I have noticed alot of players going back to being hacker, and alot that never used hacker before are now hackers. In PvP on Syntax I notice way to many using the Arbelest tree mixed with Ravager, and seeing Code Infection 1.0, 2.0, 3.0, and 4.0 stacking as well as Infect Area 1.0 and 2.0. Also watching hackers take out MA's and Gunmen in a max of 3 rounds is just plain nuts, and seeing alot of hacker attack timers being less than 4 seconds means they can use the same hack every round, and no way in hell of getting off a attack on them, especially with upgrade attacks running. I don't mind so much the Howitzer tree, that one is fine, its the Ballista and Ravager tree I see alot of hackers using, and even with high resistance and defense to hacks, there is no way to outroll them in interlock making them the uber class once again in combat. Also noticed a couple of hackers that have been able to use several hacks in one round of combat. This is something that I think should be addressed. Back in CR1.0, you could not stack the code infections, or infect area hacks, but now they do stack and the hacker's opponent goes down fairly quick unless they have a huge supply of anti-biotics and healthpills on hand. I could see increasing the amount of damage for the code infection or infect area and take away the stacking of these, that would solve some problems, and for the interlock, put all the hacks on the same timer and increase the time to fix the multiple hacks in one round problem. I have /bug this numerous times and nothing seems to be getting done about it. And its making PvP not so fun. It's almost as bad as the spam healers, but at least with them you have a decent chance of taking them out in interlock Figure if I post this message on here, it will finally get noticed as the /bug hasn't gotten any attention and I bug this at least 3 times a month.
Hacker is the Uber class once again
102 posts · 2006-12-10 17:33:43 to 2006-12-28 00:00:23

now that i'm an MKT it's a bit of a different story, but still generally true...
Now Now, if this isn't the pot calling the kettle black?
I theorize that the increased number of hackers is in direct response to the over-powered nature of the MKT tree, and the increase is those using it. Since hackers have the best defense against thrown attacks this is totally expected. I have been using various MA loads the past few months and I don't usually have much trouble with hackers in or out of interlock; factually I've only been hacked to death twice. I'm sure that if i was using a Spy loadout I'd be feeling the same way as Lucious.
yes, it is annoying that all the code infections stack, and it can get out of hand rather fast if you aren't quick to pop those antis. What I think really needs to be addressed here is the healing over time consumables. Health Inhaler 4.0 from the bartenders are described as healing 90 damage ever 2.5 seconds, for 10 seconds. However, they only heal about 21 ever 2.5 seconds for 9 seconds, meaning they heal ~63 points. Currently they are not even worth the 10,000$i that each of them costs, and have prectically no effect if you have more than 1 DoT effect on you. I believe that if this was adjusted the stacking of code infections would be much more bareable.
Also, if the Devs feel that stacking of code infections is appropriate, they should increase the chance that an anti 5.0 will sweep them. I wil agree that having 4-6 DoT effects running at once is very frustrating; it makes getting a special attack off practically impossible. While, I know they are intended to interupt abilities they shouldn't be an end all solution to winning a battle.
EDIT for spelling
Using the MKT tree with Reason maxed out should give me a really good viral resistance and such, but it doesn't, even with Hyper-Deflect running (and having it capped at 50), I still get nailed frequently by hackers, and when the Mech or Merv zerg is around, add in the multiple hacks from howitzers, and the MA's who interlock to make you die in a matter of seconds. So something is amiss here, and the hacker class is back to being out of control once again, same as the MKT/Master Assassin load that everyone runs around with on Syntax. Syntax is not the home of the Zion Zerg. Occasionally we get lucky and outnumber the mechs and mervs for about a hour or so, then we get pummelled.


Hacker is fine. As has been said before, this game is as balanced as it has ever been and it's getting better all the time.
What was we talkin' about a while back? Your turn now...

Hacker is perfect as it is in my opinion. If anything, they should add a low level roll out move to the basic hacker tree like Spy has.
I would have to agree! I have been beatin in all situations just depends on who your fighting, but I must say one on one Hackers with the right build and great IS regan are hard to kill.
(( Just making a invaild sorta code up Rarebit. Just reading that dang "Game Coding Complete 1 & 2" with "Programming for Dummie's" on the side.... So dont go saying or any dev saying im just a wanabie programmer. *lets hope the community will at least like my thoguhts on trying to become a game designer*))
<buffergauge#_@MAX>
<CodeInfect1_0>
<CodeInfect2_0>
<USER=Antibiotic5_0>
<SYSTEMRNG=8>
<PLAYERRNG=5>
Im sure the rest will come to knowledge... But what im trying to say is....If it didnt stack at first it shouldnt stack now.... Just the thoguht of over 5 code infects on me all at once... and i pop a anti 5.0 and it doesnt help... sheesh.
Im sure hackers have there reasons to say nerf something else but its all in the code to be honest that will either prove one end right or wrong.....
NOTE: LB knows his ability's in's out's pro' con's and even whatever is after that.. i doubt he would try to start a accusation without taking real hard thoguht into whats going on and investigate the problem...

