Class

Post » Fri May 27, 2011 7:02 am

Brief overview:

All classes have the same gun firepower per body type.

Each class has a set of abilities. There is a general tab of abilities that can be used by all classes. Any player can give up a bonus, ie medic can give up ability to revive, a engie can give up the turret, for more points to spend in other areas.

Soldier: "Lead the charge to demolish objectives, specialize in grenades, and resupply your team."

Main advantage is the grenades, good for teamwork and resupply far from the nearest Command Post. Also, more hp (http://www.nowgamer.com/features/646/brink-richard-ham-qa?o=2#listing)

Medic: "Keep your squad in the fight, perform crucial revivals, and bolster the defenses of nearby teammates."

Heals teammates to 100% instantly with med-packs, can buff a player's health past 100%, can revive players that are downed but not out utilizing two methods of revival. A guess would be that one is short ranged, the other is long ranged. NEVER QUOTE ME.

Engineer: "establish and defend tactical zones, deploy or repair objectives, and improve your team's weapons."

Has more than one type of turret. Turrets, like players have soft collisions, so you can walk through them, but cannot stand in them. Turrets have a delay before firing and lock onto one turret even after it hides behind cover. If you get out of cover it will instantly shoot you, but this makes it easier for teammates to notice and take out. Turrets, if damaged, are disabled ie cannot shoot. If further damaged, they are destroyed. Turrets are about as powerful as an average assault rifle but are primarily used as a distraction rather than a effective mode of killing. They are easy to deal with and can be hacked by operatives, so that they turn against their teammates. "It's not [censored] if you say surprise." Operatives can do this by hacking. Engies place landmines, which can be spotted by enemy operatives. Engies can also buff allied weapons. Engies can immunize the command post, so it is harder to be taken over by operatives. Engineers control the primary objective

Operative: "Hack enemy defenses and sentry guns, provide battlefield intelligence, and sneak behind enemy lines."

Can hack command posts and turrets. This is done remotely, close or long ranged, though the closer you are to the objective, the faster the objective is hacked. This must be done by connecting to the terminal you intend to hack, ie getting in close contact. While you are hacking you emit a beeping sound, and if you are interrupted you have to start over and reconnect at the terminal, whether for turret or command post.

Spies can interrogate downed enemies, sorry they can't be dead, thus giving his team a radar for 10 seconds, giving off the position of spies, so run if there is an enemy radar! With other abilities the operative can give teammates additional time for a radar, or wall hacks with the radar, so operatives (teammates?) can see players through walls. This is most likely done by colored silhouettes or something.

Spies can disguise as enemies by swapping clothes, even if the body type is different, light/med/heavy. This means you actions are a big part of how enemies know who is friend and who is foe. Note: there is friendly fire, so there is no TF2, "spy checking." Though according to SD, spies can see enemy spies, not sure how this works. I guess they assume operatives are rarely close to base.

Spies can backstab supposedly, instantly killing an opponent
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Neko Jenny
 
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Post » Fri May 27, 2011 1:44 pm

theres no way that theres gonna be instant 100% life packs it would break the game
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Rhiannon Jones
 
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Post » Fri May 27, 2011 11:28 am

they are in limited supply. Also the health system is fairly realistic, so it might be a 3-4 shot kill (it was speculated to be 8 body shots and 3-4 headshots a while ago). I don't exactly state my sources, but I probably have a good percentage of this right.

On health specifically, ET used to have 50%, though I never played it. They increased it to 100% to stop gibbing, or killing a teammate and reviving him, which would bring a player to 50% automatically, why waste the med pack? You have to be in proximity for the instant, but players were complaining that it would svck if it wasn't instant.

The game has a regen system, but you cannot regenerate to full health ie 100%, and anyone can be buffed beyond 100%, so medics are useful.

But medics cannot heal themselves without wasting resources. It takes one pip (you get more pips per the weight of your body type) to heal a teammate and two per yourself, same with engie's buff and soldier's ammo. Someone said you get three pips basal, by which they must have meant for light.

Plus, if you aim for the medic, they might not even get a chance to heal their counterpart, though in this game it is hard to distinguish between classes atm.

