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[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 01:16:00 -
[1] - Quote
Hacking in Dust is one of the most thrilling things for me. The rush of capturing an asset that the other team direly needs, the horror of having to be focused on the terminal as a scout, and the completely infuriating random restarts when hacking large weapon installations because of BETA collision errors and random seizures because you accidently bumped 1 mm too close the the ramp on the side of the installation. Thankfully, from what I've seen, the ramps will be gone or will only be on certain assets in one of the future builds.
Now, to make hacking more FUN, I have a few suggestions for fittings and for installation modules.
NO QTEs. NO QTEs EVER.
Suggested changes for the current hacking system
- Decrease untrained hacking speed - As it stands any class can hack anything at a decent speed by themselves.
- Hacking skill: Preq Electronics IV Electronic Upgrades III: 3% boost to hacking speed per level
- Advanced Hacking Skill: 3% per level
- Decrease bonus on multiple hackers: Decrease the boosted speed, make a max number of hackers at a terminal.
Hacking fittings and their Dropsuit Roles.
Any hacking fitting should be taken as a trade, Firepower and survival gear for a slight increase in Hacking speed/utility. A dedicated hacker would have to be light on their feet or quick on the draw to even consider engaging an enemy when they have back up, and downright run from combatants if they are playing the sneaky sneaky forward scout position.
These Modules and equipables should probably be fairly expensive Electronics and/or Engineering bits requiring a large amount of skill point investment.
The obvious choice for the hacking role would be the scout suit, though having an assault suit with hacking modules may trade a bit of hacking speed for a little more survival gear and combat effectiveness. A Heavy suit taking hacking gear would also be effective in certain situations, but I'm going to focus more on the lighter suits for this post.
All values are subject to change. These points are supposed to show militia or basic style modules and equipment
Drop-suit Attributes
- Variant of Scout Suit - Light, fast moving and low HP.
- Has about 60-75% comparable HP to scout suits.
- 50% Reduction in CPU needs of all Hacking Modules and 95% reduction in Personal Cloaking Device. Other stealthy suits could also fit this device.
Hacking Modules
A high CPU cost prohibits normal suits from fitting more than one of these modules.
- Hacking Module - Increases Hacking Speed by 3%. Stacking Penalties apply. High Power Slot
- Viral Algorithm Module - Delays on screen notifications of hacking attempts by .5 seconds. High Power Slot
- Enhanced Hacking Field Module - Removed due to unpopularity
- All hacking modules have -15% shield strength.
- Suggested: Commander Fitting: Increases the difficulty imposed on enemy hackers
Hacking Equipment
- Remote Hacking Bug - Attaches to terminal, explodes harmlessly upon successful hack or 20 damage taken. Hacks at 10% of your hacking speed. Flashes and makes a loud beeping noise.
- Vehicle-Installation Scrambler Bug - Distorts HUD of Vehicles and Installations at 4 strength for 2 seconds or until 20 damage taken. Vehicles have a built in anti-distortion defense based on their hull/countermeasures.
- Hacking Drone - Removed due to Lore conflict.
Hacker Survival Gear
- Personal Cloaking Device - Equipment Slot. Must be wielded and activated, if gear is switched field drops. The prototype fields allow running and jumping, but lower meta fields results in breaking the cloaking field and reset the cool-down to it's full time with any movement (even involuntary). Trade Firepower for the ability to go completely invisible for 5-10 seconds. Has 20-15 second cool-down.
- Deploy-able distortion field - Distorts HUDS of enemy troops until destroyed. Flashes and makes white noise, louder as you get closer to it.
Vehicle/Installation Modules
(I do not drive many vehicles and have very little idea how to balance these. Obviously you still shouldn't be able to hack vehicles to switch sides while they are being driven, but maybe hacking them while they have a driver distorts their HUD?)
- Anti-Distortion Module - Adds X points Anti-Distortion.
- Anti-Infantry Shock Device - Shocks,distorts, and stops Hackers for X seconds. Has X seconds cool-down.
- Algorithmic Enhancement Module - Increases Hacking time by X%. Stacking Penalty Applies
- Viral Defense Module - Distorts Hackers for X seconds. Lasts longer than the shock device. Has X seconds cool-down.