Using the MKT tree with Reason maxed out should give me a really good viral resistance and such,
thats because it only affects abilities, and the only 2 abilities that affect your Viral resistance is Personal Firewall and the ability below Hyper Deflect

Its all part of the balancing of the game. Every class is strong against one and weak against another. Knife throwers are just supposed to be weak against hackers.
Hacker is perfect as it is in my opinion. If anything, they should add a low level roll out move to the basic hacker tree like Spy has.
Totally agree. Hacker is not as godly as it was in cr1, but my goodness it wasn't nerfed completely.
DOT's are a great weapon to use against your enemies. Without the DOT's you'll find hackers would probably be in a pretty useless state at times. There is a simple way to beat DOT's though and thats instant damage, just continue to fire of specials to out damage the DOT's.
Resistance is useless if you're looking to out roll or deflect.
Hackers are fine the way they are, they have strengths and weakness against different trees, like all other trees.
That is all.


but the reason you see balista/ ravager loads is that while stong on their own, the dots wont take an ma down nearly fast enough before he takes your shield down,which is why you load a high damage class like ballista.
Also, i have been outrolled quite frequently whilst trying to launch a code infection in interlock, and i was wearing viral accuracy clothing.
Just to point out that like other abilites in the hacker tree and other trees the code infections have a family reuse timer, its just that as stated above the animations are borked...
if you interlock them then they have to waste more IS to damage you because of the IS cost increase in IL
wrong....your IS regen gets 'nerfed' due to the effects of combat, it doesn't get nerfed again as soon as you enter IL....and effects of combat happen as soon as you use an ability on a target....
I have noticed alot of players going back to being hacker, and alot that never used hacker before are now hackers.
In PvP on Syntax I notice way to many using the Arbelest tree mixed with Ravager, and seeing Code Infection 1.0, 2.0, 3.0, and 4.0 stacking as well as Infect Area 1.0 and 2.0.
As stated this is to combat MKT's and other spy loadouts, do you expect people to stay MA or Gun's and get spammed by knifes all day? No they use the abilities avaliable to them to combat this, hopefully this will bring more MA's back to combat the new hackers....but lets wait and see.
Lucious wrote:
Also watching hackers take out MA's and Gunmen in a max of 3 rounds is just plain nuts, and seeing alot of hacker attack timers being less than 4 seconds means they can use the same hack every round, and no way in hell of getting off a attack on them, especially with upgrade attacks running.
3rounds....yes its called interlock, UI Lag, overclock, Desperation, and spam 3 high DPS hacks, if we get stunned once, or an ability fails then we get stuffed, only way around this I found is using my Artillierst/despoiler load but hey.
Lucious wrote:
I don't mind so much the Howitzer tree, that one is fine, its the Ballista and Ravager tree I see alot of hackers using, and even with high resistance and defense to hacks, there is no way to outroll them in interlock making them the uber class once again in combat.
Also noticed a couple of hackers that have been able to use several hacks in one round of combat. This is something that I think should be addressed. Back in CR1.0, you could not stack the code infections, or infect area hacks, but now they do stack and the hacker's opponent goes down fairly quick unless they have a huge supply of anti-biotics and healthpills on hand.
ok so you hate the ballista tree because its the dmg dealer tree, just the way I hate MKT when I am MA.
No way to outroll us? only tree which I have mostly been able to outroll is the MKT, with MA and guns, its still 60/40 to them
And like said, hacks now stack to make up how 'crap' hacker is now...but fairly quick? just using aoes' it still takes about 35seconds from casting the 1st hack untill the target drops, the thing that people say to me they hate the most is when they roll out of interlock with about 300health left and HJ away, they end up dying before they land from the HJ, due to the aoes.
Lucious wrote:
I could see increasing the amount of damage for the code infection or infect area and take away the stacking of these, that would solve some problems, and for the interlock, put all the hacks on the same timer and increase the time to fix the multiple hacks in one round problem. I have /bug this numerous times and nothing seems to be getting done about it.
And its making PvP not so fun. It's almost as bad as the spam healers, but at least with them you have a decent chance of taking them out in interlock Figure if I post this message on here, it will finally get noticed as the /bug hasn't gotten any attention and I bug this at least 3 times a month.
You sound like you are fed up in dying in pvp from hackers.....but im glad im seeing hate posts, and nerf hacker again as it has only took, what 9months for people to decide to fully utilize it, and how people act like babies when they die, sheesh all it is is ner, nerf, nerf nowadays, with snipers, gunmen in general, to MKT now hackers...
1 tree isn't supposed to beable to 'pwn' all the others, where would the fun be in that, that is the reason we have the ability system like we do, to allow people to adapt to what is going on around them
