Brink Ability Preview, Day 8

Post » Mon Jan 03, 2011 12:30 am

Since i know i will be playing as an engineerin 90% of the time, i knew i had to worry about enemy operatives stealing my turret. But i know i have to worry about friendlies stealing it too... man am i starting to hate operatives. that plus their disguise ability which doesnt deactivate even when you are literally aiming at them.

i take that back, i already hate operatives.


And the worst part is that you can't spy-check like in Team Fortress 2 - Friendly fire drains XP.

But on the bright side, if a victim gets too close to an Op who disguised as him, the victim will rat out the Op, and he'll lose his disguise.
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I love YOu
 
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Post » Mon Jan 03, 2011 4:35 am

leave it to skynet to wanna take over stuff...

ucwutididthar? :)
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Sunnii Bebiieh
 
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Post » Mon Jan 03, 2011 10:59 am

And the worst part is that you can't spy-check like in Team Fortress 2 - Friendly fire drains XP.

But on the bright side, if a victim gets too close to an Op who disguised as him, the victim will rat out the Op, and he'll lose his disguise.

oh thats cool, didnt know that. but the spy-check isnt :toughninja:

leave it to skynet to wanna take over stuff...

ucwutididthar? :)


:spotted owl: :spotted owl: :spotted owl:
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Vivien
 
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Post » Sun Jan 02, 2011 10:20 pm

I'm pretty sure, logically, that both the Engineer AND the Operative will get XP from the turret while the Op is controlling it.

As for range, you have to be able to aim at the turret when you're taking control - so you'll probably need line of sight at the very least... if enemies notice erratic behaviour or a wider tracking arc, they can get to the turret's location and use the position of the turret to work out where you are.
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Erin S
 
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Post » Mon Jan 03, 2011 3:37 am

I'm pretty sure, logically, that both the Engineer AND the Operative will get XP from the turret while the Op is controlling it.

As for range, you have to be able to aim at the turret when you're taking control - so you'll probably need line of sight at the very least... if enemies notice erratic behaviour or a wider tracking arc, they can get to the turret's location and use the position of the turret to work out where you are.



Of course that would take extreme observation... I guess that's one way though lol.
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Mashystar
 
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Post » Mon Jan 03, 2011 5:29 am

I'm pretty sure, logically, that both the Engineer AND the Operative will get XP from the turret while the Op is controlling it.

As for range, you have to be able to aim at the turret when you're taking control - so you'll probably need line of sight at the very least... if enemies notice erratic behaviour or a wider tracking arc, they can get to the turret's location and use the position of the turret to work out where you are.


Or they could just shoot at the turret. When you take control of it, it can't automatically aim at enemies - you introduce human error. A few well-placed bursts of lead from behind various bits of cover, and you'll do more damage and surive longer than if it was a real turret.

Then again, if the Op releases control of the turret and you pop out for a few more shots, you're going to be the one pumped full of lead.
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courtnay
 
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Post » Mon Jan 03, 2011 7:34 am

I don't think XP should be split even a little. I DO however think engineers should get 100% of XP and the Ops get their own XP. Either way, as long as I get a fair amount of XP, I don't mind an Operative taking over my turret It would be cool to fight with along my own sentry/operative
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tannis
 
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Post » Mon Jan 03, 2011 5:12 am

I don't think XP should be split even a little. I DO however think engineers should get 100% of XP and the Ops get their own XP. Either way, as long as I get a fair amount of XP, I don't mind an Operative taking over my turret It would be cool to fight with along my own sentry/operative

This was what I was hoping.

Ops hijacking your turret shouldn't compromise your XP earning. If both players get the same XP (100% of the XP the Engineer normally gets), then you'll be set.

Another question though... Does anyone know how much ammo a turret will carry?
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Sun of Sammy
 
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Post » Mon Jan 03, 2011 2:02 am

Any one who touches my turret shall fell my wrath! "Told you not to touch that darn thing!"


italian and I will hack your turrets and make you angry lol.
then we dash :bolt:
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Pixie
 
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Post » Mon Jan 03, 2011 10:01 am

This was what I was hoping.

Ops hijacking your turret shouldn't compromise your XP earning. If both players get the same XP (100% of the XP the Engineer normally gets), then you'll be set.

Another question though... Does anyone know how much ammo a turret will carry?


Infinite I'm guessing
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W E I R D
 
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Post » Sun Jan 02, 2011 11:29 pm

I don't think XP should be split even a little. I DO however think engineers should get 100% of XP and the Ops get their own XP. Either way, as long as I get a fair amount of XP, I don't mind an Operative taking over my turret It would be cool to fight with along my own sentry/operative


Guess who's going to take over your turret, engy? :whistling:

Anyways, looks pretty cool. If it gives fair amounts of exp, then I have no problem assuming direct control of assisting a friendly turret.
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Nichola Haynes
 
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Post » Sun Jan 02, 2011 11:05 pm

lets just hope some operatives dont start taking over turrets and doing nothing but shooting from it and not helping the team
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Stephanie Valentine
 
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Post » Mon Jan 03, 2011 12:27 pm

An idea about if an engy or an opp gets teh Xp: i think teh Opoperative should get a chunk of XP when controllng it but the Engineer gets XP per kill. maybe vise versa
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Tom
 
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Post » Mon Jan 03, 2011 1:33 am


Another question though... Does anyone know how much ammo a turret will carry?


