Talking Team Tactical

Post » Fri Oct 01, 2010 4:45 am

My anolysis of Wraith's Container City strategy and tactics.

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.



Firstly, I think some formatting like what I did would have made it an easier read, but anywhose.

I probably would have done 3 lights, 3 mediums, and 2 heavies for the purposes of Beta being a sufficient force to assist Alpha, who, since they are all Lights, could possibly get coldcocked by a decent defensive force. In several occasions you have Beta's only objective to assist Alpha and Omega; in the crane objective, Beta has to complete the objective alone. Granted your three Heavies are at their best right there defending the 'bot, so I see no flaw with that set-up at that particular moment, but I still think you could run into trouble with a dedicated Light strike team.

(This is why I mixed more Medium Soldiers and Medics with my Heavy Soldier and didn't have a lot of Lights in my set-up, and may have even gone 2 lights, 3 mediums, and 3 heavies, with Alpha being 2 mediums and a light, Beta being a light and an medium, and Omega being the heavies. Then again, I'm moderately biased against lights, partially because they are going to be so wildly popular [yeah, I fight the mainstream] and [more practically speaking] they have such a tiny weapon selection and low health for the sake of being parkour-junkies.)

Otherwise, an entirely well-thought-out and organized plan, given current information. You will be without a doubt a great squad leader when we get the hang of all the maps and we have full-human teams working for the end victory. Can't wait to play with you!
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Melis Hristina
 
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Post » Fri Oct 01, 2010 10:39 am

Its too bad I won't get a chance to play with you guys in the future. Except maybe Wraith since he might get it for PC too.

Its hard to find people who know what they're talking about these days when it comes to these discussions.
And so far, I see a lot of great strategies coming from this forum/thread. And its something I don't see very often on forums this early on.
I mean just look at the amount of people who know how to organize an effective and worthwhile team, whilst staying friendly. Brink should do well after release.




- :flame:
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phil walsh
 
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Post » Fri Oct 01, 2010 10:48 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.

In principle, I agree for most circumstances.

If you're kitted out for high-speed blitz tactics, though, AR/SMG might be beneficial. SMGs are more effective on the move, and in close, while the ARs are better when you're dug in and holding the enemies at bay, or when you're taking a high-point to watch over an objective. Also, they're higher damage for taking an objective down if you can get a good angle on someone/something you need to shoot. A couple of LR/AR range-focused guys, and a couple of SMG/Machine Pistol or Shotgun/SMG guys for close-up would also be beneficial.
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Nicholas
 
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Post » Fri Oct 01, 2010 4:41 am

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.



love this set up and my light should fit the angel and the thief role (dont know for sure till game comes out)
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teeny
 
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Post » Fri Oct 01, 2010 12:04 am

I don't think a lone Heavy would be practical, honestly.

They'd either limit the mobility of the rest of the team, or be permanently flanked with no hope of usefulness.

You'd need a couple of Heavies to really take advantage of the extra durability without making more characters sacrifice their movement. You could make the Enabler a Heavy as well - and maybe your 8th player could be a Heavy Engineer/Operative (change roles based on prevalence of Ops or Engies in the enemy team - if they have lots of Operatives, a Heavy who can see through disguises will be useful, and if they don't they'll be vulnerable against minefields, so the extra Engineer is useful).
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Nicholas
 
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Post » Fri Oct 01, 2010 1:08 pm

I don't think a lone Heavy would be practical, honestly.

They'd either limit the mobility of the rest of the team, or be permanently flanked with no hope of usefulness.

You'd need a couple of Heavies to really take advantage of the extra durability without making more characters sacrifice their movement. You could make the Enabler a Heavy as well - and maybe your 8th player could be a Heavy Engineer/Operative (change roles based on prevalence of Ops or Engies in the enemy team - if they have lots of Operatives, a Heavy who can see through disguises will be useful, and if they don't they'll be vulnerable against minefields, so the extra Engineer is useful).


That's why my squad has 3 for the major objectives,
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Anna Kyselova
 
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Post » Fri Oct 01, 2010 1:43 am

for some reason i always do best with a medic, i will stay slightly behind the front line and heal where i can, i also love going for objectives.

the whole team element is something im looking forward to. i loved bf2142 as it seemed to be better squad play than bf2. is there a squad leader role? if so do you get any extra toys?

i need to read the brink bible as ive only just come to the forums.
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Robert Bindley
 
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Post » Thu Sep 30, 2010 10:37 pm

That's why my squad has 3 for the major objectives,


surely more medics would mean you dont need loads of heavies? i really need to see how it plays out really.
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Elea Rossi
 
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Post » Fri Oct 01, 2010 11:35 am

for some reason i always do best with a medic, i will stay slightly behind the front line and heal where i can, i also love going for objectives.

the whole team element is something im looking forward to. i loved bf2142 as it seemed to be better squad play than bf2. is there a squad leader role? if so do you get any extra toys?

i need to read the brink bible as ive only just come to the forums.


