» Fri May 04, 2012 1:44 pm
Copied and pasted from whatever the frak that board is called...
Where is the guide wrong? PFFFFFFFFFFFFFFFFFFFT!!! Where do I start? Oh wait...from the top. You might wanna get a soda and some munchies, this is gonna take a while.
Weightclass
While the general consensus is competitively Lights are the best weight to play as, this consensus obviously aren't very good at Brink. The truth of the matter is a team that has balance in all weights are the team that will win. Competitively the max number of players is 5v5. Say you have a team of 5 lights against a team of 2 heavies, 2 mediums and 1 light. In my experience (Seeing as I'm an officer of nWo, the best PS3 Brink clan AND winners of the Holiday Brink tournament on our console), team two not only wins, they dominate. Yes, as a light you have maximum mobility. But you also have access to weapons which as ANY Brink vet knows, after the last patch have become completely unreliable. Yes, you can still drop people with SMGs. But you need to be in CQ to be effective with all of them, even the Balpdaum, the most stable of all SMGs. So lets see, you need to be in close to do any real damage with an SMG, but as a light...you're pretty much doomed to be dropped in close range against a bigger gun...no matter HOW fast you are. Kinda nulls that whole argument now, doesn't it? Unless you're running a light Soldier or Engineer...and even then you're still destined to be demolished. Here's an example, and I'm going to use actual, factual numbers to describe it for you.
The Light body type has 120 health default. Up to five extra health pips can be earned. 1 from the Battle Hardened skill, 2 from a captured health command post, and 2 from a medic with the Improved Health ability. Battle Hardened adds 30 HP, bringing their health up to 150. The remaining 5 pips a light will gain in battle add 25, 20, 15 & 10 HP, bringing the grand total HP a light can have in battle to 220 HP. Seems like a lot right? WRONG. Because there are factors that come into play as a light that The_Mind didn't think to bring into consideration...because he obviously didn't know of them. (Hard to make an accurate guide when you don't have all your facts.) Lights absorb damage at a higher rate then the other body types. 1% more in fact. And there there's also the hit marker multipliers. 1.5% for headshots, 1.0% for torso and .75% for limb shots. So whereas a Heavy taking a headshot from say...The Barnett, (Which does 187 HP of damage with a headshot), they're still going to be standing if hit and be able to fight. A light at max health only has 220 HP, minus the 2% body type damage penalty AND the multiplier. Because I'm all about giving CORRECT information, I'll even do the math for you...
Light = 220 MAX HP (With command post & medic improved buffs)
187 Headshot Damage...adding the 1% Body Type penalty that makes it 188.87 damage. THEN we had the headshot multiplier, which is 1.5%, bringing the total damage a light will take from a Barnett headshot to...190 HP. Out of 220. That's a total difference of 30 HP.
Not much health left after eating that shot, eh? OH WAIT...THERE'S MORE!!! Engineer double damage buffs. Those things add a 15% increase to the max damage of a weapon. The max damage of the Barnett is 187. 15% of 187 is 28.05. 187 plus 28.05 = 215. 05. Translation? If you've already taken shots from someone else, and you're hit in the head with a double buffed Barnett...hope there's a medic near by...cuz you're done. Another example? The Hammerdiem. My Heavy weapon of choice, and damage per shot the strongest gun on the game. Post patch, this beast does a monstrous 195 HP of damage inside of it's optimal attack range (15 meters)...UNBUFFED. Double damage buffed you add 15%, which is 29.25 HP. 195 + 29.25 = 224.25 DAMAGE. It also means if you're a double health and command post buffed light against a double damage buffed heavy running a Hammer, you're DEAD no matter how you slice it. All he needs is to get ONE shot on target to your head or torso, and you're finished. End of story. Wait for a revive syringe or go back to spawn and think about how dumb a move like challenging a big guy with the biggest gun on the Ark with your little Bee-Bee gun was. I could boil down more numbers from other weapons for you all, but who likes numbers? I just needed to disprove the complete [censored] The_Mind wrote about lights being the optimal competitive body type. They're not. They're so far from it it's not even funny.