Ive read that either 1) they will have infinite ammo until destroyed, hack, stuff like that or 2) it had finitie amount and when it runs out it gets destroyed. :sweat:
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Rudi Carter
 
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Post » Mon Jan 03, 2011 3:23 am

I can't believe there is a conversation about friendly ops taking control of friendly engy's turrets. It's a lame idea, and the idea alone is a deterrent against such behavior. Sure, having a manned turret might be more effective than an automated one, but at what cost? The operative is better off messing with the enemy with his disguises, and hacking enemy turrets and command posts. I don't know what i'll do if I see a friendly op wasting his - and the team's time - hacking a friendly turret.
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Erich Lendermon
 
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Post » Mon Jan 03, 2011 1:15 pm

This sounds like a pretty stupid ability if you ask me. They are pretty much hijacking there own teammates job. This should be something for the Engineer or only have the ability work when an Operative takes over an enemies turret.I don't like the fact that it sounds like the engineer has no say in it and it may take the xp given for killing or hurting enemies to the Operative instead of the Engineer.

This ability could lead to in team fighting/ team killing because an Operative took over an engineers turret when that person told him not to. Going to be interesting to see the details of this ability. If it in fact does take the xp away from the engineer then there is going to be many issues.

I dont really know why they introduced this ability into Brink it seems counter productive to there ideals of encouraging teamwork. Also this could lead to jerks who just want to sabotage there team taking control of a friendly turret just to get it blown up so it doesnt shoot back or Operatives not doing there roles correctly just sitting back controlling a friendly engineer turret.
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Sandeep Khatkar
 
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Post » Mon Jan 03, 2011 1:29 am

This sounds like a pretty stupid ability if you ask me. They are pretty much hijacking there own teammates job. This should be something for the Engineer or only have the ability work when an Operative takes over an enemies turret.I don't like the fact that it sounds like the engineer has no say in it and it may take the xp given for killing or hurting enemies to the Operative instead of the Engineer.

This ability could lead to in team fighting/ team killing because an Operative took over an engineers turret when that person told him not to. Going to be interesting to see the details of this ability. If it in fact does take the xp away from the engineer then there is going to be many issues.

I dont really know why they introduced this ability into Brink it seems counter productive to there ideals of encouraging teamwork. Also this could lead to jerks who just want to sabotage there team taking control of a friendly turret just to get it blown up so it doesnt shoot back or Operatives not doing there roles correctly just sitting back controlling a friendly engineer turret.


Well, it's most likely that the intent is to cast the ability on an enemy's turret. Otherwise, it wouldn't be a very useful ability. Think about it, turret's are used to control locations and grants the team confidence in their ability to hold and push that location. Wouldn't it svck if that turret was stolen away from you and used to shoot you and your buddies in the back? Pretty effective.
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Kirsty Collins
 
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Post » Mon Jan 03, 2011 1:24 pm

I think an operative should be able to remote control ENEMY not FRIENDLY turrents after hacking.
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Alisia Lisha
 
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Post » Mon Jan 03, 2011 2:38 am

Well, it's most likely that the intent is to cast the ability on an enemy's turret. Otherwise, it wouldn't be a very useful ability. Think about it, turret's are used to control locations and grants the team confidence in their ability to hold and push that location. Wouldn't it svck if that turret was stolen away from you and used to shoot you and your buddies in the back? Pretty effective.


Agreed but the description states friendly turrets making one assume they are talking about Operatives taking control friendly Engineer turrets which would be a completely stupid ability for Operative to have. This would lead them to sitting back controlling a turret instead of infiltrating into the enemies midst and causing chaos. Also for the other reasons stated in my previous post this ability would cause all kinds of trouble.

Now if it works the only way it would make any sense giving Operatives the ability to remote control turrets that just hacked from the enemy that is a nifty ability because they could make the other team think it is still controlled by them not shooting at them until they turn there back and then start mowing them down,
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Svenja Hedrich
 
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Post » Mon Jan 03, 2011 2:28 pm

sooo canu u use a freindlies turret?
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Angel Torres
 
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Post » Mon Jan 03, 2011 2:38 am

sooo canu u use a freindlies turret?


We do not know at this point and time it is something a Dev is going to have to answer or we will have to wait until the games release to see how it works. I hope they can only take control of enemy turrets they hack.
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adam holden
 
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Post » Mon Jan 03, 2011 12:23 pm

sooo canu u use a freindlies turret?

Quoted for clarity:

Control Turret allows you to take remote First Person control of friendly turrets. To initiate remote control, first place the device on the turret, and then interact with it from a distance.


- F
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Mariana
 
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Post » Mon Jan 03, 2011 2:01 pm

Teamwork guys, teamwork. Don't be afraid to let a teammate use your turret (unless they svck *** at aiming or are a griefer).
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Marilú
 
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Post » Mon Jan 03, 2011 2:52 am

I hope, as I said earlier, that Ops CAN control a friendly Engineer's turret, but that when they do so, BOTH players gain points for the kills. And I don't mean half the XP for the kill goes to each of them, I mean they both get the FULL value of the kill.

Kills aren't big XP earners unless they're made near an objective, so the Engineer has to have planted his turret sensibly, and the Op has to know it's a well-placed turret and hijack. And while the Operative is controlling the turret, remember he can't do ANYTHING else at the same time - he's locked into turret-cam.
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Emily Shackleton
 
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Post » Mon Jan 03, 2011 3:55 pm

Teamwork guys, teamwork. Don't be afraid to let a teammate use your turret (unless they svck *** at aiming or are a griefer).


Na sorry I draw the line with teamwork when a classes role is taken by another class. Especially with something like this what could potentially take xp away from the player who's turret was taken not too mention a plethora of other issues with it. Like people on your team that get all pissy and act like little kids and try and sabotage your team so they start hacking friendly turrets just sitting there letting the enemy blow them up or maybe another engineer gets mad you placed a turret where he wanted his so he switches classes and takes control of yours to get the points or to sabotage you and let it get blown up. I can see all kinds of issues play out with Operatives being able to take control of an engineers turret leaving them out to dry.
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*Chloe*
 
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