but what are you trying to /bug? that you cant win all the time? hacker is not the new uber tree, it is one of the easiest to defend against, with passive defense in guns and MA. if your having troubles then you must be doing something wrong, because I know quite a few people who can manage to defend well against hacker....
but hey..
Lucious wrote:I have noticed alot of players going back to being hacker, and alot that never used hacker before are now hackers.
In PvP on Syntax I notice way to many using the Arbelest tree mixed with Ravager, and seeing Code Infection 1.0, 2.0, 3.0, and 4.0 stacking as well as Infect Area 1.0 and 2.0.
As stated this is to combat MKT's and other spy loadouts, do you expect people to stay MA or Gun's and get spammed by knifes all day? No they use the abilities avaliable to them to combat this, hopefully this will bring more MA's back to combat the new hackers....but lets wait and see.
Lucious wrote:Also watching hackers take out MA's and Gunmen in a max of 3 rounds is just plain nuts, and seeing alot of hacker attack timers being less than 4 seconds means they can use the same hack every round, and no way in hell of getting off a attack on them, especially with upgrade attacks running.
3rounds....yes its called interlock, UI Lag, overclock, Desperation, and spam 3 high DPS hacks, if we get stunned once, or an ability fails then we get stuffed, only way around this I found is using my Artillierst/despoiler load but hey.
Lucious wrote:
I don't mind so much the Howitzer tree, that one is fine, its the Ballista and Ravager tree I see alot of hackers using, and even with high resistance and defense to hacks, there is no way to outroll them in interlock making them the uber class once again in combat.
Also noticed a couple of hackers that have been able to use several hacks in one round of combat. This is something that I think should be addressed. Back in CR1.0, you could not stack the code infections, or infect area hacks, but now they do stack and the hacker's opponent goes down fairly quick unless they have a huge supply of anti-biotics and healthpills on hand.
ok so you hate the ballista tree because its the dmg dealer tree, just the way I hate MKT when I am MA.
No way to outroll us? only tree which I have mostly been able to outroll is the MKT, with MA and guns, its still 60/40 to them
And like said, hacks now stack to make up how 'crap' hacker is now...but fairly quick? just using aoes' it still takes about 35seconds from casting the 1st hack untill the target drops, the thing that people say to me they hate the most is when they roll out of interlock with about 300health left and HJ away, they end up dying before they land from the HJ, due to the aoes.
Lucious wrote:I could see increasing the amount of damage for the code infection or infect area and take away the stacking of these, that would solve some problems, and for the interlock, put all the hacks on the same timer and increase the time to fix the multiple hacks in one round problem. I have /bug this numerous times and nothing seems to be getting done about it.
And its making PvP not so fun. It's almost as bad as the spam healers, but at least with them you have a decent chance of taking them out in interlock Figure if I post this message on here, it will finally get noticed as the /bug hasn't gotten any attention and I bug this at least 3 times a month.
You sound like you are fed up in dying in pvp from hackers.....but im glad im seeing hate posts, and nerf hacker again as it has only took, what 9months for people to decide to fully utilize it, and how people act like babies when they die, sheesh all it is is ner, nerf, nerf nowadays, with snipers, gunmen in general, to MKT now hackers...
1 tree isn't supposed to beable to 'pwn' all the others, where would the fun be in that, that is the reason we have the ability system like we do, to allow people to adapt to what is going on around them
but what are you trying to /bug? that you cant win all the time? hacker is not the new uber tree, it is one of the easiest to defend against, with passive defense in guns and MA. if your having troubles then you must be doing something wrong, because I know quite a few people who can manage to defend well against hacker....
but hey..
OFT.
If anything, in terms of one class being strong against another class... I'd say Martial Arts, Aikido in particular is extremely overpowered against hacker. I've seen an Aikido GM bounce a straight 9 of 10 attacks from a hacker with near max Viral Accuracy (Upgraded Attacks), to me that's insane, but I guess you could argue that Martial Arts is useless outside interlock, so the extreme Viral Defense conpensates.
Leave hackers alone. They're fine, they got a hell of a load more work to do to set up and put a target down than you dumb MA's.
So lets see what we have here...
MKT is overpowered.
Gunman is overpowered.
Hacker is overpowered.
MA is overpowered.
Sounds to me, like a balanced combat system.
the reason you get hit by hackers even tho you have high reason is because viral defense influence comes from BELIEF duh.
i cant believe how dense some ppl can be, in this game. and yet the devs fell for it and nerfed hacker anyway =(

Hacker will never been what it once was, due to people such as your self whom just cry over the fact that you do not know ways to defend themselves against hackers. I feel the same about all you "punt" happy players whom love to kick someone and sneak up on people. I want that to be nerfed next and while I am on a roll why don't the dev's nerf the Duelist and SMG Tree's.
Leaving Only MA to be used for anything good.
This game has become a big version of "Hello Kitty Play land".

