Issues addressed) -Note that all mentions of absolutes are based on comparison to the other options available.-
-This isn't "what I'm best with", it's what works. I am "best" with a fully dedicated medium operative, Gerund AR with YeoTek, Muzzle Break, Grenade Launcher, and Grip, and the Tampa SMG with speed sling and silencer. All operative and general skills with the only other being Improved Weapon Buff because I had all the skills I wanted already. This thread's "best character" is based on how things work, not the general assumption that if you choose to play a certain way you will automatically succeed that way. The character is not based on bias. If it was then it would be my preferred operative-focused character.
-This isn't lacking in any class; the other skills in each class are just not as useful by comparison.
-The primary, seemingly-unbeatable strategy prevalent here is power-grenading, adrenaline-buffing, and damage-buffing, and using the Seagle at the same time to break through all defenses and kill players that rush your defenses. This tactic uses less time than others.
-LMGs are worthless compared to other weapons. AR dmg, lower accuracy. Suppression means the "suppressed" pop out and kill you with an AR since you're too inaccurate and don't do enough damage to stop them.
-Ease-of-use doesn't mean best. Best means best. At high skill levels is when game balance starts to reveal the truth. A skillful player using the actual best vs an unskillful player using what's easy to use results in the more skillful player winning. Also, this character doesn't require obscene levels of skill to use.
-Buff others, not yourself. Selfishness is up to the player.
-Silent Running is useless because 1: people are alert and most often spot you regardless 2: it's faster to break through than sneak around with a chance of being spotted anyway.
-In public games, human players don't often group up, they run around randomly more. Close-knit groups have been rare in competitive fps for a long time.
-I need examples of good turret usage to see how useful they are. So far, they are helpers, not soldiers. However, your supply pip seems better spent on a more-aware, higher-damage-buffed player than a turret.
-Only the useful skills are used here which is why no single class specialization. Turrets are especially disappointing. An Improved-damage-buffed player seems more useful than a gatling turret's backup. This is based on witnessing the usage of the skills instead of a general assumption that "more points in a class = better version of that class"
Anyway...
The Best Character is as follows:
Weight - light
Primary Weapon - Barnett Light Rifle, Speed Sling
Secondary Weapon - Sea Eagle Pistol, Speed Holster, Up-vent muzzle break, Rapid Fire
Notes:
-Speed Sling/Holster means fast weapon switching with a negligible decrease in stability.
-The muzzle break helps just enough on the Sea Eagle to make it hit the further edges of medium range for headshots.
Skills)
General(4): Battle Hardened, Sprinting Reload, Sprinting Grenade, Resupply Rate Increase, Supply Max Increase
Soldier(4): Grenade Mastery, Scavenge, Frag Blast, Grenade Damage, Armor Piercing Ammo
Medic(4): Adrenaline Boost, Self Resurrection, Increase Supplies, Improved Increase Supplies
Engineer(3): Improved Weapon Buff, Gear Head, Extra Landmine
Operative(4):Sticky Bomb, Caltrop Grenades, Cortex Bomb.
Tactics for this character)
-Always buff teammates instead of yourself. The sacrifice is worth it. Others will end up buffing you with this mentality.
-The Sea Eagle is your primary weapon here. It will be used far more than the Barnett which is reserved for long-range shots or instant-damage then switching to Seagle to finish the job in very close range. Medium range is Seagle primarily.
-Medics save your supply for revivals or adrenaline boost.
-Improved Damage Buffing teammates is the engineer's most important job. Constantly respawning players means constant rebuffing. Mines for blockers when supply is available.
-Caltrops are the most useful counter-rushing item in the game. Sticky grenades and normal grenades also slow the enemy by forcing them to deal with them.
-Light weight, Barnett, and Sea Eagle require high skill to use effectively. Never stop moving and never avoid an opportunity to flank or reload.
Doubts... The Sea Eagle has way too little ammo, and the barnett's fire and reload time are way too long. It seems so balanced that these just barely qualify as "overall best". We'll see how this develops.
The purposes of this thread are to:
-point out the best tactics for success
-find the best single character possible by examining all elements at players' disposal
-bring awareness to unbalanced parts of the the game.
To test these ideas, add "NemesisLeone" on PSN. If anyone would like to lead tests on 360, I'll put the TAG here of whomever seems fit for that job.
Sure, this will be debated which is why it's posted on this forum. Maybe developers should use only the elements that are really needed and balance them to perfection. Either that or make completely unserious games with just a bunch of fun stuff. For now, Brink has taken the popular blend of the two design. However, in a competitive game the best tactics prevail.
IDEA: A "best team" thread? Including team sizes from 2 to 16?