Need info: At what point does hacking/repairing/dehacking speed max out


(tangoliber) #1

Does anyone have this info anywhere? Exact info or your best guess… either will help.

Are all hacking objectives the same, or does it change based on map?

How many operatives does it take to reach the max hacking speed?

Same question goes for engineer objectives and counter-objectives…such as repair, construction, defusal, dehacking.

Thanks!


(zenstar) #2

My guess would be: 8 people to max out.
If they did things smartly then it would suffer from diminishing returns but still be a reward for everyone joining.
So person 1 adds 8 hack per second to the pool, person 2 adds 7 hps, 3 = +6hps, etc…
max would be 8 + 7 + 6 + 5 + 4 + 3 + 2 + 1 = 4*9 = 36 hack per second.
Of course I’ve never had more than 3 people hacking at the same time and the numbers here are complete “thumb suck” example numbers.
8 hackers wouldn’t be a good thing though. 2 or 3 is probably what you should aim for no matter what the max is.
Engineering I’d guess to be the same. Either that or a flat rate per engineer per second.


(wolfnemesis75) #3

[QUOTE=tangoliber;336737]Does anyone have this info anywhere? Exact info or your best guess… either will help.

Are all hacking objectives the same, or does it change based on map?

How many operatives does it take to reach the max hacking speed?

Same question goes for engineer objectives and counter-objectives…such as repair, construction, defusal, dehacking.

Thanks![/QUOTE]

These are my estimates
Hacking seems consistent to me across the board.
Each Operative you add increases speed by 10%
I am estimating that each Engineer added increases the speed 10% or around that.

Those are estimates based on what I’ve experienced.


(GreasedScotsman) #4

While probably terribly outdated, I think I recall someone in an interview mentioning that after 4 people get their tools on the objective, you won’t see any increase in the rate of progress. This does need to be tested though.


(Exedore) #5

Or, I can just tell you. :tongue:

It indeed uses diminishing returns; each additional player adds half as much effectiveness as the last.


(Exedore) #6

You recall correctly, I did say that. Have fun with the maths!


(wolfnemesis75) #7

[QUOTE=Exedore;336762]Or, I can just tell you. :tongue:

It indeed uses diminishing returns; each additional player adds half as much effectiveness as the last.[/QUOTE]

Good intel! I’ve completed objectives like hacking with 4 guys all hacking. More than that may not increase speed, but the more guys hacking, the more guys that need to be shot to stop it! Its a party!


(zenstar) #8

Thanks Exedore :slight_smile:

I find that you’re better off with 2-3 hackers and some good, dedicated defence than trying to stack the hackers though, and operatives should stop hacking and shoot to defend against a big push. It’s easy to start hacking again if you’re alive. Not so easy if you’re running from the spawn while they’re removing the hackbox.

As for maths: 50% + 25% + 12.5% + 6.75% ??? ~3% addition wouldn’t be noticable really and 4 hackers make up ~94% of the max speed ??? At these rates I’d still stick with 2-3 (75 - 87.5% of max speed). Again: pure guesswork off the top of my head in 5 minutes.


(tangoliber) #9

Thanks guys, and thanks Exedore!

(Btw, Brink and KZ2 are my favorite shooters…so I guess that makes you my favorite developer or something? Maybe Eric Boltjes too…I heard he was either at Splash Damage or Ubisoft…not sure which.)

@zenstar, I also like having two hackers, and the rest for defense. But playing on Reactor today, I was amazed at how fast we got the hacking speed to go. I’m not sure how many operatives there were (maybe 4?)…but it went so fast that the defense pretty much just had one chance to take back control.


(Exedore) #10

Eric is back at Guerrilla after just over a year at Ubi Montreal. I’m seeing him next week, so I’ll say you said hello.:penguin:


(mortis) #11

So the math is (approximately) as follows (depending on how the algorithm compounds the combined rates):

1 player: normal rate
2 players: 1.5 times base rate
3 players: 1.75 times base rate
4 players: 1.875 times base rate
5 players: 1.9375 times base rate
6 players: 1.96875 times base rate
7 players: 1.984375 times base rate
8 players (max): 1.9921875 times base rate

–Mortis


(Shadowcat) #12

Basically, what Im seeing is that after 3, you are better off having another gun in the room, rather than having another person boosting the speed.


(Kingcole225) #13

Can you even fit 8 Engineers repairing an objective?


(its al bout security) #14

omg you like the sword???

i think i have just fallen in love with you.

i saw them at ACL when i still lived in texas.

hmm thats no fun that you can only use four people i mean what if you really did have 8 ops hacking??


(mortis) #15

Maybe, but it is irrelevant. The law of diminishing returns makes anything over 3-4 pointless anyway…

–Mortis