Also, are silencers worth it?
Operative - Tips and builds
I’m still undecided on silencers - I feel like they;re useless now, as nobody is using the radar much, but I feel they could come into their own in time
I should keep this to myself, but I guess people would figure it out sooner or later anyway: the engineers “Command Post Upgrade” is a great adition to the Operative’s arsenal!
What do you mean by that? Seeing only an engineer can use it, isn’t that a little redundant?
I was under the impression that the General skills are the only skills that can be used by all classes. The class-specific skills are just that - only used by that class.
Operative is the most fun class to play imo. You can place caltrops and sticky in small corridors, it works like mines. Or a caltrop into a starting area gives a huge amount of points. Find a lone victim, comm hack and disguise and walk backwards into enemies, like you would retreat is awesome. I use a light class with the Balpadaun or however it is called, I think it’s a beast with extended mags.
Marking is hard to do, because of combat awareness. When you are behind enemies and they didn’t see you, try firing a single shot into the air and then you appear at their radar. In 90% of the cases, people don’t look at the radar for red spots behind them and you can now mark them without combat awareness kicking in, because that only works when you are not at their radar. With that, I often managed to mark the whole enemy team before they noticed and ran away, or I killed atleast 3-4 of them from behind, with a fully cooked nade and then shoot them when they are down and irritated.
Keep on playing the operative ! Iam always very high at the scoreboard, the only thing that is better in points, is a medic that always spends his supply points.
Edit : There was a question about silencers, they aren’t worth using, as nobody really uses the radar.
Mossington w/ silencer is jawesome. Mossington plus the ritchie, dont silence the ritchie, my saying is " if you need your secondary, and dont have time to reload, my friend just defend your abode, take out the revolver, cla blam cla blam. and watch them fall down, like a man"
Yes- but if you’re at a command post, you can switch classes…
Love the bit about firing a shot to confound intuition, this thread is full of gold.
The nice thing about pistols, is they give you a knife melee- as an attacking operative, you basically get one free shot at them, and the knife does so much damage it’s a great opener.
Psssssst… here is a nice hint:
You DONT need to uncover to mark enemies
and they dont get a combat awareness because you are still no enemy.
SIMPLY RIGHT CLICK (zooming in) and hold your middle of screen onto enemy.
Oh wonder! … they got marked :eek:
With this you can mark an entire defending team while staying disguised. After that just pull out your sticky grenade, trow, trow another nade and then spray them to dead. After you went down… trigger Kortex bomb and watch the last defenders drop.
THATS the way of the Operative 
Oh btw… i prefer light body type for some hit n run attacks and i can get behind enemy lines pretty fast. Impossible thing with heavy char.
So if you’re disguised, does combat intuition kick in or not? You have to aim [rightclick] to create the red outline, so that in turn causes their combat intuition to light up if i’m not mistaken, disguised or not.
Not necessarily true- in many cases the spawn point is close enough to the chokes that heavies have no problem getting behind the opposing force. You gamble the time, but a heavy with minigun can wreak havoc from behind. Great example is against resistance at lower level door hack on resort. I’ve seen disguised heavies repeatedly clean up down there.
My operative runs a dragonuv and silenced galactic smg, get the engy buff for mad damage.
It does, stupidly enough. I’ve had a disguided operative trigger mine I know that. I suspect it’s a bug though, as I’ve also had it trigger off someone who was downed while I was playing bots.
I use a medium build for my operative. I appreciate the speed over the heavy but I typically prefer having the Garrund AR because it allows me to fight with my team at a range when the moment calls for it. I also use the Tampa SMG as my sidearm with speed sling and duct tape magazines because it becomes the fastest smg to reload and switch to because I typically get in little close quarters firefights with my operative. This gives me a ton more range and firepower than a light without sacrificing the movespeed like a heavy.