Then there's the statement of movement. Yes, the 1st rule of Brink is "Move more then you shoot". The only advantage a light has over the other types is movement, and that's marginal at best. In the hands of an experienced light, being able to traverse the terrain and use it offensively is vital. But your "guide" isn't for experienced guys. It's for new players. So for you to say go light and nothing else is pigeon-holing them into one play style. And some people might not like that play style. My primary character is a light Operative/Soldier. I won't pat my own back, but I'm pretty damn good with that character, because I utilize the light's strengths while minimizing it's weaknesses. That ON TOP of my knowledge of the Op class (which I'll bash you on later) makes me pretty much the most dangerous player on a map. A fact that competitively against friends, fellow clan mates AND opponents they take into full consideration. I don't have nearly the firepower as others, yet I've got whole teams trying to gun me down more then OBJECTIVE class players. That's being good at what you do. But that didn't come from luck. It came from knowing how to fight the other classes, and body types, as well as knowing what weapons do what. That only happens from one thing...PLAYING OTHER BODY TYPES. The ONLY way you're going to learn how to use the light body effectively is by playing as the other two. Learning their weaknesses, the way their weapons work, the frames of their movement, and so on. Telling rookies "Quit playing medium and play light" is doing them a disservice. Walljumping isn't a vital part of being a high level player...knowing how to do damage while minimizing your own is.
Classes, skills and tactics
Oooooooooooooooooh how positively WRONG you were on this one, fella. 1st off...let's get the obvious out of the way. Your statement on the Operative class:
OPERATIVE ABILITIES *cough..svcks..cough..cough...*
Is without a doubt the most convoluted, trolling, misinformed piece of utter garbage I've ever read. The fact of the matter is in the hands of someone skilled with the class and ALL of it's abilities, an Op can be the most dangerous class in a match, ESPECIALLY if it's a map that there is no hacking objectives. How's that you wonder? Simple. You're primary job as an Op in Brink isn't to kill, it's to disrupt. To throw a wrench into whatever plan, offensive or defensive, the other team is running. Using only the Comms Hack and Disguise abilities, a skilled Op can break enemy lines, give away locations of enemy defenses (Turrets, Mines, Satchels, Etc) and even take down enemies unsuspectingly as well. An example I'll use is something I myself did in a competitive clan match.
On Refuel playing as Resistance we'd reached that Hacking objective. The problem we faced was that the opposing team...made up of 3 heavies, a medium and a light, were dug in. Three of them were Engineers, and set up a literal minefield around the objective, as well as Gatling Turrets as they were Rank 5. The direct approach wasn't working...at all. So I devise a plan as my light Op character. I follow a teammate who tracked down the opposing medium character and took him out by the 1st command post. I hit the Operative Combo on him (Comms Hack & Disguise) and move to the objective. As an Op in disguise, the only person who can see through it is the person you're disguised as or another Op. Needless to say, the 2 heavies camping the objective weren't ops. I managed to literally walk right pass all 3 of them, situate myself behind them, and uncork my whole drum magazine into them. 3 heavies...down. Rather then finish them all off, I leave them laying there, as the longer they wait for their medic buddy, the longer they're not in the fight. I hack all 3 turrets and EMP the mines so that the other Op on my team could come up and help me hack the objective. By the time anyone showed back up to oppose us, the objective was 45% hacked and my team set up counter defenses. Needless to say we won the match in the end. And a big part of is was my play as Op, and knowing the tendencies of other players.
There's even more to the Op class then that. Yes, Ops have no "Buff" abilities. They can't make themselves stronger, or faster, or revive themselves. But they can provide intel. They can take other human players off their game. Frustrate and confuse. Play mind games. (As I always do.) If I disguise as someone, Bot or Human, and trick you so blindly into thinking I'm that team mate, then blow your brains out, what's your natural instinct going to be? You want payback. So what does the average person do? They hunt me...the Op, down. Then when I do it again, it makes them even more angry. After the 3rd or 4th time, I've effectively taken said guy out of the match, because he's more concerned with finding and killing me then he is my team mate who just shot him in the face. Furthermore, as an Op...you can RAKE IN XP. More XP then any other class in fact. For Soldiers, the amount you get for ammo sharing depends on how low a team mate's ammo is, and scavenging nets 50XP a pop. For an Engi, you get 75XP for damage buffing and giving Kevlar. Medics get 100XP for reviving, and 50-75 for health, speed or adrenaline buffing. Ops get 50 for homing beacon spots, 150 for comms hacks and 100 for disguising. What's more? And Op can do their "abilities" rapidly. There's a 15 second count down between comms hacks, but homing beacon and disguising can be done at will. All you need to do is ADS enemies to spot them, or go up to a dead enemy and steal his identity. Simple hit fire to break the disguise, and go do it again.
