On The Subject of Operatives

Post » Tue Jun 28, 2011 1:17 am

I've been playing Brink since shortly after the release date. Loving the game and whilst it has faults, out of all the FPS's I have played, this one has kept the all important "Fun" going as well as being a great game based around TeamWork and tactics rather than everyone acting like Rambo.

Praise out of the way, I'd like to talk about Operatives.

When I was watching the Tutorial Videos, The Operative was the class that stuck out for me, the hacking, the blending into enemy troops for surprise attacks and infiltration, the aiding of other players through Comm Hacks and putting big visual aids on enemies and Mines, I was personally in Heaven, so for my first 10 games or so after the challenges, I put most of my points into the Operative abilites..... and slowly lost interest.

You see, the other 3 classes are just more able to keep up in playing offence and defence, the Medic is so insane that a good player with 2 wingmen can easily hold an objective forever OR take one with ease, the Engineer can set up choke points and with well placed turrets and mines as well can do the same, The Soldier with a heavy variety of grenades and infinite ammo is a class everyone can play and keep the team alive by making the other team dead! The Operative? Oh he can mark enemy targets, enemies you can already see 80% of the time, he can play dress up, take the long route to flank round to where the enemy would deploy then take out maybe 1 guy before being murdered ala first scene in Robocop, he can indicate mines on the mini-map, Mines that are the size of tractor wheels and bleep and lastly he can hack enemy turrets, turrets post-hack that are now facing the wrong direction....

Sure sticky bombs in the hands of grenade experts work wonders for causing panic in a player and Controlling a Turret yourself is going to be more effective (if you don't mind sitting still whilst doing it) and Comms Hack is useful, but all in all an Operative, Objective wise, just doesn't give enough to be a valued team member in actually WINNING a match.

Hacking is another pain, out of all the Class objectives, His is the hardest by far. Soldiers simply have to plant a bomb and start killing as before, Engineers don't have to worry about anyone cancelling their progress and as such can take their time if need be, Reviving a Hostage? It's what the Medic has been doing all match anyway. The Operative on the other hand has to first plant the hackbox, fair enough, has to wait a good minute to complete the hack again fine, but since your hackbox can be removed by an Engineer at double the pace your hacking is AND the fact that you have to stand there as a liability without any way to defend yourself without first putting the smartphone away, dealing with threats AND having to run back to the Hackbox to start it all over again. It's a Pain!

Okay, so enough hatred, the Operative has got the goods, they just need to be refined to match his peers, so in no particular order:
1./ Operative's Class Objective: It needs tweaking, only slightly, first be able to get your smartphone hacking again without having to run up to the hackbox, you're an Operative! Hiding should be emphasized surely? Running back out into the Open where everyone is headed seems like a real stupid thing to do when the hackbox IS ALREADY THERE!

2./ Make yourself a hidden threat, the new DLC with the Camera/Bomb, perfect, more of that, I think being able to have other members of your team ultilize your disguises would be great, balance it by say only being able to give one teammate a disguise at a time, give it a decent effect time that runs out even if they aren't spotted (25 seconds say) and only with someone the Operative has already 'scanned'. If the Medic and Engineer give all the buffs at the beginning of each respawn, wouldn't it be great to have the Operative and Soldier handing out ammo and espionage after that?

3./ Might be overpowered, but how about a Rank Five ability to make AN ENEMY look like one of your team mates? This would make the Operative a much stealthier character, picture the scene, you've killed a straggler and disguised as him, you then make your way over to an enemy, and say the same speed as a buff you turn that enemy into a random teammate (that your teammates will still know is the enemy). Sounds like an Operative thing to do right? The ability will last, 30 seconds I say is fair, and them using their gun doesn't take it off. I'm on the fence with how this would work without testing but tell me your thoughts on this one.

4./ Firewalling? It's dreadful, it doesn't hold back an enemy long enough to make it worthwhile and to have it do more would be unbalanced. I say remove it and replace it with a Virus. When the Enemy takes a command post with an Operative Virus on it, it will do the reverse effect on their supplies/health. Pretty much it's a reverse Upgrade and would actually defend the command post! To counter this enemy Operatives could see this virus and remove it before attempting to capture it, or if the Virus is already in effect, remove the Virus bringing the Command post back to normal (an engineers upgrade wouldn't work until this is done). A teammate on your side could recapture it with no penalty, although it would make it more of a tactical descision as an uncaptured one would be hurting the enemy....

