skill level here:
Some prefer SMGs, while others prefer bolt action rifles w/ adjustable scopes.
Some prefer Pistol&Knife, while others prefer pump shotguns.
I'll get more info when I test/get help from more experienced operatives. Like Wraith.
Cause I'm a Soldier at heart.


6man SpeedDemon - A fast team with no Heavies that will rely on medics and suppressing fire. Just call it 'Quick Death'
(This is a team made for speed and accuracy):
- 2 Medium Soldiers; Assaults&SMGs, Provide cover fire for objective.
- 2 Operatives; One Light one Medium. Light will flank; Medium undecided position, most likely the carrier.
- 1 Medic; In the case of carry or transport NPC, your main focus will be to stick with the objective at all times.
- 1 Engineer; Undecided role. Camp the objective and suppress the enemy for now.

Edit: all this team-talk is making me excited.




- :flame:


I can't imagine how many games of Brink you and Pitt have played in your head already. But, all I can think of for any strategy at this time is FLANK YOU both.
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WYatt REed
 
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Post » Fri Oct 01, 2010 7:13 am

I can't imagine how many games of Brink you and Pitt have played in your head already. But, all I can think of for any strategy at this time is FLANK YOU both.


Ive played out too many to speak of, because the strategy closely fits in with TF2 and Global Agenda.
Both of which I played the hell out of. (Global Agenda didn't last nearly as long for me however)

I honestly think the most effective Operative could end up giving any good team a bad day.
Srsly.




- :flame:
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Melissa De Thomasis
 
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Post » Thu Sep 30, 2010 10:58 pm

It will probably be a good idea to have a Medium or a Heavy Operative on your team just for thwarting enemy Operatives. With their abilities, they can actually make pretty good guards. Don't have to all be sneaky sneakers.
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Thema
 
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Post » Fri Oct 01, 2010 12:04 am

Why is everyone always trying to incorporate SMGs into their kits? Your soldiers in the 6-man team should either have ARs OR SMGs, not both. The SMG was made to be a stand-in for a cqc assault rifle, being lighter and shorter. Personally I'd switch them out with shotguns, so that they'll decimate anyone trying to charge the objective. And you'll probably want to equip your medics in one of two ways: With a LR/AR for long-range support, or with a shotgun/SMG for close-range kill'n'heal.


I'm gonna fix that line in mine rq. I meant Assaults&SMGs as in or.

@Hatter: Teams without Heavy players should be built with speed in mind.
Although I think a Heavy Op or Engie would make a huge difference.
I built my 6man as a rough draft.




- :flame:
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Claire Jackson
 
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Post » Fri Oct 01, 2010 1:38 am

Well since everyone else has given an opinion how is time for mine.

Starting lineup a 3,2,3.

3 lights (Alpha)
2 mediums (Beta)
3 heavies (Omega)

1: Lights (Dagger)

Operative: Light rifle
Medic: Light rifle
Engineer: SMG

2. Mediums (Sword)

Engineer: Assault Rifle & Light rifle
Medic: Shotgun & Light rifle

3. Heavy (Hammer)

Soldier GL & Assault Rifle
Medic: Auto shotgun & Assault Rifle
Engineer: Minigun & Assault Rifle

Of course this is an initial set up, with Brink being Brink you will likely change classes unless the team is highly skilled and coordinated.

Since speculating on most maps is useless I will discuss C.C. since we know the whole map.

Objectives:
1) Destroy Gate (Soldier)
2) Escort bot (anyone but Engineer must repair)
3) Activate crane (Engineer)
4) Continue escort and defend bot as it cuts open container
5) Grab bioweapon and take to extraction point

http://www.slideshare.net/thrmoptc/tao-of-level-design-brink

This http://www.slideshare.net/thrmoptc/tao-of-level-design-brinkwill help reference and show my plan. Reference will be (SS #)

(SS12) for an overview of CC.

http://redirectingat.com/?id=12593X700933&xs=1&url=http%3A%2F%2Fimages.wikia.com%2Fbrink%2Fimages%2F5%2F51%2F84184667.jpg&sref=http%3A%2F%2Fbrink.wikia.com%2Fwiki%2FContainer_City

Things of note:

1) Main objectives
2) CP's: 2 supply, 1 health
3) Spawns: 2 each I believe they switch after the active crane is complete.

