Talking Team Tactical

Post » Thu Sep 30, 2010 6:56 pm

So we all know that Brink is based around the team dynamic and does a lot so that even if you're new to "team games" or are playing with a collection of randoms you'll still be able to function as a team. We also all seem to have a pretty good idea of our class/weight choice going in, but as players get more comfortable and clans begin to form we're going to see teams that go far beyond the basics that Brink promotes.

The current state of the community seems to be solid, but we have our share of experienced MP gamers, Team players, RPGers, etc. and I thought it might benefit some (if not all) of the community memebers to share our understanding of team, tactics, strategy, and such in a friendly environment.

Examples of such would be speculation of effective 8 man class divisions (as well as good fireteam scenarios), various ways to play the same class/weight to maximize team potential and not overlap duties too much, advice on communication skills, and even basic terminology that some might not be familiar with.

Obviously we're limited by knowledge of the game, but if we get a good dialogue going it gives us something great to work from as we become more familiar with weapons, maps, and abilities.
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Thu Sep 30, 2010 10:37 pm

Well playing RPG's like a mad man an RPS shooters for most my life along with other types of games I can say the best way to put me to use is putting me at the the flanking points on the map. I know for this I will start with a medium build an either be Engineer or a Soldier. I think map wise though the best thing to do is find the shortcuts, best platform areas for ambush, and know your allies strength and weaknesses so you know how to support them and where to put them.
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Fri Oct 01, 2010 2:15 am

here's one idea that comes to mind right off the bat

engineer places turret, soldiers n medics draw fire an attempt to lead enemies into turret LOF, while operative sneaks trhu back way for easy hack
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Thu Sep 30, 2010 9:01 pm

Well, the one thing I've always noticed is that well-rounded trumps specialist in basic combat. I'm not saying that a specialist isn't going to be amazing, but in the case of a team, I'd be bulking up on soldiers as my primaries. Probably go four soldiers, two engineers, one medic one operative. Medic stays well back...operative is on his own.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Thu Sep 30, 2010 11:03 pm

Well, the one thing I've always noticed is that well-rounded trumps specialist in basic combat. I'm not saying that a specialist isn't going to be amazing, but in the case of a team, I'd be bulking up on soldiers as my primaries. Probably go four soldiers, two engineers, one medic one operative. Medic stays well back...operative is on his own.


thats looks like a good solid roster
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Thu Sep 30, 2010 11:29 pm

thats looks like a good solid roster


Until every one wants to be that one operative on the team :ninja:

It depends on the potency of the turrets that the engineers place. If they are really powerful, then maybe swap out an extra soldier for another engineer. But basically, I'd want a team that can be a solid wall of fire and cover-fire. Your medic would have to be bloody good and stay alive though. The operative is more like a wild-card.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Thu Sep 30, 2010 9:48 pm

It'd depend on offense/defense too.

On offense, medics will be essential, as they need to keep reviving teammates and keep the team moving forward, instead of being wiped out and respawning, giving the defense valuable time to recuperate.

On defense, engineers can throw mines and turrets everywhere, either slowing or completely stopping the offense's movement.
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Fri Oct 01, 2010 1:49 am

One thing I wonder is will you always be able to know where each and how many class types are around? then you could be like "hey i know my op is sneakin in the back so I'll bring attention to the front"
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Thu Sep 30, 2010 6:21 pm

Well, the one thing I've always noticed is that well-rounded trumps specialist in basic combat. I'm not saying that a specialist isn't going to be amazing, but in the case of a team, I'd be bulking up on soldiers as my primaries. Probably go four soldiers, two engineers, one medic one operative. Medic stays well back...operative is on his own.


Good observations, I agree although I think I would take it further.

The first thing I would point out is that, in the case of Brink, Soldiers are a form of specialist as well. We all carry guns, can fight, etc. A Heavy Engineer with a minigun might be just as effective as a Heavy Soldier with a minigun, aside from the class abilities.

My thought is that weight and weapon define the "team" play more than class in many cases, so my line up might not break down quite the same.

I'm thinking along the lines of an 8 man team divided into a primary "frontline" force of 4, a loose 3 man team, a single.

The 4 man front (alpha) includes a mix of heavies and mediums depending on weapon skill with
2 Gunners (soldier or Engi ideally) with MGs or ARs to either supress the attacking force (when on D) or press forward on offense.
1 Medic (preferably an accuracy player) with an AR to keep his front men covered and so he can move in and out to heal as needed.
1 Heavy Crowd Control (another soldier or engineer) with a Grenade launcher to keep his front from being over run.

