Random suggestion to boost operatives


(Qbix) #1

Greetings, my little minions.

I thought a bit, another bit and a half one about how to make the operatives more useful aside from the hacking objectives, where they - rumour has it - absolutely excel cough. (Please note that I am trying to discuss this from a competetive point of view, so don’t annoy me with cortex bomb and emp grenades, which are forbidden in most competitions - yeah, it’s a shame)

Their grenade-ish abilities are primarily defensive ones and I won’t accept any opposite arguments :stuck_out_tongue: Yet their only purpose, the hacking, is performed offensively, be it main or secondary objective. On the contrary, the engineer provides an excrementload of stuff that greatly affects the game, which is also the reason the engineers finished first in the “your favourite class” poll. They have the turrets, the mines, the weapon buff and the kevlar buff - surely they can exchange some awesomeness, can’t they?

Now, there are several suggestions already about making some general abilities class abilities and such, but I’ll try to solve that a bit smoother. The engineer could have it’s own Brink mod tbh - he provides damage boost AND the counter, kevlar wests, and he provides mines AND is the only one who can defuse them - pretty egoistic.

tl;dr - In my opinion, the Operative should be able to hand out the weapon buff. In exchange, the Engineer should be given the caltrop grenade. (Kevlar turns into engineers main buff)

Result: The operative receives a massive boost in usefulness regardless of the objective and gets rid of one of the static abilities he doesn’t really need as an offensive-only class.

The engineer is now completely defensively oriented, still has his mines, turrets and the kevlar, but can’t turn his mates or himself into One Man Armies anymore. In addition, he has the caltrop grenades now, which add to the defensive character of that class.

Furthermore, the kevlar can now be countered by the weapon buff e. g. by another class.

Flame on.


(FireWorks) #2

Interesting ideas!

Would definitly have a great impact on some games. Might even break those cockblocks with 6 engineers defending anything. At least they wouldnt have the dmg buff right away.


(Stormchild) #3

Good idea. I like it as I think the engies are a bit favored. I would love it if they could disarm or maybe hack mines to have them switch side. He would be somehow even more the engy counter, like a “sapper”.
But I don’t know if this will happen. Also, I think the operative might be a bit outside of the offense/defense schema actually. He is more of a sapper, harasser, etc.
But I would agree on one thing : he is the only one who has no buff or item sharing capability. So having him do the weapon upgrade could be nice, even if I see why if fits the engy (tweaking the weapon mechanics).
dilema dilema…


(Qbix) #4

Well yeah, totally forgot about that, I also had in mind that the operative should be the one who disarms mines, not only because the whole spot-defuse-mechanism is a bit meh, but because simple yet specific counters are prefered. Would add to the usefulness of the operatives.


#5

He does buff, your radar. He buffs the whole team with the pointy finger thing and the red dots on the radar wotsit. Both powerful “whole team benefits” buffs.

I think now we have seen the bots ALL do it (glitch online), he should get his final ability to be invisibility!!!


(FireWorks) #6

Ive got my problem with ops as harassing class. Lights are there to do that in any class and they do it by killing. All the fancy ops stuff is nice but at the end of the day, the only useful skill is the comms hack. Because i know where i can go for more kills.

Brink is faster and hardly allows killing of specific classes, what would be a more strategic approach. Back in ETQW I had so many great moments where a backstab on the carrier changed the whole match. With the new return function, that is completely gone. And yet I have to play a round where a disguised Ops would have killed the defusing engineer. Its mostly just too crowded with a deathmatch going on.

Back on harassing, in my 300hours brink and two ops chars, I never felt it more effective to disguise and go raging. It takes just too long, so i just outflank my enemies anyway and still backrage them without disguise. Preferably as soldier atm:)


(Qbix) #7

[QUOTE=NIDCLXVI;353097]He does buff, your radar. He buffs the whole team with the pointy finger thing and the red dots on the radar wotsit. Both powerful “whole team benefits” buffs.

I think now we have seen the bots ALL do it (glitch online), he should get his final ability to be invisibility!!![/QUOTE]

Please read more carefully in the future, or probably I wasn’t specific enough. Coms Hack is also forbidden in most competetive games. Beside that, what purpose does it serve as attacker? I know where the guys are on mp/terminal, the question is how I can kill them and the operative isn’t of any help so far.


(tangoliber) #8

I feel that the Operative should have the Speed Boost ability. And it should be a more significant upgrade than it currently is. (Heavies run like mediums, mediums run like lights… lights get 20%?)


(wolfnemesis75) #9

Not a bad idea.


#10

You said “competetive”. I do play competetively. Not bothered about silly rules and constraints put together by admins and leagues for their money/ego driven requirements.

I want more variation and fun combined with balance. :slight_smile: :stroggbanana:


(BiigDaddyDellta) #11

I like the idea of hacking mines, that’s a good one. Also I think he needs a buff even if its just silent step if only for the sake of not “team balance” but “gameplay ba,ancing” its sometimes boring as an op not being able to join in and hand things out AND sometimes no one gives YOU anything because you don’t buff them :/.


#12

I always thought that scavenge suited them most, they are the “lone wolf” class, operating behind enemy lines, so getting pips from fallen enemies would be cool, or when you steal an identity you ALSO got a pip or ammo… something to make the “operating behind enemy lines” seem worthwhile. Or the final operative ability is “coup de grâce” so if you knock an enemy down and press the omni-function key you do a curb stomp or knife animation and kill them, regardles of health. (like pressing “use” for the infiltrator from behind in ETQW)

I love how people say the op’s abilities are not useful yet are the most common “cheats/hacks” purchased for FPS games, wall hack and radar. :rolleyes:


(BiigDaddyDellta) #13

[QUOTE=NIDCLXVI;353149]I always thought that scavenge suited them most, they are the “lone wolf” class, operating behind enemy lines, so getting pips from fallen enemies would be cool, or when you steal an identity you ALSO got a pip or ammo… something to make the “operating behind enemy lines” seem worthwhile. Or the final operative ability is “coup de grâce” so if you knock an enemy down and press the omni-function key you do a curb stomp or knife animation and kill them, regardles of health.

I love how people say the op’s abilities are not useful yet are the most common “cheats/hacks” purchased for FPS games, wall hack and radar. :rolleyes:[/QUOTE]

A insta kill would be nice, knife kill from disguise or whatever because (unless you’re a bot) it takes like three seconds to pull your weapon up and by then you’re already screwed. Which in turn has left everyone just mine spotting and enemy tagging everytime their disguised.


(tangoliber) #14

[QUOTE=NIDCLXVI;353149]
I love how people say the op’s abilities are not useful yet are the most common “cheats/hacks” purchased for FPS games, wall hack and radar. :rolleyes:[/QUOTE]

If the wall hack and radar had a longer time of effectiveness, it would be more useful.


#15

True. It has potential for balance. :slight_smile:


(wolfnemesis75) #16

This could be added as a Rank 5 ability. Backstab.


(BiigDaddyDellta) #17

I know id give the op alot more lovin. I mean his grenades are fun as hell but the diguising is just annoying.


(H0RSE) #18

I don’t think the Operatives should have any buffs, but rather debuffs for the enemy team.


(BiigDaddyDellta) #19

I have thought about that before and now that you mention it I completely agree. AND I don’t think it would hurt if they could remain in disguise while doing it. Poison would be cool or paralyse.


#20

Thats what EMP is for. In an area it Disables their (actual players) radar, slows down HE charges (they take longer to detonate), Disables turrets, and reduces command post (de)capture times for 10 seconds! Thats a lot of debuffing. I guess undoing the weapon buff would be nice too! :slight_smile: