Team play, what we should be afraid of

Post » Thu Sep 30, 2010 1:29 pm

Im hoping all these 'fearless Soldiers going solo, Engineers not doing their [censored], Medics going rambo with self-revive' and these 'UBERNINJA Light Operatives.' Are just there for the first few days of release, because i think then everyone will realize how to actually play, and stop with those pathetic cliche tactics. Hopefully! Your still going to probably get those Light operatives though sadly.

Offensive based operatives are inherently loners. I expect its the only time a player can get away with being alone. They will still have to coordinate with the team, and if you have more than one (maybe two) your team probably isn't gonna do too well, but they do have a place.
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Milad Hajipour
 
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Post » Thu Sep 30, 2010 2:41 pm

Im hoping all these 'fearless Soldiers going solo, Engineers not doing their [censored], Medics going rambo with self-revive' and these 'UBERNINJA Light Operatives.' Are just there for the first few days of release, because i think then everyone will realize how to actually play, and stop with those pathetic cliche tactics. Hopefully! Your still going to probably get those Light operatives though sadly.


You are underestimating players. :sweat:

I don't really care much for what gives me most XP, I just do what I feel like doing.
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Alisia Lisha
 
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Post » Thu Sep 30, 2010 12:47 am

Offensive based operatives are inherently loners. I expect its the only time a player can get away with being alone. They will still have to coordinate with the team, and if you have more than one (maybe two) your team probably isn't gonna do too well, but they do have a place.


Exactly my point, im just more or less hoping, they actually do their duties (ie. hacking command posts, interrogating enemy operatives etc.) Not these BS kids going, 'OMG IM A LIGHT AND I CAN GO RUN OFF BY MYSELF, IM SO PARKOUR!!!'

Because you can see from my signature (Light-Resistance-Operative) however, im not going to be a UBERNINJA or anything. I play to win.
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krystal sowten
 
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Post » Thu Sep 30, 2010 4:32 am

it;s already been said that medics and engineers have the capabilities to get the most XP in game, but that's norm in SD games, shooting people has always been secondary to objectives in SD games

In the expo-demo, a friend of mine played medic only through the first two stages (we won after the second) and reached over 3000 points/xp with just about a positive K/D.
Another player with an excellent K/D, playing Operative and Soldier mostly came in second with just about 2500 points.
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Cat Haines
 
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Post » Thu Sep 30, 2010 12:26 am

In the expo-demo, a friend of mine played medic only through the first two stages (we won after the second) and reached over 3000 points/xp with just about a positive K/D.
Another player with an excellent K/D, playing Operative and Soldier mostly came in second with just about 2500 points.


But what other team-actions was that player doing?

did he hand lots of ammo out as a Soldier? Do any objectives?
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Angelina Mayo
 
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Post » Thu Sep 30, 2010 4:38 am

that should be all out of the question... the only thing to be "afraid of" is dumb people who don't play their roles, and the team suffers for it.. like a soldier goes down who needs to plant a charge, and we have a cod style medic who coulden't care less.. :/
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Ross
 
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Post » Thu Sep 30, 2010 8:15 am

But what other team-actions was that player doing?

did he hand lots of ammo out as a Soldier? Do any objectives?

He went for killing mainly.

My main point rather was, that my friend played medic only and did only what a medic can do - get some kills and buff/revive people - and easily got the most points.
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Spencey!
 
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Post » Thu Sep 30, 2010 10:49 am

We need to fear Soldiers going solo, Engineers not doing their [censored], and Medics going rambo with self-revive


Soldiers will end up dying, which will in turn make them want to stay back and play more strategically and go for the objectives for XP
Engies will put a sentry, and with the sentry up they still get XP from the kills (if i saw correctly from containter city vids) so they will be able to stay back and buff the teams guns
And medics won't go rambo with the self-revives because there's a limit to when you can revive yourself and they get more XP by reviving the team

I wouldn't worry too much about that stuff. I'm sure it will be fine because when people see that going Rambo won't get anybody anywhere, people will think more team based. If anything it'll be a trial and error with the players. I haven't seen many objective based games have people only running out for kills. The only games you see people doing nothing but killing is CoD and that's only because that's where all the rewards come from. With a game that rewards less for killing and more for teamwork people will catch on to teamwork quickly.
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Nicholas
 
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Post » Thu Sep 30, 2010 3:25 am

I'm hoping that the first month will weed out all the crap players and the teamworking ones will be the ones remaining.
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josie treuberg
 
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Post » Thu Sep 30, 2010 2:17 am

Engies will put a sentry, and with the sentry up they still get XP from the kills (if i saw correctly from containter city vids) so they will be able to stay back and buff the teams guns


or the engi's could go the light n' evil route, with maybe one other player, and going behind enemy lines and throwing down sentries and mines in unexpected and evil places. either burning time if used on defense, or taking the pressure off the front enabling objectives to be completed if on attack. if done right, and not by the only engi on the team, such sneaky and evil tactics could be invaluable.
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Rex Help
 
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Post » Thu Sep 30, 2010 3:08 pm

Now that i think about it, no one seems to be Engineer for some reason, even though there pretty awsome... you need them to cover objectives well
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Alada Vaginah
 
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Post » Thu Sep 30, 2010 8:10 am

Now that i think about it, no one seems to be Engineer for some reason, even though there pretty awsome... you need them to cover objectives well

I don't think they'll be underrepresented in the game. Engineer is such an all around class. You might focus on killing with turrets and mines, setting up defenses, you might go for the main objectives or you can interact with your allies. Other classes are more focused around one specific thing.
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Justin
 
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Post » Thu Sep 30, 2010 5:54 am

I don't think they'll be underrepresented in the game. Engineer is such an all around class. You might focus on killing with turrets and mines, setting up defenses, you might go for the main objectives or you can interact with your allies. Other classes are more focused around one specific thing.


eh that "all around" kinda nature generally makes people a bit skittish of them and ends up with people not playing them. either because they don't think they are capable of doing all that or because they believe it to be a "jack of all trades master of none" type situation.

at any rate though my first character will definitely be an engineer focused character. because i can take said classes and generally make them do their job more effectively than they are supposed to and then take them and go do a job that they're not supposed to be able to do.
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Strawberry
 
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Post » Thu Sep 30, 2010 7:46 am

eh that "all around" kinda nature generally makes people a bit skittish of them and ends up with people not playing them. either because they don't think they are capable of doing all that or because they believe it to be a "jack of all trades master of none" type situation.

at any rate though my first character will definitely be an engineer focused character. because i can take said classes and generally make them do their job more effectively than they are supposed to and then take them and go do a job that they're not supposed to be able to do.

In W:ET, engineer was the second most played class. (Medic was the most played, because they had extra health and could heal others and themselves)
Anyway, in competitive/fixed teams there mostly were more engineers than anything else.
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Scott
 
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Post » Thu Sep 30, 2010 4:55 am

In W:ET, engineer was the second most played class. (Medic was the most played, because they had extra health and could heal others and themselves)
Anyway, in competitive/fixed teams there mostly were more engineers than anything else.


ah well tbh i never played W:ET or ET:QW, so i'm not sure how SD's engi's work. in most games that i've there are generally very few engis. at any rate i'm sure i'll be able to pull some crazy tactics with engis... it is after all what i do... aside from burning things that is.
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I love YOu
 
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Post » Thu Sep 30, 2010 1:28 pm

ah well tbh i never played W:ET or ET:QW, so i'm not sure how SD's engi's work. in most games that i've there are generally very few engis. at any rate i'm sure i'll be able to pull some crazy tactics with engis... it is after all what i do... aside from burning things that is.

Engi's were always very valuable team members in SD's games.
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Dezzeh
 
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Post » Thu Sep 30, 2010 7:57 am

I think people are overestimating players.

Give a man a choice between a dollar for killing someone, or a million for buffing ammo, chances are, he'll wanna kill that guy. People are naturally psychotic, nobody wants to help people, that's what their forced into doing every day. People play video games to allow them to do what they normally can't, and that's kill people. So while I hope it doesn't happen, I think we all know, it will.
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Genevieve
 
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Post » Thu Sep 30, 2010 4:26 am

I think people are overestimating players.

Give a man a choice between a dollar for killing someone, or a million for buffing ammo, chances are, he'll wanna kill that guy. People are naturally psychotic, nobody wants to help people, that's what their forced into doing every day. People play video games to allow them to do what they normally can't, and that's kill people. So while I hope it doesn't happen, I think we all know, it will.

I'm more likely to help people, i'm always running into a hail of bullets in BF shouting 'cover me!!' to revive someone. I'm all about the team.
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Myles
 
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Post » Thu Sep 30, 2010 10:46 am

I think people are overestimating players.

Give a man a choice between a dollar for killing someone, or a million for buffing ammo, chances are, he'll wanna kill that guy. People are naturally psychotic, nobody wants to help people, that's what their forced into doing every day. People play video games to allow them to do what they normally can't, and that's kill people. So while I hope it doesn't happen, I think we all know, it will.


