korrah silain wrote:
I believe so, and I like the idea of jammers, as well as the emp grenade (which I have expanded on in a reply in that flux thread) my only caveat is the idea of remote hacking. While "cool" I believe it begins to take away from the importance of actual infantry tactics, after all if a sniper can simply take control of a key cru while no one is looking well, there is little risk for the reward(let alone the wp from hacking snipers already do little to frighten me, let alone if they completely stop trying to kill/suppress, and just farm wps off hacking installations.) Perhaps a better idea than infinite range (and this is going back to another post about moduals flavor) we introduce a codebreaker variant that increases hacking range by a (relatively) dramatic amount at the expense of time, perhaps even allowing you to control turrets remotely, thus you still have to get within say 30 feet if you are stacking moduals, which could allow you to cozy up in nearby cover, hell maybe even allow this version to go through walls as well. I think this approach would be more balanced, and allow for more play styles.
I understand your concern.
My desire actually IS to see some people that are doing nothing but dedicated hacking during a match.
The penalty for multiple remote hacks on a single object, prevents long-range lightning hacks, and is a logical deterrent to too many remote hackers on a team.
It also is a tactic meant to deliberately bypass alpha infantry, that simply cannot be overcome with ground force tactics.
If a hacker can hack a fairly distant CRU in a good amount of time, as his team gets redlined, he could save the match.
If he hacks that CRU, and hacks a couple of blaster turrets that blueberries on the ground can use to mow down an approaching assault force, then that hacker just turned the match around.
Technically, he can hack from the redline, and he can hack lettered objectives so long as he has LoS on the actual terminal, but the range hack speed penalties are so harsh that redline hacking would be impractical. The enemy will know when you're trying to hack, and can simply run through your hack beam to interfere with your hack.
LoS hack beams, will expose the hacker to sniper fire.
The range penalties will ensure that they are not deep in the redline, so they will be susceptible to stealth units. And at a -75% hack speed penalty BASE, this will ensure that different objects are not flipping too fast too often (e.g. we hack a CRU, 2 people spawn, it gets hacked again, 2 people spawn, hacked again, repeat).
Spectral Clone wrote:
Please implement directional jammers, that disable equipment for a set amount of time!
I cannot agree with this.
The jammers are meant to throw off scanners and uplinks, NOT REs or nanotech. Flux grenades would be useless in that case, and the jammers would be OP.
If they are directional, that would eliminate the two-edged sword system that I'm gunning for. The intent IS to create a gameplay system that is powerful, but can backfire.