Brink Ability Preview, Day 8

Post » Mon Jan 03, 2011 3:03 pm

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.


I don't know if I would want an Operative taking control of my turret even then. This is one of an Engineers primary roles to setup a turret in objective areas to lay down suppression fire and deter the enemy from going that way/ stalling them from taking or defending something. A good Engineer takes pride in laying his turrets down in good spots that do this role well and giving an Operative the ability to just come hijack that from them... well its wrong. Not to mention as I have stated in previous posts the issues this could cause.

Also like you said the operative cant do anything will he is controller the turret which means he is not completing the objectives given to him or causing chaos withing the enemy ranks meaning he is not playing his role correctly. Leave the turret handling to the Engineers besides the ones they hack from the other team.
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aisha jamil
 
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Post » Mon Jan 03, 2011 4:00 am

"...or are a griefer."

This is just another example of classes interacting and supporting each other. Operatives can spot mines, and Engineers can then disarm them. Engineers can set turrets, and Operatives can then control them for greater effectiveness. Like, for example, if the Operative wanted to help his Engi pal hold down an area. It's all about teamwork.

Yes, the potential for griefing is certainly there, but I submit that a griefer would grief with or without this ability.
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Juan Suarez
 
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Post » Mon Jan 03, 2011 11:23 am

I don't see how the Operative is taking over the Engineer's role here.

If an Engineer doesn't place a turret, the Operative isn't going to be able to build one.

I'll agree with you if and when it turns out that the Engineer gets less than the normal amount of points for the turret's damage/kills, because that would be unfair and annoying. I'm fairly confident that won't happen, because it would go against everything the devs want for Brink. I've posted my suggestion for both players to get full XP for the kills already, but that's what I think would be fair.

Also, if a player wants to grief a teammate, this isn't going to be the best way to do it. It relies on your target remaining as an Engineer, AND continuing to rely on turrets that you can reach.
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Solina971
 
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Post » Mon Jan 03, 2011 7:33 am

I don't see how the Operative is taking over the Engineer's role here.

If an Engineer doesn't place a turret, the Operative isn't going to be able to build one.

I'll agree with you if and when it turns out that the Engineer gets less than the normal amount of points for the turret's damage/kills, because that would be unfair and annoying. I'm fairly confident that won't happen, because it would go against everything the devs want for Brink. I've posted my suggestion for both players to get full XP for the kills already, but that's what I think would be fair.

Also, if a player wants to grief a teammate, this isn't going to be the best way to do it. It relies on your target remaining as an Engineer, AND continuing to rely on turrets that you can reach.


Because he is taking over there turret. Operatives have there own role to fulfill. They have objectives, and abilities what are useful to there team like hacking enemy turrets, revealing enemy positions, infiltrating withing them and cause chaos. There is no reason for them to be sitting around taking control of an engineers turret. As mention below wouldn't 3 guns be better than 2? Why sit somewhere safe and control that Eng turret when you could be out there with that Eng helping him while his turret lays down suppression fire?



I don't see how the Operative is taking over the Engineer's role here.

I"...or are a griefer."

This is just another example of classes interacting and supporting each other. Operatives can spot mines, and Engineers can then disarm them. Engineers can set turrets, and Operatives can then control them for greater effectiveness. Like, for example, if the Operative wanted to help his Engi pal hold down an area. It's all about teamwork.

Yes, the potential for griefing is certainly there, but I submit that a griefer would grief with or without this ability.


I get your point but wouldn't 3 guns be better then 2? Why have the operative take control of your turret when it could shoot on its own leaving another person with a gun to shoot to help the Eng hold down the area. Thats teamwork not taking control the turret then your leaving that engineer short handed.