Please feel free to critique and contribute as you see fit! |
[Veteran_Baal Roo]
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Posted - 2012.06.11 01:24:00 -
[2] - Quote
completely random thought here, and I love your suggestions...
but what if they made hacking a QTE? I know, everyone hates QTEs, but think about it. The harder it is to hack, the longer the string of randomly chosen button presses would be required, and the more different buttons would be used. Different gear could reduce the complexity of the QTE or give a preview of a certain number of presses within the sequence, allow for more mistakes, etc. There would be a certain level of player skill involved in hacking this way instead of just standing idly by waiting for the little circle to fill up. It would also mean you could try to jam through really fast if under pressure, or slow down and get it right if no one is around. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 01:34:00 -
[3] - Quote
I'm really not a huge fan of QTEs, and as far as I've reckoned I've always felt that your suit did the hacking for you, you just needed to get close enough and initiate the protocol for it. I'm sure, realistically, even with that set up it would be good to have soldiers trained to handle hacking by hand, but realism is for chumps. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 03:55:00 -
[4] - Quote
Bump to get by the "I can't play Dust change it so I can" threads. I mean there are a few good ones but a lot of them have already been addressed. |
[Veteran_Kahn Unn]
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Posted - 2012.06.11 05:19:00 -
[5] - Quote
I'd have to disagree because then you really wouldn't be able to counter good hackers.. they would hack it so fast that you wouldn't be able to hack it back in time because you don't have a hack suit.. I think it should just be more along the lines of a hack skill that increase the speed slowly. As for QTE's that would take too much time.. IMO Skirmish is more along the lines of CTF, and if there is more time needed to CTF it makes it less viable.. I like the current model more people hacking = faster hack. :-) |
[Veteran_Nova Knife]
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Posted - 2012.06.11 05:29:00 -
[6] - Quote
For the most part, the ' hacking restart' happens because of an issue where people try to hack the turret from outside of it, and the console moves too far from the player while the turret rotates. You're actually supposed to be at the terminal to hack it, but there is bugs with it atm, similar to how you can hack defence relays from the side despite there being no console there.
As far as remote hacking goes, I am firmly against this. Hacking modules to increase speed I could get behind but would be less sold on a blanket skill for it. Like said before, not fond of the idea to hack from any range other than at the console itself. In order to steal an asset, you should be in a vulnerable position.
Don't forget these installations are all going to be bought and placed by another player soon. It can't be too easy to steal/hack them. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 11:52:00 -
[7] - Quote
Firstly, I should have never made the skill increases X's, I'm going to fix that after I make this post. All of these modules were supposed to marginally increase the hacker's abilities.
To expand upon the remote hacking devices, I was considering these more as a distraction device as in you would use them to cause a bit of panic as you run past an important objective and drop it there. The hacking speed could be something like 25% of your hacking speed at highest meta, as any good player would simply be able to shoot the device off.
I'm all for balancing the game, but this isn't supposed to be super fair happy fun time war game where everybody leaves laughing even if they lose. It should be a major factor in battle that there may be a hacker who, at most, dies in 2 seconds to even a militia fit suit, can hack 2 terminals at once, one at 115%-125% speed max and one at 25% speed max, disrupt vehicles to aid his mercenary compatriots, and just generally cause mayhem. I put in several countermeasures as well. |
[Veteran_SuperMido]
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Posted - 2012.06.11 13:12:00 -
[8] - Quote
+1 for taking the time to right this nice detailed thread Good job! |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 15:32:00 -
[9] - Quote
Thank you Mido. Fixed a few typos in the OP. |
[Veteran_NikNak Trhanhm]
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Posted - 2012.06.11 15:53:00 -
[10] - Quote
It'd need some more thought put into it, but I'm interested in the idea of a hack suit variant to the suit archetypes and all these skills you've talked about. When this game goes live and people are playing their roles in the war, this could be a very good idea. I don't really know how I feel about the deployable equipment--especially the drone--but the passives and effectiveness skills are good bits. If you scrap the range modifiers, you'll really have me impressed.
