Operatives, ideas for improvement


(Smokeskin) #1

The operative seriously needs a buff. His objectives are too tough, he has very little team utility, and no self buffs.

  1. when hack progress is reversed or the box removed, further hacking will progress at 4x speed until reaching the previous level. As it is, hack objectives are just too hard to complete.

  2. with homing beacon, operatives will no longer trigger combat intuition. homing beacon could also give faster ADS.

  3. the operative should be permanently speed buffed. Maybe an additional effect from having comms hack ability?

  4. caltrops also cause a short speed debuff on enemies.

  5. increased damage for a few seconds after dropping a disguise.

  6. when breaking disguise with a melee attack, the attack is an instant kill. Idea by yoomazir.


(yoomazir) #2

I started a new character based on the Operative class, so far I think the class is pretty solid.
IMO, I don’t agree with your suggestions, it would made it waaaay op.

Allthough there is one suggestion from me: allow the operative to one melee hit kill an ennemy from behind when in disguise, the counterpart would be the use of one supply bar.


(Smokeskin) #3

I don’t think the operative should get all of them, it was more of an ideas catalog.


(Kurushi) #4

He’s fine as he is IMO


(Murderous Pie) #5

One problem on 360 is that you have to hold the X button while hacking, making it near impossible to turn yourself, therefore making it near impossible to move much. if SD hotfixed this and made it so that you just had to toggle the X button, it would free up our hands and make hack objectives much easier.


(peteXnasty) #6

Sigh

It is a toggle.

Operatives at level 20 are pure hell for enemy teams. Im kinda glad no one else realizes this.


(sh4d3Z) #7

I don’t feel the Operative needs any tweaking. I originally made a dedicated Engineer and played the hell out of him. But then, I discovered the Operative. Operative is by far my favorite class and in my opinion, is just fine as is. Hacking objectives can get pretty challenging at times - like when your team doesn’t cover you - but that makes it interesting. I’ve played a couple of games where we went into overtime and were able to finish the hack. Clutch moments get my adrenaline going. I know I’m not the only one…

Deceit and treachery. :slight_smile:


(brainsnakes) #8

i agree with the people saying operatives seem generally well balanced. there is one change i would like to make to them, however. i’d love to see the operative get the medics transfer supply ability, maybe as part of his starting package, since it really isn’t that overpowering.

it would allow the spy to make the choice to forego his own utility to try and recharge that of his teammates, allowing him to be a potential team player as everyone else. you could even give them a meter to watch ally supply, like medic and soldier get for health and ammo, respectively.

it’d definately see a lot more use on him than the medic, who has the most urgent need of supply and probably rarely, if ever, wants to be giving it away instead of healing with it.


(Gokudo) #9

brainsnake i like you first idea :wink:


(Kingcole225) #10

I agree with the combat intuition thing and the caltrop grenade debuff but most of the other stuff is too much. I think you should be able to run with a hacking objective and an engineer shouldnt be able to get rid of your hacking progress unless all hackers are dead.


(Dopaminergic) #11

I agree with all of OP except that there are a number of ways that reverse hacking can be balanced, don’t agree with the speed buff, and if there is a backstab it should have a long cool down and cost 1 or 2 pips. Or maybe they just need a backstab. Instakills from disguise always seem OP to me on paper, but it worked in TF2 (which this game badly copies).


(Codine) #12

The only thing that needs to be changed is hacking. After you lock your pda onto a hack box you should be able to take it out whenever. Having to run up to the hack box EVERY TIME makes it way too hard. Of course you would need to do that every time you respawn but it would make hacking a lot more flexible and give operatives the chance to stay alive and do the objective.

As for everything else, operatives are solid and do what they are supposed to be. Spec ops in quake wars was probably the best the class could have been. They were never a really big role in ET.


(Scip) #13

no, he s fine as he is.

@ hack objective:

it s not supposed to accomplish this objective on your own. the operative is just the dude who has to stand nearby. period.
what your teammates are doing is way more important. work together, attack together, stay together, provide cover… and that freakin thing is hacked in no time


(Zylw) #14

After playing operative I think he’s fine. But it would be interesting to see if operative had speed buff instead of medic and operatives could remove hackboxes instead of engineers. Now there’s rarely operatives on defensive side but loads of engineers.


(BioSnark) #15

The hack objective would be decent if it couldn’t be disarmed. Engineer disarms in a couple seconds even if it’s being hacked. Hack takes an indecent amount of time, regardless of where the op is camping. Kinda sad. You’d think this is the first thing netvars would be able to fix if they exist… or maybe that’d be C.city spawn times. As it is, it wastes Shipyard and Reactor (almost never play Terminal so don’t know and don’t want to find out) and leaves a bad taste at the end of the otherwise enjoyable Resort.

As said, op should also be the speed booster and be able to melee in disguise as in previous… or perhaps an accuracy buff?


(Bodo_Fraggins) #16

+1 for backstab when disguised

+1 for PDA can be put away and taken out without interacting with hackbox


(Overgear) #17

I think op is decent, comm hacking helps the team and paired with a disguise rakes in the exp, though I do wish he had a buff as i like handing things out.

Could do with a hack buff, as others have said its way too easy to undo especially when repair primary obj cant be undone
+1 for remotely starting a hack. Reactor especially puts you in danger for hooking up the PDA.
I don’t think the op needs the other buffs, backstabs should never happen in this game.


(BEARNOISE) #18

The turret hack seems Quite under powered because of the random movement of the screen while in use I think overheating is a sufficient limiter, also I think it would be cool if you could assign multiple remote devices to multiple turrets (at least two) and to be able to switch between them

Also possibly a device that when placed on the ground will boost your hacking speed\signal when you attach your PDA To it but you are locked into it in the same way that you are a command post

Booby traps that can be set on certain objectives, but these have a long cool down period

Fake buffs or buff steal - when you are disguised so you can buff someone’s health and it will come up on their screen but will not increase health, or when disguised you can be buffed by opponents

Feign death

Sliding aim

Assassination in some way shape or form (this would be great if it was silent and didn’t remove your disguise, something assassins creed like) preferably while in disguise would be sick

Espionage - where you could confuse objectives in some way that wasn’t obvious like confusing command post so the other team will take their own Command post for their enemy without realising it.

Dismantle mg nests

Also silent run should be only for operatives

DOGS/RAPTORS- whether it be for this class or another, animals would be soooo cool on this game if they were done right (raptors seemed to suit the game don’t ask me why

AKIMBO SHOULD BE AN OPTION IN WEAPONS YOU LIED ON THE COMMERTIAL!!!:frowning:


(Shadowcat) #19

I think that instead of Homing Beacon, Silencers should prevent Combat Intuition. Silencers are almost never used, even by people who try to flank; because as it is, they are counter-intuitive.

If you sneak behind someone and shoot them, you will appear on their radar, which means that combat intuition will not activate. Doing the same thing with a silencer equipped means you wont appear on radar, but combat intuition WILL be set off, making your target instantly know where you are.

Also; SD already tried puting insta-kill backstabs into the game in beta, but ultimately removed them after they were play tested either because they were OP or just not fun.


(StillBatusBrad) #20

They should be able to do much more, w/o losing disguise.

They should be able to booby-trap CPs and capture them w/o notification. Aren’t they ‘the spies of brink’?

They should be able to hack remotely, using a device they can put down/hide. Hackboxes shouldn’t be viisble until the relevant control panel has been examined/searched (a hold down ‘x’ function).

They should be able to ‘reverse Comms Hack’ and temporarily radar-blind the opposition.

Caltrops, Beacon and Comms Hack are useful to the team, but should last longer.