Tips & Tricks

Post » Thu May 03, 2012 1:17 am

So there are a number of tricks on maps that I don't see much people exploiting and the only reason I can think of not a lot of people seem to know about them.

Container City
-Everyone should know about the hackable door. Not everyone knows that there is a small doorway above it that Lights can reach. From the Security side you can reach it just by B-lining it towards the door and jumping. From Resistance, its a small ledge on the right of the door (I'm not sure, but I think Mediums can reach it from the Resistance side). To add to that, once you're up there, turn towards Security side and there is a small window. I know Lights (maybe Mediums) can get up there, giving them the height advantage, if you do it just right (you might not be able to get all the way into it if you don't hold the SMART long enough, or you might go to far if you hold it for too long).
-This one I found about on another thread, and it's really only useful after the Bot is delivered to the other side by the Crane. From the crane controls cross the bridge, there is a ledge on the left side (if your Security you're going to want to be careful here, Resistance will come out through there) Lights can get up there pretty easily (there is suppose to be a way from Mediums to get up there), but once you're up continue towards the door, just left of that door is a wall you can jump and climb up, turn right and you have a nice sniper position towards the Stair Well, but also merely by turning around, you can shoot at Security crossing the bridge or Resistance trying to stop Security crossing the bridge.

Aquarium
-You can easily reach the back of the door by going right instead of left or straight (actually there is a way to the back from the left side as well, and you can reach the back by sliding behind the pipes). But if you pay attention to the Bots this shouldn't be too hard to figure out (they attack the back of the door more than the front).
-Once you blow up the door, however, there are a few tricks. Firstly from Security you can get into the first bar room three ways (two are obvious), the third requires going a bit of a round about way. Go, right and follow this way either through the maintenance room or hallway, you can either go up the ramp, straight towards stairs (below the ramp) and up the stairs, or immediately left of the ramp and up there is a vent you can get up to pretty easily as a Light or Medium (not sure if Heavies can get up there). Once you get into the second bar room get to the second floor and you can access the elevator. So long as it is damaged you can jump down in the shaft giving you a nice flanking position.
-Another trick, for Security if you get into the second bar room and get up to the second floor. From the command post, facing the MG turn left right, you'll come to a small room, on the right is access to the vent shaft (something Resistance can exploit) and to the left you can look down at the MG nest there giving a nice flanking position.
-One more. Facing the MG nest on the second floor of the second bar room, turn around and there is a ledge that leads outside. Resistance can use that to try for a last ditch attack at Security and the hostage, Security can use it to get behind the Resistance blocking the door. You can also get up to the ledge by climbing the deployable cover walls, or the weapon locker.

Shipyard
-From Security, and this is more useful if the walls are up. Using a Light body, facing the main barricade, turn right and there should be a little door, go inside till you see two crates stacked on one another (they say "82 CFL" on them) you can climb up there and facing again towards the barricade there should be a ledge you can jump to. Resistance can reach this easier from the otherside just past the crane controls. You can climb up, turn right, climb up and you'll be on that ledge. Facing away from the barricade is a small window that overlooks the repair node (and coincidentally the node for the HE Charge). I'm actually surprised that not more people know about this spot.
-Going the same way as the previous go past the crates and you'll come to a ledge that leads to the side barricade. Do a wall run and jump and you'll land on the other side of the ledge. This gives you a nice flank position. Run all the way to the crane and jump and you can get on top of the crane. Run and jump right and you'll find yourself next to the door that Resistance love coming out of. Go ahead, drop a turret while you're up here, or maybe a mine.
-While we're up here, Resistance, you can get to that ledge we were running on earlier as well. You'll get nice cover a good position to shoot anyone trying to repair the Crane. Just be careful because if anyone uses the previous trick they'll run right into you. You can also shoot at people trying to set HE Charges on the Side Barricade from here.
-I actually don't know any really good spots for the second part. But do know, once you get the bridge up, a neat little trick, instead of going across the bridge and going through the main hall towards the objective, run straight into the side hallway, follow that hallway, and you can flank people guarding the way to the objective.