Well people are idiots more xp for me then.
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Killer McCracken
 
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Post » Thu Sep 30, 2010 9:48 am

I think people are overestimating players.

Give a man a choice between a dollar for killing someone, or a million for buffing ammo, chances are, he'll wanna kill that guy. People are naturally psychotic, nobody wants to help people, that's what their forced into doing every day. People play video games to allow them to do what they normally can't, and that's kill people. So while I hope it doesn't happen, I think we all know, it will.

People are not naturally psychotic, they are simply a product of their environment. The brain is a responding mechanism and human behavior is the the reaction between human beings and a given environment, but that's a whole other discussion.
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Multi Multi
 
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Post » Thu Sep 30, 2010 9:20 am

I seem to see medics getting alot of flak because they are the "Most vital" and "Easyest point earners" of the team so allow me to add an aditional perspective into this because everyone seems to be forgeting that this is an objective baised game, and unless the medic has expended all of his energy bar in the Heads Up Display, he quite honestly should not be doing things like takeing a command post because that is not his vital function unless he is the last one left or prefurrobly has a solder with him that has the shield perk because he cannot add further benifets to the teams situation as even the soldier can provideing a meat shield.
I'll show you what i mean by provideing a breakdown:

Medic: everyone knows the medic's job he does two confirmed things but he does them efficently and well from what we can gather-
Healing teamates from non-mortal wounds and provideing medical eppy-pins for downed-but-not-out teamates.
Pending confermation: Medic "Qureshi" buffed "jolly" with a speed boost nearly as the game begins within the Brink bomb defusal walkthrough.
The strength that the medic experences is from his consistant heal points but suffers from the very fact that his service is vital- an over zealus medic that does nothing but buff his teamates before a fight starts will find that he won't be able to bring up the casualtys in an orderly fasion.

Soldier: The soldiers job seems preety stright forward, shoot the enemy and distribute upgraded ammo- but he serves a number of key roles in pushes depending upon, and indeed reguardless of what he specialized in. the soldier is required to emplace High Explosive charges to breach vital barricaded or impassable areas so that the team or indeed whatever they are escorting my pass by with ease.
also depending upon how he specializes he can gain the "Shield" ability and keep his teamate up for those few vital seconds that he needs to capture a command post or have an Operative interrogate an enemy and turn that 12 seconds left into another 3 minutes of hectic shooting and no doubt earning points for takeing the bullet. Specilizeing in grenades will also allow the soldier to frequently launch a number of grenades to assist his teamates and by 'assist' i mean that he will earn "Group ponts" which (pending confermation) are earned for ganging up to take down a member of the opposeing team, so while the soldier does not get "Massive" points for revives he still gets points for what he does frequently especially if he is clever with his flashbangs.

Engineer: At first glance one might dismiss the engineers job to one of "Team gun buffer" but it really is a blank slate for the player to dicide what function to serve outside his two vital functions of Disarming High Explosive charges placed by hostile soldiers and repairing delapidated Equipment (e.g. like the Robot and crane in container city). With the option to instantly place self-controlled turrets and create minefields the engineer can become an area denial specialist and turn the enemy team into a bunch of unhappy campers as they have to choose between your friends or the turret thats been giveing them guff. opting for the previous option however and the engineer can easily turn himself and his team into a team of deadly combatents with boosts to weapon damage, inprove Command posts and can still scrap with the best of them.

Operative: With all those roles fofilled what is it that the Operitive rely's upon for points? in a word: Havoc
Operatives excell in hacking enemy defences and Engineer's turrets as well as secureing inteligence on the enemy team getting vital mission time and sneeking behind enemy lines before takeing a command post and firewalling it to make it more difficult to re-capture and createing an element of unease were the men at your back may just not be on your side, and when the time is the worst for it-you'll find out.

sure people are gonna get hurt, its a shooter- but don't count the other three classes out just yet.
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matt oneil
 
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Post » Thu Sep 30, 2010 8:51 am

I seem to see medics getting alot of flak because they are the "Most vital" and "Easyest point earners" of the team so allow me to add an aditional perspective into this because everyone seems to be forgeting that this is an objective baised game, and unless the medic has expended all of his energy bar in the Heads Up Display, he quite honestly should not be doing things like takeing a command post because that is not his vital function unless he is the last one left or prefurrobly has a solder with him that has the shield perk because he cannot add further benifets to the teams situation as even the soldier can provideing a meat shield.
I'll show you what i mean by provideing a breakdown:

Medic: everyone knows the medic's job he does two confirmed things but he does them efficently and well from what we can gather-
Healing teamates from non-mortal wounds and provideing medical eppy-pins for downed-but-not-out teamates.
Pending confermation: Medic "Qureshi" buffed "jolly" with a speed boost nearly as the game begins within the Brink bomb defusal walkthrough.
The strength that the medic experences is from his consistant heal points but suffers from the very fact that his service is vital- an over zealus medic that does nothing but buff his teamates before a fight starts will find that he won't be able to bring up the casualtys in an orderly fasion.

