Hack and removal speed


(jeavis) #1

So the hack speed seems to have gotten a nice increase. Hooray there. Maybe a smidge faster but it’s good. The rollback speed doesn’t seem to have changed at all. It’s still just as fast to roll back the hack. Probably need to cut that speed in half.

On top of that you should let the ops rollback the hack instead of the engies. See you get a bunch of engies to setup defense AND are able to roll back the hack. If you had to have some of the useless class it would help balance that out more.


(Ark_peasant) #2

+1

The Engies being the only class able to rollback Hack objective doesn’t even make “sense” (= no credibility) :

Physically destroying the HackBox (hardware) shouldn’t rollback a virtual hack (software) on the target.

Imho, Operatives should be the only class able to Hack or rollback Hack (software), while the Engies are the only able to remove the HackBox (hardware).

And when the HackBox is destroyed by an Engy, the hack progression stay the same for 5-10 seconds, then (very) slowly rollback automatically.

It would force the defending team to have Operatives and would prevent mass-engies (with 1 sentry + 2 mines each and buffed weapons, they’re a real fortress - with one lvl20 Medic behind they’re almost invincibles).


(Cynix) #3

We tested this today and the dehack time is now just slightly faster than the five bar hack speed. Takes about a minute to dehack a 100% hack. It’s still too fast for competition, but it’s no where near as unbalanced as it was before.


(Saint Stunna) #4

[QUOTE=Ark_peasant;334562]+1

The Engies being the only class able to rollback Hack objective doesn’t even make “sense” (= no credibility) :

Physically destroying the HackBox (hardware) shouldn’t rollback a virtual hack (software) on the target.

Imho, Operatives should be the only class able to Hack or rollback Hack (software), while the Engies are the only able to remove the HackBox (hardware).

And when the HackBox is destroyed by an Engy, the hack progression stay the same for 5-10 seconds, then (very) slowly rollback automatically.

It would force the defending team to have Operatives and would prevent mass-engies (with 1 sentry + 2 mines each and buffed weapons, they’re a real fortress - with one lvl20 Medic behind they’re almost invincibles).[/QUOTE]

Oh this is the best comment i’ve seen on the boards PERIOD


(EnderWiggin.DA.) #5

I have to say, that is an interesting idea.


(Zekariah) #6

[QUOTE=Ark_peasant;334562]+1

The Engies being the only class able to rollback Hack objective doesn’t even make “sense” (= no credibility) :

Physically destroying the HackBox (hardware) shouldn’t rollback a virtual hack (software) on the target.

Imho, Operatives should be the only class able to Hack or rollback Hack (software), while the Engies are the only able to remove the HackBox (hardware).

And when the HackBox is destroyed by an Engy, the hack progression stay the same for 5-10 seconds, then (very) slowly rollback automatically.

It would force the defending team to have Operatives and would prevent mass-engies (with 1 sentry + 2 mines each and buffed weapons, they’re a real fortress - with one lvl20 Medic behind they’re almost invincibles).[/QUOTE]

That’s about the best idea i have heard for Hack rollback.
Hope SD take that on board!


(Exedore) #7

It was of course considered in development, but requiring Operatives on defence made matches a lot less fun.

Initially, Hacks were just like Repairs. Then we introduced the Hackbox to make things more interesting, and because of wanting to make “sense”, the Engineers could remove the Hackboxes without rolling back progress first… which of course made Hacking nearly impossible.

I don’t disagree with the spirit of the idea, it’s just that some would say the game is too complicated already. Sounds like a cool mod, though… :wink:


(Overgear) #8

This is what annoys me. I wish it were a bit slower so a 4/5 bar hack can’t be undone while its currently being hacked.

Soldier HE>Undone by Engi
Op hack> Undone by engi
Engi repairs> Impossible to undo (unless a secondary objective then use a HE)

They seem too useful to me.


(zenstar) #9

[QUOTE=Overgear;334711]This is what annoys me. I wish it were a bit slower so a 4/5 bar hack can’t be undone while its currently being hacked.