The 3 man team (bravo) covers alpha and plugs the holes to keep alpha from getting flanked in attack or defense. Mediums or lights are more ideal here for speed and movement. They don't stay with each other neccesarily, but stay in the same "Zone" so to speak.
1 Engineer with shotgun and good turret ability
1 Operative with a mix of close range and longer range weaponry, specifically set up for Counter Operative play
1 Medic with good close to mid range gear. He covers both Bravo team and any clean up needed for Alpha.

And the single is likely an Op sent out to screw with the enemy and keep them guessing.
User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm

Post » Thu Sep 30, 2010 11:52 pm

Good observations, I agree although I think I would take it further.

The first thing I would point out is that, in the case of Brink, Soldiers are a form of specialist as well. We all carry guns, can fight, etc. A Heavy Engineer with a minigun might be just as effective as a Heavy Soldier with a minigun, aside from the class abilities.

My thought is that weight and weapon define the "team" play more than class in many cases, so my line up might not break down quite the same.

I'm thinking along the lines of an 8 man team divided into a primary "frontline" force of 4, a loose 3 man team, a single.

The 4 man front (alpha) includes a mix of heavies and mediums depending on weapon skill with
2 Gunners (soldier or Engi ideally) with MGs or ARs to either supress the attacking force (when on D) or press forward on offense.
1 Medic (preferably an accuracy player) with an AR to keep his front men covered and so he can move in and out to heal as needed.
1 Heavy Crowd Control (another soldier or engineer) with a Grenade launcher to keep his front from being over run.

The 3 man team (bravo) covers alpha and plugs the holes to keep alpha from getting flanked in attack or defense. Mediums or lights are more ideal here for speed and movement. They don't stay with each other neccesarily, but stay in the same "Zone" so to speak.
1 Engineer with shotgun and good turret ability
1 Operative with a mix of close range and longer range weaponry, specifically set up for Counter Operative play
1 Medic with good close to mid range gear. He covers both Bravo team and any clean up needed for Alpha.

And the single is likely an Op sent out to screw with the enemy and keep them guessing.


Ok clearly you've put a lot more thought into this. :blink:

I hear you on the point about the soldier. Brink makes all their classes to be specialties. So I like how you've thought it out and broken it up. Can't fault it, it sounds like an awesome combination. Only thing I'd alter is to take away some of the specialistation in the second row and give them more similar weaponry like ARs so that when the front row dies (they are the ones receiving and they will most likely die first and close together) the second group can still hold their own, with heavy fire at all ranges. It also gives the group more flexibility. I'm a firm believer in ARs. They can work as urban snipers and as corridor clearers equally :gun:

But that kind of fine tuning will happen automatically with the game. As a base, awesome.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Fri Oct 01, 2010 1:11 am

Well, the one thing I've always noticed is that well-rounded trumps specialist in basic combat. I'm not saying that a specialist isn't going to be amazing, but in the case of a team, I'd be bulking up on soldiers as my primaries. Probably go four soldiers, two engineers, one medic one operative. Medic stays well back...operative is on his own.

From what I've seen of the game, I think 3 soldiers, 2 medics, then a 2/1 split either way would work well.

Having 2 Operatives frees you up to have one as a spotter for the threats only Operatives can counter, as well as the guy going behind enemy lines. But 2 Engineers means more turrets and more weapon buffs.

The reason I say 2 medics is because the speed of the game would overwhelm a single Medic (although there are those awesome-sounding Lazarus Grenades).

I wouldn't think 4 Soldiers is necessary - 3 is plenty to hold a coordinated team together. Might even drop to 2 for critical objectives where an extra Operative/Engineer/Medic would be beneficial.

Having players vary their class based on current objectives seems to me like it's going to be as necessary as having people who are good in their primary role.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Fri Oct 01, 2010 6:04 am

Good observations, I agree although I think I would take it further.

The first thing I would point out is that, in the case of Brink, Soldiers are a form of specialist as well. We all carry guns, can fight, etc. A Heavy Engineer with a minigun might be just as effective as a Heavy Soldier with a minigun, aside from the class abilities.

My thought is that weight and weapon define the "team" play more than class in many cases, so my line up might not break down quite the same.

I'm thinking along the lines of an 8 man team divided into a primary "frontline" force of 4, a loose 3 man team, a single.

