Security Map Strategy Guides (Console)


(wolfnemesis75) #1

Security Map Strategy Guides (Console)

This is going to be (hopefully) an ongoing series of map guides for console players looking to pick up some tips that some of the top Brink teams are doing to win. Many of these concepts and techniques have been used effectively by my fellow RiF team mates and stuff we’ve gleamed from playing SHFT. So hopefully, you might pick up a few tips that will help your own group. If you have some more cool ideas and tips, just leave them in the comments. If we can keep this thread going, hopefully it will be a good guide for newer players who may be frustrated at times. If there’s one other thing I’d like to add as a message: Find at least one friend, and try these ideas out for yourself. Even two guys playing together like this can make a huge advantage in a random match where the rest are strangers.

It is important to know all the flanks that each map has and use them all at your disposal. It can be a futile and fruitless venture to choose the main path every time running into the teeth of the defense. This can not only be frustrating, but lead to disaster for your team and break team spirit. It is important to maintain team unity, even when the clock is ticking down. Losing discipline can take you out of your effective game plan, and turn everyone into individuals. Many times when I am playing defense I will see enemy taking the same routes towards the objective every single time. And this can cause a herding effect that puts players in a hall of doom slaughter house. There are multiple ways out of spawn. And there are multiple approaches to an objective.

Know the maps in and out. Play in private on the maps by yourself and look at different ways you can avoid enemy entirely when necessary.

Container City

Step one is blowing the gate of course. You want to make a solid aggressive push as a team with at least one soldier ready to plant. The spawn timers allow a light or Med body type to get to the gate with enough time to plant before the enemy can defend it. RiF members (my Clan) will often slide right under the hole in the gate and take the fight right to the enemy rather than wait on the front side of the gate. You always have to keep in mind the concept of Aggressive Push. Always looking to push forward, when your instinct would tell you to hold back and back pedal, you have to instead stay aggressive and push onward. Medics can hit soldiers with a boost of Adrenaline when they’re gonna plant.

You want to drive the enemy back on their heels so that they are playing catch-up the whole time. When the HE timer ticks down around 10 seconds or less, or if you feel sure of success, send a team mate back to the bot to bring it up. As soon as the gate is blown, don’t wait for the bot, push on as a crew forward. The bot will be there, and it gives your team time to do that, while you drive the enemy backward and away. There is a side passage to the right of the gate. Lock this down. This is a great way to push towards the enemy spawn while in cover. Keep them at bay at their own chokepoint near their spawn with Moltotovs, Naplam grenades, and caltrops.

Lock down the MG Nest area and keep this in mind: You have access to the passage back towards the crane, the underneath passage that leads to the Command Post and the bottom of the Bridge, the Hack Door Passage. Use these three passages to get around behind the crane and behind the enemy near where they will want to get intrenched at the exit to the tunnel. You want to send a man or take it upon yourself to get the high ground or flank around and prevent them from setting up shop near their spawn for as long as you can.

It takes a lot to disable the bot, so you want to delay the enemy. This is great for an Operative to cause havoc on the enemy with caltrops and UAV. Anticipating and knowing what the enemy is trying to do is key to getting past this part, moving to where they want to be and taking the fight to them breaks their attempts at cohesion. Flank. If there’s one strategy that seems to work almost always in Brink is Flank.

Always look to come at the enemy from an angle they don’t expect. Remember, you can run down the passage outside the enemy spawn and fight them right on their home turf. Meanwhile, the bot can swing by unscathed. Harry and frustrate them, keep the Resistance from grouping up. One of the key’s to Brink is to divide and conquer. Get the enemy to become a bunch of individuals. If you allow them to collect in a given area, they become very strong. Keep them apart.

Hot Tip: Get a disguise and move the Bot right through the enemy front because the bot knows you are a friendly, but the enemy may not until its too late!

All the outlined points above work on the crane portion. Look to flank to be the most aid to your team, and remember to take the fight to them! Don’t wait for them to come to you!

After the crane is fixed, there are a host of flank oppositions. Remember what I said about taking the fight to them? Well, you can do that at least 3 ways right near the crane: The Side Passage that leads near the Enemy Spawn, The Main Barricade, above where the crane leads, you can climb there. One of the main advantages to being a light is you have access to all the different flank options.

