[Suggestion] Spitfire hacking, minimum existence duration

Discussion in 'Infiltrator' started by KuroNoKitsune, Feb 27, 2016.

  1. KuroNoKitsune

    I've managed to hack a few spitfires lately, but one major problem I have with this, especially if you killed the owner to get to it, is that most of the time, it's absolutely pointless, as it just disappears if the original owner changes class/puts a new one down.

    As such I think they should add a minimum duration to it, say 10 minutes for example, before it disappears unless destroyed, this would add more reason to actually hack it instead if just destroying it outright, especially if you shot the owner in the face on your way in.
  2. Carl1879

    Occasionally useful if enemies are expecting to see a friendly spitfire there, but the risk of hacking something so useless only to have it disappear a few seconds later is a real kick in the teeth.
  3. KuroNoKitsune

    misread, derp
  4. Carl1879

    You do realise I was agreeing with you by showing that others feel the same about hacking the beepy buggers.
  5. Who Garou

    Of course, they go away if the person that deployed them changes class or deploys another one!
    That's how they function!

    (And I certainly hope if the DEVs make the totally wrong decision and allow Infiltrators to hack vehicles that the hack vehicle goes away with the owner pulls a new vehicle. I can only hope that the DEVs are smart enough not to grant Infiltrators the ability to gain in essence nanites by taking something that someone else spent nanites to generate!)
  6. KuroNoKitsune

    I meant that I misread your post, I know you're agreeing with me, but I posted something and realised afterwards that I misread what you put and edited my post

    So what, are you saying inifltrators should be absolutely useless then, we already have lower health and no anti-vehicle options, and no decent mid range weapons in a fight either, we're already limited to either long range or mid range if we stay undiscovered, close range pretty much only if you have an smg, it's also one of the lowest played classes, HA being the highest obviously, thanks to the over shield crutch.

    Vehicle hacking would require not being shot or discovered whilst hacking, something you cant do cloaked anyway, and it's likely the owner will get a notification if his vehicle is being hacked, I reckon if we manage to pull that we should get a little reward of not having the vehicle disappear 5 seconds afterward because the owner pulled a flash, and if the vehicle goes away when the original owner pulls a new one what happens to the infil inside it, should they die as well?
  7. Rikkit

    You forgot the part about, and then leaving it unprotected for at least ~10 seconds in a place, where a cloaker have easy access to.
    You know, it will be practical impossible to hack a manned vehicle. (Dev's are not shure if they allow the hack of manned vehicles in the first place, but if they do, they said there will be a cert option to counter this, and most likely you will be warned about it (like a lockon warning at least))
    The best shot you may get to hack a vehicle is A you manage to kill the Vehicle Crew while they're repairing it. (May leave you with an already damaged vehicle)
    Or you found a left alone Tank, that someone has left alone to capture a base. Which may be crowded by his own infantery spawning at a nearby sunderer.
    And yes, in my opinion if a cloaker mages to pull this hack off, he 100% deserve this Vehicle.
    I think it will be verry rare to see a hacked vehicle.
  8. Carl1879

    Ah I misread the misread lol.
  9. cobaltlightning

    How would it work with a deployed Sunderer, or an MBT?
    Would the deployed Sunderer be mechanically impossible to hack? Would the MBT Change faction colors?

    You know how easy it is to stalker cloak underneath a deployed sundy and remain unnoticed even as you decloak? This would need to be considered if a deployed sundy can be hacked.

    MBTs I would be okay with, but there'd need to be some indication to give away they've been hacked. Faction specific coloring would do this pretty well, so that your friendlies won't instantly fire on you. because they don't pay attention to icons. Would be nice to have TR Taste their own super top-gun and how effective it really is.
  10. Rikkit

    Watch this prove of concept (not how it may work in the end, just that hacking is possible within the engine):


    oh and don't know where, but i rember the devs saying, that deployed sundys won't be hackable, maybe the infantery terminals on it, but that's it.