I agree a griefer will grief with or without this ability but this certainly make it easier for them to do so. This bring another question up I havent seen anyhting mentioned about a kick system being in place. Wonder if they will have a VTK or "x" amount of TK auto kick or something in place to regulate the sabotaging of the team.
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josie treuberg
 
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Post » Mon Jan 03, 2011 4:29 am

I wonder if this applies to enemy turrets that the operative has hacked...
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A Boy called Marilyn
 
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Post » Mon Jan 03, 2011 5:48 am

@gotcha: I agree with you somewhat, but I also think that this ability could be extremely deadly if used properly. Like I said in one of my above posts, the turret's biggest drawback is its limited range and tracking. It would become much more effective if guided by human hands. Having a player take control of a powerful gun with infinite ammo could very well be the difference between repelling a push and being overrun. Plus, if the turret gets destroyed the Operative remains alive, and can then go do other useful things.
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Sara Johanna Scenariste
 
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Post » Mon Jan 03, 2011 6:49 am

How's this for an argument then:

Wouldn't a Minigun be better to gun that Medic down with than your SMG? Why's it shooting that Soldier instead? Because he's closer? That's a stupid reason! Players can prioritise targets better than a turret will - a player will pick out the biggest threat in the group, or the most vulnerable, as the situation dictates - turrets don't think that way, so allowing human intervention is a GOOD idea. Having a turret wasting fire on the wrong guy, while you Operative can't hurt the guy you want dead, isn't a benefit.

And the Engineer's job is to PLACE the turret, not to CONTROL it - he doesn't have that ability, OR NEED IT. As long as he still earns his XP from the kills, it shouldn't matter. The Operative's job is to alter the way everything else works - you can appear to swap teams, infiltrate, disrupt, you can firewall friendly CPs to make them more resistant to hacking attempts, you can take manual control of turrets and make them direct their fire more efficiently, you can hack enemy comms to gain a few seconds of radar tracking on all enemies...

If Operatives picking an enemy in Disguise is legit, that should follow through to turret control. "I KNOW that guy's an enemy, but shooting him with my SMG at this range is just going to get ME killed. Hang on... there's a turret RIGHT THERE. I can hack that!"

ALL of these abilities tie into the Operative's ability for unorthodox tactics.

It's about making the game less predicatable, not about specifically being that "sneaky assassin" everyone thinks of. Heavy Ops are going to be an under-played, but AWESOME size/class combo in the right hands.
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Chris Johnston
 
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Post » Mon Jan 03, 2011 11:12 am

gotcha: the turret on auto may svck at taking out the biggest threat, with an op controlling it you can point of threats to him, just a thought.

Edit: D'oh Oblivion! :obliviongate:
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Music Show
 
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Post » Mon Jan 03, 2011 2:15 pm

yup, i think there would have to be an incentive to hack a teammate's turret. like it gets stronger. also, add the human aspect of the perk. faster reflexes. prioritise targets like the man above said. posssibly better aim. and, no one's wastin supplies.
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John Moore
 
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Post » Mon Jan 03, 2011 2:55 am

@gotcha: I agree with you somewhat, but I also think that this ability could be extremely deadly if used properly. Like I said in one of my above posts, the turret's biggest drawback is its limited range and tracking. It would become much more effective if guided by human hands. Having a player take control of a powerful gun with infinite ammo could very well be the difference between repelling a push and being overrun. Plus, if the turret gets destroyed the Operative remains alive, and can then go do other useful things.


I see it being more useful for enemy turrets after being hacked. Like I stated earlier you could by sitting in control letting them think it is still business as usually then after they run by mow them down they wouldn't even know what hit them. Sure the turret could be a bit more effective with someone controlling it because of its range and tracking limitations but why not give this ability to eng then? Also like I stated earlier 2 gun is always better then 1 , 3 better than 2 and so on no reason to have someone sitting back when there will be a ton of other things they could be doing to help there team.

Sure if an Op takes control and the turret gets destroyed he remains alive and can move on but maybe if he was out there with the rest his team the opposing team may not have armed/disarmed the objective because there were more hands on deck so to speak.
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Lisa
 
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Post » Mon Jan 03, 2011 5:54 am

Wow. Mix that up with hack and you have an anti engineer.
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Lisa
 
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Post » Mon Jan 03, 2011 10:09 am

And as I already said...