These changes in my Mind would cement the Operative as good a class as the rest of them, Messing with the enemy behind their own lines, making sure the enemy fear any attempt at capturing a command post, have the enemy kill their own team for you and leave their ranks in confusion. Creating a sense of teamwork and all important tactical choices.

Tell me your thoughts, what sounds good, what sounds like a terrible idea, or your own thoughts on how to improve this class because it IS a good class but it can be a Great one!
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Fanny Rouyé
 
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Post » Tue Jun 28, 2011 6:44 am

I think that the hack objectives should be made easier and I really like the 'Virus' ability, it would be far more useful than the firewall and also give command posts a bit of an edge. Good stuff friend, good stuff.
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Alba Casas
 
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Post » Mon Jun 27, 2011 11:18 pm

the Virus idea is one worth discussing.. It would be a good counter to the engineer's upgrade in the sense that it would prevent upgrading until removed by another operative.. The fire wall doesn't slow down the capture that much, especially when three people are taking the CP..

Having the upgrade go to the other team, I don't know about that one..
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Wayne Cole
 
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Post » Mon Jun 27, 2011 5:55 pm

I agree the firewalling is virtually useless but I dunno about the virus or other abilities you're suggesting. The abilities that operatives have are all pretty useful imo but are a bit more situational than the other classes abilities which I don't think is necessarily a bad thing. And don't forget you are only allowed three activated abilities at a time and the operative already has 4 (3 grenades and control turret) soon to be 5 with the uav coming out.
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joseluis perez
 
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Post » Mon Jun 27, 2011 10:27 pm

Beardy,
First off, I have to complement you on your great article =) What a great read, journalistic quality even! I lol'ed so hard at the 'Ridicule the Operative' paragraph ^_^

I think for many of us the spell was broken once we actually started playing and got to grips with the game, unfortunately. You're right about the Hackbox removal speed needing to be cut down, and I absolutely love your Virus idea =) SD are you taking this down? xD
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XPidgex Jefferson
 
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Post » Tue Jun 28, 2011 8:21 am

one note... if you're hacking a turret just to hack it and its "facing the wrong way" then you're doing it wrong... you hack an enemy turret for 2 reasons...

1) to flank the enemy with their own weapon... they run by it... you hack it... they get shot in the back...
2) coming up behind a grouping of 2 or 3 turrets... hacking each of them so the previous blows up... =)... you never have to worry about other turrets pinpointing you and you take them all out without wasting ammo or grenades...

idk... a lot of people think the op is severely underpowered... i just say they dont use them correctly... it takes a very smart and tactical player to play operative well... most players these days cant do it... just like most players these days cant break out of a spawn trap and it frustrates them...
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Mario Alcantar
 
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Post » Tue Jun 28, 2011 6:32 am

I think they really need to go back and rebuild the op class. Its almost entirely useless. I thought the op class would be a splinter cell type who could infiltrate, hack and cause disruption before sneaking off. I tried building an op class but due to its lack off or severely underpowered abilities, there wasn't really any point.
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Laura Mclean
 
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Post » Tue Jun 28, 2011 5:40 am

i think the thing with Operative is that he isnt that useful until he gets the higher level abilities. i love the cortex bombs, i almost always kill someone when i die and have killed 3 people in one blast before :) turret hacking is also pretty neat but ive never managed to use the remotem turret effectively, but that is mainly due to me starting a 3rd character now he is at 20. once the DLC comes out i will have 3 level 20s to work on with the new abilities :)

i have my op combined with a medic, so that i am always useful if i cant do much Operative stuff. i think Operative only character is extremely limited. sometimes they just arent much use, so if you have a dual class character (or even jack of all trades) you have a more rounded player.

hacking can be a pain, but the point is that when you have a team working together you should be covered. also, find a spot to cover yourself. almost all the hacking objectives have some form of decent cover for hacking.

kinda like the virus idea. i dont know how much time thigns like firewalling actually gives you? some CPs are very easy to get and some are a pain like the one in aquarium near the lift. maybe it decreases 1/2 pip(s) until an enemy engineer upgrades it?
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MISS KEEP UR
 
