Hacker in Interlock?
75 posts · 2006-03-18 12:44:39 to 2006-04-27 13:38:28
>revolt_
Whatever happens, hackers need to be downsized in interlock a little more, i'm afraid to fight them.
>revolt_
Back on topic, I did some testing today after update 14 with my only offensive hacker tree: Howitzer/Destroyer. Using Howitzer/Destroyer against the Stratford Campus Corporate Security mobs, I discovered some interesting things. In interlock I was only able to land one hack attack out of about 10 attempts. This seems about right, but I was not using the oft-mentioned Upgrade Attacks ab, so maybe that should be more closely examined by someone better able. Plague Zone landed with good regularity, but seems to be broken somehow, as it was re-usable after only about 10 seconds, where the effect should last 30 seconds. Outside of interlock, I now understand the complaints about Devastation Field. A long timer = big damage, so I won't say shorten the timer, but I think you should be able to target Dev Field on a spot on the ground. Even Bottleneck Field gives you barely enough time to get off a Dev Field before your target flees the scene, and if you get interupted once, its game over. Leave the timer, and have it target like Smoke Bomb - everybody wins.
I agree that the way to fix this is through clever use of re-use timers. No one wants to deny hackers their ability to fight, but the zero-sum nature of special moves must be considered. If a hacker can use a special every single turn, then they essentially are evading the most fundamental change in CR 2.0. Special move spam forces zero-sum and must be stopped.
In closing I would just like to say that I do not find a "food chain" to be an attractive or desirable feature in a game. No tree or build should simply outclass the others. Everyone should have their strengths and their weaknesses. On a real battlefield there are many sources of unfairness. One army will always be better prepared, with better equipment, superior numbers, and/or tactics. The Matrix transcends this. It is a battlefield of the mind, where the only limit to your ability is your own perspective. Therefore, there cannot be a "food chain", we each create our own reality, and should have an even chance of success with our chosen builds in our favored situations.
Message Edited by The_Wendigo on 03-24-200608:58 AM
<div></div>Exactly! However a hackers strength should lie out of Interlock, not within it. Plus a class created with the purpose of being the generic support class of an MMO shouldn't be so stand alone.
The_Wendigo wrote:
In closing I would just like to say that I do not find a "food chain" to be an attractive or desirable feature in a game. No tree or build should simply outclass the others. Everyone should have their strengths and their weaknesses. On a real battlefield there are many sources of unfairness. One army will always be better prepared, with better equipment, superior numbers, and/or tactics. The Matrix transcends this. It is a battlefield of the mind, where the only limit to your ability is your own perspective. Therefore, there cannot be a "food chain", we each create our own reality, and should have an even chance of success with our chosen builds in our favored situations.
I adovcate an increase cost for the hackers attacks as well to be placed on their abilities when they are drawn into interlock, amd of at all possible, upgrade attacks should take a penalty once a hacker is drawn into interlock. In my opinion, hackers need to concentrate, and it gets substantially harder to do so when they are in close combat dodging fists and flying feet.
as always the problem IS NOT the accuracy. What makes Hackers and Kung Fu ( yes kung fu too, at least to a lesser extent ) unbalanced is the **bleep** reuse timers. Aikido for instance prevents you from doing more than one move every two turns in interlock, with the exception of the specials that require states.
the big problem lies in:
1) specials are zero sum. Fine with that. But if some classes can perform as many specials as they want back to back and others do not, there will always be unbalance because we would return to the old combat silly interlock. This situation is making all the changes made to interlock go WASTED.
2) If you fail a special you lose IS! not only you take damage but if you were trying to react with specials you drain your innerstrenght! at the end of a special moves combo your foe remains with little IS...and you too. Too bad you just lost 2/thirds of your hps and your foe is untouched. Also hackers have trascurable is cost for their special, and KFGMs have lesser IS costs for their specials than other martials.
I think devs should look at this matter once and for all.
Oh and do not misunderstand me. I love the new combat. I just hate to see it behave as the old one.
Message Edited by Fade2blacK on 03-26-200602:20 PM
Message Edited by Fade2blacK on 03-26-200602:24 PM

>revolt_
Exactly, they still have their skill out of Interlock, albeit not as overbalanced as before, so they don't need to be so good in IL.
>revolt_ wrote:
You can still have a 25 secs stun or root IF you have the proper attributes for it (focus 30 I believe)...
>revolt_
At all.
Cryshal, what exactally are you on about?
Gunmen: Two base abilites for anytime.
SMG's: 3 anytime abilites and 1 Close combat; one of those abilites is on a seperate timer. 3 out of 4 require a state effect, they're also on similar timers.