No squad commander that we know of and yes please read the Bible :turtle:
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Karl harris
 
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Post » Fri Oct 01, 2010 6:49 am

surely more medics would mean you dont need loads of heavies? i really need to see how it plays out really.


Well each group has a medic. Each is designed for a specific set of purposes. Its also only for the CC map. Trying to stop 3 buffed heavies from moving the bot along will take some serious firepower.
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Elisabete Gaspar
 
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Post » Fri Oct 01, 2010 8:48 am

For a basic take-and-hold objective scenario within a map...

Blitz Team - gets to the objective, clears any enemies already there, and secures the location. 3 Lights, 2 with SMGs, one with Light Rifle. 1 semi-auto Pistol, one Machine Pistol, 1 Revolver. The LR and Revolver should be in different hands.

Operative - spots mines, removes Sticky Bombs, counters Disguised enemies, does other sneaky Operative-y stuff. Once the objective is secured, can act as radar spotter when the first wave of enemies are downed. Probably the best choice for LR/Machine Pistol.
Medic - keeps the blitz team alive, and buffs health (obviously). My preferred choice for the Revolver in more open maps, but should take the semi-auto otherwise.
Engineer - weapon buffs all round. Once objective is located, uses Mines, turrets or MG nests to reinforce the location.

Each team member here has a specific job to do, ensuring the security of the site against a 1st and possibly 2nd wave of attackers

Support Team - interim reinforcements while waiting for the Cavalry. 2 Mediums. Probably both armed with ARs, maybe one with a Shotgun if the objective is in tight enough confines.

Soldier - restocks ammo, and makes sure the group stays supplied. Extra grenades can interfere with enemy attacks.
Medic - makes sure the team defending the objective stays alive.

When the Support Team arrive, the Operative and Light Medic will go behind enemy lines and cause havoc. Disguise should be unnecessary, but might give extra lolz - primary focus should be on giving radar updates to teammates so enemy movements can be tracked. Hacking turrets, capturing command posts, and other disruptive actions should be secondary to the intel-gathering.

Cavalry - basically, when these guys arrive, nobody can get close to the objective any more. 3 Heavies.

Soldier - Extra explosives, Grenade Launcher, AR as secondary.
Engineer - second batch of mines, turrets, etc. Minigun or GL, depending on the area that needs securing. AR or shotgun depending on the map and situation
Medic - Because 2 medics in the objective area is a necessity - and a highly-durable one will help. Minigun and Shotgun.

After the Cavalry show up, the Medium Soldier from the Support team should take over the MG nest, while the Light Engineer and Medium Medic move into skirmishing positions - they won't engage the enemy directly, but should draw attackers into the rest of the team's fire zones, then fall back and buff teammates.

NOTE: This is not a whole battle scenario - this is a small-scale anolysis of how to secure an objective that needs to be defended for a relatively long period (regardless of whether the objective is stationary or moving)
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[ becca ]
 
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Post » Fri Oct 01, 2010 12:19 am

I'm not going to give away any sort of strategy which our clan might employ, however not going into major detail, I would split my team of 8 thus:


Charlie Fire Team would be the main brunt of my attack which would push forward to keep the game flowing in the direction we want it to

Charlie 1 - Soldier and Medic
Charlie 2 - Soldier and Engineer

Charlie is comprised of 2 soldiers a Medic and an Engineer, this covers everything that is needed except for an operative, but he needs to be a lone shark or else people will focus on him

Delta Fire Team would be the exclusive people who back the attack, stopping the team from being flanked, and protecting what Charlie have gained control of, whether this be putting firewalls on command centres or cutting of enemy shortcuts

Delta 1 - Soldier and Operative
Delta 2 - Engineer and Soldier/Medic/Operative

In Delta I have the Operative who acts as a lone shark most of the time, I don't know the layout of the maps and so if there is no way for the operative to get past and into enemy territory, I would have his paired soldier help him through, but completely separate and away from the brunt attack force of Charlie Fire Team. I would definitely take a second Engineer, I would need him to be the one to protect the command centres and cut off enemy shortcuts by placing turrets etc. The last person in my Delta Fire Team would be whatever was needed whether it be a new recruit to our clan, or whether there was weak medic playing at the moment, and we needed a second one, this player would most certainly be flittering about the map helping wherever possible, like a midfielder.