If the turret's automated, the objective will sometimes be easier to overrun, because the Medics on their team keep healing/reviving everyone and the turret is never getting around to targeting them before another player draws its fire. Your Operative knows who to target, but he's a Light body type, which is great for some objectives, but he's got pretty limited firepower, and the enemy's able to kill him before he can get into effective range - if only he could take control of a larger weapon.

Like maybe that turret that's wasting all its ammo firing at people who it can't kill?
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Emma Parkinson
 
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Post » Mon Jan 03, 2011 10:58 am

Indeed. One of the turrets' biggest weaknesses is its slow reaction speed and limited tracking capabilities. With someone taking manual control that turret is now several times more deadly than before.


Precisely. You would think this would be a engineer ability. If anyone has played TF2 you know why.

Anyone else think... http://images4.wikia.nocookie.net/masseffect/images/3/3c/Collectors_Leader_Character_Shot.png
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maya papps
 
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Post » Mon Jan 03, 2011 12:02 pm

Precisely. You would think this would be a engineer ability. If anyone has played TF2 you know why.

Anyone else think... http://images4.wikia.nocookie.net/masseffect/images/3/3c/Collectors_Leader_Character_Shot.png

I wish it was an Engineer ability. I would love "wrangling" my own turret. *wink wink* But hey, this method involves more inter-team coordination, so I'm not complaining or anything.
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Richard Thompson
 
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Post » Mon Jan 03, 2011 8:43 am

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



As long as the Engineer gets xp im happy
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Isabell Hoffmann
 
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Post » Mon Jan 03, 2011 4:35 am

Precisely. You would think this would be a engineer ability. If anyone has played TF2 you know why.

Anyone else think... http://images4.wikia.nocookie.net/masseffect/images/3/3c/Collectors_Leader_Character_Shot.png

I was and I still am... [censored]in [censored] morphing in and out the whole damn game.
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Add Meeh
 
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Post » Mon Jan 03, 2011 11:37 am

Precisely. You would think this would be a engineer ability. If anyone has played TF2 you know why.

Anyone else think... http://images4.wikia.nocookie.net/masseffect/images/3/3c/Collectors_Leader_Character_Shot.png


The turret's armor suddenly cracks to reveal a magma-like glow.

I AM ASSUMING DIRECT CONTROL.
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Emily Graham
 
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Post » Mon Jan 03, 2011 4:48 pm

I am fairly sure the op uses his awesome pda for this he will likely be able to do it at a distance.
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Roisan Sweeney
 
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Post » Mon Jan 03, 2011 3:21 pm

You can't control an enemy turret unless an Operative hacks it and turns it FRIENDLY.
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Minako
 
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Post » Mon Jan 03, 2011 11:00 am

If Obliviondoll repeats himself again I think he may have a stroke.

Please read through the earlier posts before asking questions.
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Portions
 
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Post » Mon Jan 03, 2011 3:43 pm

If Obliviondoll repeats himself again I think he may have a stroke.

Please read through the earlier posts before asking questions.

I can handle repeating myself better than I can handle sunlight.

Thinking of which... gnite all! back in a few hours (like maybe... after sunset)
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Anna Kyselova
 
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Post » Mon Jan 03, 2011 4:32 pm

Yes now im even more excited to play an Op
Didnt know that was possible...
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Lew.p
 
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Post » Mon Jan 03, 2011 8:41 am

Eh doubt i will ever get this ability when i try playing Op (which will be last class i try) so will wait to see it in action first
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Suzy Santana
 
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Post » Mon Jan 03, 2011 12:32 pm

Eh doubt i will ever get this ability when i try playing Op (which will be last class i try) so will wait to see it in action first


After the hype seems situational at best?
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Charles Mckinna
 
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Post » Mon Jan 03, 2011 6:43 am

Yeah, most i see this being handy is random. Cause you never know if the turret will be facing the right way or if a new turret laid by same engy removes the turret with the control on it.

I see it not working the way they hope
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Mandi Norton
 
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