The 4 man front (alpha) includes a mix of heavies and mediums depending on weapon skill with
2 Gunners (soldier or Engi ideally) with MGs or ARs to either supress the attacking force (when on D) or press forward on offense.
1 Medic (preferably an accuracy player) with an AR to keep his front men covered and so he can move in and out to heal as needed.
1 Heavy Crowd Control (another soldier or engineer) with a Grenade launcher to keep his front from being over run.

The 3 man team (bravo) covers alpha and plugs the holes to keep alpha from getting flanked in attack or defense. Mediums or lights are more ideal here for speed and movement. They don't stay with each other neccesarily, but stay in the same "Zone" so to speak.
1 Engineer with shotgun and good turret ability
1 Operative with a mix of close range and longer range weaponry, specifically set up for Counter Operative play
1 Medic with good close to mid range gear. He covers both Bravo team and any clean up needed for Alpha.

And the single is likely an Op sent out to screw with the enemy and keep them guessing.


This gets my vote. It's an overwhelming offense followed by a solid defense and a flanker to break up the enemies' ranks.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Thu Sep 30, 2010 9:28 pm

We also all seem to have a pretty good idea of our class/weight choice going in


Not for me here.Theory is like day and Action like night...if i don't see/play the classes i can figure out what i really want to play.
I want to feel in action how every class reacts in battlefield.
Videos,discussions and staff are ok but not the same for me.

I have absolutely no idea atm either for bodytype nor for class,i must w8 and see in game even if i think that i have a preference to a medium/light bodytype,can't say for sure in that part.
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Thu Sep 30, 2010 11:42 pm

I vote me being the team flanker xD
User avatar
Yvonne Gruening
 
Posts: 3503
Joined: Mon Apr 23, 2007 7:31 pm

Post » Thu Sep 30, 2010 7:41 pm

I'm voting myself when I play as Medium or Light, and as Medic or Operative.

I could run any combination of those equally well, I think.

It's possible, though, that on release, my opinion will change horrendously. I doubt I'll end up as a heavy Soldier with a Minigun (at least, not often), but I won't 100% rule it out until I've played the game.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Thu Sep 30, 2010 5:12 pm

I'm voting myself when I play as Medium or Light, and as Medic or Operative.

I could run any combination of those equally well, I think.

It's possible, though, that on release, my opinion will change horrendously. I doubt I'll end up as a heavy Soldier with a Minigun (at least, not often), but I won't 100% rule it out until I've played the game.



lol next thing we know we see you running around as a grenade launching heavy that's a medic
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Thu Sep 30, 2010 3:42 pm

Heavy Medic is MUCH more likely than any size Soldier.

Only other class-based shooter I've played even vaguely recently has been War for Cybertron, and in that I alternated between Scout and Scientist - to equate my builds to Brink, I was either Medic or Operative, and I was REALLY good at both.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Thu Sep 30, 2010 11:02 pm

lol next thing we know we see you running around as a grenade launching heavy that's a medic


Damn, wish I'd thought of a grenade launching heavy medic!
But you are welcome to flank Shacklor. I'll stay in the middle, padded by everyone else while making comments like "I keep like these little pops and flesh thumping sounds on the outside of my human shield room, you think someone is shooting at me?"

Speaking of strategy, my own personal strategy is to charge forward with the rest but to not quite push my thumb all the way forward on the controller so that everyone manages to juuuust get ahead.
Then when they get shot, you have an idea of the enemy's hiding place and the kind of calibre they are using.
It give you options like "Eat grenade you camper" or "Holy *@%! What was that?! There's little pieces of him all over the place! Hey, good luck with the war guys, tell me how it all ends."
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Thu Sep 30, 2010 10:00 pm

I think 2 medics are essential. If your solitary medic goes down it could make it so much easier for the opposition on offense and defense!

I also think the solitary could be used as a Hunter-Killer. Designed to take out important opposition players. I.e. you know the opposition has two medics and they're reviving everyone keeping up a continuous attack on your final objective. Your spare man flanks round (maybe even disguises) finds they're first medic and incaps him, 2nd medic comes round to get his buddy up and he takes him out too. This would mean anyone taken down back at base would stay down and give everyone valuable time to regroup and refit!
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Thu Sep 30, 2010 8:26 pm

Damn, wish I'd thought of a grenade launching heavy medic!
But you are welcome to flank Shacklor. I'll stay in the middle, padded by everyone else while making comments like "I keep like these little pops and flesh thumping sounds on the outside of my human shield room, you think someone is shooting at me?"

