Ideal team makeup


(hyperhopper) #1

After playing for several hours and having at least 30 levels worth of characters, I am beginning to see what the game is going to play like competitively. A very important part of this team based game is team makeup. I am making this thread for us to discuss what the optimal team would be given the limited amount of skill points and members.

Medics
There will be 2. A class that can buff heal and revive will be the core of the team.

Soldiers
One will suffice. A basic class that is good at combat. 1 Player can handle giving ammo to a team of 5 easily.

Engies
We already have 3 players out of 5 with 2 classes to go, so only 1 dedicated engy will be available.

Operatives
This is where it gets tricky. Although we need an operative for the fifth slot, they are horrendeously underpowered. There is almost no reason to use them on places without a hack objective as any other class can fill this role better.

To find out what other role the class could function as we need to take a look at what classes need what skill points to function. The op only needs 4 skills, its bombs, to function at its max, since many others (like turret related skills or homing beacon) are useless beyond a doubt at higher levels of play.

Now, lets look at the general skill tree to see where we can shave off some points. The obvious is sense of perspective since its better NOT to have it. (Any human who sees you capturing will kill you due to delay before firing, vs being able to shift your cover to stay alive while your team defends you.) Thats 1 more point shaved off.

Next, the most situational of the general abilities are the grenade abilities. The only classes that will be using them is soldiers, everybody else will be hard pressed for supplies as it is.

After shaving all of those off, we now have (10 general skills - 3 shaved + 4 operative =) 9 skill points. What do you know, that is enough to max a medic or engies skill tree.

This means that the last slot will go to a engie or medic that has given up 2 grenade skills and put those points into operative.

This is what I think the optimal team breakup is. If you have any comments, please discuss them here.


(playa) #2

[QUOTE=hyperhopper;306089]After playing for several hours and having at least 30 levels worth of characters, I am beginning to see what the game is going to play like competitively. A very important part of this team based game is team makeup. I am making this thread for us to discuss what the optimal team would be given the limited amount of skill points and members.

Medics
There will be 2. A class that can buff heal and revive will be the core of the team.

Soldiers
One will suffice. A basic class that is good at combat. 1 Player can handle giving ammo to a team of 5 easily.

Engies
We already have 3 players out of 5 with 2 classes to go, so only 1 dedicated engy will be available.

Operatives
This is where it gets tricky. Although we need an operative for the fifth slot, they are horrendeously underpowered. There is almost no reason to use them on places without a hack objective as any other class can fill this role better.

To find out what other role the class could function as we need to take a look at what classes need what skill points to function. The op only needs 4 skills, its bombs, to function at its max, since many others (like turret related skills or homing beacon) are useless beyond a doubt at higher levels of play.

Now, lets look at the general skill tree to see where we can shave off some points. The obvious is sense of perspective since its better NOT to have it. (Any human who sees you capturing will kill you due to delay before firing, vs being able to shift your cover to stay alive while your team defends you.) Thats 1 more point shaved off.

Next, the most situational of the general abilities are the grenade abilities. The only classes that will be using them is soldiers, everybody else will be hard pressed for supplies as it is.

After shaving all of those off, we now have (10 general skills - 3 shaved + 4 operative =) 9 skill points. What do you know, that is enough to max a medic or engies skill tree.

This means that the last slot will go to a engie or medic that has given up 2 grenade skills and put those points into operative.

This is what I think the optimal team breakup is. If you have any comments, please discuss them here.[/QUOTE]

That’s why it should be 6v6. Keep it even


(v1D) #3

that’s not the point though to just ‘keep it even’. It’s even at 5v5. Are you really only limited to 2 medics? 1 soldier? and 1 engy?


(hyperhopper) #4

So, there is no talk on strategy on the forum for this team strategy game…


(Necro-) #5

i disagree a good light operative can be very useful, harrassment, taking command posts and the like and so i’d put atleast 1 operative in my teams.


(loneB) #6

I’ve seen 2 medics, 2 soldiers, 1 engineer as a common group, then using an Operative when necessary. Honestly each team can mix and match as they go, sometimes you need more then others or other times you can mix them for a better strategy.


(Mattc0m) #7

why would you take a command post in competition? they give no buffs


(hyperhopper) #8

youre doing it wrong


(tangoliber) #9

I don’t think you will want to have everyone sticking to the same class. You need to be flexible.

I would say split into two main types. (Primary first, then secondary class). This is just an idea.

Medic/Engineer
Soldier/Engineer

Everyone can have a couple of Op abilities.

And I agree with Matt that I don’t think getting command posts will be a good idea in competitive play


(Shinta) #10

The health command post is simply not worth that much in a 5v5 environment.

Each health pip has DR so hardened(+30), Imp healing from medic (+25, +20), 2 health command posts (+15,+10)

By sacrificing an integral player in your team you are only denying your opponents 15 health. This equates to about a single smg bullet and is therefore hard to justify when on the defending position as the act of securing health posts puts teams in a very fragile state as far as holding objectives.

On the offensive position it is more reasonable because you should be controlling most of the map as the defense is securing positions to protect the objective and are less inclined to move out. Under these circumstances what role does an operative play in capping that is more efficient then say an engineer?

As far as the original topic goes the optimal team set up will be easier to discuss if you specify attack/defense as well as map because there is very little reason to go into every match with the same set up.


(Trane) #11

The optimal team will likely be 2 Medics, 1 soldier, and 2 Engineers anytime there isn’t a hack objective. During those times there are hack objectives, 1 operative will be probably be subbed in for an Engineer.

Medics and Engies will definitely be favored on teams. Revives and weapon/armor buffs (especially weapon buffs) are too good to pass up. Soldiers will be around for knockdown and ammo. But, the Operative class simply isn’t useful enough to warranty a place on a team outside of the times you need it for the primary objective.

-Comm Hack isn’t as useful when you’re team is calling targets over VOIP
-Soldier grenades with the Grenade Damage upgrades are more effective against turrets than EMP nades since the soldier nades will do enough damage to require repairs before the turret can fire again PLUS damaging those around the turrent
-Hacking turrets will be too situational to consider viable in competition

You’re better off taking a second Engineer for the buffs or a third medic for extra healing/revives (3 Medic, 1 Solly, 1 Engie will probably be popular as well in the right situations).

Ideal Body types I won’t go into, way too early for that. More time needs to be spent exploiting the maps.


(Awpteamoose) #12

Ahem, we have 1 soldier, 1 heavy engineer with a Barnett and Maximus, 2 dedicated medics and 1 medic/operative.
If we could get ammo and damage buffs elsewhere, we’d go 5 medics.


(goat72) #13

This, tbh. As with previous SD games, there will be different requirements for each map, each side and each objective. This is presumably why they made it easy to switch classes for Brink, as they envisaged a more dynamic team than previous games.

And as with most comp games, each clan will have it’s own specific tactics for each map.

Still an interesting topic though - more interesting than the rant-fest in the main forum :smiley:


(Hundopercent) #14

Why do people state operatives as being horrendously under powered like picking an operative gives you negative damage. They may not have the buffs, but they can be buffed. Caltrops and EMPs are very solid. With the chokes Caltrops are even better. They may not be the buff kings but it’s not like picking an operative surprisingly means you do less damage and take more. You will have your engy buff, kevlar, and hp buff…

Ideal setups will be 2-3 medics, 1-2 Engy, and 1 Sold depending on the objective.


(Redshft) #15

Nevermind, I just tested it again and it seems like CP dont affect spawn times. I do remember several times when my spawn timer jumped to 30 seconds on container city. I am not sure why though.