zlatko said:
Having a team mate set up a gatling turret for you in a spot so you can manually control it to rain death on people like the MG nests do, but without getting shot is nifty.
That's the thing though, it's "nifty", the turret will shoot people even if you're not there, you have to wait for people to come to the turret rather than you finding the enemies and I doubt it dishes out more damage than a CARB, but maybe it does, I haven't tried.
A lot of the operative abilities are "nifty" in my eyes. As a soldier with upgraded nades one regular grenade will take 2/3 of health from a (I think) medium turret, at half health it's disabled until repaired, that, IMO is a better deal than you get with the EMP. Though granted you have to wait for the nade cooldown again but the good news is that if there are enemies around the turret they'll have more things to worry about than their radar being scrambled temporarily. Its real use is slowing down charges and hacks, but my opinion is that you're better off playing as an engineer then, going for the disarm.
Hack turret is neat, but turrets aren't that great to begin with from what I've seen, and it's pretty likely to be pointing the wrong way, no? Is it even permanent? Can the engineer who constructed it flat out destroy it by placing another turret? I don't think I've encountered a hacked turret yet.
Homing beacon is nice for the whole team, I don't use iron sights at all though, and once you are aiming at someone they should be dead withing a few moments anyway!
Sticky bomb is a "fun thing" if it works, but it's a grenade that can be countered. Again, I wouldn't use them over regular nades.
Cortex bomb is probably also fun but you need to die for it to work, which isn't ideal. Good for clearing objective rooms though I reckon, but the automated spotting systems seems to call them out pretty well.
I haven't seen/noticed firewall being used so I don't really know how effective that is.
Spotting mines is pretty neat, but a "battle hardened" light will survive a mine blast, so they're not that huge of an issue. But it's a good thing if they spot mines, I haven't seen a spotted mine so far though. And it's not a perk!
Caltrops is probably the one perk I'd consider to be actually useful, they'll deter enemies from approaching and is great for ambushes (since I guess you get a damage indicator when people step on them?). And they have an advantage over mines since you don't have to expose yourself in order to get them out.
Compare this to putting out two landmines, getting 5 supply pips regular, insane grenades, scavenge, turrets, health/ammo/weapon buffs and I can't help but feel that operatives are a waste of a slot unless there's hacking to be done. I just don't think it's balanced compared to the other classes, it has a lot of situational stuff that isn't that useful to begin with.
*"waste of a slot" is a bit harsh, but you know what I'm getting at. I could see myself using almost all of the soldier/medic/engi abilities, I can see myself using
one operative ability, and in that case I won't have a buff to dish out.
**Haha, I think the "time played" is a bit buggy, unless I spent 17 hours playing Brink in the last 3 hours.