One thing to bare in mind when you think about the tactical side to brink: Always put yourself in their shoes, if you can figure out what they are doing or what their team set up is and why then you have the upper hand. If they have 3 operatives, it is obvious that there plan is going to be to try and wait till the operatives take out the team from the inside, this is where you will want to pick up and extra engineer to defend what Charlie Fire Team have secured.

One last tactical thing I am going to talk about is the use of what I call a "flitterer", If I can perfect this technique I could just about perfect the Medic class. I am probably going to take up with roll of a the ambiguous second Delta 2 class, I would be a very light Medic who can transverse terrain asap to get anywhere to help out wherever is needed.

If you are interested in a PC clan for brink, check out www.silk-gaming.com

Thank you

Soldier
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StunnaLiike FiiFii
 
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Post » Fri Oct 01, 2010 5:52 am

All I need is myself (a heavy) and two lights. I knock on the front door to get everyone's attention. While the two lights go round back. Devastation follows.
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Mr. Ray
 
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Post » Fri Oct 01, 2010 8:16 am

surely more medics would mean you dont need loads of heavies? i really need to see how it plays out really.


Depends on what the Opposition is packing. Medics obviously have limitations with healing and resing so ideally a few heavies to absorb damage gives the medics more time to regain their supplies.

More non-heavy medics means that more players are focusing on healing, where as less medics and a few heavy gunmen at the front means more players focused on shooting. I think finding the balance between the two is what is going to solidify the frontline fighting.
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Melanie Steinberg
 
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Post » Thu Sep 30, 2010 10:39 pm

I'd like to give a bit of personal info from my experience with Global Agenda. A game that was very balanced imho.

When it comes to a team of 10 (which is what Global Agenda's PvP size was, teams looked like this:

AVA = Alliance vs Alliance (main pvp in the game)
3-3-2-2 (Alternate 4-3-2-1, which is what my group used. This one below is more balanced. Keep in mind the difference in content, its game specific.
I'm talking organization and strategy. A lot of what is actually in Global Agenda won't be mentioned.)

3 Assaults (Assaults are heavy types which can be used for Tanking, Pure Assault Glass-Cannon, or Explosives Glass-Cannon.
- Point Tank (his objective was to get the most heals and stand on the objective, laying fire down on enemy medics)
- Secondary Tank (basically the same as the point tank, just not as important)
- Glass-Cannon (basically what it says, tankless assault used to lay down heavy fire and move around quicker than tanks. Optional Explosives Glass-Cannon)
3 Medics (all built the same way, besides one or two of the equipment choices. There was usually a main medic, but all three had the same survivability.)
- Pretty much the difference was in the equipment support, and who stayed on which Assault primarily. At times, teams split up to hold points. One carried a pain-gun which beamed a degen/slow to target the main medic)
2 Robotics (Robotics are the Engineers of the game, with turrets and drones. Yes I said drones)
- One Robotics is primarily for main AVA equipment and primary turret. (Rocket Platforms and Mechs, repair buildings. Medics can repair mechs with their heal gun)
- While the other Robotics is primarily a support/assault type. (Put the turret down opposite to the main turret, heal station, and power station. Keep them alive and help the other engie)
2 Recons (Recon is the Operative in the game. Speed Sniper, Speed SMG, or Speed Melee. Meleecon wasn't really used in AVA however.)
- Beacon Carrier (SMGcon or SNIPERcon, whos main objective is to carry the beacon to the next objective quickly, since its a teleport device. Sniping usually goes hand in hand with this, because of its high dmg and speed; bolt action obviously. Your other focus is to target the enemy Recon that has your job as well.)
- Nuckin Futs (I'd like to call this one the Spaz of the team. Increased speed ability as a passive allows this Recon to seriously distract the Robotics on the enemy team so that your team mates can focus fire and destroy the turrets.

A breakdown on what to do first usually in GA:
- First comes first. Seeing as how the turrets lock on at a certain range, and they are covering the point, guess what goes down first. This includes Mechs and Rocket Platforms, which have a lot of HP.
- If the turrets are down, guess who's the next target. That is right ladies. The Medics. Focus fire until they die off one by one. If the enemy Paingun medic is too effective, go after him/her first.
- Now its time to bring down the enemy Tanks/GlassCannons or Recons.
- Whilst doing all three, taking down Recons and others who are not attached to their team will benefit your team as well. Focus fire is more important on the objectives.

