Does distance hacking require a touch or small interaction with the objective 1st before you can then toddle off to hack from somewhere else?
Favorite Class Poll
I think that would add a nice balance to it, it would be kinda cheap if a lightweight could climb really high to hack something without having to even come in contact with it at all at some point.
You could even play it off like you had to grab an access code (or equivalent) before attempting to hack.
If I’m completely off base, I apologize.
The real reason they do remote hack turrets is because operatives require a body to disguise as an enemy. If the opposing team actually did decide to be cheap and make everyone camp (whether clan or not), there would be no easy way for an operative to switch his clothes. Thus there would be no stealthy way for an operative to get close to a turret and knock it out so soldiers/medics can rush in. The ability of operatives to remote hack is a very good idea, because realistically i don’t think any pro rushing team could take out eight camping heavy engies with eight sentries, twenty four landmines and mini-guns or w/e. That’s just insurmountable odds.
For objectives that might be a nice balance, but turrets shouldn’t require close contact, because in the offchance that everyone on the other team camps, there is no easy way for an operative to get a change of clothes (from a dead body) to stealthily approach a turret, thus knocking out defenses. If a team’s main defense lies in the turret system, it should be counterable (with enough operatives), even if the operatives cannot procure the bodies to get inside the enemy base.
Correct again, interrupted remote hacks must be ‘reconnected’ at the hacking point.
favourite has always been Medic in other games, but that says nothing about what I’ll do in brink. Voted Medic but the poll is pretty worthless.
I went for the operative but I hope you can actually stealth against the bots.
[QUOTE=Lequis;215638]What’s your favorite class?
In case you didn’t know:
Soldier:
Has the best guns for straight up combat (including a grenade launcher for the heavy body type)[/QUOTE]
As far as I know it’s the bodytype that decides what weapons you can carry, not the class. Maybe a soldier might have little upgrades that make guns more efficient but it’s not his class that decides the weapons.
I think I’m going for a heavy medic by the looks of things now. I like the idea of being a walking supply depot people can regroup around.
A lot of people are saying medic atm, including myself, but I wouldn’t be at all surprised if I change to soldier when the game comes out. If he has some options with his explodey bombs, I will not be able to resist :).
Now I’m trying to picture a operative with a heavy bodytype.
But for some reason I can’t really picture it. :mad:
Seriously tho, I understand how it works with the medic class. But to me the operative is bound to be favorite with the light body type.
Do I have to see a heavy operative as a ruthless interogation guy, scoring bonus points on intimidation?
It has me wondering.:rolleyes:
damn !!
those modern wireless technologies of Future are SO secure, SO serious.
aside crawled[without reasons. just dropped out]penetration technology improvements.
p.s.
as “to balance thing” its okay, but keys are Numbers.
such as “how fast ?”, “How remote?”, “How remote hack range affect hacking dynamics curve are appear?”, “does other objects, such as parts of interious, team effort and aux devices affect overall operative hacking performance ?”, “there are other[maybe offensive]use of hacking deivice ?(such as cause destruction of deployables and/or comm grid by hacking into oposing team servers/net)”… and etc and etc…
A lot of you might be surprised at how different the regen(eration) makes the game. I am guessing medics were very useful in W:ET and ET:QW, but, although medic packs heal 100% instead of 50% (or w/e), don’t you guys think medics are going to be less useful now (especially on teams of light body type)? Correct me if I’m wrong, but I’ve heard a lot of Rambo medic stuff (and everything I know about splash damage is based on forums, interviews and the gameplay videos), which is sort of why I think medics are currently idealized (because the ET medic is the only true “one man army”).
Regardless, I like regen (even if it is illogical) since it sends any game in a faster pace-direction. Then again, since they related regen to Farcry 2, the healing might be fairly slow. It’s nice to know that a light body type doesn’t have to wait as long for regen though.
Still, my prediction is there will be less medic fans this time around.
Well here is something Rahdo says on “Rambo” medics:
“Second, the selfish medic issue is dealt with mostly again with ability cooldowns. If i can only heal my self once every, say, 30 seconds (that’s not a real final number, mind, just an example), then generally i’ve got power to heal others in the meantime. that, plus the fact that healing others gets you a LOT of xp (more than you can earn by killing, by a long shot), and healing yourself gets you nothing. those two things are about the only things we can do to try to address selfishness. probably won’t handle all cases, but it’s better than nothing…”
At the very least, medics will be popular due to the fact of the mass amounts of xp they can accumulate. Healing teammates + revives = good, easy to get xp. On top of other things like killing badguys, guarding/attacking objectives, etc. I can see medics doing quite well for themselves in the xp department. And there attempts at trying to cut down on rambo medics is great.
I don’t feel that the cooldown on self heals is needed. If revives give as much, or more, exp then I don’t see how people will ignore the chance to get that exp. Being as the Ark is compact, with close quarters combat, I would think that medics would be easily able to reach downed teamates, and so there won’t be selfish medics who only heal people in their immidiate area. From the gameplay, it looked like a downed soldier got finished off rather quickly. I wonder, can a teammate only be revived while he is down? Or can he be revived after he is dead?
Being as the Ark is compact, with close quarters combat, I would think that medics would be easily able to reach downed teamates, and so there won’t be selfish medics who only heal people in their immidiate area.
the thing is, a lot of rambo medics don’t even do that…they use their heals to heal themselves pretty much exclusively. And with the ability to have a Heavy Body type (more health) having a cooldown on self heals is much more important.
I wonder, can a teammate only be revived while he is down? Or can he be revived after he is dead?
In previous SD games, when you were “killed” you had the ability to ‘tap out’ and goto the limbo menu or wait for a medic, and this would last as long as you wanted, or until your body was rendered ‘un-revivable,’ by enemies shooting/stabbing your body, or you being blown up.
I always thought that giving some good variation to the class HP would be a nice counter to the rambo problem myself, but cool downs are a decent option as well.
In previous SD games, when you were “killed” you had the ability to ‘tap out’ and goto the limbo menu or wait for a medic, and this would last as long as you wanted, or until your body was rendered ‘un-revivable,’ by enemies shooting/stabbing your body, or you being blown up.
So if medics reviving killed teammates is a pretty much confirmed fact, I think that downed players would likely be able to be revived by anyone. They did say there would be multiple ways to revive someone, and this would also be a part solution to the selfish medic problem, because a medic wouldn’t be needed.