As I said earlier, in the hands of a pro...and Op can be the single greatest terror in a game, and not have to do anything in the vein of combat. There have been competitive clan matches I've been in where I rake in 10K plus XP with only 15 kills the whole match. Why? Because I play as an Op the way it's meant to be played. Not aggressively. Not to rack up kills. But to disrupt the enemy. Then there are matches where I get best overall, best Op and most kills because the same reason. Because I utilize the abilities of the class to the letter they're meant to be used so well, that no one on the opposing side know what my character actually even looks like, because I fool them in disguise so fluidly it's IMPOSSIBLE not to kill them. In a nutshell, The_Mind...it's not a matter of the Operative class svcking, it's a matter of YOUR svcking at the Operative class. Ya' might wanna amend that part in the guide, buddy.
Ok, enough of the Op stuff...time for the other classes. Here are the proven best, most useful abilities to bring to The Ark: (Based on having an Level 24 character AND the Agents Of Change DLC)
Universal
Battle Hardened - More health is always nice.
Supply Max Increase - Same is more supplies.
Combat Intuition - Knowing where you're being targeted from works good for you AND your team.
Sprinting Grenade - Move more then you shoot, but if you can toss a grenade while moving, that's good too.
Sprinting Reload - In a game where moving is paramount, this one is a no brainer.
Sense Of Perspective - When taking command posts or objectives, this is vital to defending yourself.
Downed Fire - Just because you're down, doesn't mean you're out of the fight. Especially effective near objectives where people aren't paying attention.
Soldier
Armor Piercing Rounds - Gives your bullets a little more bang for the buck.
Flashbang - Perfect for moments where you're overrun, or need to break enemy lines. Just don't blind yourself.
Grenade Mastery - Grenades are a soldier's best friend. This lets you throw them more often.
Scavenge - Probably the most important Soldier skill. With this you can maintain a virtually endless stream of supply pips, which means a virtually endless supply of bullets. And who doesn't like having more bullets then the next guy?
Extra Kevlar - Gives you a defensive edge against other classes, but not against Soldiers with APR.
Extra Magazine - Again, more bullets...more fun.
Frag Blast
Grenade Damage - The combination of this and Frag Blast turns your grenades into heavy grenades, capable of doing sick amounts of damage, and dropping more enemies in the blast radius.
Napalm Grenade - Best used in one of the many choke points on in close proximity to the objective.
Medic
Adrenaline Boost - Best used near an objective on an objective class player so that they can complete it without being downed by enemies.
Increased Supplies - You're going to burn through a LOT of pips as a medic, so having more is useful.
Metabolism - Helps team mates regen health faster, thus keeping them standing and in the fight longer.
Improved Increased Supplies - Even more supply pips, which means even more supplies to heal and support your team.
Improved Life Buff - Gives your team and yourself 2 bonus life pips.
Self Resurrection - Nothing need be said.
Lazurus Grenade - Need to revive a group of team mates in a hurry? This is how you do it. Just remember that team mates revived with one only have 10% health, so be ready to cover and support them when they get up.
Field Regen Unit - When defending an objective, or a path to an objective, this is pivotal to holding the line.
Engineer
Gear Head - Makes you build and deploy stuff faster. Fast is good.
Light Turret - One of the most essential tools of the class. No brainer here.
Command Post Upgrade - Doubles the buff for command posts, so they give two extra pips instead of one.
Medium Turret - When this becomes available to you, GET IT. It's much more effective then the light version.
Improved Weapon Buff - Increases weapon damage by 15%. More damage = more dead enemies.
Extra Landmine - More mines, more defensive options.
Pyro Mine - Combied with Extra Landmine, this gives you THREE mines plus a turret. More then enough to hold a defensive position if used right.
Gattling Turret - Tracks faster, hits harder, has a hire RoF of the other turrets and a farther range. Nuff said.
Operative
Firewall Command Post - Makes it take longer for enemies to capture posts, taking them away from the objective and giving YOU the chance to sneak up on them and take them out.
Homing Beacon - Let's you spot mines, enemies AND see through other Op's disguises. One of your most effective tools.
Comms Hack - Combined with Disguising, this is the ability you'll use the most. The "Operative Combo" as I call it. It gives away enemy positions on the map, which is helpful anyway you slice it.
Caltrop Grenades - Can be used passively to determine what direction enemies are coming from, obstruct passage ways AND do damage to heavily damaged enemies trying to retreat.
Hack Turret - What better way to counter an enemy's defenses then to turn them against them?
Cortex Bomb - Used correctly, it can severely damage or kill depending on how damaged near by enemies are. The range isn't far, so it's best used when you're pretty much right near an enemy.
