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The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.30 07:37:00 -
[1] - Quote
Well i dont know but i never see people actually using them. With the right combination you can end up top score on skirmish. Another thing is you basically get proto modules at lvl 3 cause the AUR variants off them are aswell avaible for ISK. Now lets get the loadout:
Type-I logistic suit (15% bonus on hacking) 2 hacking modules (gives you 15% bonus each) 2 sets off remote explosives 1 set off gauged nano hives
Now you could either drive around by yourself and hack objectives when nobody is looking and plant remote explosives and then proceed or you get 2 buddys who cover your back (2 heavys with HMG would be the best option). When somebody is touching the console just blow them up. You get alot off WP by doing that. |
Leos Valentine Vatta
Villore Sec Ops Gallente Federation
23
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Posted - 2012.11.30 07:39:00 -
[2] - Quote
And don't forget, the Hacking skill also contributes towards descreasing hacking time. I think is was -5% per level |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.11.30 07:41:00 -
[3] - Quote
Have you tried this fitting? Is hacking noticeably faster with those modules? |
Dissonant Zan
157
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Posted - 2012.11.30 07:45:00 -
[4] - Quote
Umbat Boki wrote:Have you tried this fitting? Is hacking noticeably faster with those modules? I used it a little last build with 2 proto hack mods on a scout and its alot faster. Actually if there are alot of instillations on the field you can hack them in seconds and immediately use them on enemies that are pursuing you. Was pretty nifty when using a scout suit |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.30 08:24:00 -
[5] - Quote
i think standard hacking time is around 10 secs. With hacking on lvl 2, 2X15% modules and a logi suit you end up with 55% bonus on hacking. So you need 5,5 secs less to hack then usual means you need only 4,5 secs to hack any kind off objective. With the maxed out hacking skills you would get 25% from the skills, 2X25% hacking mods and the 15% bonus for logis you would end up with 90% bonus on hacking. In theory you could then hack a objective in 1 sec. Yes you saw it right 1 sec to hack anything. If you would use a advanced suit with 3 low powered modules then it probably would be insta hack when you hit O. |
VK deathslaer
Tritan-Industries Legacy Rising
149
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Posted - 2012.11.30 08:40:00 -
[6] - Quote
can a GM/dev move this thread to training grounds. |
BestNameEva
Royal Uhlans Amarr Empire
86
|
Posted - 2012.11.30 11:34:00 -
[7] - Quote
The dark cloud wrote:Well i dont know but i never see people actually using them. With the right combination you can end up top score on skirmish. Another thing is you basically get proto modules at lvl 3 cause the AUR variants off them are aswell avaible for ISK. Now lets get the loadout:
Type-I logistic suit (15% bonus on hacking) 2 hacking modules (gives you 15% bonus each) 2 sets off remote explosives 1 set off gauged nano hives
Now you could either drive around by yourself and hack objectives when nobody is looking and plant remote explosives and then proceed or you get 2 buddys who cover your back (2 heavys with HMG would be the best option). When somebody is touching the console just blow them up. You get alot off WP by doing that.
SHHHHHH! I use them all the time |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 11:38:00 -
[8] - Quote
The dark cloud wrote:Well i dont know but i never see people actually using them. With the right combination you can end up top score on skirmish. Another thing is you basically get proto modules at lvl 3 cause the AUR variants off them are aswell avaible for ISK. Now lets get the loadout:
Type-I logistic suit (15% bonus on hacking) 2 hacking modules (gives you 15% bonus each) 2 sets off remote explosives 1 set off gauged nano hives
Now you could either drive around by yourself and hack objectives when nobody is looking and plant remote explosives and then proceed or you get 2 buddys who cover your back (2 heavys with HMG would be the best option). When somebody is touching the console just blow them up. You get alot off WP by doing that.
As you used them, maybe you can give me some precisions.
Does it just lower the active hacking ? (meaning the turning wheel) Or does it also lower the time needed for the control point to actually be in possession of your team ? Always wonder and never took time to try.
Anyway, probably a must have in the future for corp battles as taking back hacked control points would be much much faster with this. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.11.30 12:32:00 -
[9] - Quote
I use milita version on scout suit |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.11.30 13:21:00 -
[10] - Quote
They decrease the actual hack time (the circle) and thats the most important 1 cause during the hack you are defenseless against enemys. Cutting down that time is a great improvment. |
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Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1591
|
Posted - 2012.11.30 13:44:00 -
[11] - Quote
The dark cloud wrote:i think standard hacking time is around 10 secs. With hacking on lvl 2, 2X15% modules and a logi suit you end up with 55% bonus on hacking. So you need 5,5 secs less to hack then usual means you need only 4,5 secs to hack any kind off objective. With the maxed out hacking skills you would get 25% from the skills, 2X25% hacking mods and the 15% bonus for logis you would end up with 90% bonus on hacking. In theory you could then hack a objective in 1 sec. Yes you saw it right 1 sec to hack anything. If you would use a advanced suit with 3 low powered modules then it probably would be insta hack when you hit O.
I think your math is off. You don't add the percentages. You multiply the base value by 5% to get the product for level 1 and then you multiply that product by 5% to get the new product for level 2. Rinse and repeat until you reach level 5.
Also, you have to account for stacking penalties when fitting more than one module that effects the same attribute. Two of the same modules means that their effectiveness is reduced to eighty-something percent. Seventy-something percent for three of the modules and sixty-something percent effectiveness for four of the same modules. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 18:25:00 -
[12] - Quote
The dark cloud wrote:They decrease the actual hack time (the circle) and thats the most important 1 cause during the hack you are defenseless against enemys. Cutting down that time is a great improvment.
Yeah, i agree they're usefull. But i wondered about the "contested status" time. Thx for the precision. Would they end up being OP if they were to affect this part of the hack as well ? I wonder. |
Sentient Archon
Red Star.
690
|
Posted - 2012.11.30 18:27:00 -
[13] - Quote
Umbat Boki wrote:Have you tried this fitting? Is hacking noticeably faster with those modules?
Get a logistics suit and put 2 militia hacking mods on it. That with the logistics bonus you get 35% straight away. Hacking is crazy fast. Its extremely useful for counter hacking. |
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