At the Bio Sample Shed, you again can mount an aggressive push above it by climbing up to the landing. You can also push onward through the wide alley opposite the bot. There is a cat walk that you need to lock down! Find the hidden doorway with the red couch, take the stairs and you have a vantage point to shoot down at the Resistance and keep them at bay. This also allows your team to run straight for the barricade once they have the sample. Mad Dash to freedom!


(wolfnemesis75) #2

Aquarium

Aquarium is another map that Security must buckle in and man-up, cuz its no easy task.
Mokena pretty much spells it out in the intro: We are on show here!

This map is a longer and stretched-out version of Container City in the first Objective, so read up in the OP for tips there that should also apply to Aquarium. Once again, it pays to flank, and be aggressive. This map you must indicate to your team which side you plant on. I have found that whichever side you plant on, its good to slide under the plumbing pipes, or go around the back down the back passage and take the fight to them cutting Resistance off as they try to figure out how to get to the Charge. To plant the charge its good to get a douse of Adrenaline from a Medic, or while the Resistance are focused on one side, sneak around and plant on the other side, then run away and wait until you hear the sound of an Engineer trying to remove the charge.

Hot Tip: Parkour past the shark along the wall and pull yourself up to the landing in one smooth run. Move into the charge area from the High Ground. You can jump down and land on top of the plumbing and turn to look down at the HE Charge wall and then quickly access the Resistance squad. Often times I find that the Resistance is oblivious to the fact that you can do this. They also seldom concern themselves with the back alley that connects both sides of the Charge area. You can quickly run free back there and shoot Engineers. You are mostly trying to create diversions and harry the enemy to allow your team mates to move into key areas. And lock down along the charge.

Watch out for the top balcony the Resistance can drop down from their spawn. You can climb up there as Security and fight them there. Remember, always look to be aggressive and take the fight to them! Don’t let them set up shop anywhere on sections of the map, or else they’ll be selling you nothing but death.

Once you get the cell-wall blown, watch the fancy cut-scene where none of you are shown: We don’t need no glory yet, cuz there’s still work to be done!

Only one guy needs to escort The AGENT. Buff as you run and get to the main room to lock it down. Resistance nearly always run blindly down a passage on the other side of the lift repair. You can take them out with a well placed Molotov and cut off access to the room right then and there! A savvy Resistance crew will try to jump down the stairs near the command post! It is good to have at least one teammate check this corridor while the Command Post is captured. Never blindly go to the command post first, or you may find yourself getting out-flanked! Push towards the ramp with the Agent.

An Operative is great to go through the secret vents and send a UAV out of them, or go up the stairs near the command post to capture the enemy command post. Then take the fight to them. Know where the Resistance will come from. An experienced Medic is key to this map. Having two is essential against a good Resistance Squad. Watch the stairs near the MG nest, and lock down the stairwell near the Resistance spawn. Control this area before they get a foothold.

Now comes the tough part. If you took care of business its smooth sailing, but if the Resistance get entrenched outside, it is tough sledding. If you want to watch a fancy cutscene that features you, its time to man-up and earn it! Know that you can attack via the enemy command post and attack the Resistance back flank. You will need more medics if the Resistance lock down the outside with Turrets and mines. Be prepared to switch to medic even if its not your primary. That’s another reason why its good to control the enemy command post, so you can quickly switch to medic if need-be.

Push aggressively and try to take out the enemy so you can get The Agent up and walking. Try to get behind the enemy and on the boat putting a few people in between the Agent walking so he can walk along like a life line should the medics die.

Hope to Add Terminal. Here Next. Stay Tuned. Scroll down through the thread for more tips!


(wolfnemesis75) #3

Shipyard

Shipyard is where the Security quite frankly earn their pay. There are two barricades the Resistance can throw up near the Engineer fix, a passage on the Resistance spawn side that is uphill and faces an MG nest, and then an underground passage they can set mines and on top of that, its near their spawn. And all that’s not even the hardest part: The Hack on the second objective.