1st objective: Blow open gate

Alpha:

Flanks left over or hack sidedoor (SS 25, 26)
Engineer drops turret to help deter enemy from the gate continue to the health CP.
Capture health CP proceed to firewall and boost if possible.
Set up mines and turrets to defend CP and attack enemy from behind/ capture 1st supply CP

Alternate plan rush 1st objective:
Engineer switches to Soldier and all three rush first objective before enemy sets up a defense then slide through gate to secure area on other side. (SS 24)

Beta:

Flanks right up the wall to the right of the objective. (SS 22,23)
Prevents flanks and help guard with turret.
Support Omega as necessary to insure HE charge is planted.

Omega:

Either escort bot to gate or assault gate first.
Plan HE charge and guard until completion

Objective 2 -3: Escort robot and activate crane

Alpha:

Make sure CP supply 1 is taken so team has ammo.
Return to health CP and guard along with the crane.
Open any alternate plans
Support Beta and Omega as needed

Beta:

Also move ahead towards crane and help hold it while waiting for bot.
Engineer activate crane when bot arrives.
Support Alpha and Omega as necessary.

Omega:

Escort bot to crane
Activate crane when bot is in position

Objective 4: Continue escort and defend while opening

Alpha:

Open any useful side passages.
Flank left and secure Supply CP 2, then set up defense around it and the Container objective
Make sure Health CP remains under team's control

Beta:

Support Alpha and Omega as necessary.

Omega:

Escort bot and defend as it opens the box.

Objective 5: Grab bioweapon and take to escort

Alpha:

Get bioweapon and get to extraction as quickly as possible.

Beta:

Guard left flank
Support Alpha as necessary

Omega:

Find a good defensive spot and keep the enemies off Alpha

So that was my anolysis of offense on CC. A bit simplistic and I have no way to determine all the possible variables.

Thoughts? Comments? Praise? (jk) Feel free to respond

And I will help explain my concept further if necessary.
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Trent Theriot
 
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Post » Fri Oct 01, 2010 3:12 am

Wow that was very thorough.
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Rich O'Brien
 
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Post » Fri Oct 01, 2010 12:32 pm

Here's my current format of my ideal team:

1. Medium Engineer/Operative ("the Technician"): the Technician uses his skills to increase the damage rating of his team's weapons, upgrade and firewall Command Posts held by his allies, capture midfield Command Posts (treated those to the same fortifications and upgrades his Posts get), and then completing other Engineer and/or basic Operative objectives. (I'm going to follow this kind of play myself.)

2. Light Operative ("the Thief"): the Thief is infamous for his stealthy activities. He prefers to run around disguised as the enemy so he can better complete his own tasks, such as hacking turrets, capturing Command Posts deep in enemy territory (the Technician handles those closer to the middle of the battlefield), interrogating incapacitated enemies, and assassinating high-value targets, as well as advanced Operative objectives. (Hopefully Wraith would be kind enough to oblige?)

3. Light Medic ("the Angel"): the Angel hurtles into combat long enough to heal his brothers and just as swiftly races away. He works with the Technician, the Sidekick, and the Enabler to buff his allies before combat starts, making them more resilient to damage. He almost never engages the enemy, using his weapons more as a defensive measure only when necessary. He usually operates around the Thief since they are both Light bodytypes, but he will assist anyone on the squad who needs his help. (Of course, Italian Devil22 could pull off this one with his Ninja Medic.)

4. Medium Medic ("the Sidekick"): After buffing his team's health along with the Angel, the Sidekick follows the Tank, the Warrior, and the Technician into combat, healing them as damage is dealt. He is the battlefield Medic, and he works with them as an extra gunman in their skirmishes. He also helps them with their objectives, defending the Soldiers as they place charges, or covering the Technician when he completes his objectives.

5. Medium Soldier ("the Warrior"): Often in the thick of combat, the Warrior is the more valued of the two Soldiers, tending to complete more objectives his Tank comrade. He is often the first into, and last out of, battle.

6. Medium Medic/Engineer ("the Enabler"): the Enabler is all about boosting his allies' health and weapons. When the Technician is off completing objectives, handling Command Posts, or is otherwise unavailable to the rest of the squad, the Enabler serves as an Engineer. If a raging firefight is in progress, he'll switch to Medic and keep his team up with health boosts, heals, and revives.

7. Heavy Soldier ("the Tank"): the Tank is all about dealing and absorbing the most damage in battle. He often holds a key position that the enemy must proceed though, and (with the assistance of the Sidekick and perhaps the Warrior and the Enabler) lays waste to their entire approach in a hail of high-caliber bullets and/or explosions.

8. (not sure who should occupy this spot. I know this squad lacks an Engineer with specialties in Mines and Turrets, but as I've said before in other threads, I'm afraid there will be too many Operatives compromising those to make them a worthy investment. Who knows. We'll keep this spot open and flexible. Hell, let a bot in and do his own thing.)



General Gameplan:

Step 1. Also known as the Group Hug; buffs passed around by Technician, Angel, Sidekick, and Enabler to all members.

Step 2: Termed "the Rush", Technician captures nearest Command Post, fortifies and upgrades it. Thief and Angel go after further Command Post. All squad members collaborate respective objective efforts.

Step 3: ???

Step 4: PROFIT.
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Rebekah Rebekah Nicole
 
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Post » Fri Oct 01, 2010 12:27 pm

Well since everyone else has given an opinion now is time for mine.

So that was my anolysis of offense on CC. A bit simplistic and I have no way to determine all the possible variables.

Thoughts? Comments? Praise? (jk) Feel free to respond


Another great CC team build. Very thorough indeed.
I have a question for you, an opinionated one.

Do you personally think it would be better for the Heavy Op to have an auto-launcher on Container?
I could see it working really well.


@Otter: got some really good points in there as well.
I might be able to start putting together my Brink notebook already thanks to you guys.




- :flame:
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Franko AlVarado
 
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Post » Fri Oct 01, 2010 10:46 am

Another great CC team build. Very thourough indeed.
I have a question for you, as opinionated one.

Do you personally think it would be better for the Heavy Op to have an auto-launcher on Container?
I could see it working really well.


Well since there wasn't a heavy op in my build I response yes and no.

Yes because the logical thing to do would be for the heavy soldier to switch to operative if you are having trouble with them.

No, because the Soldier has abilities to make explosives more powerful so ideal choice for GL.
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Penny Wills
 
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Post » Fri Oct 01, 2010 6:59 am

Well since there wasn't a heavy op in my build I response yes and no.

Yes because the logical thing to do would be for the heavy soldier to switch to operative if you are having trouble with them.

No, because the Soldier has abilities to make explosives more powerful so ideal choice for GL.


Yeah, got a point there as well. Wouldn't want to gimp something that doesn't need to be gimped.
Back to the drawing board.




- :flame:
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K J S
 
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Post » Fri Oct 01, 2010 8:53 am

It will probably be a good idea to have a Medium or a Heavy Operative on your team just for thwarting enemy Operatives. With their abilities, they can actually make pretty good guards. Don't have to all be sneaky sneakers.


I'm all for a Mid sized Op, but still struggling to get my head around a heavy Op, just keep picturing the fat guy trying to squeeze into an enemy uniform and it makes me laugh.
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lucile
 
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Post » Thu Sep 30, 2010 11:18 pm

I'm all for a Mid sized Op, but still struggling to get my head around a heavy Op, just keep picturing the fat guy trying to squeeze into an enemy uniform and it makes me laugh.


Well it would be start to an epic trap to be attacked by a heavy op with a minigun from behind then his teammates attack from the front.

Also he would be good for keeping the enemy ops off your team and free comms hack if you move in a group and your buddies guard you while you do.
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Misty lt
 
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Post » Fri Oct 01, 2010 2:42 am

Well it would be start to an epic trap to be attacked by a heavy op with a minigun from behind then his teammates attack from the front.

Also he would be good for keeping the enemy ops off your team and free comms hack if you move in a group and your buddies guard you while you do.



Right. The idea of a heavy Op isn't exactly hard to wrap your brain around.
When it comes down to weapon choice for a Heavy Op, thats where it gets tricky.

This game allows much more customization than any of the previous FPS titles Ive played, still getting used to that.




- :flame:
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Aaron Clark
 
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Post » Fri Oct 01, 2010 1:55 am

I'd want 2 Soldiers, 2 Engineers, 2 Medics, and 2 Operatives. There would be 2 teams of an Engineer, Soldier, and Medic to maximize the damage they can take and dish out. The operatives will—operate...independently.
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Kitana Lucas
 
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