[QUOTE=Shadowcat;332348]Much larger community. Last i had heard, Xbox had like five times the sales that PC did.[/QUOTE]Not true. It’s just not reported through retail. Look at the Steam numbersand compare them to Console sales (Xbox 360 and PS3).
It’s possible that Brink sold some additional Console units Direct2Drive, but all studies suggest that Digital Distribution is decidedly lagging Retail Distribution on Consoles.
[QUOTE=.Chris.;332368]The problem with the hacking objectives just isn’t purely the time taken to complete them or the time taken to dehack them, it’s a big factor sure but another equally large factor is the map layout.
On resort and Terminal the hack objectives are within quite small contained rooms, once you’ve lost that room while a hack was in progress and an enemy engineer get’s in there you have no chance to take him out unless you are in that room, i.e. you can’t take him out from a distance, no long range nade launcher knock down, no long range rifle shot, nothing that you as a player can do to slow him down when you have been pushed back.
Considering the attack spawn so far away in comparison with the defense it creates quite an advantage to the dehackers, it’s too easy for them to be in a position to dehack, providing you have a couple guys watching your back the success rate of dehacking would be quite high I’d imagine.
The adjustment in times will help for sure but a change in map layout would help yet again and create a more fairer playing experience in my opinion, I’ll draw up some an example later this weekend.[/QUOTE]This is an excellent point. In fact, a confined room benefits an Engineer De-Hacking more than it does an Operative Hacking, because Operatives have mobility and can seek alternative cover whereas Engineers are static (relatively) and must be adjacent to the objective.
The question is, though, would more-open sight lines be too abusive for entrenched attackers (i.e. Barnett snipers with full Line-of-Sight as an example)?
The only analogy I can provide is Security Tower when spawning as a Soldier for the Security. If you go to the upper balcony, you can overlook the HE plant site. Players are vulnerable to fire while planting, and you can easily deny all plants and accomplish a full-hold on the first objective. A combination of Grenades and Gerrund fire (or Barnett sniping) can completely dominate the plant site. This is accomplished single-handedly without even having your team’s support… (i.e. I’ve played games where I camped up their with my team racking up the kills down below… and I’ve played games where my team was slain and pushed back, but I could still prevent them from planting with some judicious nades and headshots [while watching out for the rare but occasional flanking enemy]).
I don’t think it’s a problem to have the engineer out in the open, but I do believe that the Lines-of-Sight would need to be moderated. Actually, the design on Reactor seems well-suited for limiting the Engineer De-Hack.