Now, all that being said, I can absolutely see several of these things being exploited. With the stealth field generator, it'd have to fall under a lot of priority breaks. I wouldn't want to see a bunch of people stealth hacking everything, or worse--a squad of them who use it just to get behind everybody for kills or to breeze the game. I think just about everything should break the stealth field except for running(sprinting is different), jumping, weapon fire, hacking, equipment switch, etc. |
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[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 16:37:00 -
[11] - Quote
Added a suit variant and removed the range mod and drone. Tweaked the stealth function to be a little more like EVE's stealth modules. |
[Veteran_Sintel Jenner]
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Posted - 2012.06.11 17:37:00 -
[12] - Quote
Personally I think it should be tied to your electronics skill, whether or not we get any dedicated hacking modules on top of it. |
[Veteran_Cong Zilla]
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Posted - 2012.06.11 17:56:00 -
[13] - Quote
I like that anyone can hack and that shouldn't change, but I am all for suit modules / equipment with a related skill tree to make this a viable specialty. Maybe even a specialized dropsuit so that people that decide to fully specialize get a bigger bonus than people who only skill for the module or equipment. |
[Veteran_soko99]
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Posted - 2012.06.11 18:33:00 -
[14] - Quote
Nellantar Ballsinya wrote:Hacking in Dust is one of the most thrilling things for me. The rush of capturing an asset that the other team direly needs, the horror of having to be focused on the terminal as a scout, and the completely infuriating random restarts when hacking large weapon installations because of BETA collision errors and random seizures because you accidently bumped 1 mm too close the the ramp on the side of the installation. Thankfully, from what I've seen, the ramps will be gone or will only be on certain assets in one of the future builds. Now, to make hacking more FUN, I have a few suggestions for fittings and for installation modules. Hacking fittings and their Dropsuit Roles.Any hacking fitting should be taken as a trade, Firepower and survival gear for a slight increase in Hacking speed/utility. A dedicated hacker would have to be light on their feet or quick on the draw to even consider engaging an enemy when they have back up, and downright run from combatants if they are playing the sneaky sneaky forward scout position. These Modules and equipables should probably be fairly expensive Electronics and/or Engineering bits requiring a large amount of skill point investment. The obvious choice for the hacking role would be the scout suit, though having an assault suit with hacking modules may trade a bit of hacking speed for a little more survival gear and combat effectiveness. A Heavy suit taking hacking gear would also be effective in certain situations, but I'm going to focus more on the lighter suits for this post. All values are subject to change. These points are supposed to show militia or basic style modules and equipment
- Drop-suit Attributes
- Variant of Scout Suit - Light, fast moving and low HP.
- Has about 60-75% comparable HP to scout suits.
- 50% Reduction in CPU needs of all Hacking Modules and 95% reduction in Personal Cloaking Device. Other stealthy suits could also fit this device.
- Hacking Modules
A high CPU cost prohibits normal suits from fitting more than one of these modules.
- Hacking Module - Increases Hacking Speed by 3%. Stacking Penalties apply. High Power Slot
- Viral Algorithm Module - Delays on screen notifications of hacking attempts by .5 seconds. High Power Slot
- Enhanced Hacking Field Module - Removed due to unpopularity
- All hacking modules have -15% shield strength.
- Hacking Equipment
- Remote Hacking Bug - Attaches to terminal, explodes harmlessly upon successful hack or 20 damage taken. Hacks at 10% of your hacking speed. Flashes and makes a loud beeping noise.
- Vehicle-Installation Scrambler Bug - Distorts HUD of Vehicles and Installations at 4 strength for 2 seconds or until 20 damage taken. Vehicles have a built in anti-distortion defense based on their hull/countermeasures.
- Hacking Drone - Removed due to Lore conflict.
- Hacker Survival Gear
- Personal Cloaking Device - Equipment Slot. Must be wielded and activated, if gear is switched field drops. The prototype fields allow running and jumping, but lower meta fields results in breaking the cloaking field and reset the cool-down to it's full time with any movement (even involuntary). Trade Firepower for the ability to go completely invisible for 5-10 seconds. Has 20-15 second cool-down.
- Deploy-able distortion field - Distorts HUDS of enemy troops until destroyed. Flashes and makes white noise, louder as you get closer to it.
- Vehicle/Installation Modules
(I do not drive many vehicles and have very little idea how to balance these. Obviously you still shouldn't be able to hack vehicles to switch sides while they are being driven, but maybe hacking them while they have a driver distorts their HUD?)
- Anti-Distortion Module - Adds X points Anti-Distortion.
- Anti-Infantry Shock Device - Shocks,distorts, and stops Hackers for X seconds. Has X seconds cool-down.
- Algorithmic Enhancement Module - Increases Hacking time by X%. Stacking Penalty Applies
- Viral Defense Module - Distorts Hackers for X seconds. Lasts longer than the shock device. Has X seconds cool-down.
Please feel free to critique and contribute as you see fit!