    Oh and this is all wip, i don't belive to see any of this on PTS before June. It's delayed until the Constriction-System is ready to go live. It's not save that we will see hacking ever implemented.
  11. Foxirus

    Its a spitfire... Its basically useless outside of being a glorified infantry spotter. Does it really make a difference if it disappears when the original owner places a new one or changes classes?
  12. KuroNoKitsune

    Considering the trouble it can be to hack one (and the fact it's a useful distraction for enemies so i can shoot them while they shoot the turret), yes. I think they phaseshift is basically useless for long distance sniping, I'd still prefer it could actually shoot though.
  13. Akashar

    Well I'd go further and say that the turret should stay until destroyed, and nothing else. To prevent abuse, though, if an infiltrator hacks a second turret, the first one should disappear. Or else you'll see renegade engineers giving loads of turrets to ennemy infiltrators, which, while funny, would be a bit game breaking.
  14. Who Garou

    Are you saying that Infiltrators are absolutely useless now?

    I disagree with that completely. Infiltrators are a very powerful Anti-Personnel class.

    Yes, Infiltrators are NOT Anti-vehicular. Other classes specialize in being Anti-vehicular. Infiltrators are specialists in being Anti-Infantry.

    I agree that they have the ability to hack things that DO NOT cost nanites. I never said that this ability to hack things that DO NOT cost nanites should be taken away.

    Sunders are destroyable, but they are mostly not easily destroyable when CERT-ed - even when unattended.

    You are taking about allowing an Infiltrator to walk up to a sundy and not destroy it, but take control of it for their own uses.

    I find that incredibly powerful and balance breaking.

    As I have stated, allowing Infiltrators to seize control of an enemy vehicle is equal to allowing Infiltrators to generate/farm nanites. NO other class can farm/gain nanites from the othersides. Nanties are something that you generate on your own for your own use. Allowing Infiltrators to generate/farm nanites by seizing enemy vehicles is balance breaking and makes Infiltrators far to powerful.

    I am against the Infiltrators hacking vehicles in the first place. If the DEVs decide that they want to drastically destroy the current game balance and dynamics by adding this to the game, and have the sense to at least allow players to pull other vehicle to remove their hacked vehicles from the playing field, I would see it doing the same "damage" to an infiltrator as it would to an infiltrator that hacked a spitfire - the vehicle would simply go away and they would be standing there where the vehicle was! But again, I am against the addition of this mechanic and I am strong against it being added to the game.

    If this is added to the game it is another nail in the coffin of my All Access subscription.
  15. Who Garou

    I didn't forget about it.

    Regardless of the vehicle having to be unmanned or not, I'm against the mechanic of Infiltrators taking over something that SOMEONE ELSE spent nanites for.

    It is far too powerful to allow an Infiltrator to be allowed to hack a Sundy. This makes an infiltrator more powerful than the classes that have gear to destroy Sundies.

    Infiltrators is an anti-personnel. It is not an anti-vehicular class. It should hot be allowed to hack enemy vehicles.

    This mechanic gives the ability for infiltrators to steal nanites from the other sides to use for their own use. This is balance and dynamic breaking. It should not be added to the game.

    I don't care how much fun it will be for those that enjoy playing infiltrators. I can only see how annoying it will be TO EVERYONE ELSE.

    Why grant this to the minority of players and aggravate the majority of players?
    That doesn't make any monetary sense (or should I spell that cents)?

    Seriously? If this goes into effect, there will be hacked vehicles all over the place, there will be infiltrator groups fighting to hack vehicles.
    I can see Infiltrator drop teams now for vehicle hacking.
    I would play more Infiltrators to hack vehicles. Its too stupidly powerful to be able to steal Nanites from the other side!
  16. KuroNoKitsune

    First off, it's highly unlikely they'll even allow deployed sundies to be hacked, second, I wouldn't be surprised if you had to max out hacking to hack vehicles, and third, there wont be large groups of infiltrators just for hacking vehicles, for starters how many vehicles are left around unmanned? 1-3 a battle tops? And fourth you realise nanites dont cost money right, and that you typically get what you spent on the vehicle back after 5 minutes at most.