I also use Silencers on my weapons because I always use the radar, and I’m certain other good players do too. The damage reduction is insignificant because I’m neither sniping or using a minigun to suppress a choke point. Also disguise gives you a few free hits so damage is less relevant anyways.
Caltrops are amazing at getting free damage to zone enemies in chokepoints, especially in escort missions (on defense). It doesn’t to much damage but it adds up over time if enemies run over (like a free round or two shot at them) and retreat because your team is on the other side (another free shot or so). Not to mention it gives you great situational awareness behind walls if you fire them and see the scores pop up. Always spam caltrops, they are an operatives best friend.
I ran Operative from the start, using light.
Galactic SMG with Red dot, muzzle brake and duct taped mag, secondary the sea eagle with adjusted irons.
Some people prefer Machine pistols though.
It really depends on personal preference.
This game is one where any combination you can think of a good use for will be good.
If you want to hang back and fight at mid - long range, I’d recommend a Medium with Assault Rifle primary and Light Rifle secondary - but LR/pistol can work too if you want the extra speed.
If you want to focus on speed and close-quarters action, a Light with SMG/MP works really well (this is my most common build, but sometimes I switch out the SMG for my Drognav).
If you’re good up close, but don’t care for speed, experiment with a Heavy - the chaos you cause when you break disguise and open fire with a Hjammerdeim or Chinzor from behind is a devastating advantage when your teammates are making a big push for the objective. Or when the enemy is trying to make THEIR push and you rip a couple open from behind.
Sticky Bombs and Caltrops CANNOT be understated - Stickies require precision and care to use effectively, but they do massive damage, and even at their worst they make people panic. Caltrops just need you to pick a sensible spot to drop them, and they do the work for you - rake in the XP, and anyone passing the chokepoint they fill becomes easy prey for you or your team, as well as the XP counter acting as an alarm system - it can be brilliant when you’re trying to guard two routes by yourself.
Hack Comms is more situational, but when your teammates pay attention to it, the intel it gives can literally turn the game in your favour if you time it right.
Overall, I’m loving being Operative - there are so many brilliant uses for the class. If you’re good, you can cause so much trouble for the enemy team - and do so well for yourself.
Operatives are IMO the best class
Light Body Type
CARB-9 with Soda Can Silencer and Red Dot (I use the Radar all the time so IMO the silencer is a must)
Ceasar Revolver with Muzzle Break and COGA Scope (If they’re so too close to use the scope I usually slide tackle them and stab them while they’re down Mwahahaha!!!)
I feel like I use my Revolver way more than the SMG
Caltrop grenades are my best friend followed by sticky nade (haven’t got the cortex bomb yet though)
Disguising and running backwards through the enemies is probably the most fun I’ve had in the game. The best was when they had the last objective super defended: couple heavies and three turrets set up. I ran in backwards hacked all three turrets, let loose every nade I had and started picking them off with the Scoped Ceasar. 
It is currently difficult to play an operative and have it work 100% of the time. If you end up on a team that doesn’t have much map awareness lose a lot of your impact on helping the team. I’m assuming however that teams like this will eventually get less and less likely as the COD type players will either learn how to play as a team, or go back to playing Kill/death ratio games once their ability to get more head shots than everyone else is no longer winning them games.
Also some of the glitches in the game are more detrimental to the operative (like someone was saying before with the combat intuition randomly working even if you are disguised). Some of the sound-type glitches can also mess with the operative as they need to know what is going on around them, and randomly losing sound can be pretty problematic.
another reason I think operatives will becomes more useful as time goes by, is that there will be more rank 5 engineers on the enemy team. Right now (atleast on steam) if you look at the percentage of players that have earned the rank 5 achievement it is something like 5%, but once everyone is playing as max level characters hacking and controlling a rank 5 turret from behind a group of entrenched enemies is a pretty hard thing to recover from.
Also once everyone really starts to get a hang of all of the routes available to light characters I think the game will change as a whole, and operatives will become very important just to keep track of enemy lights that are bouncing around everywhere.