An important note, to add to any list, is to remember that applying your tactics productively to any good strategy is a good thing.
Don't have to follow the strats completely, but if a target or location is called out, get your ass there yesterday/lock onto them because if you don't, you can fail your team.

As for how Brink works, you can use your own discretion. But we haven't gotten a lot of time to actually play Brink, so this is a little bit of how a game very similar to it works out in the end.
I won't go into detail about the actual stats because the builds are pretty complex in choice. And depending on the group, much different than mine.

- :flame:
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Emilie M
 
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Post » Fri Oct 01, 2010 9:51 am

I still want to see a team working with Lights only, and focusing more on disrupting the enemy than direct engagement.

Would be quite effective in the right circumstances. And worst-case scenario - it'll be FUN!
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Daddy Cool!
 
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Post » Thu Sep 30, 2010 11:44 pm

I still want to see a team working with Lights only, and focusing more on disrupting the enemy than direct engagement.

Would be quite effective in the right circumstances. And worst-case scenario - it'll be FUN!


It would be fun to try.
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Sabrina Schwarz
 
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Post » Fri Oct 01, 2010 1:03 am

I still want to see a team working with Lights only

I'm predicting you will see a disturbingly large amount of Lights in the early weeks of Brink and not nearly enough Heavies.

I also predict that there will be a resurgence of Mediums afterwards as players get sick of only being able to carry SMGs and Light Rifles and wish to expand into Shotguns and ARs, and/or they get tired of being incapacitated too early in combat by their opponents, and are willing to sacrifice some parkour/ninja moves for greater health and weapons versitality.

Plan accordingly.
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Len swann
 
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Post » Fri Oct 01, 2010 4:56 am

I'm predicting you will see a disturbingly large amount of Lights in the early weeks of Brink and not nearly enough Heavies.

I also predict that there will be a resurgence of Mediums afterwards as players get sick of only being able to carry SMGs and Light Rifles and wish to expand into Shotguns and ARs, and/or they get tired of being incapacitated too early in combat by their opponents, and are willing to sacrifice some parkour/ninja moves for greater health and weapons versitality.

Plan accordingly.


If you can't keep up don't step up, you'll just die.

First ability extra health, first goal steal health CP. Even the odds.
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Megan Stabler
 
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Post » Fri Oct 01, 2010 10:52 am

If you can't keep up don't step up, you'll just die.

First ability extra health, first goal steal health CP. Even the odds.

[Herald mode ON] Lights, hear ye the good news of our lord Wraith! [Herald mode OFF]

Battle Hardened will be my second ability, after Running Silent.
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x a million...
 
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Post » Fri Oct 01, 2010 10:01 am

[Herald mode ON] Lights, hear ye the good news of our lord Wraith! [Herald mode OFF]

Battle Hardened will be my second ability, after Running Silent.


Can't running silent is a rank 4 ability. :cryvaultboy: Or it would have been number 1.

I was saddened as well.
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Alex [AK]
 
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Post » Fri Oct 01, 2010 1:43 am

Not to mention I think we'll see a prevalence of Mediums until people unlock Light as an option - it's not available from the start.
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Dark Mogul
 
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Post » Fri Oct 01, 2010 10:35 am

Not to mention I think we'll see a prevalence of Mediums until people unlock Light as an option - it's not available from the start.

I think a lot of players who really want to play as Lights will simply grind the single-player mode until they score level 7 and unlock the Light bodytype.

"YO DAWG, I HERD U LIEK TO POWERLEVEL SO WE'RE GONNA PUT SOME POWER IN YO LEVEL SO YOU CAN LEVEL WHILE YOU LEVEL."

Can't running silent is a rank 4 ability. :cryvaultboy: Or it would have been number 1.

I was saddened as well.

WHAT? I missed this. I am extremely sad and kind of angry now that I'm gonna be a ridiculously noisy guy until I hit level 10.
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Heather Stewart
 
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Post » Fri Oct 01, 2010 2:47 am

If you can't keep up don't step up, you'll just die.

First ability extra health, first goal steal health CP. Even the odds.


Battle Hardened 1st skill (depending on when i can unlock it) Armor upgrade as soldier along with Wraith taking health CP's (with help from me if i can) and my health buff from certain meddics...

my light soldier will have a good health pool hopefully

Otter: higher level atleast level 13 for rank 4 ability i believe
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Hot
 
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Post » Fri Oct 01, 2010 2:44 am

Otter: higher level atleast level 13 for rank 4 ability i believe

Oops. I keep forgetting what the divisions are. q-(>.<)-p
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Elizabeth Lysons
 
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