Hack Missions (Almost Impossible)

Post » Thu Dec 03, 2009 4:30 am

You guys would be suprised at how well it works when a light bodied op is sprinting in circles while hacking. I saw it done. Dude finished a hack with two guys trying to shoot him, all he did was sprint around pillars while hacking. I started doing it. So many clutch victories with D bringing the heat. Try it, its good for a laugh, great for an epic win.
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Jon O
 
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Post » Thu Dec 03, 2009 7:31 am

The Hacking is harder, I think, because you can move away from the objective whilst hacking so you aren't always in the line of fire like with Engineer objectives - But still, It should be harder to remove than HE charges, since with those you only wait 40 seconds and don't need to put your gun away at all.
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kiss my weasel
 
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Post » Thu Dec 03, 2009 10:54 am

It is difficult, but it is definitely doable. I actually found the Shipyard one to be okay. There is a lot of objects to hide behind and you can set up a decent perimeter. The security tower one is definitely possible to over come. You just have to break the initial defense and once inside the glass room it is easy to create a layered perimeter.
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Assumptah George
 
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Post » Thu Dec 03, 2009 12:01 pm

I 2 feel like this needs to be fixed because when im at 80% with 2 people hacking and then all of a sudden its just me hacking then it stops then i die i really feel like raging at that moment. and to the guy who says it needs to be online it is i play with random people online there was a guy with the name kkid named cudi I'm sure thats not a made up developer name for a character.
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Veronica Flores
 
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Post » Thu Dec 03, 2009 4:38 pm

I gota agree with op, mostly. The de-hack should be at least as slow as the initial hack. also imo operatives should be the ones to remove hacks, engis already do enough


DEFINITELY! Either that or Operatives remove soldier HE charges instead of Engies, there are way too many jobs for ENs
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Kelsey Anna Farley
 
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Post » Thu Dec 03, 2009 5:27 am

I agree that it should probably be another operative that has to remove the hack. That would make a lot of sense.
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Pat RiMsey
 
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Post » Thu Dec 03, 2009 5:33 pm

The more I play, the less I dislike it. It's slow, but I get the benfit of being able to hide, plus I can hack with multiple players and they can all move around or hide in various places as well. We can watch for enemies and are in general much more useful than an Engineer in the middle of repairs.
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Vicky Keeler
 
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Post » Thu Dec 03, 2009 4:59 pm

I've played mostly as op and i haven't had any more trouble hacking as the other classes have had completing their objectives. You run around like a chicken with your head cut off when it gets hot until your back-up dies, then you rush the mound and cortex bomb when the engie shows up to try to defuse. Honestly i've had more trouble with the crane part of the shipyard rather than the hack part. On shipyard there are so many places you can hide as an op while you hack, and any time an engie shows up you have a clear shot with the sticky bomb from any of those hiding places. The hack time is perfect imo, it adds a level of intensity and strategy for the team trying to hack. You always have the option of putting down your PDA and gunning down the bastards.

Really it all comes down to "quit crying and l2play" rather than try to get the devs to lower the bar to your skill level, why not raise your own bar.
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Anna Krzyzanowska
 
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Post » Thu Dec 03, 2009 9:29 am

I have noticed that on some of the hack missions it is next to impossible to complete unless the defensive team is awful, I say this because the hack speed is SUPER SLOW and the engineers defuse or unhack is SUPER FAST.

So what I'm suggesting is that either the time to hack should be reduced just a little, or the speed of which the engineers unhack or defuse should be slowed down BIG TIME..

Anyone agree?


I agree 110%. They need the make the hacking speed at least a little bit faster, this would be amazing.
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zoe
 
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Post » Thu Dec 03, 2009 9:07 am

To my experience the problem is not about hacking speed or defusing speed, its the lack of aggressivness of the offensive team, which shows up on the map Shipyard, the players in the offense tend to stop in the body of the ship and try to "cover" the hacking ops from there, which is actually a complete fail, the Spec Ops is they guy closest to the enemy and responsible for the success of the mission, but he can't defend himself while hacking. As attacker and none Spec Ops your mission is to defend that guy, that means you stand between him and the defenders, to block, to make yourself prior target to buy him time, and not hiding with a sniperrifle and using the spec ops as a lure.
If the offenders would be more aggressive and block the defenders when they leave the spawn, the Spec Ops can hack close to the objective with a higher speed and doesn't need to hide. Further on the engineer has a harder time to reach the hackbox even with adrenaline and speedbuff if he is already engaged when leaving the spawn.
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Carlitos Avila
 
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Post » Thu Dec 03, 2009 4:56 am

I agree that it should probably be another operative that has to remove the hack. That would make a lot of sense.