For the record stacking DoTs is by design and not likely to change.
Continue discussion.

I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)...
But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
I dunno...
I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)...
But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
if ya don't wanna get killed by a hacker, just powerless him, or stun. MA's have that lvl 42 Aikido ab which I forgot
and guns can use 2 different abs which at least one has a chance of working
From my 2 months into cr2, everything has been pretty well balanced. Everyone dies.
Hacker DOTs where nerfed so bad that they where useless after people complained about the damage, so to compensate for the huge DPS nerf the devs let hackers stack their DOTs. What you have to remember is without our abillities we have no DPS capability at all, this not only made the ravager tree useful again but let us DPS every round of combat bringing us back within the realm of survivability against other classes in interlock. It's not uber...its just the flavor of the month. Like SMGs, sniper, MKT before it. I've seen good KTs beat dot/spike build hackers and Ive seen artillerist hackers beat MAs. It's still pretty rough for a single hacker to survive most up and up one on one fights, but it is possible.
I dunno...Thats because that person must have been exploiting. They all have the same reuse timer (12 seconds) which means you use one and that means you have to wait at least 6 seconds before using another, which is two rounds of IL. So to hit you with the whole family takes at least ~26 seconds, seeming each one also has a 2 sec cast timer.
I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)...
But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
And someone used Code Infection 5.0? That is some serious exploits (I acknowledge that was an honest mistake on your part, just poking some fun).

It's not fine.
Some of the timers are as borked as MKT: Slow, and Root. Wayyyy too long CR1 style, and overlapping use/effect timers. Plus, stackable DoT's.
Only difference is, more people like to exploit MKT's borked use timers than Hacker's 

Plus, stackable DoT's.
i will point you to 9mmfu's answer at the top.
9mmfu
For the record stacking DoTs is by design and not likely to change.
Sneaker wrote:Plus, stackable DoT's.
i will point you to 9mmfu's answer at the top.
9mmfu
For the record stacking DoTs is by design and not likely to change.
Ohhh, I'm sure a lot of things are considered "by design". I'll bet neurodart and sever artery are considered "by design".
Doesn't make it right. Doesn't mean it shouldn't change.


consumables > stacked dots, nuff said.
LtCmdr_Tsusai wrote:Then the stackable DOTS from Code Infection can be sploited. The other day I recieved the whole serie from 1.0 to 4.0 in a matter of seconds, all from one guy.I dunno...Thats because that person must have been exploiting. They all have the same reuse timer (12 seconds) which means you use one and that means you have to wait at least 6 seconds before using another, which is two rounds of IL. So to hit you with the whole family takes at least ~26 seconds, seeming each one also has a 2 sec cast timer.
I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)...
But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
And someone used Code Infection 5.0? That is some serious exploits (I acknowledge that was an honest mistake on your part, just poking some fun).
I can understand why it's stackable "by design". So lower level players can compete in pvp with a hacker tree. But the re-use timers should work properly. Though it's already known we can sploit the re-use timers on all abilities, not only hackers.
Time to fill in more /bugs. Yay! ...

So fix MxO, and hacker will be ok.
Basically.
Re-use timers - Doesn't do exactly what it says on the tin....
LtCmdr_Tsusai wrote:I dunno...Thats because that person must have been exploiting. They all have the same reuse timer (12 seconds) which means you use one and that means you have to wait at least 6 seconds before using another, which is two rounds of IL. So to hit you with the whole family takes at least ~26 seconds, seeming each one also has a 2 sec cast timer.
I can see stacking of individual DoT's ok... I personally never have gotten Plague Zone 1.0 and 2.0 to stack (family reuse timer)...
But getting hit with the whole family (think its code infection) just different versions (1.0-5.0) within about 4-7 seconds from the same person...there seems to be something wrong there in my opinion
And someone used Code Infection 5.0? That is some serious exploits (I acknowledge that was an honest mistake on your part, just poking some fun).
Ok I meant 4.0, but still...I've been hit with the whole family rather quick in the 4,3,2,1 order.
Actually, it's 4 seconds on the family timer.
But the point is the same. Now, if they juggle abilities properly in interlock, they do get applied pretty darn quickly.