Could give it as another role for the command suits? Make it so that now it's a tradeoff to squad boost or personal boost. |
[Veteran_EnglishSnake]
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Posted - 2012.06.11 18:39:00 -
[15] - Quote
Hacking skillbook should be in tbh
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[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 18:46:00 -
[16] - Quote
EnglishSnake wrote:Hacking skillbook should be in tbh
Yep shouldnt beable to hack without hacking skill and the hacking skill should need electronics to lvl 4 or something. Its too easy atm.
Perhaps:
lvl 1 lets you hack small guns, LAV's and objectives lvl 2 large guns lvl 3 equipment depo/Tanks lvl 4 Dropships/Clone bays lvl 5 ...?
Just an idea |
[Veteran_EnglishSnake]
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Posted - 2012.06.11 18:50:00 -
[17] - Quote
Sha Kharn Clone wrote:EnglishSnake wrote:Hacking skillbook should be in tbh
Yep shouldnt beable to hack without hacking skill and the hacking skill should need electronics to lvl 4 or something. Its too easy atm. Perhaps: lvl 1 lets you hack small guns, LAV's and objectives lvl 2 large guns lvl 3 equipment depo/Tanks lvl 4 Dropships/Clone bays lvl 5 ...? Just an idea
LVL5 lets you hack everything |
[Veteran_Sha Kharn Clone]
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Posted - 2012.06.11 18:56:00 -
[18] - Quote
OOOw Idea for the commanders skills / suit / module.
Firewall
Lvl1 +5% time for hostile hacks Lvl1 +10% time for hostile hacks Lvl1 +15% time for hostile hacks Lvl1 +20% time for hostile hacks Lvl1 Your own team cant even use the dam thing |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.11 21:45:00 -
[19] - Quote
Added a few things to the OP.
Added a less detailed version of Sha Karn's Commander fitting. |
[Veteran_Bzeer]
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Posted - 2012.06.11 22:09:00 -
[20] - Quote
love the idea for specced hacking, think it should be tied to both skills, and mods, so that the mod determines your role on the battlefield. (instead of letting a dedicated hacker with a hacking bonus hold something else in that place like.... nanohives, or injectors.) As for the inability for newbs to actually take objectives (that would break the game when we are all newbies.) IT should just take someone who isn't specced for the hacking role longer to hack than someone who is... that's all. As for people doubling hacking speed by assisting, that can be left in, I like games that reward co-op-play as much as possible. |
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[Veteran_Eflin Trollunge]
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Posted - 2012.06.11 22:46:00 -
[21] - Quote
Baal Roo wrote:completely random thought here, and I love your suggestions...
but what if they made hacking a QTE? I know, everyone hates QTEs, but think about it. The harder it is to hack, the longer the string of randomly chosen button presses would be required, and the more different buttons would be used. Different gear could reduce the complexity of the QTE or give a preview of a certain number of presses within the sequence, allow for more mistakes, etc. There would be a certain level of player skill involved in hacking this way instead of just standing idly by waiting for the little circle to fill up. It would also mean you could try to jam through really fast if under pressure, or slow down and get it right if no one is around.
Actually one game where IMO this really worked, though sadly wont work here, was in mech assault 2 for xbox, it was brilliant if while in an elemental mech you attached to the back of a bigger mech you could initiate a hack attempt this started dueling quick time event that basically played like a totally random game of simon, person who finished first won.
the Mech wins you get knocked off and you take damage you win you activate their ejectorseat and basically get a kill lol
that is just an example of a QTE hacking game that worked.
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[Veteran_Anatoly Gasputin]
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Posted - 2012.06.12 00:41:00 -
[22] - Quote
QTE's.. While interesting are not something I would like to see in this game. Ever. I visualize it to end being that no one hacks or when a longer string of randomness is in your screen someone kills you.
And true, no one like QTE's |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.12 01:59:00 -
[23] - Quote
@ Eflin, That was a fun game.
That being said, I am adding a NO QTE'S to the OP. |
[Veteran_IRobbedAGoon Andilikedit]
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Posted - 2012.06.12 05:06:00 -
[24] - Quote
I had a much similar idea to this myself but you've gone and fleshed out the idea way more than i had and i think it's an excellent suggestion!
Either make it a part of logistics or scouting or something.