Knowing ALL the passages to the crane is key. There are tons. And you can jump the Main Barricade as a Light if you time your jump correctly. There is also a secret passage to the right of the side barricade if you climb up a stack of crates and jump to a small cat walk. Make sure you know where all of these are. There are several strategies on this map; a relentless push with engineers right to the crane to chip away at the fix works similar to on Labs jumping down from the balcony. In fact, having this mindset is critical to this portion. Playing back particularly in the side barricade and not pushing right up to the crane can be disastrous. You must make progress a bit at a time on the crane. Ideally, you want strong medics to pick up Engineers fixing as well as soldiers pushing back the Resistance.

The Operative can shine on Ship yard. His skills can really delay the Resistance. Make an Aggressive Push to get to the landing that over-looks the Crane. An operative can disable a turret that’s often placed here and has the high ground both looking down towards Resistance spawn and the crane, cutting off two areas they can come from, while being able to see across to the main barricade. Getting both Command Posts is huge. But the most critical way to approach this map is to be very aggressive. The Crane fix is a progress meter that cannot be erased.

Wiping out all enemy before you start fixing is not always possible. The Crane blocks their view if an Engineer crouches next to the fix, and Resistance must waste precious seconds to come around the crane to stop an Engineer. Sending an Operative to the underground passage is a great way to come around and flank Resistance from behind, catching them unaware.

You must stop Resistance from putting up the Side Barricade at all costs while pushing towards the crane every time. A determined and stubborn Engineer can almost ignore the fight entirely and sacrifice himself to push right to the edge of the crane and get the crane fixed a little at a time. Hot Tip: A downed Engineer should try to wait for a Medic whenever humanly possible. Remember, you are trying to chip away at the fix, so if you’re thrown a revive, you can get up, fix as much as you can, rinse and repeat.

The Hack part. Getting the crane fixed is a must so that Heavies can shorten the amount of time they are out of a fight. Get er done! Grab both command posts. You have tons of flanks on this part. Resistance tend to snipe from the catwalks on this map. So get the hack box on, then move to either side passage. Have a team mate cover you while you hack. Throw down caltrops everywhere, in front of the hack box. Move back and forth while hacking and keep an eye out for enemy. Stop hacking to shoot enemy. This has become a key to this map. Operative has to be ready to engage in the fight as much as possible because of the exposed area the Security must defend while the Resistance has the high ground. Keep moving. As soon as the hack is going, move away. Let your team mates focus on the Resistance while you hack.

When the hack device is almost done, you can start taking chances by closing the ground between you and the hack. This speeds up the hacking. Get a Medic to hit you with Adrenaline if Resistance are on the cat walks sniping. Beware of mines when running back towards the Hack. This map is the Mine-friendly map. Enemy caltrops can be a nightmare near the hack box, so Operatives, make sure to take out your counter parts! Finding a disguise is very helpful on the hack part. And remember: Take the fight to them! Don’t play scared!


(wolfnemesis75) #4

Terminal

Terminal is the map that tips control of the Ark into the favor of the Resistance every week, imo.

Security must know all routes into the Hack section at the Terminal Mainframe: The baggage claim, the two side doors, and the lower vents. The left side entrance takes Security past a command post. Once more, an Agrressive Push approach works best so that Resistance can not get a foothold in front of the terminal mainframe. Try to get and Operative to rush and get a hack box on with another Operative to come in behind with the rest of the team.

I put the Hack box on then look to leave the glass room, heading instead out and around to the back of the glass mainframe, or jump up with the PDA in hand onto the baggage cat walks. Keep moving, and Resistance will have a hard to finding you, or crouch down behind the glass mainframe outside. Get your team to push towards the back where Resistance drop down and lock this area down. The rest of your team can remain fighting it out in and around the mainframe. If your team is overtaken, you are still hacking away as an Operative behind the glass, and it’s usually too late for them to stop you.

Similar to Shipyard, an Engineer must be stubborn and determined to break open the safe a little at a time if necessary. Allowing too much time to pass without fixing at all can spell trouble. Keep pushing towards the safe to chip away at it. It is a progress meter, and cannot be erased. Be aggressive. The mindset you must have here as an Engineer is similar to the mindset one must have to join the Mile High Club on Veteran in CODMW. You don’t have to kill everyone in the room as an Engineer, it is more important to push forward as you fight with the focus being getting to the safe. Let your team clean-up behind you. You are the VIP here and MUST push forward and fix regardless of the havoc and chaos in the room.

