Hacking objectives spoil this game


(Jamieson) #21

One of the main problems with hack objectives is that the other team is not required to have Operatives as well. On the Missle Launch map (shipyard?) the resistance can have all 8 of their guys go either soldier/medic/engineer and they are always buffed up. The security on the otherhad need at least 2 Operatives if they are to even be successful at hacking and therefore wont have as many classes to buff or medics to revive.

The engineers reverse hack tool is very fast. You can die at the objective respawn, and see the hacks progress go from 60% to 0 before you even get half way there. Considering how slow it takes to travel to objectives it might be worth considering making the engineers freeze considerably slower, the attackers should have a decent chance to stop them. At the moment you can be fighting near a hack and have an engineer slide in and start reversing, by the time you switch targets the hacks progress has already gone down quite abit.


(biscuithammer) #22

I’m glad somebody else has noticed this. I just skip all maps with hacking missions at this point.

I really think that the best way to fix them would be to:

  1. Slow the hacking reverse. This seems like the most reasonable route.
  2. Just get rid of reverse hacking entirely.
  3. Speed up how long hacking takes.
  4. Be able to move away while hacking, but be highlighted to the enemy team. This one is my personal favorite.

(HarlemSix) #23

I’m glad it’s not just me that’s been having trouble.


(tokamak) #24

I think people simply don’t understand it yet. As of now even side-missions rarely get hacked. This is definitely an issue that needs time.


(meccs) #25

I just imagined Sony standing in front of their server and spaying stuff on it to revers the hack! Rofl!


(ToyDoll) #26

[QUOTE=biscuithammer;304607]I’m glad somebody else has noticed this. I just skip all maps with hacking missions at this point.

I really think that the best way to fix them would be to:

  1. Slow the hacking reverse. This seems like the most reasonable route.
  2. Just get rid of reverse hacking entirely.
  3. Speed up how long hacking takes.
  4. Be able to move away while hacking, but be highlighted to the enemy team. This one is my personal favorite.[/QUOTE]

I don’t agree that hacking overall is too difficult. Reactor is a different story though. I think the biggest problem is that people don’t take advantage of the fact that hacking is wireless. Don’t stand at the box, let someone else stand there with a big gun. Hide in the corner even if it gives you fewer bars. If you feel safe enough to stand close with full bars, then sure do so, but don’t stare at the console like an idiot, look around and be ready to pull out your gun.

  1. I can agree with though. It should take as long or longer to reverse progress as it does to hack.
  2. Seems a bit drastic, I think that would make hacking too easy. You could run off and hide outside the hack room and this would be way in favor of the attackers.
  3. Not sure about this one. I don’t think it’s needed but I wouldn’t be bothered by it if it wasn’t a significant increase.
  4. You can already move away, and you’re not highlighted… do people not know this? I guess that would explain my frustrations with the majority of operatives :tongue:

(Insomnia80) #27

Same when you play Singleplayer, you rush through the save the arc-campaign till the Missle-Hack-Mission. There you loose… and loose… and loose… sure, Bots are crap, too, but please, a bit of balancing…


(biscuithammer) #28

You can, but you can’t move very far. Nor will you get very far because you walk at a crawl and will just get shot.


(BeyondSpectrality) #29
  1. People don’t understand you can move away from the hack module and still gain meter.

  2. People don’t give enough love to Operatives (my favorite class).

  3. I agree the anti hack needs to take engineers a LITTLE longer to execute.

But I don’t mind hacking objectives as long as my team kills medics and engineers. I can evade being killed well enough.


(Trypsinogen) #30

What other primary objectives hacks are there besides Shipyard?

I know that Shipyard one is ridiculous as all hell. Resistance spawn right on top of it while security has to run 5 miles to reach it(just like every other damn map), Resistance gets fast reinforcement times, and a bazillion places to snipe from, all the while being able to reverse hack ridiculously fast.


(Sind) #31

One Word: Disguise bro…


(Gearbox) #32

[QUOTE=Jamieson;304582]One of the main problems with hack objectives is that the other team is not required to have Operatives as well. On the Missle Launch map (shipyard?) the resistance can have all 8 of their guys go either soldier/medic/engineer and they are always buffed up. The security on the otherhad need at least 2 Operatives if they are to even be successful at hacking and therefore wont have as many classes to buff or medics to revive.

The engineers reverse hack tool is very fast. You can die at the objective respawn, and see the hacks progress go from 60% to 0 before you even get half way there. Considering how slow it takes to travel to objectives it might be worth considering making the engineers freeze considerably slower, the attackers should have a decent chance to stop them. At the moment you can be fighting near a hack and have an engineer slide in and start reversing, by the time you switch targets the hacks progress has already gone down quite abit.[/QUOTE]

I agree with this well reasoned post.

Another problem is that no other objective requires one or more team members drop their guns AND can have the progress removed.

HE charge) Plant for 5 seconds (or less) without gun, then shoot anyone who comes close.

Engy Repair) Put away gun. Progress cannot be removed. Note Engy Turrets and mines are still active while they hack.

Escort) Entire Team can use firearms.

Intel capture) Entire Team can use firearms.

Hack) Team members must put away firearms, cannot hack while disguised, and their progress can be removed at least twice as quickly as they make it.


A simple fix (in my opinion) should be that once a Hackbox is planted, defending Operatives should have the option to counter-hack it at the same rate. This forces both teams to protect their operatives until the hack is completely successful or completely nullified.


(biscuithammer) #33

So has there been any word on an incoming fix for this?


(wolfnemesis75) #34

It is challenging. I like challenges. :slight_smile:


(biscuithammer) #35

I’m all for challenges, but the challenge from a competitive game should be from the other team, not the unbalanced nature of the objective.


(Kurushi) #36

They spoil it because half the people on pubs like to snipe (resort finale) or go right towards the defenders quick exit (reactor).

I’m not sure it’s the objectives, just the players not bothering


(R_Shackelford) #37

It looks like the v1.02 patch (PS3) dramatically slowed the Engineer’s de-hack. It almost feels too slow now!


(BomBaKlaK) #38

even with balance team hacking is really to difficult even with 3 or 4 operative so …
there is a real problem !! please SD fix it !


(Spliff Bwoy UKGarage) #39

I don’t mind it except at reactor for the most part but instead of making engineers hack slower since they already did that that maybe once the op gets it to at least 50% then an engineer cant reduce it past 50% if that makes sense or in like 20% increments.


(Capricious) #40

One option would be to allow engies to take the box off but not reduce the progress. To reduce progress, operatives would have to anti-hack.