Maybe even give a specific suit a -99% CPU usage to hack modules like we see in EVE for stealth bombers etc. |
[Veteran_Carrier Class Thanatos]
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Posted - 2012.06.13 01:25:00 -
[25] - Quote
I like all of these things EXCEPT for cloaks. Honestly I hate cloaking mechanism in Eve as is, I don't like cloaks in any game tbh. Yes I see the purpose in them and when they can be useful but just like in Eve I think it needs some serious drawbacks to make you reconsider using it and not just running across the map only to pop out and kill people from behind. First off I think it would HAVE to have a speed reduction, just like in eve, somewhere around 60%-70% (i'd like more but that's not very practical at that point) The other thing that I would like to see implemented if they do introduce cloaking is instead of going completely invisible that you are a wavy shadowy figure, that you can still see if you are paying enough attention. I believe this would stop cloaks from becoming an overpowered utility in Dust. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.13 01:59:00 -
[26] - Quote
Carrier Class Thanatos wrote:I like all of these things EXCEPT for cloaks. Honestly I hate cloaking mechanism in Eve as is, I don't like cloaks in any game tbh. Yes I see the purpose in them and when they can be useful but just like in Eve I think it needs some serious drawbacks to make you reconsider using it and not just running across the map only to pop out and kill people from behind. First off I think it would HAVE to have a speed reduction, just like in eve, somewhere around 60%-70% (i'd like more but that's not very practical at that point) The other thing that I would like to see implemented if they do introduce cloaking is instead of going completely invisible that you are a wavy shadowy figure, that you can still see if you are paying enough attention. I believe this would stop cloaks from becoming an overpowered utility in Dust.
I also think that having a cloak that only lasts long enough to get behind cover, then has a long cooldown speed would be a little more balanced. |
[Veteran_Ignatius Crumwald]
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Posted - 2012.06.13 02:04:00 -
[27] - Quote
I think hacking speed should be determined by the amount of free CPU in your suit. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.13 02:17:00 -
[28] - Quote
Ignatius Crumwald wrote:I think hacking speed should be determined by the amount of free CPU in your suit.
Though an interesting idea, I feel it doesn't fit all that well in the EVE universe. |
[Veteran_Jeiger Tilraun]
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Posted - 2012.06.13 03:52:00 -
[29] - Quote
some very decent ideas from the OP |
[Veteran_Tuurn Wolfe]
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Posted - 2012.06.13 04:56:00 -
[30] - Quote
Nellantar Ballsinya wrote:Hacking in Dust is one of the most thrilling things for me. The rush of capturing an asset that the other team direly needs, the horror of having to be focused on the terminal as a scout, and the completely infuriating random restarts when hacking large weapon installations because of BETA collision errors and random seizures because you accidently bumped 1 mm too close the the ramp on the side of the installation. Thankfully, from what I've seen, the ramps will be gone or will only be on certain assets in one of the future builds. Now, to make hacking more FUN, I have a few suggestions for fittings and for installation modules. NO QTEs. NO QTEs EVER.Suggested changes for the current hacking system
- Decrease untrained hacking speed - As it stands any class can hack anything at a decent speed by themselves.
- Hacking skill: Preq Electronics IV Electronic Upgrades III: 3% boost to hacking speed per level
- Advanced Hacking Skill: 3% per level
- Decrease bonus on multiple hackers: Decrease the boosted speed, make a max number of hackers at a terminal.
Hacking fittings and their Dropsuit Roles.
Any hacking fitting should be taken as a trade, Firepower and survival gear for a slight increase in Hacking speed/utility. A dedicated hacker would have to be light on their feet or quick on the draw to even consider engaging an enemy when they have back up, and downright run from combatants if they are playing the sneaky sneaky forward scout position.
These Modules and equipables should probably be fairly expensive Electronics and/or Engineering bits requiring a large amount of skill point investment.
The obvious choice for the hacking role would be the scout suit, though having an assault suit with hacking modules may trade a bit of hacking speed for a little more survival gear and combat effectiveness. A Heavy suit taking hacking gear would also be effective in certain situations, but I'm going to focus more on the lighter suits for this post.
All values are subject to change. These points are supposed to show militia or basic style modules and equipment
Drop-suit Attributes
- Variant of Scout Suit - Light, fast moving and low HP.
- Has about 60-75% comparable HP to scout suits.
- 50% Reduction in CPU needs of all Hacking Modules and 95% reduction in Personal Cloaking Device. Other stealthy suits could also fit this device.
