its depend skills.
newbies always complained about defense in Quarry or Offense on Slipgate in ETQW times.
of course, to keep teamplay impact curve reasonable, minor tweaks to maps or configs sometime was introduced, but thats all. usually.
Hacking objectives spoil this game
[QUOTE=brbrbr;330009]its depend skills.
newbies always complained about defense in Quarry or Offense on Slipgate in ETQW times.
of course, to keep teamplay impact curve reasonable, minor tweaks to maps or configs sometime was introduced, but thats all. usually.[/QUOTE]
It’s not a skill issue. Usually the game gets bogged down by the hacking objectives no matter how good or bad you were doing previously. The defending team has to have a significant disadvantage to lose a hacking objective.
+1 Just like et:qw would be ok.
Once past 50% the furthest it can be reduced to is 50% seems fair, as the hack of 50% takes a while for the operatives, but maybe add a slow automatic de-hack timer if the hack is not restarted within 30sec for example.
If i remember correctly on et:qw, the hack obj. were in 25% increments and would auto reduce to nearest 25% marker if un-hacked. It seemed to work pretty well.
It just need a more concentrated team push and area hold to complete in Brink. Its not impossible but needs a more co-ordinated team to achieve the hack.
I really really like this approach!
I’m fine with the hacking objectives as they are now though…
:infiltrator:
The hack objectives are very dynamic and as someone said, require sector control. Reactor is ridiculous though imo the spawn entrances on the right hand side of the reactor fans (resistance perspective) should have a buildable barricade that resistance engineers can build.
The largest problem to me is that you can only have one hackbox on reactor.
I saw a team unhacking to 0% but leaving the hackbox on. Then you are forced to use this box as attacker and cant even tell which side it is at the spawn. The defenders then only camp and dig in on one side which completely disrupts the 2objective approach of this map.
Good point FireWorks.
Though, often, the 3rd possible entrance is entirely overlooked. An engie repairing the door up top can shift defense and force it to commit there and split.
But in its current (PC) incarnation, hacking is really frustrating
dont know the point in resurrecting this forum but if you guys had kept your eyes open on the forums these problems have been improved through the power of NETVARS (the post is called the power of netvars)
its all been put to rest
hacking also requires intelligence. most people just stand right infront of the object.
for instance on the map where you have to hack in the terminal(?) you can stand in the little area near the object. you are much more hidden there and enemy doesnt see you sometimes 
Some of the hacking issues could be solved very simply with slight design changes. For example the little open window above the hack box in terminal should be removed. Also, is it possible for SD to change it so that we may hack on both terminals on reactor at once?
It seems that hot enough people know about the bottom path to the objective on reactor.
Hacking is the “KOTH” objective for Brink.
Perhaps it should be a little harder to undo the hack / remove the box, but a couple of operatives on the hack make it go super-quick.
The biggest fail I normally see on hack objectives are “hack tunnel vision” where the operative doesn’t pause to pull out his gun and defend himself with the team when a big rush comes in. It’s better to stop hacking, help kill everyone off, and then return to hacking than it is to possibly die and need to run from the spawn.
A little tweaking and the hacking objectives will be spot on.
As for the “it forces your team to have operatives” argument: every good team (IMO of course) is balanced with at least 1 of each class. An operative is extremely usefull in offence and defence. I’ve defended the hacking obj with caltrops and snuck in disguised so that I can assassinate the enemy operative while he’s hacking but before my team can mount a proper attack.
Here’s a solution… give covops this ability while hacking:
and include the AWESOME Schwarzeneggerian laughing.
[QUOTE=deems;334044]Here’s a solution… give covops this ability while hacking:
and include the AWESOME Schwarzeneggerian laughing.[/QUOTE]
Brink 2: The fight for Mars.
Will you play security trying to keep the domes protected or will you play resistance fighting to activate the alien artifact and free the planet?
Resistance leader: Kuato
Security leader: Cohaagen

[QUOTE=zenstar;334049]Brink 2: The fight for Mars.
Will you play security trying to keep the domes protected or will you play resistance fighting to activate the alien artifact and free the planet?
Resistance leader: Kuato
Security leader: Cohaagen
:D[/QUOTE]
Such a good movie. Watched it last Thursday in fact!
[QUOTE=Kalbuth;333970]Good point FireWorks.
Though, often, the 3rd possible entrance is entirely overlooked. An engie repairing the door up top can shift defense and force it to commit there and split.
But in its current (PC) incarnation, hacking is really frustrating[/QUOTE]
There are 4 entrances - each side, from downstairs, and the bridge. Downstairs is awesome, you can get directly to the top platform and take the high ground often.
will be fixed in the next set of patches. i suppose every one keeping this forum alive is on computer but you will find it works qquite nicely
[QUOTE=FireWorks;333960]The largest problem to me is that you can only have one hackbox on reactor.
I saw a team unhacking to 0% but leaving the hackbox on. Then you are forced to use this box as attacker and cant even tell which side it is at the spawn. The defenders then only camp and dig in on one side which completely disrupts the 2objective approach of this map.[/QUOTE]Wow, good point!
Of course, that strategy only works when all players on your team are humans cooperating and/or FF is On…
I’ve never really had that big an issue with the hacking objective. Sure, it tends to take longer than the Explode and Repair objectives. Whilst a lucky Soldier or Engineer might be able to pull their objectives off with little-to-no support the Operative needs his team. You run in to place a hackbox and you’re going to get put down fast, but if you move in with your team, engage the enemy and only place a hackbox when it’s safe then you’ll pull it off more often than not.
More specific strategies:
Shipyard -
There is a doorway near the objective that you can hide inside of and still get 3 bars, whilst being protected from the battle happening outside. Especially useful if you get an Engineer to set up their turret in the same doorway pointed straight at the hackbox, and if they hang around to help protect you too. Run over to the hackbox during lulls in the battle for full signal, but always duck back into the doorway when the bullets start flying.
Reactor -
You really need to pick a side and keep working on it. If you’re playing alongside bots find out which side they’re going for and go with them (they tend to go for the left side, relative to when you’re running towards them from the spawn). Only go in with your team - if you find yourself solo then stay outside the room and snipe enemies (especially those up on the platform) and turrets so that when your team comes in they have a better chance.
Once you’re inside and hacking you almost always need to stop hacking to defend yourself. Not sure why, but the dynamic here is really different to Shipyard where you can hide out a lot of the time.
If you’re feeling stubborn and/or you’ve got enough team members in there that you shouldn’t need to pull your gun out, then make sure you keep the pillar between you and the enemies. Might sound obvious or maybe stupid, but it works quite well. Just keep on dancing around it like it’s a mulberry bush.
