Team Tactics: Choke Point Busting


(Jess Alon) #1

These tactics work well and leave the other 6 members of the team to assume whatever roles are needed to accomplish the objectives at hand.

This all depends on what level you are playing on. OR whether you are defense or offense.

But here goes. (Level 20 is best for these builds)

1 Soldier Medium w/AR underslung grenade launcher. Use whichever other attachments you like. Make sure your soldier has faster regenerating frags, wider blast radius, higher frag damage. A fact that most people don’t know about the underslung is that it uses your pips just like a thrown grenade but it explodes on impact. So the soldier can knockdown a horde of enemies in a choke point and mops them up with AR fire while they get back up. I play one man cleaning detail constantly to the frustration of my enemies while I get my team moved past enemy lines straight to the objective.

1 Engineer w/Gatling turret Body type not so important here but when I play this role I prefer light so I can get behind enemy lines quickly. The engineer is to harass enemy coming out of a spawn area. The best approach for me has been to place my turret diagonally from choke points so it’s harder to take out the turret from afar and then stand against the wall taking them out as they try to come around the corner to shoot your turret. A light with a SMG and drum mag can accomplish this easily.

Combining these two is devastating because the engineer can close in behind enemy forces and set up a turret to mop them up with the soldiers help while turning around to kill any reinforcements coming from a spawn that might shoot your turret from behind.

These tactics will easily help you clear frustrating choke points that bring you to a stalemate and restore the flow of battle.

I hope these tips help any of you that are struggling to find tactics that are effective for you at choke points. These are some of the ones me and teammates used earlier on.

If this was helpful at all feel free to rep me.


(Abberz) #2

wider blast radius and increased frag damage only works on the actuall frag grenade if im correct, even think that it says so on the description of the abilites. Well anyway sounds kinda good though.


(Jess Alon) #3

The UNDERSLUNG on the ARs are not “grenade launchers” and replace your standard thrown frag. It even uses a PIP everytime you it. So it is your actual frag grenade. With the added bonus of exploding on impact I might add. The EZ Nade and Lobster don’t have the benefit of exploding instantly and knocking everyone down. Try my build and you’ll see.


(tokamak) #4

That’s one way. If command posts served more importance then another great tactic is to force the defenders to break up their focus and protect different points on the map.


(Jess Alon) #5

You can definitely try to take the command posts all at once for that advantage. If 3 people on the team used that soldier build then they could push any choke point back with a wall of explosion but that would get redundant with everyone on your team nonstop grounding and pounding. You want a little bit of a fight.


(Jess Alon) #6

Also the underslung can knock enemies out of MG nests because you can just hit the outside of the balcony they are shooting from or if they are on ground level arc the shot and hit them directly. Which can sometimes save the day.


(obliviondoll) #7

Also worth mentioning about the AR/underslung GL on Soldiers - paired with Molotovs, you can pretty much incap anything, and if that doesn’t finish them, a short AR burst will. How convenient that this tactic requires you to have one of those equipped.

My favourite build for breaking choke points is a Light Operative with silenced SMG, Sticky Bomb, and Caltrops. the rest of the build is unimportant.

Basically, just flank the enemy - come from behind, find a path that leads you between the choke point you need to break and their spawn, and you’ll be hitting from an unexpected angle. No matter what your class, surprise is basically critical for breaking the choke point. If the enemy team is watching out entirely for attacks from in front, and you’re behind or to the side, then you’re already halfway to winning. Setting up Caltrops between yourself and their spawn gives you a warning to relocate.

If you aim specifically for an enemy who’s under fire, they won’t realise they’re being hit from behind - they’ll just die faster - the Silencer means you won’t be as easy to locate, so even if the enemy isn’t taking fire at the time, they’ll be less likely to pinpoint you instantly, so you can burst fire, then cover, and repeat as needed to thin the ranks while the rest of the team attacks from the front. Sticky Bombs thrown into the middle of an enemy formation are often pretty hard to judge direction on, particularly with high arcing throws - if you’re lucky, your Sticky will explode in the middle of a confused group of enemies, and they’ll all die. If not, they’ll swat it off the guy, but the team’s offense will be disrupted for a few seconds - time this right to take advantage of the disruption (during a large push from your teammates), and it will often be enough to let you break through.

1 - 2 players operating behind enemy lines, regardless of class, will be able to cut off choke points and disrupt enemy plans. A Medic is great to have along because they can keep the group going for longer if you’re occasionally taking a few hits from enemies, but I don’t think 2 Medics behind enemy lines are as valuable as one with the main force.


(Rubbaduren) #8

The underslung granade launcher gets all the grenade benefits that the soldier class has to offer?


(obliviondoll) #9

Everything that applies to frags.

They are your frag grenades when that weapon is selected. Same cooldown timer, same blast radius, same damage, but longer range and impact detonated. If you have abilities which improve those stats, they’ll apply to the underslung the same way the apply to your normal grenades.