Soldier: The soldiers job seems preety stright forward, shoot the enemy and distribute upgraded ammo- but he serves a number of key roles in pushes depending upon, and indeed reguardless of what he specialized in. the soldier is required to emplace High Explosive charges to breach vital barricaded or impassable areas so that the team or indeed whatever they are escorting my pass by with ease.
also depending upon how he specializes he can gain the "Shield" ability and keep his teamate up for those few vital seconds that he needs to capture a command post or have an Operative interrogate an enemy and turn that 12 seconds left into another 3 minutes of hectic shooting and no doubt earning points for takeing the bullet. Specilizeing in grenades will also allow the soldier to frequently launch a number of grenades to assist his teamates and by 'assist' i mean that he will earn "Group ponts" which (pending confermation) are earned for ganging up to take down a member of the opposeing team, so while the soldier does not get "Massive" points for revives he still gets points for what he does frequently especially if he is clever with his flashbangs.

Engineer: At first glance one might dismiss the engineers job to one of "Team gun buffer" but it really is a blank slate for the player to dicide what function to serve outside his two vital functions of Disarming High Explosive charges placed by hostile soldiers and repairing delapidated Equipment (e.g. like the Robot and crane in container city). With the option to instantly place self-controlled turrets and create minefields the engineer can become an area denial specialist and turn the enemy team into a bunch of unhappy campers as they have to choose between your friends or the turret thats been giveing them guff. opting for the previous option however and the engineer can easily turn himself and his team into a team of deadly combatents with boosts to weapon damage, inprove Command posts and can still scrap with the best of them.

Operative: With all those roles fofilled what is it that the Operitive rely's upon for points? in a word: Havoc
Operatives excell in hacking enemy defences and Engineer's turrets as well as secureing inteligence on the enemy team getting vital mission time and sneeking behind enemy lines before takeing a command post and firewalling it to make it more difficult to re-capture and createing an element of unease were the men at your back may just not be on your side, and when the time is the worst for it-you'll find out.

sure people are gonna get hurt, its a shooter- but don't count the other three classes out just yet.


:icecream: Well said.
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lucile davignon
 
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Post » Thu Sep 30, 2010 4:07 pm

Pending confermation: Medic "Qureshi" buffed "jolly" with a speed boost nearly as the game begins within the Brink bomb defusal walkthrough.

The buff is called "Fleet of Foot," and it buffs the sprint speed of a player.

With the option to instantly place self-controlled turrets and create minefields the engineer can become an area denial specialist

Turrets are not instantly placed - they require the player to hold down the button for about 3-5 seconds - their could an ability that changes this, however.
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Mistress trades Melissa
 
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Post » Thu Sep 30, 2010 1:58 pm

People need to stop thinking in boxes or in terms of black and white.

Why shouldn't a heavy medic be on the frontlines, mow enemies down and if necessary heal others?
Why shouldn't a soldier take a command post if he's near one?
Why should the operative be all stealthy, while he can help his team on the frontlines if they have difficulties breaking through a strategic point?
Why shouldn't an engineer go behind enemy lines and put some mines in high traffic areas?

I understand that classes are made for a purpose, but mixing things up and doing the unexpected (while still doing your job ofcourse) can confuse enemies and be 100 times more effective than the standard play.
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Courtney Foren
 
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Post » Thu Sep 30, 2010 10:13 am

People need to stop thinking in boxes or in terms of black and white.

Why shouldn't a heavy medic be on the frontlines, mow enemies down and if necessary heal others?
Why shouldn't a soldier take a command post if he's near one?
Why should the operative be all stealthy, while he can help his team on the frontlines if they have difficulties breaking through a strategic point?
Why shouldn't an engineer go behind enemy lines and put some mines in high traffic areas?

I understand that classes are made for a purpose, but mixing things up and doing the unexpected (while still doing your job ofcourse) can confuse enemies and be 100 times more effective than the standard play.

In many cases, it's things like you described above, that separate good players and great players.
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Jason White
 
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