    The only vehicles that are usually left unattended long enough for an infiltrator to hack would be flashes (oh no, the OPness) and deployed sundies which we obviously wont be able to hack. If you leave a vehicle alone long enough for an infiltrator to hack, the only difference will be that it gets hacked instead of blown up. Not to mention nothing to stop you from hiding a anti tank mine on top or underneath to instantly kill the infil when he takes it.

    Seriously, how often do you leave an MBT alone away from all your allies for an extended period of time but not long enough for it to disappear?

    How is it that powerful? When the person who may perpetrate that hacking, could very easily just pull their own tank, you know infiltrators can pull tanks too right?
  17. PanzerGoddess

    hacking anything is far from useless, it gives you back support half the time and it is a free enemy spotter. Just like leaving an atv in a random spot for enemy infantry to shoot, the majority of the time in close proximity. Turrents, spitfires etc...even placing your utility is useful such as. Placing one in a corridor on the opposite end of you can tell you if an enemy is heading your direction etc.....Yeah I do agree on some things, but usefulness are the things most do not realize they can do.
  18. Who Garou

    Now there are limitations to what kind of vehicles can be hacked?
    No one discussed that.
    What makes a difference what kinds of vehicles are hacked or why should there be a limitation of what kind of vehicle is hacked?
    This is a can of worms that should not be opened to begin with.

    Are you saying that maxing out the Infiltrator tool is a deterrent on the use of this power?
    It might be a CERT sink but it certainly isn't that big of a deal.
    The Infiltrator tool on more than one of my characters is maxed out currently - so what will it be to max it out again for this?
    1000 CERTs to steal enemy vehicles?
    That's nothing.

    Where is a list of how this game mechanic works?
    Where is a link to any verification to a discussion of this by DEVs?
    (Why don't the DEVs use the official forums for their own game? Why force consumers to use 3rd party websites to interact with them when these forums are here? Are these forums just a smoke screen?)

    First it is hacking vehicles.
    Then it's ... well .. you can't hack vehicles that are occupied (you can hack turrets that are occupied. if you can hack vehicles then why wouldn't someone assume you couldn't hack them when they are occupied)
    Now it's ... of course not ... the DEVs wouldn't allow people to hack sundies (last I knew, Sundies were vehicles. If you can hack vehicles, then you can hack a Sunday that is a vehicle).

    I have the feeling that all this is made up.
    If any actual DEV is watching this thread, I've made my points clear.
    I'll try to make them as clear as possible as my time allows.

    Allowing Infiltrators to hack vehicles is NOT a good idea and I have expressed my reasons why in multiple ways ... and I think across several threads.
  19. KuroNoKitsune

    It's like trying to argue with a creationist that says science must be wrong because we dont have every single answer.

    We. Dont. Know. Yet. But if you have even a lick of common sense you'd be able to guess that a deployed sundy wont be hackable, the AV phalanx turrets can be hacked, does that mean we can hack all of the engineer turrets? No, thats a limitation, something everything has balance reasons that anyone with common sense can see. It wont be in the game a long while if at all, thats time they'll spend balancing it and working on it, maybe even add a nanite cost to it which would deflate your whole "nanite stealing" argument

    The only information we have at the moment is the vehicle hacking PSA, which you can find here https://www.reddit.com/r/Planetside/comments/43qehr/i_think_he_left_his_keys_in_it/

    BBurness has been answering questions, so why dont you go THERE and ask him and argue with him. Or maybe, just maybe, wait till it's implemented and see if it really is as gamebreaking as you think.

    (And no, I dont know why you'd have to ask him on a 3rd party site, the reason I dont know is because, and this might surprise you, I'm not dev)

    Edit: and for the sake of arguing, heavies are an anti-vehicle class right? I reckon the overshield should only negate vehicle damage, after all it's not an anti-infantry class.

    Edit 2: heres a thread where a lot of people with common sense will point out that sundy hacking wont happen, as well as plenty of people to argue with https://forums.daybreakgames.com/ps...acking-potentially-a-go-in-the-future.238043/
  20. KuroNoKitsune