Random suggestion to boost operatives


(BiigDaddyDellta) #21

The operatives are supremely useful, it’s just the playability of that power is hard to comprehend I suppose. The class isn’t extremely accessible.


(QUIK420) #22

I woudl like to see some sort of buff for the operative even if it were only speed. Would make them a more team-player class then the lone wolves that they are.

However, I must aslo say that the engy isnt only for defense (although they excel at it). There are many levels that have an offensive objective that must be repaired/broken into using the engy. Also operatives do have all those defensive nades but they can be used on offense to defend the hacking site or infomr the hacking operative that people are coming from certain areas. Not to mention that EMPs can run amuck on your opponents on offense (no radar, no turrets, slower dehacking?) and on defense (hacking, charges, radar).

Cant speak for competitive tournies though because if they remove EMPs and comms hacking from games it seems kinds dumb to me. I can see adrenaline due to the defusing of charges not resetting when the engy dies. But come on are EMPs and comms hack that bad that they cant be in competitive game modes? Its in the game for a reason and to remove it seems dumb to me (even in the case of adrenaline cause you can bomb, melee, sand slide ppl who are buffed with it). I think people need to adapt to changing situations instead of just banning them from competitive games. Why not just ban everything but guns and have ppl just run n gun the whole time?


(BomBaKlaK) #23

Operative need is backstab !! can make a really more valuable class


(kronus126) #24

I think the operative should give out a buff that allows the player to not be seen on the radar, regardless of silent running/silencers. It would fit with the operatives sneaky motif and be a useful buff for other players.


#25

[QUOTE=QUIK420;353210]I woudl like to see some sort of buff for the operative even if it were only speed. Would make them a more team-player class then the lone wolves that they are.

However, I must aslo say that the engy isnt only for defense (although they excel at it). There are many levels that have an offensive objective that must be repaired/broken into using the engy. Also operatives do have all those defensive nades but they can be used on offense to defend the hacking site or infomr the hacking operative that people are coming from certain areas. Not to mention that EMPs can run amuck on your opponents on offense (no radar, no turrets, slower dehacking?) and on defense (hacking, charges, radar).

Cant speak for competitive tournies though because if they remove EMPs and comms hacking from games it seems kinds dumb to me. I can see adrenaline due to the defusing of charges not resetting when the engy dies. But come on are EMPs and comms hack that bad that they cant be in competitive game modes? Its in the game for a reason and to remove it seems dumb to me (even in the case of adrenaline cause you can bomb, melee, sand slide ppl who are buffed with it). I think people need to adapt to changing situations instead of just banning them from competitive games. Why not just ban everything but guns and have ppl just run n gun the whole time?[/QUOTE]

It drives me nuts the whining about adrenaline: soldier, 'nade mastery, 'nade area of effect, 'nade improved damage, underslung. = issue negated Can’t defuse or plant lay on your backside! :rolleyes:

They don’t like that they cant kit out a min-max character for every sitution so limit it. It dumbs it down for their simpler needs. :frowning: Shame really…


(AmishWarMachine) #26

I’m a big fan of the mine hack idea.

Backstab as a rank 5 ability is also a pretty cool idea.

Caltrops need to stay an Op ability, IMO.

I think, more than anything though, the Op needs a reticle when in disguise. Making Homing Beacon a little more accessible, and probably much more widely used.


(thesuzukimethod) #27

yeah - dont know why the mine hack isn’t also an option (this is a repeat suggestion too)

also, i think an easy way to power up the op w/o changing gameplay/organization much is to increase (or end) the limit on hacked turrets. If the other team wants to load up a corridor with turrets and not watch over them, they should be penalized by an op hacking 2-3 of them (as it stands now, hack 1 = take control, hack #2 = take control of 2 and #1 blows up)

i realize some comp matches limit the number of turrets so this is moot for them, but i’ve often thought this (should at least be a higher limit)

as far as switching abilities/etc. i’m a bit more meh