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Hacker is the Uber class once again
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The Matrix Online » Top » Development Discussion » Feedback Forums » Player Versus Player Feedback Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3 , 4 , 5 , 6 , 7  Next
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Transcendent

Joined: Aug 22, 2005
Messages: 260
Location: Depths of Hell
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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.




Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
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if you get a hacker to the point that he can't use hacks anymore, Hacks are definetaly the worst build IS wise, after a certain amount of attacks in IL then he'll run out. an MA should be able to outroll him but if he has Upgrade attacks on then its gonna be bad for those 20 seconds, but remember that upgrade attacks and any major debuff costs much more than a debuff of an MA attack and MA attacks also include alot of damage.



Jacked Out

Joined: Aug 25, 2005
Messages: 260
Location: Columbus, Ohio
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also dont forget, Antibiotics are your best friend in this situation....


Transcendent

Joined: Aug 22, 2005
Messages: 260
Location: Depths of Hell
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I know very well that anti-biotics are my best friend, but when the anti-biotic doesn't kick in immediatly, your pretty much screwed.  But the crap with the stacking needs to be addressed, cause I shouldn't have to use 2 or more anti-biotics to remove those attacks and watch me die within a couple of minutes.



Jacked Out

Joined: Jun 20, 2006
Messages: 792
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this is what i know about hackers:  when i'm thinking about the quickest/easiest way to get a CQ, i almost always look for the flagged hacker.

now that i'm an MKT it's a bit of a different story, but still generally true...

Message edited by redalibi on 12/10/2006 18:30:46.


Jacked Out

Joined: Aug 22, 2005
Messages: 322
Location: Alone in the middle of nowhere
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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

 


Message edited by Jilted1 on 12/10/2006 18:40:10.


Transcendent

Joined: Aug 22, 2005
Messages: 260
Location: Depths of Hell
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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. 


Message edited by Lucious on 12/10/2006 19:02:25.



Ascendent Logic

Joined: Sep 10, 2005
Messages: 682
Location: HvCFT Valkyrie II
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Overall game population Zion is going to be 50%. Used to be even between the Mechs and Mervs, but because of the recent migration, Mervs are scarce. Although that has nothing to do with Hackers, I find Zionites using the tree the most. Merv being MKT. MKT is supposed to be weak against hacker, but really, if you have hyper deflect on and thje Area K Trench, you don't get hit all that often. Keep some anti's on hand and you should be just fine. Not to mention the plethora of powerless moves in the game. I personally think that alone, Hackers are at a major disadvantage. Good additions for a perfect zerg, but not really that much of a concern alone.


Jacked Out

Joined: Feb 13, 2006
Messages: 962
Location: NY
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you guys need to review your history. before, code infect and related abs did not stack. now they do. the devs made it that way on purpose. jesus. go nerf something else for once.


Transcendent

Joined: Aug 22, 2005
Messages: 260
Location: Depths of Hell
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last couple of days of pvp have been different, cause I saw more hackers for the mervs and mechs than zion.  But even with a area k trench on and hyper-deflect running, still getting nailed by the hackers.  I've almost just given up on pvp when I see a hacker around and I know what load their using.  Not to mention for some reason you mechs and mervs pinpoint me as soon as I flag up, almost like I have a beakon on to atract all your attention, there could be 10 other zionist running around flagged, but the second I flag up, you guys go directly for me.  Didn't know I had that kind of reputation to deserve that kind of attention.  But oh well, its all fun and games, and I don't gripe very often.  But when I see something that I think should be addressed, I'll state it.  Just like here with the ravager/arbelest loadout.  I could go back to using hacker, but don't really feel like putting in the time to farm for the frags to code it all back up, and waste archive space with a loadout I will rarely use, since I have so much fun with spy, guns, and martial arts.  anyway, its getting late, and I start my new job in the morning. 



Mainframe Invader

Joined: Aug 15, 2005
Messages: 3716
Location: 127.0.0.1
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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.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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Actually the Hacker timers are fine.  You can't use the same one round after round, you have to rotate hacks.  And the reason it looks like you get hit more than once is because hacker attacks have the same problem as MKT knives; the animations don't last long enough to make it look like a normal round.  And of course, a Hacker has no base attack besides his hacks, so once he's blown his IS it's all over.  If you survive the first onslaught there's every chance you'll take him down. 

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.



Jacked Out

Joined: Jun 11, 2006
Messages: 445
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*Waits for J1GOKU*

What was we talkin' about a while back? Your turn now... SMILEY


Jacked Out

Joined: Aug 30, 2005
Messages: 95
Location: Virginia
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krytical wrote:
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.


Perceptive Mind

Joined: Jun 19, 2006
Messages: 1401
Location: Ft. Benning, Ga
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I Belive you all are missing the point. LB is making a valid point on the stacking issue's... And cryshal nothing is always on purpose.... for all we know the dev's made a slip up in the code scripting sequence. that it may show up as..

(( 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...

 
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