(blargo) #10

ManGiraffeDog, a horrible marauding godless killing machine, is coming to destroy humanity. I’ve come to warn you to RUN AWAY and save yourselves. Here’s what it looks like so you can be prepared:

I’m super serial.


(Jamieson) #11

Sounds like a nice tactic for a medium soldier but I prefer to play light for any class and especially when I am a soldier. The explode on impact Molotov with flashbangs and improved frags is already enough for me to take out choke points. I can see the benefits of the underslung G.launcher but I think the lights mobility is more important, not only that but light + SMG works very well, I prefer SMG’s to AR’s.


(peteXnasty) #12

There’s also the PUG tactic of simply avoiding the chokepoint, forcing the kill hungry masses to wander off and find you :slight_smile:

Since you’re singing the praises of soldiers, how well does the Lobster fit in?


(Glyph) #13

Combat Intuition has completely killed the point of Silenced weapons in Brink. I personally hate this skill as it makes stealth less important, especially at range.

That being said I agree that a flanking Operative can get a few quick shots, hopefully kills, and then retreat while providing area denial from the caltrops/sticky grenade. Then repeat the process from a different location.


(Coolaguy) #14

I found your advice useful, Jess Alon.

I have a suggestion for Splash Damage regarding the ‘flavour text’ on the Soldier’s Rank 4 Grenade Radius and Grenade Damage abilities:

Make some distinction between the ‘Underslung Grenade Launcher’ attachment and the guns that are classified as Grenade Launchers (i.e. the Lobster and the EZ-Nade).

As it stands, the wording simply refers to ‘Grenade Launchers’, and I think a little clarification would be in order to emphasize that the abilities do, in fact, confer their benefits to the Underslung Grenade Launcher but not the independent weapons (i.e. the Lobster and the EZ-Nade).


(Bakercompany) #15

My heavy engineer with a Gotlung seems to do an okay job at breaking up groups.


(Jess Alon) #16

[QUOTE=Coolaguy;321023]I found your advice useful, Jess Alon.

I have a suggestion for Splash Damage regarding the ‘flavour text’ on the Soldier’s Rank 4 Grenade Radius and Grenade Damage abilities:

Make some distinction between the ‘Underslung Grenade Launcher’ attachment and the guns that are classified as Grenade Launchers (i.e. the Lobster and the EZ-Nade).

As it stands, the wording simply refers to ‘Grenade Launchers’, and I think a little clarification would be in order to emphasize that the abilities do, in fact, confer their benefits to the Underslung Grenade Launcher but not the independent weapons (i.e. the Lobster and the EZ-Nade).[/QUOTE]

I only figured out that it could work because I was using a pip and had to cool down between using the underslung. So I made a judgement call and built some solid tactics around that instant explosion factor that the underslung gives you. Cooking a grenade can get you killed sometimes if you don’t time it perfectly. But the underslung launched grenade explodes when it impacts everytime making it simple to use.


(Jess Alon) #17

It’s a shame that someone who gets the jump on you from around a corner will mow you down with an other gun then the gotlung. Add to that that you’re trying to place a turret and THEN focus that slow to wind up weapon on the enemy and you’ve got problems.


(Bakercompany) #18

I understand that disadvantage though you have to balance it somehow and the spinup time is a good reason. I slice the corners with LT held down so its spinning at max speed. As soon as you tap the trigger you’ll mow down whoever is in front of you.

However I really enjoyed the Scrapmaker in Transformers WFC, it had a slow wind-up time too but it would still fire a round each time a barrel passed over the firing mechanism. But you weren’t defenseless during its spin-up period which was nice.


(Jess Alon) #19

[QUOTE=Bakercompany;321139]I understand that disadvantage though you have to balance it somehow and the spinup time is a good reason. I slice the corners with LT held down so its spinning at max speed. As soon as you tap the trigger you’ll mow down whoever is in front of you.

However I really enjoyed the Scrapmaker in Transformers WFC, it had a slow wind-up time too but it would still fire a round each time a barrel passed over the firing mechanism. But you weren’t defenseless during its spin-up period which was nice.[/QUOTE]

I think there’s even a little bit of a delay between firing your weapon and melee strike as well. And the minigun is slow to the punch in that regard as well. But I’ve seen people do brilliant things with the gotlung. Even though its lack of accuracy can make it difficult to deal with.


(obliviondoll) #20

There are a couple of easy tricks to avoiding Combat Intuition.

Easy version: Rely on the fact that you have to be aiming at the person to trigger it, and don’t - until you’re ready to fire. Unless your crosshair is centered on the player, they won’t know. line up near them, then track onto them as you open fire.

Tricksy version: Switch to a non-silenced secondary, fire a shot, you’ll appear on the person’s compass, and Combat Intuition won’t kick in for a few seconds. If you don’t have Silent running, you can switch into a sprint for a moment instead, but that’s slightly harder because it gives you a bit of extra spread before you fire.