

18 posts · 2006-02-24 14:35:59 to 2006-03-01 09:17:00


are you looking for hacker with stats maxed out specificly for being a hacker? Or someone with stats more geared towards guns/ma than hacker?
NoRepro wrote:We need some focus on the viablity of hacker soloing mission and even level mobs. Specificially if the durations for debuffs and Crowd Control abilities appear to give the character enough of a tool in order to solo.We are interested in feed back from all levels of characters. However make sure that your abilities are leveled to the maximums or close to it for this.Please post feed back in this thread.
ReguIus wrote:
I tested hacker in PvE last week, all was good except for one bug with dev field that caused the NPC's to be stunned permanently until I dev fieled them again....it was ...strange.
I /bug'd it.

If i would have more trees i would give you more :smileysad:
Nachricht bearbeitet von davemusic am 02-25-200609:23 AM
Nachricht bearbeitet von davemusic am 02-25-200608:12 PM
ok tried several loadouts as solo hacker, and tested them out on well worn in mobs to compare the old version and the new version with some what of an equal mob stand point
as dave mentioned the destroyer is very weak
dev field is very weak, and I have seen this so far in every instance of offense hacker, the ability to land a virus successfully is very pitiful, even with buffs, I was getting over 50% viral deflects from mobs 20 lvls lower
also as dave mentioned the virus loading on the destroyer tree... is quite a bit longer... which with the lowered IS regen in game, greatly hinders the purpose of the destroyer tree, to attack multiple foes at once
script kiddy tree
again this goes with the other before mentioned offensive hacker classes, the amount of times viruses get deflected is at "*CENSORED*!?!?!?" level with viral accuracy bonuses, the good olde trusty code shock ability is deflected a hell of alot
still testing artillerist, and arbalist, so far one thing that is always present, very high amount of virus deflects, even from mobs that it should land on 100% of the time
did more testing... the hacker tree is broken very badly
IS cost is ok, however the nerf on the IS regen comes into play and grealy reduces the combat effectiveness of an offensive hacker
Message Edited by betaprimus on 02-25-200609:55 PM
Renesis13B schrieb:
Isnt FM/UM suppose to be more of a support class than a fighter?
Nachricht bearbeitet von davemusic am 02-26-200602:18 PM
It should be noted in my Friday testing of CR 2.0 that I ran across a bug where your Hacker style becomes severly nerfed. This is relatively easy to do because it only requires you to load, unload, and then reload your Hacker ability. The problem stems from the Execute Program and Hacker ability both trying to provide your Hacker style.
The work around is if you ever have to unload your Hacker ability you need to unload your Execute Program ability and then reload both.
I use the Hacker ability often to auto unload a whole hacker tree at once. This is how I came across this problem.
This being said some of the testing done where players were switching between Hacker trees would probably run into this problem if they do like me and unload whole trees at a time using the Hacker ability.


I asked for the feedback so that the devs would have a sense of where the hacker trees are at. They have all the numbers available to them but the players use them the most and we value player feedback about the game.
Should all hackers be able to solo, imo, yes. But that doesn't mean the Patch should be able to walk into a room and wipe out 3 single chevs in under 3 seconds. The difficulty of soloing for all hacker trees should vary between them, some may have an easy time some may be very hard to solo, but they should still be able to solo.
With the feedback we have gotten the devs are going to revisit some aspects of the hackers and try to solve some of the problems we are seeing with the different trees
And as an added bonus simulacra are getting a little closer look.Meaning the actual pet and it's abilities are getting a look over.
The_Wendigo wrote:
A question for NoRepro: Should all trees really be able to solo multiple foes of equal level? What is the point of having different trees if everyone is essentially equally effective?
I'm not saying that some trees should just be weaker than others, I'm saying that some should be better than others in solo-situations. The strength of the Spy tree is/was the ability to get the job done against superior numbers by remaining undetected. The strength of the Hacker is ranged attacking and debuffs. If the Hacker is just as good as the Spy at dealing with superior numbers (by destroying them, not just eluding them) then why ever play a Spy?
Anyone who has ever participated in the opening of a Pandora's Box 4 can tell you how important it is to have Hackers (Upgraders, Healers, Rezzers, and Debuffers primarily) backing you up, but that is their job - backup. Any time on of these trees exposes themselves to enemy fire, they risk a swift and painful death. IMO this is how it should be. Hackers should make a huge difference when you have good ones on your side in a group combat situation, but they should not be able to stand up to the big guns (Martial Artists, Gunmen) in solo combat.
An aside: the obvious execptions to most of my statements are the Force Multiplier and the Howitzer/Destroyer. Force Multiplier was designed as a "tank" class, and should retain that capability. Howitzer/Destroyers should retain their ability to devastate crowds, but should require a decoy or interference runner of some sort - someone to soak up the bullets for a second or two while they get their work done. As a further aside, I think that area effects like Fumble Field and Bottleneck Field should hit or miss on an individual basis.
My point here is, it seems to me that if we want to make Hacker the "support class" it was supposedly supposed to be, then they should suffer in situations where they are forced to the front line of fighting e.g. solo missions. Hackers should retain their powerful long-range damage capabilities, and debuffs have a very important role to play too, but I don't see that making Hackers able to solo as well as an Operative tree is a good goal for this Combat Revision.