Know the key locations enemy turrets are placed. Look to head behind the one that is inevitably placed facing the Safe by flanking to the far back glass wall and catch the Resistance from their blindside. Fix a little at a time.

Once the safe is cracked, its usually an auto win for the Security as long as you head out as a team and push forward without hesitation. The mad dash to the delivery point always favors the team with the sample because the enemy have little time to set up a proper defense. Just RUN!


(wolfnemesis75) #5

Founders Tower

Founders tower is an interesting shake-up to the Security objectives compared to previous maps. In the center it heavily focuses on the Soldier Class, which have back-to-back Objectives: Plant a charge on the construction materials to open up a route in the elevator, and another charge on the door that leads to the Engineer fix at the detonator. So, be ready to switch to Soldier once the hack objective is completed.

The best approach to get to the hack is fast and hard, heading straight out of spawn and parkour over the wooden arbors. This route will bring you closest to the Hack objective. Lock down this room as quickly as possible by throwing caltrops on the stairs and setting up Turrets and mines at each doorway. Several teammates need to guard the down stairs doorway and push towards the Resistance who often emerge from atop the Hedgerows. If you can, get an FRU down in front of the Hack Box to keep your Operatives healthy.

Once an Operative gets the hack in place, it is good to crouch down on top of the white boxes piled up near the balcony. Most enemy will not think to look for you there, and their back is turned to you as they climb the stairs. Two Operatives hacking works best, while the rest of your team prevents the Resistance from pushing too far into the Hack room. It is important to know all the routes in and out of Security spawn, and push towards Resistance and take their command post. Do not let them push you back towards your own spawn, or you will be doomed. And do not let Resistance capture both command posts.

Planting the charge on the construction materials takes a bit of patience, and being aggressive. If you allow the Resistance to get a foothold there, it will be tough sledding. Look to capture the Command Post but stay on the lookout for Resistance.

Keep in mind all the routes Resistance can take to get to the charge to disarm it. Many times they will climb up from below. Be ready for this by having a man stationed behind the glass cover. There are lots of places that you can take cover on Founders Tower. Use this to your advantage so that you can recover your health.

Once the charge is planted, fan out and cover each route that Resistance will look to attack. Setup turrets and FRU placement in front of the HE where you can take cover is very helpful to your team.

The second plant after the cutscene again calls for an aggressive push. Any hesitation allows the Resistance time to setup shop. Don’t let them get organized. Turning right out of spawn seems to be the fastest route. You have several ways into the room including a vent system. Be ready to use all of them. You want to lock down the room while you plant by covering all three entry points into the room. Push towards the exit of the room to drive the Resistance back on their heels, particularly right of the exit where they drop down from spawn.

Once the doors are blown, rush upward, capture the Command Post and escort an Engineer to the detonator. Learn all the different ways to approach; there are tons. Stay on the move in the room with the detonator. Remaining in the far back can be unwise if you’re not constantly moving because its prone to get hit with Grenades. Keep moving back and forth through the room. There are lots of cover spots while you move. Use this to your advantage. Look to drop an FRU in front of the detonator.

Resistance can drop down from the left scaffolding if you’re facing the detonator. Make sure they don’t drop down from there because they can quickly overwhelm you if you let them.

Similar to Shipyard, an Engineer must be stubborn and determined to fix the detonator a little at a time if necessary. Allowing too much time to pass without fixing at all can spell trouble. Keep pushing towards the detonator to chip away at the fix. It is a progress meter, and cannot be erased. Be aggressive. The mindset you must have here as an Engineer is similar to the mindset one must have to join the Mile High Club on Veteran in CODMW. You don’t have to kill everyone in the room as an Engineer, it is more important to push forward as you fight with the focus being getting to the detonator. Let your team clean-up behind you. You are the VIP here and MUST push forward and fix regardless of the havoc and chaos in the room.

Mad dash to freedom is the best part, because its very hard for Resistance to stop you. Look to head out towards the right where you can drop down eventually to the delivery point.