Riflemen: 2 Anytime; one requires state effects and the other is a buffer. 1 Close combat; roots.
Sniper: 0 IL abilites
Duelist: 4 Close Combat abilites; again, 3 of 4 require state effects. 2 Anytime. There are two groups split almost equally of timers.
Of all three MA tree's; only 2 have abilites that can be used Outside IL, and each only have one a piece.
Hacker: 3 anytime; 1 buffer, 1 debuffer, 1 attack
Script kiddie: 0 in IL
Ravanger: 6 anytime abilites, all attacks with DOT
Arbaleist: 9 anytime; 5 attack (1 DOT), 2 roots, 1 stun, 1 buff, 1 debuff
Destroyer: 3 anytime; 2 DOT's , 1 attack
Artillest: 5 Anytime; 1 buff, 4 attacks
I won't even get into spy tree, proxy coder, and patcher; unless it's asked for, or maybe you can make sure to check next time before you start spouting off...
I'll agree with you the damage is high, but honestly what's the difference of lowering the damage but hiiting more often or lowering the accuracy and hitting less often with high damage?
Message Edited by AvatRAMa on 03-29-200610:03 PM
Message Edited by Renesis13B on 04-07-200604:22 PM
cryshal wrote:try reading my previous post, very slowly.. itll come to you. hacker needs no further nerfing. perhaps you just suck at pvp, which is by far more likely.
Yea, that must be it. Everyone sucks at PvP but you and it has nothing to do with your tree.
I have pure hacker attributes.
Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.
The above retort was in response to your assumption that Gunslingers or any operatives have ability A, B and C up for que whenever they'd like. That is not the case, as you can the majority of operative specials require a state effect to use, and though they aren't impossible or insurmountable to obtain; hacker's are not stiffled by such requirements in Interlock. As you can there are quite a few tree's where hackers have anywhere up to 9 abilites that can be used in Interlock, none requiring a state effect and I'm sure more then a few different timers.
If I were to use your logic then I could simply say, "Maybe because you have a hard time comprehending a logical debate and discussin then you must have failed at life.." But I'm not that type of person as you are cryshal, I don't change the subject of a debate when I've stated the facts wrong as you have so many times.
Message Edited by AvatRAMa on 04-20-2006 10:49 AM
Bayamo wrote:I have pure hacker attributes.
Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.
Message Edited by Renesis13B on 04-21-2006 11:13 PM
Bayamo wrote:
I have pure hacker attributes.
Practically the only time I win a roll against a IL build (MA, Duelist) in Interlock is if they're heavily debuffed, or if I use Upgrade Attacks. Most people that know what they're doing can kill me once they've got me IL'ed, no prob. And with the IL sploit, and contested withdraw that is hacker's bane, there really doesn't need to be any nerfing done to hacker in IL. Oh, it should also be mentioned that if a hacker wants to hit in IL, he needs to use speed, which lowers damage and leaves him vulnerable to attack (Powerless, anyone?) from the IL class.
Hmm.... let me explain
Enter interlock.
Hit upgrade attacks
Hit code infection 4
Hit overclock
Change to power tactic
Spam specials
Even if only a couple go through apart from code infection then you are doing serious damage. Assuming you got a pacify, or infect field to lower you opponents viral res before interlock things look good. As a variation hit code infection 3 first, then put 4 on about 5 rounds later, it will replace the lower version for longer lasting repeated damage.
As an MA I have lost against hackers in interlock. I've also won - but not by much. I find that I am in a poor state by the time I manage interlock, and that means I sometimes don't have time to kill them before I die. As a side note this could be cause I use aikido, which has much lower damage than kung fu which might pwn hacker....
PS. Why does plague infection area ability (one with rats on it) Suck quite so badly?
PPS> The assassin escape moves work when enraged, and I have also had a guy sideroll me when powerless.... grr... can't keep hold of them.
You can't call hacker overpowered because of Code Infection anymore, Ntrails, because Code Infection has been nerfed to all hell (if the patch went through, I haven't been on yet). Otherwise, anyone using Code Infection is using an unbalanced ability, so don't expect a fair fight, or correct results. It's a lot more tricky when fighting fairly, with Ballista the Upgrade Attacks duration isn't long enough to get damage to kill, so it's necessary to try to debuff first, and even then it's still hard to beat a IL class. When I get pulled into IL, I take damage and do little; the higher level more-damage hacker abilities are nerfed in IL, and will miss with Upgrade Attacks on if I use Power tactic. The way to survive/win is to roll out and try to get some distance and hack from there... :o
You are correct, code infection is screwed.
And once rolled, I like to root/pacify to keep them away from me 
PLus the neato viral damage resistance destruction on those pacifies roxors.


