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Old 2012-06-08, 08:16 PM   [Ignore Me] #1
Zulthus
Colonel
 
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Hacking Control Points


Probably a minor gripe here but I kind of wish the control points were only hackable with a REK-like tool, and that it took a bit longer than it did. It was fun defending the hacker against the oncoming enemies. Also a dislike is that the hacker can look around, aim, and shoot while he's hacking it... maybe they're doing something about it already?

What do ya'll think?
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Old 2012-06-08, 08:18 PM   [Ignore Me] #2
Mirror
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Re: Hacking Control Points


Originally Posted by Zulthus View Post
Probably a minor gripe here but I kind of wish the control points were only hackable with a REK-like tool, and that it took a bit longer than it did. It was fun defending the hacker against the oncoming enemies. Also a dislike is that the hacker can look around, aim, and shoot while he's hacking it... maybe they're doing something about it already?

What do ya'll think?
I think this will be shared by all the Planetside 1 players. This could be something that gets tweaked in beta?
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Old 2012-06-08, 08:20 PM   [Ignore Me] #3
RedKnights
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Re: Hacking Control Points


I've been thinking the same thing but didn't want to be flamed like the reload animation thread, cheers for bringing it up
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Old 2012-06-08, 08:25 PM   [Ignore Me] #4
SUBARU
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Re: Hacking Control Points


Why are their no doors on Auraxis????????? I know when i want to keep somebody out ,I need a door with a lock
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Old 2012-06-08, 08:26 PM   [Ignore Me] #5
Nash
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Re: Hacking Control Points


I'm quite sure it has been said that shooting will cancel/interrupt the hacking process.
I do agree with the other points you make tho.
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Old 2012-06-08, 08:28 PM   [Ignore Me] #6
QuantumMechanic
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Re: Hacking Control Points


I am guessing that control points are not hackable objects. They are just "balance of power" objects that get flipped over when enough non-MAX bodies are closeby.

I know there's a hacking skill, and I think I've heard mention that you can use it to hack equipment terminals, maybe something else too. But I don't think there's any hacking going on at these control points. Just my speculation.
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Old 2012-06-08, 08:30 PM   [Ignore Me] #7
Verruna
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Re: Hacking Control Points


I agree, does feel like the vulnerability of the hacker, and bodyguards being required is actually a good gameplay mechanic their potentially throwing away. A REK tool would being pulled out when you press E to start the progress instead of holding E down would make me happy, although its potentially just a PS1 vet nostalgia thing =X

Seems like something easy to fix in beta though.
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Old 2012-06-08, 08:36 PM   [Ignore Me] #8
RNFB
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Re: Hacking Control Points


Using a REK to hack is another one of those things like vehicle enter/exit animations: it makes sense visually (you can see if someone is actually hacking), it adds a little bit of extra polish to the game flow.
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Old 2012-06-08, 08:56 PM   [Ignore Me] #9
GarryPotter
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Re: Hacking Control Points


Absolutely agree with this, and I wouldn't really consider it a minor gripe. Hacking should involve both a visible sign that you are hacking, such as a REK-like tool being in use, and it should make you quite vulnerable to attack much like in Planetside 1 so that you need someone to watch your 6. I can see this being something easily added during the beta.

I'm hoping that there may already be other base types planned that will involve this more traditional style of hacking, whereas the one we're seeing right now is designed to be a different type of capture more akin to BF/CoD control points.

Last edited by GarryPotter; 2012-06-08 at 08:59 PM.
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Old 2012-06-08, 09:00 PM   [Ignore Me] #10
xcel
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Re: Hacking Control Points


I completely agree with this. Bring REK or some hacking like tool back.
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Old 2012-06-08, 09:04 PM   [Ignore Me] #11
QuantumMechanic
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Re: Hacking Control Points


Originally Posted by GarryPotter View Post
I'm hoping that there may already be other base types planned that will involve this more traditional style of hacking, whereas the one we're seeing right now is designed to be a different type of capture more akin to BF/CoD control points.
I hope this is the case. Either PuurfectStorm or ArcLegger had mentioned on the E3 livestream that they have other types of capture mechanics as well.
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Old 2012-06-08, 09:07 PM   [Ignore Me] #12
Tcakes
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Re: Hacking Control Points


agreed with all, especially the doors. granted I'm fully aware the e3 demo was set up specifically for that show just to have something to play so I'm not bitching too much. it is kind of scary though the whole "just walk right on in to the control point" mechanic
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Old 2012-06-08, 09:10 PM   [Ignore Me] #13
DirtyBird
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Re: Hacking Control Points


Keen to see how this all plays out in beta before pushing for a change.
With more than one terminal to hack at a base the current set up might just be the best.

I like the idea of a REK tool but I guess then it would aslo require some cert points. Might not be all that popular early on. Which could be a good or bad thing.

Perhaps you could consider it balanced out in that you can hack it back just as fast as per the current information we have.
I think it will work out ok.
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Old 2012-06-08, 09:11 PM   [Ignore Me] #14
GTGD
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Re: Hacking Control Points


Yeah, that would definitely be good. It's a cool feeling staring at the CC and hoping the gunshots you hear behind you don't end up in your head. Plus when you're being all sneaky-sneaky, you hear the hacking sound and know you're free to walk right up and kill them. And finally it legitimizes the role of an infiltrator/hacker.
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Old 2012-06-08, 09:13 PM   [Ignore Me] #15
Bags
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Re: Hacking Control Points


I also don't like that you can rotate around while hacking with your gun out.
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