Hacking Modules
A high CPU cost prohibits normal suits from fitting more than one of these modules.
- Hacking Module - Increases Hacking Speed by 3%. Stacking Penalties apply. High Power Slot
- Viral Algorithm Module - Delays on screen notifications of hacking attempts by .5 seconds. High Power Slot
- Enhanced Hacking Field Module - Removed due to unpopularity
- All hacking modules have -15% shield strength.
- Suggested: Commander Fitting: Increases the difficulty imposed on enemy hackers
Hacking Equipment
- Remote Hacking Bug - Attaches to terminal, explodes harmlessly upon successful hack or 20 damage taken. Hacks at 10% of your hacking speed. Flashes and makes a loud beeping noise.
- Vehicle-Installation Scrambler Bug - Distorts HUD of Vehicles and Installations at 4 strength for 2 seconds or until 20 damage taken. Vehicles have a built in anti-distortion defense based on their hull/countermeasures.
- Hacking Drone - Removed due to Lore conflict.
Hacker Survival Gear
- Personal Cloaking Device - Equipment Slot. Must be wielded and activated, if gear is switched field drops. The prototype fields allow running and jumping, but lower meta fields results in breaking the cloaking field and reset the cool-down to it's full time with any movement (even involuntary). Trade Firepower for the ability to go completely invisible for 5-10 seconds. Has 20-15 second cool-down.
- Deploy-able distortion field - Distorts HUDS of enemy troops until destroyed. Flashes and makes white noise, louder as you get closer to it.
Vehicle/Installation Modules
(I do not drive many vehicles and have very little idea how to balance these. Obviously you still shouldn't be able to hack vehicles to switch sides while they are being driven, but maybe hacking them while they have a driver distorts their HUD?)
- Anti-Distortion Module - Adds X points Anti-Distortion.
- Anti-Infantry Shock Device - Shocks,distorts, and stops Hackers for X seconds. Has X seconds cool-down.
- Algorithmic Enhancement Module - Increases Hacking time by X%. Stacking Penalty Applies
- Viral Defense Module - Distorts Hackers for X seconds. Lasts longer than the shock device. Has X seconds cool-down.
Please feel free to critique and contribute as you see fit!
I support EVERYTHING in this! I was hoping for a remote hacking tool thrown like a grenade or shot like a grenade launcher. These two options would be the best because it would be such a big sacrifice to equip them. Both or either would make me happy. And like mentioned, it would go much slower than a normal hack.
I also agree that hacking is too fast. The speed it goes at now should be the speed for someone with level 4 hacking skills.
Another mechanic that would be awesome in game would be the ability to hack into the enemy's communication system and listen in on their chatter. |
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[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.18 11:49:00 -
[31] - Quote
Bump. |
[Veteran_Johnny Guilt]
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Posted - 2012.06.18 11:55:00 -
[32] - Quote
it wont make hacking a team effort in game anymore if one guy can just hack it quick...no me gusta |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.18 12:00:00 -
[33] - Quote
Johnny Guilt wrote: it wont make hacking a team effort in game anymore if one guy can just hack it quick...no me gusta
You're absolutely right. Hacking an objective by yourself makes the hacker invincible and un-hackable by the opposing team. Being in such a fragile suit will almost always require being covered by more combat oriented suits while performing your chosen duty. |
[Veteran_Johnny Guilt]
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Posted - 2012.06.18 12:28:00 -
[34] - Quote
Nellantar Ballsinya wrote:Johnny Guilt wrote: it wont make hacking a team effort in game anymore if one guy can just hack it quick...no me gusta
You're absolutely right. Hacking an objective by yourself makes the hacker invincible and un-hackable by the opposing team. Being in such a fragile suit will almost always require being covered by more combat oriented suits while performing your chosen duty. The process of hacking not the steps to get to the console.
also once your speailize in hacking the thrill you get(probably from fear of hacking it so slow and getting jumped from behind) will be gone since it will be too easy... |
[Veteran_Nellantar Ballsinya]
0
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Posted - 2012.06.18 12:32:00 -
[35] - Quote
Johnny Guilt wrote: The process of hacking not the steps to get to the console.
I never once suggested that people shouldn't be able to help, only that hacking should be slowed in general and that the bonus for multiple hackers should go down a bit. |
[Veteran_Nellantar Ballsinya]
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Posted - 2012.06.28 16:42:00 -
[36] - Quote
Necrotizing bump for my old clone body! |
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