EMP Grenade - Slows down Soldier HE charges and Operative hack boxes, as well as disables Engineer mines and turrets. Also slows down maintenance bots and disables the map of anyone caught in the blast radius.
UAV - Used properly, it can help you quick acquire intel on enemy positions and defenses. Can also be detonated remotely. Doesn't take much to destroy it though, so use it wisely.
One thing The_Mind did get right is the idea of doing what we call "Dual-Spec'ing" your character. That being creating an ability build between two classes. You can mix and match classes of course, but above are the proven best, most effective abilities for competitive play. It's possible to create what the Brink veterans call a "Jack Of All Trades" or "Jack" build, but that's reserved for players who know the ins and outs of all classes and abilities. Naturally a Jack isn't going to be great at one class, but will be good (or capable) in all of them.
Physical & Technical Skills
About competitive gaming we can say that the game can be broken down into two categories: physical skills and mental skills. Physical skills is simply your reaction time, speed of movement, accuracy, mastery of controls etc. Without being Einstein I know basically that information collected by your senses are send to your brain, translated, and that your brain send orders back to your body. The time it takes for information to travel can be significantly decreased through experience and muscle memory. It's a matter of micro seconds but it's really important as the game is fast-paced. It's comparable to a musician who play the same piece until it becomes flawless and more importantly INSTINCTIVE. What I'm saying is that there is no secret here to get better in FPS from a physical point of view: it comes with practise (Think you meant PRACTICE there, may wanna fix that). On the other hand Mental skills are more difficult to learn and more rewarding.
Take all of that and throw it out of the window. Instinct is only 25% of what's needed to be good in Brink. The way the game is broken down is pretty much completely mechanical. Everything, health, weapon damage, even movement...it's all mathematical. Learning the math and how to optimize your effectiveness while minimizing your ineffectiveness is how you survive on The Ark. Knowing the effective range and damage output of your weapon, how much distance your slide covers between body types, even the number of seconds it takes to reload or switch a weapon...that's what makes you better. Anything that enables you the "1st shot". Because in Brink, if you get the 1st shot in, you usually win the engagement. Get ready...here comes more math for ya'.
EVERY weapon has a statistical output that measures and determines it's RoF (Rate Of Fire), Damage output and effective range. The effective range is how close you need to be for the gun to deal it's max damage output. The further out you fire, the less the accuracy and damage the weapon does. Another variable in the gunplay is ADS (Aim Down Sight). There is a bonus in accuracy for all weapons when you ADS. Higher in fact the for what poster you're in. Doesn't matter if you're standing, crouching, sliding or whatever. Your accuracy bullet for bullet best when you ADS. Sustained fire with automatic weapons decreases accuracy tremendously after 7-8 shots, even when ADS is used. (Basically, burst fire is the most effective type of fire you can use.) As far as effective range, LMGs SMGs, Shotguns begin to lose their range at a closer distance then ARs do. On the other hand, LMGs and SMGs don't lose accuracy in full auto fire as fast as ARs do. Knowing these strengths and weakness are vital to knowing how to use your gun of choice effectively. Also taking into account the variables of damage and health buffs. It's chess, not checkers. Because if I know that the effective range of the Sea Eagle is anything inside 20 meters whereas you're trying to hit me with a Kross from outside of 15, I'm gonna kill you before you even drop my health to half.
I will give you credit for your combat tips as far as Knockdowns and "The Holy Trinity" as you called it. But the buttlove you give wall jumping? Quick way to get some poor new jack killed against a seasoned veteran...or anyone with an Underslung 'nade launcher. I've stopped more wall hopping lil' guys dead in their tracks with a heavy grenade to the face then I care to count. All one needs to do is aim at the WALL and not you, and you're going down. Another thing to take into consideration, the individual's reaction time. (The 25% instinct mentioned above.) Not once in the damn near 300 hours I put into Brink have I ever seen ANYONE use a Wall jump as an effective offensive tool. They get shot out of the air faster then they can breath. Hell, I only pulled off an over the head wall jump kill on someone ONCE...the week the game came out when everyone were still n00bs. Mentioning that as an effective tactic is a waste of text...cuz it's not.
The rest of the guide I'm not even gonna get into now...I've been sitting in front of this monitor for over an hour typing this [censored]. Maybe another post...if even that. Bottom line...before you go and make a "guide", know what the hell you're talking about. Get the numbers, do the math, put in the research, and KNOW THE WHOLE GAME...not just the parts you gravitate to.