Speaking of strategy, my own personal strategy is to charge forward with the rest but to not quite push my thumb all the way forward on the controller so that everyone manages to juuuust get ahead.
Then when they get shot, you have an idea of the enemy's hiding place and the kind of calibre they are using.
It give you options like "Eat grenade you camper" or "Holy *@%! What was that?! There's little pieces of him all over the place! Hey, good luck with the war guys, tell me how it all ends."



Lol half way in the game we are like "Dangit where is Cuzin It?! " *looks around* "It WHY ARE YOU PETTING THE MODEL OF A SHARK?!"
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Thu Sep 30, 2010 5:52 pm

Only thing I'd alter is to take away some of the specialistation in the second row and give them more similar weaponry like ARs so that when the front row dies (they are the ones receiving and they will most likely die first and close together) the second group can still hold their own, with heavy fire at all ranges.


I actually gave that a lot of thought, but it's going to be dependant on how much space we have to work with and what the objective is so I wanted to have Bravo as the Utility line. Alpha team does the same basic thing in offense and defense, but Bravo's goals change a lot with the swap. You may be right though, assuming skill players ARs might be better choices.

lol next thing we know we see you running around as a grenade launching heavy that's a medic


That was actually in my mind for the Crowd Control Player, but I'm not sure what abilities will prove most beneficial so I guessed Soldier Engi for now.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Thu Sep 30, 2010 10:04 pm

I think 2 medics are essential. If your solitary medic goes down it could make it so much easier for the opposition on offense and defense!

I also think the solitary could be used as a Hunter-Killer. Designed to take out important opposition players. I.e. you know the opposition has two medics and they're reviving everyone keeping up a continuous attack on your final objective. Your spare man flanks round (maybe even disguises) finds they're first medic and incaps him, 2nd medic comes round to get his buddy up and he takes him out too. This would mean anyone taken down back at base would stay down and give everyone valuable time to regroup and refit!

If I was the Operative doing this, I'd probably kill the enemy's lone-wolf player, disguise, then get into their ranks and steal one of their MG nests and gun down the medics. Or hack a turret and use the resulting chaos as an opportunity to start killing the high-value targets. Even taking one Medic down right before your team launches their attack will be a valuable contribution - especially when you've also got that hacked turret on your side.
User avatar
R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Thu Sep 30, 2010 3:48 pm

I actually gave that a lot of thought, but it's going to be dependant on how much space we have to work with and what the objective is so I wanted to have Bravo as the Utility line. Alpha team does the same basic thing in offense and defense, but Bravo's goals change a lot with the swap. You may be right though, assuming skill players ARs might be better choices.



That was actually in my mind for the Crowd Control Player, but I'm not sure what abilities will prove most beneficial so I guessed Soldier Engi for now.


Look the only reason I'd arm a clan up with ARs is that famous quote "no battle plan ever survives contact with an enemy".
It's a game so there's no panic and terror and things :ahhh: but still people get confused, do the wrong thing, the other team throws up all kinds of difficulties etc. etc. I just like ARs because they are the go-to-guys for every situation and they leave every person not having to depend on someone else to cover a different range for them. So when everything messes up, each person is still effective at all ranges with an equal mix of punch and accuracy. They can function and achieve objectives on their own and can make decisions to support each other as they see things changing. I can give covering fire to respawned player trying to get back into a fight, or I can run into a small room to clear it out for my engineer.

So I'd lean with a heavy AR base. But it all depends on your team. If your team is stocked 100% with people you know and play with often, mix and match. That combo you have is awesome with a known group. But if it's a random drop in with majority strangers...go assault :gun:
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Thu Sep 30, 2010 11:34 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)
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Fri Oct 01, 2010 4:11 am

Look the only reason I'd arm a clan up with ARs is that famous quote "no battle plan ever survives contact with an enemy".
It's a game so there's no panic and terror and things :ahhh: but still people get confused, do the wrong thing, the other team throws up all kinds of difficulties etc. etc. I just like ARs because they are the go-to-guys for every situation and they leave every person not having to depend on someone else to cover a different range for them. So when everything messes up, each person is still effective at all ranges with an equal mix of punch and accuracy. They can function and achieve objectives on their own and can make decisions to support each other as they see things changing. I can give covering fire to respawned player trying to get back into a fight, or I can run into a small room to clear it out for my engineer.

So I'd lean with a heavy AR base. But it all depends on your team. If your team is stocked 100% with people you know and play with often, mix and match. That combo you have is awesome with a known group. But if it's a random drop in with majority strangers...go assault :gun:


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:
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Next

Return to Othor Games