Soldier HE>Undone by Engi
Op hack> Undone by engi
Engi repairs> Impossible to undo (unless a secondary objective then use a HE)

They seem too useful to me.[/QUOTE]

Engi is good for defence. You still need soldiers for HE and ammo, and you cannot do without medics. The only “droppable” class (if there’s no hack objective) is the operative and I still think the operative is useful both in offence and defence.

Engi repairs are meant to be undoable otherwise they just become hacks.

Engi repairs = take objective, Op hack = King of the hill objective, Soldier HE = take and hold objective. I like that they’re all different. It adds variety. You already have people complaining that “all you do is hold down the use key” and now we need to homogenise the different objectives?


(Apples) #10

sdk sdk :wink:


(dazman76) #11

Ooooo… Quoted For Enthusiasm! :smiley:


(wolfnemesis75) #12

[QUOTE=zenstar;334722]Engi is good for defence. You still need soldiers for HE and ammo, and you cannot do without medics. The only “droppable” class (if there’s no hack objective) is the operative and I still think the operative is useful both in offence and defence.

Engi repairs are meant to be undoable otherwise they just become hacks.

Engi repairs = take objective, Op hack = King of the hill objective, Soldier HE = take and hold objective. I like that they’re all different. It adds variety. You already have people complaining that “all you do is hold down the use key” and now we need to homogenise the different objectives?[/QUOTE]

I agree. Currently it balances out the skills and classes. Engi is the most defense character and works well as is.


(Zarlor) #13

Dehacking and then removing the hackbox is still the single most demoralizing mechanic of this game. It is still incredibly hard to get any kind of progress going on a hack most of the time in any pub game and when the defense strolls in an reverts the hack… I’m not saying hacking should be a walk in the park, but since most pub games get tripped up on them we are not getting to experience the next objectives all that often. Maybe the +10 sec spawn timer increase for defense would also help solve the hacking issue by making it harder for the defense to get to the hackbox to remove it in the first place.


(wolfnemesis75) #14

You must mean Terminal. Or Shipyard. These two maps are a true test of teamwork to get the hack done. One of the reason the Hack is an exciting and intense moments in the game. You need team mates watching your back, setting up turrets, mines, and defending. It is a high-level KOTH.


(zenstar) #15

Most of the time the hacking objectives are OK when I play a pub game (PC player). The only really frustrating one is the one to stop the missile but that’s because it’s so easy for resistance to defend (as is the engineering objective at the start of that mission).

Resort is normally a good fight but the better team generally wins (either defending or hacking). The rest of them seem easy enough.

I find pub games are generally decided on whether the team is working together or running around like headless chickens will determin if you can do any of the objectives or not.

Maybe I’ve just been lucky though. I’ve definitely also been stuck on teams with 2 people arguing in chat (and standing still to do so) with the rest of the team doing their own thing and everyone refusing to play a medic (I switched but it was obvious we needed a second and noone was interested).


#16

Operatives can deploy caltrops and infiltrate, these are great defences! While they creep through your caltrops, lob a grenade from behind their ranks and then unleash a minigun on them!

I posted a suggestion about the operative being more useful on defence missions a while ago, if you are saying you “know” the operative class is not fun to play, ADDRESS THAT!!

Infiltrator was huge fun to play as a class in Quake Wars! This UAV item could be just like the flyer drone, also give infiltrated operatives a one hit 100 damage stealth attack or a “crippling shot” ability so that the first shot FROM disguise does massive damage (like +50) or at least a melee strike!

I mean Minigun main, Carb 9 2nd, sticky grenade on choke point, EMP takes out turrets and slows down the hack, caltrops damage in choke points or slow the advance, and the stealth aspect, they are FUN to play on defence! Fight Engineer SPAM, make operatives the unhack class!!! Thanks


(Smokeskin) #17

I think the issue is that he isn’t fun to play while hanging back at the objective, it doesn’t fit the concept. Sort of like having a game play mechanic that demanded medics to hang around alone somewhere.