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Post » Mon Jun 27, 2011 8:10 pm

I think they really need to go back and rebuild the op class. Its almost entirely useless. I thought the op class would be a splinter cell type who could infiltrate, hack and cause disruption before sneaking off. I tried building an op class but due to its lack off or severely underpowered abilities, there wasn't really any point.


best way to do it is to get to level 20 with a character and then sell all abilities and make a dual class character. medic/operative is very useful. and with all the abilities you can make an awesome medic/operative.
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Vicki Gunn
 
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Post » Tue Jun 28, 2011 5:47 am

The one thing i would do is fix the disguise. I understand it being removed if the operative kills someone but an op should be able to either hack in disguise or have an automatic hack so he can defend the objective properly.
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Tanya Parra
 
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Post » Mon Jun 27, 2011 6:12 pm

I also wanted to thank Beardy for that great read!

I'm just getting to grips with the operative now, I used him a little in the beginning but careened off into the Medic/Engineer domains. I don't know... I think the ability to sneak in behind the entire enemy team and then suddenly be a threat is an awesome ability, one you don't even have to pay for, and to further buff the operative would be encouraging those Call Of Duty players to all stick as him. Sure, try and undisguise and open up on a party of bots, they'll auto-aim you all the way back to hell, but humans react much slower.

I really don't agree with the operative being able to buff anyone, or dispense anything. It just isn't his job. The operative is already arguably the most EXP-profitable class (arguable by a medic) and to give him a buff ability would be overpowering.

That said, I love the virus idea. I personally like to firewall and defend command posts, but I do realise I'm just about the only person who uses firewall. And this virus idea is just the thing to fix that.

I agree with ComptonEMT to some extent - my buddy OGTaunt will tell/show you too - an operative who knows what he's doing is a force to be reckoned with. And the fact that despite this percieved 'underpowering' there are still die-hard Operatives ready to admit they don't need a buff should be an indication. Having said that, let's all agree one one thing:

SPLASH DAMAGE: SCREW COMMAND POST FIREWALL. IMPLEMENT THIS GUYS CRAZY VIRUS IDEA INSTEAD!
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TOYA toys
 
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Post » Tue Jun 28, 2011 2:14 am

Yeah an op/medic class was what i was thinking off doing for my new character. Hopefully, Splash Damage will look again at the op's abilities at some point.
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Lifee Mccaslin
 
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Post » Mon Jun 27, 2011 10:40 pm

I like these ideas!! definite potential hope someones listening because the operative badly needs some kinda shake up. Good stuff.
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stephanie eastwood
 
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Post » Tue Jun 28, 2011 6:05 am

Yeah an op/medic class was what i was thinking off doing for my new character. Hopefully, Splash Damage will look again at the op's abilities at some point.


ive had various combinations of classes and this is what i went for:

>> 1 medium/light (which ever i fancy on the day) with various class abilities. select the best of each class.
>> 1 op/medic (medium) - has the best medic options and the best op ones. since i think the medic has the most useful abilities i find it good to pair with op. plus you can defend attack when needed.
>> 1 soldier/engie (medium) - best of both classes.

that combination of classes for me works the best. both characters can attack and defend. previously i had medic and engi but it felt very defensive. also, dont be scared to sell abilities. you can get the level back in an evening or less. make sure you dont have any wasted abilities. some just dont get used enough so swap for something you think you would need
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YO MAma
 
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Post » Tue Jun 28, 2011 12:44 am

My first was an engineer/medic. I tried lightweight body type which is great for running around but has no stamina at all. If the game was just tdm i'd understand that, but, like removing the op's disguise during hacking it seems unfair. As this is an objective game, lightweight ops should really be much harder to take down, or given better ways to defend themselves because at the moment the game seems too unbalanced.
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Pixie
 
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Post » Tue Jun 28, 2011 4:44 am

i think it would be too easy if they stayed disguised if hacking. to hack your team should support you. you shouldnt really be able to do everything alone. i mainly play medium as i like the rhett (esp now!) but i find that the light is so fast you can avoid danger. pistol and knife and you can kick serious butt!
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Arnold Wet
 
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