Also, medics can only heal themselves once every 30 seconds. This is to stop people from being "rambo medics."
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Elle H
 
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Post » Fri May 27, 2011 7:19 am

The operative class always appealed to me...back in Team Fortress 2 i was always the spy, so going behind enemy lines is just my thing...ya sure in single player i'll switch from one class to the other, but in multiplayer i'll probably stick with being a op most of the game
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Mr. Allen
 
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Post » Fri May 27, 2011 3:20 am

From your descriptions Ill be going with engineer
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maddison
 
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Post » Fri May 27, 2011 12:09 am

engineer or medic
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Sweets Sweets
 
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Post » Thu May 26, 2011 11:53 pm

theres no way that theres gonna be instant 100% life packs it would break the game

It was mentioned that medpacks do heal for 100% health - I have not heard of them doing it instantly.
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yermom
 
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Post » Thu May 26, 2011 10:16 pm

A medic because there usual are almost no medics at all in a game. And I like helping people



Also the game is going to be full of operatives just like TF2 (sigh) :swear:
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Isabella X
 
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Post » Fri May 27, 2011 1:40 pm



Also the game is going to be full of operatives just like TF2 (sigh) :swear:

Yeah but just like TF2 they'll figure out that they aren't that good at being an operative and switch classes. (Hopefully)
I could see myself being an engineer.
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 9:19 am

im the stealthy type ill behind you before you shoot you'r 1st bullet :toughninja: :gun:
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Stacyia
 
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Post » Fri May 27, 2011 6:45 am

im the stealthy type ill behind you before you shoot you'r 1st bullet :toughninja: :gun:

you may be behind me, but I don't think it counts if you're dead...
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SUck MYdIck
 
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Post » Fri May 27, 2011 1:17 pm

I think Alot of people have this thought that if they go operative then they will be super ninja esc players with stabbing, hunting, shadow, splinter Cell, skills.

And they are totally wrong. I think ALOT of people mis-understand the role of the operative, and unfortunatly I think this will draw players to this class to the point where at least half the poulation of any givin server is using that class.

Anyways. I'll be a Medic, becuase dispite what people think. A good medic and a team orientated player can keep his team mates rolling through the other team.
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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 11:28 am

you may be behind me, but I don't think it counts if you're dead...


who sad i was dead ... i may be down but not out :toughninja:
A quick assassination will take you down

But ill always play diffrent class a good player can play all
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Ricky Meehan
 
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Post » Fri May 27, 2011 12:05 am

just give me a big gun and I will go kill stuff
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Laura Mclean
 
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Post » Fri May 27, 2011 1:20 am

wheres the soldier love. ill taken down a opertive from 50 ft with a simple hand grenade :intergalactic:
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Olga Xx
 
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Post » Fri May 27, 2011 7:02 am

spies? there are spies? if thats the case, then i would be the soldier or spy
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Bloomer
 
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Post » Fri May 27, 2011 11:50 am

spies? there are spies? if thats the case, then i would be the soldier or spy


no no spies there called opertives
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jessica breen
 
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Post » Fri May 27, 2011 6:19 am

wheres the soldier love. ill taken down a opertive from 50 ft with a simple hand grenade :intergalactic:


I don't wanna sound like a weirdo, but that thing at the end of you post looks like pencses with limbs....
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Melung Chan
 
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Post » Fri May 27, 2011 11:15 am

i like to sneak up to people and kill them quickly and silently, i hope they have some special crap for the operatives class, like silencers or camo, my combination would be a sniper rifle with some micro smgs or something.


JOIN MY CLAN: < iPwn >



P.S. without the <>
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Matthew Barrows
 
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Post » Fri May 27, 2011 9:13 am

shouldent everyone be able to use silencers? I mean, anybody being a soldier or engineer, or medic should be able to grab a silencer for thier playstyle. the operative has unique abilitys. but I think the weapons should be 100% shared between classes.
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Antonio Gigliotta
 
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Post » Fri May 27, 2011 4:53 am

The operative seems a little overpowered from these descriptions. Just a little though. So I am going to play an engineer.
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Andrew Perry
 
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Post » Fri May 27, 2011 3:32 am

UAV! With other abilities the operative can give teammates additional time for a UAV, or wall hacks with the UAV, so teammates can see players through walls. This is most likely done by colored silhouettes or something.
I'm pretty sure the 'see through walls' ability only effects the Operative, not the whole team - and this is a high level interrogate skill, something you would have to purchase upgrades for. And I don't think it's a UAV - I think it's more of just a radar.
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Scared humanity
 
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Post » Fri May 27, 2011 5:47 am

:( this is not gonna work, too many opeeratives and not enough soldiers
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Zoe Ratcliffe
 
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Post » Fri May 27, 2011 7:51 am

:( this is not gonna work, too many opeeratives and not enough soldiers
I think the confusion on this board is people comparing Operatives to spies and rogues or assassins and snipers. When they actually play the game and see that this isn't the case, I think they will die down.
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C.L.U.T.C.H
 
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Post » Fri May 27, 2011 5:42 am

I love being medics, especially a heavy medic, but an operative would be really fun to play around with as well.
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Yung Prince
 
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