Security Tower
-A cute little trick that Resistance can use, and Security later. As you're going to the first objective and you get to the first wall turn left. There are two ledges, you can get to the top one pretty easily. Go towards the first ledge, turn left towards the cover, climb up ontop of it, turn right and climp up on that power box (?). From here you can jump onto the ledge. You can get to the ledge on the opposite side of the entrance, but that requires just a lot of running and jumping (and I'm not sure if you can do it without a Light body). BTW, if you're confident your team can get the first objective done without your help, you can get to the first command post using that ledge. Just wait till the demo charge goes off and the doors will open for you. If you're quick enough you should be able to get both command posts in 30 seconds (sans the upgrades)
-Once the doors are open. From the main entrance to the main building go upstairs, follow the path to the other set of stairs, instead of going down those stairs go left, go straight to the wall, turn right and run and jump against the wall to reach the other side, turn back towards the stairs and continues till you get to a mattress. This is a good flanking position for the Resistances till you get the pilot out of the medical center, and a good flanking position for the Security once the pilot is out. (I learned about this one from Youtube.)

I don't know much for the other once really. Plus I'm a little tired of writing. I do know a cool ledge you can jump to from Resistance's side in Resort.
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Abel Vazquez
 
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Post » Wed May 02, 2012 8:57 pm

Nice taking your time to put all this together, I think some of them are not used as players generally tend to go for kills and those come from main routes, but some of the stuff there helps you get into importnat rooms
Like in aquarium and I also think they should be used more often, well anyways good job on teh wall of text. :P


-Cry
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brandon frier
 
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Post » Thu May 03, 2012 2:21 am

Here are a few:

-If you're used to ADSing being 100% accurate, you best forget that. Aside from the Barnett and Drognav rifles, constant firing while aiming down the sights will lead to inaccurate shots.

-I just noticed that the Hjammerdein shotgun and the Bulpdaun SMG have similar figures. Try not to get them mixed up, or you could end up trying to shoot an enemy from 50 yards without even a hitmarker.

-Turrets can spot you from far away, but don't pick up on you for awhile. Their damage is also reduced the farther away you are.

-As a light engineer, look for obscure places to place your sentry (such as those mentioned by Mifune Ichison), or to even snipe from.

-Camping will result in death (unless the Resistance is spawn camping you on Container City), and even then you will eventually meet a pack of enraged, heavy soldiers and medics wielding miniguns. :woot:

-One for a COD/Halo vet such as me: This game is NOT and NEVER will be the games you used to play. Your gaming experience will forever change once you play this game.
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hannaH
 
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Post » Thu May 03, 2012 12:33 am

Smaller tips than those above -

* When firing, tap the button rather than going full auto, I've found this kills quicker and more accurately that holding down the trigger and keeping the hairs on your target.

* As a Medic, keep at LEAST 2 pips of suppiles for Emergencies, Too many games I've found myself reviving and buffing like no tomorrow only to find when a objective class REALLY needed it, I was out.

* Also as Medic, you don't have to revive EVERYONE, not only is it sometimes dangerous to risk reviving a person, it can sometimes be advantagous for a person to respawn, with fresh ammo, supplies and to be able to take a new route that might not be so heavily defended.
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Horse gal smithe
 
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Post » Thu May 03, 2012 5:07 am

Good job on writing this for the newer players to Brink maybe this will let them be even better, the environment on this game is vital and the makers knew this and thats what makes Brink so amazing is the environment, go where u want and do what u want, also just to say if anyone who hasnt bought the game and is reading this if ur looking for a free-running cod game go some where else this game is about team work and without it ur lost. And again thanksto the maker again.








*and just a little tip for ppl looking for xp,as a medic use all ur supplies to buff everyones hp but leave one for u and at the start of the match u COULD have 300 xp right off the bat*
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He got the
 
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Post » Thu May 03, 2012 3:09 am

Do your job dammit, your gun only does so much.
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Cameron Garrod
 
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Post » Wed May 02, 2012 2:31 pm

Do your job dammit, your gun only does so much.
If this was Facebook I'd like it a million times. So true.


Remember what you've been taught. Your teammates are actually a part of....welll...errr...ugh.... your team. They'll save your life and help you get victories. Invite them to fireteams and please be friendly! This game shines with its true glory when teamwork is utilized.
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dean Cutler
 
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