The job of the operative is not the nurse the mission objective but to gather intelligence about the enemies and disrupt them by bringing in chaos, he should be within the enemy lines which makes him completly off the objective when it comes to a "remove the hackbox" mission. So the engi is fine as "hackbox cleaner"; the operative just has no time for that if he is doing his job well.
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emma sweeney
 
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Post » Thu Dec 03, 2009 11:00 am

Agreed 100%, the time needed to hack / remove hack box should be the same.
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kevin ball
 
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Post » Thu Dec 03, 2009 4:24 pm

The whole point of it taking longer/being harder to complete the objective on the attack is that you need to work with your team to clear the area and then hold it.

3 of the four hack objectives are in highly defensible rooms and the 4th (Reactor) has two different boxes you can work off of which makes it a little harder to stare down the attackers (although not much because of the balcony between them), in all cases allowing for heavy defenses to be set up once you do get there.

One Op can do the job fairly quickly if he's allowed to stand there and do it (moving away from the box decreases hack speed), but you usually end up with four Ops, which doesn't make for the best defensive set up.
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WYatt REed
 
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Post » Thu Dec 03, 2009 6:30 pm

I agree 110%. They need the make the hacking speed at least a little bit faster, this would be amazing.


Hacking speed is fine as is, the problem is the hackboxes can be removed... and much faster than hacked. Competitions don't allow the removal of hackboxes, and a third of the time they still can't finish the hack.
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Allison C
 
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Post » Thu Dec 03, 2009 6:23 am

Heres some advice.

Stop svcking. Every single mission is easy whether your offense or defense, all bots or 8/8 (bot/human breakdown). If your failing, stop playing like this is call of duty and use your brain. You have to have some strategy for some objectives, whether or not you have a bunch of mindless medic bots who only revive you half the time or not.
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ZANEY82
 
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Post » Thu Dec 03, 2009 10:46 am

I'm good at the hack missions, but then usually some enemy puts up a turret next to the objective that I hack to protect me
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Nathan Risch
 
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Post » Thu Dec 03, 2009 4:03 am

IMO if there is a hack mission you want some people to switch to operative because the more people that hack the objective the faster it goes. If you're the only one hacking it's going to take a really long time. I have had teams that have backed me up and I was the only one hacking and got the objective. I like the fact it's not easy and that you have to work really hard to win. I also think they have giving us enough time to complete missions.
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Tasha Clifford
 
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Post » Thu Dec 03, 2009 4:57 pm

why cant the operatives just put the thing they hold in their hand, in their friggin pockets or something. they just sit there and stare at it like an idiot
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Maeva
 
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Post » Thu Dec 03, 2009 5:13 am

Operatives are the class that should see the greatest improvement when they fix the AI, because currently bot Ops are as [censored] thick as a 'whale omelette'. :sadvaultboy:
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MARLON JOHNSON
 
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Post » Thu Dec 03, 2009 4:15 pm

To my experience the problem is not about hacking speed or defusing speed, its the lack of aggressivness of the offensive team, which shows up on the map Shipyard, the players in the offense tend to stop in the body of the ship and try to "cover" the hacking ops from there, which is actually a complete fail, the Spec Ops is they guy closest to the enemy and responsible for the success of the mission, but he can't defend himself while hacking. As attacker and none Spec Ops your mission is to defend that guy, that means you stand between him and the defenders, to block, to make yourself prior target to buy him time, and not hiding with a sniperrifle and using the spec ops as a lure.
If the offenders would be more aggressive and block the defenders when they leave the spawn, the Spec Ops can hack close to the objective with a higher speed and doesn't need to hide. Further on the engineer has a harder time to reach the hackbox even with adrenaline and speedbuff if he is already engaged when leaving the spawn.


The problem is it takes a lot of effort to hack. You have to get multiple operatives down there to hack at a reasonable speed and then defend. Your spawn is much further away and you will have minimum one player hacking so you are defending him at a disadvantage. Slip up once in that offensive play and even a complete idiot engineer can remove your hackbox with no organized support in a few seconds. Regardless of it was a 90% or 5%. The issue is that it takes an absolute mammoth effort to hack and removing the hack is crazy easy. Thus if the skill levels of the teams are even in the same ballpark, the defense should win by default if their engineers aren't sleeping.

Compare shipyard to terminal. Terminal is biased towards defense, but people consider the offense winning in the realm of possibility because you can't reset the progress on the safe. Thus it make take 2-3 good pushes, but you get it done. Replace the engy objective with a hackbox and that mission will become impossible for the offense too.

This game is extremely biased towards the defending team, to the point where it isn't fun for the offense.
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josie treuberg
 
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Post » Thu Dec 03, 2009 5:45 am

IMO the Operative should have the ability to lower the hack percentage and then an engineer takes off the hack box.

And the lowering speed should be as fast as the hacking speed.
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Richard Dixon
 
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