I’ve played a lot more this weekend and leveled up a bit and I’d like to revise and newly introduce a few things.
- Outside of knowing where the enemy is and communicating to a well organized team (of which there are few on pub servers), Operatives are lackluster in team support. They are just glorified assassins/spies/agents from the Fortress series of games, minus the invis, one hit capabilities, confusion grenades, and tranquilizer (slowing) darts.
Hack Turret is cool, but turret AI is terrible and HP is low and it undisguises you.
Comm Hack is cool, but it takes a while and it makes you an undisguised sitting duck for way too long.
Homing Beacon is cool, but the lack of crosshair makes it take longer than it should and the obviousness of the ability usage (you are aiming directly at enemies instead of friendlies) make nearby enemies suspicious.
Spy checking is made more obvious with FF on than off (wait, what?) because you don’t get “FF -XP” alerts if you shoot a disguised enemy. With FF off, the only difference is that you see blood spurts/can knockdown a disguised enemy spy but you cannot do the same to teammates. Operatives need to be very careful around enemies because of how easy it is to spycheck, no different than other similar games, but because of the lower damage-to-health ratio in this game compared to others you can get away with more random spychecking here than you can in other games. For instance, if you see a friendly with very low HP on an FF=on server in TFC, you do NOT spycheck them else you risk getting a teamkill. In Brink, you know a knockdown melee attack or a single bullet from a weapon won’t finish them off so you have no qualms about hitting them before healing them.
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Comm Hack isn’t worth it unless you are surrounded by teammates, and even then it is suspect. I reiterate that you are competing with both enemy medics AND friendlies to get to a downed enemy before he gets revived or melee’d. If you are alone and kill an enemy, the Comm Hack + disguise combo can allow enough time for the enemy to catch up to you and kill you on many maps, especially given how close to the enemy’s spawn relative to your teammates you will Operate - after all, you can’t cause chaos and confusion and assassinate enemies behind friendly lines. This ability really should be automatic upon disguise or be a throwable item.
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Caltrops do enough damage but their spread pattern is highly variable. Depending on the physics you may get a nice even layer of Caltrops or you may have all of them situated on a small portion of a walkway, allowing an enemy to easily sidestep them. This is why they felt weak to me initially. When Caltrops spread well they work as intended, but when they do not they feel like a wasted cooldown. Unfortunately how they spread is completely out of your control since the caltrop grenade likes to bounce a bit.
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You do NOT trip land mines when disguised. Very cool - this is something most other games completely overlook. I am not positive if the same is true for enemy sticky bombs seeing as they are more grenades than they are deployables.
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Operatives seem to do best as light body type. Yes, they are in the thick of danger all the time (separated from their team, easily found out and slaughtered since there are only 8 enemies you can disguise as and one of them with inevitably see their name and kill that target, etc). But even if you are medium you won’t take much more damage - as light you can at least run circles around opponents and knife them to death, get away from heavies with miniguns much more easily after being undisguised,
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This one sucks - if you are disguised as an enemy who then DCs, you lose your disguise. This is NOT fun to deal with especially when you are mere seconds away from dropping a hack turret + sticky bomb + caltrop combo behind an enemy squadron. All that setup (the stars have to align to gain these opportunities) for zero gain.
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More maps need Operative hackable secondary access routes. It gives the class more purpose in a team but also provides a means to get around and come up to enemies from behind that many if not all maps lack.