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  1. #2981
    Lesser Hivemind Node LaKroy's Avatar
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    It appears the new magrider and scythe textures might be a preindication of vehicle hacking making a comeback from PS1.

    http://www.reddit.com/r/Planetside/c..._art_wise_but/

  2. #2982
    Secondary Hivemind Nexus Boris's Avatar
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    It's probably a lower poly model with better LODs for the performance patch, and that's whats making it better for them.

  3. #2983
    Lesser Hivemind Node Cephas's Avatar
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    Quote Originally Posted by LaKroy View Post
    It appears the new magrider and scythe textures might be a preindication of vehicle hacking making a comeback from PS1.

    http://www.reddit.com/r/Planetside/c..._art_wise_but/
    Don't know how I feel about that with sundies. Means you'd need to leave someone behind to cover it just in case.

  4. #2984
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Oh come on, tweet TRay angrily, you'll get truth out of it
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    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
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  5. #2985
    Secondary Hivemind Nexus jaguar skills's Avatar
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    I don't think Tea Tray knows jack shit. They just lock him in a broom cupboard and tell him what to ruin with no context, hence the mysterious tweets to elude to a grand master plan that they didn't even tell him. Whenever he asks, Higby just waves his hands and says "I dunno, hacking or whatever"
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  6. #2986
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    Apart from sundie hacking (depending on how long it takes, if it's like a minute I'm fine with it) vehicle hacking sounds awesome. Now we could steal vanguards and mossies and use them on our unsuspecting enemies!

    Also, this would make vehicle battles more interesting as well, since you'd have to watch out for unfriendly mags and friendly vanguards/prowlers.
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  7. #2987
    Secondary Hivemind Nexus mickygor's Avatar
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    Vehicle hacking could overcome a lot of complaints about balance issues, too. It would also finally force me to get used to controlling a magrider.
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  8. #2988
    Secondary Hivemind Nexus WallyTrooper's Avatar
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    If/when vehicle hacking gets implemented please can we have a dedicated spec ops team (at least some of the time) that just specialises in stealing enemy vehicles. It would be so satisfying to spawn camp the TR with their own ruddy prowlers. Now, if only they can work out a way to hack the striker...
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  9. #2989
    Lesser Hivemind Node Cephas's Avatar
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    Could it not cause issues if people have alts? I log my NC alt and pull a tank then grab it on my VS?

  10. #2990
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    Don't vehicles despawn if you log out on a character and there's no other owner for it?
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  11. #2991
    Network Hub stoopiduk's Avatar
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    Would be nice not to be entirely powerless against vehicles as an Infiltrator.
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  12. #2992
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    vehicle hacking would suck. I don't see how vehicles need more hard counters/another way to get instagibbed. tanks are pretty much stationary whenever you're doing any sort of long-range shelling, and infils sneaking up and just stealing shit because i didnt have prox radar would probably make me ragequit pretty quickly. in the big picture, spawn sundies being hacked could be frustrating as well.

    also, this would in no way alleviate balance issues.

  13. #2993
    Secondary Hivemind Nexus Boris's Avatar
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    In PS1, I think the vehicle needed to be empty for it to work.

  14. #2994
    Secondary Hivemind Nexus WallyTrooper's Avatar
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    Quote Originally Posted by qaz View Post
    vehicle hacking would suck. I don't see how vehicles need more hard counters/another way to get instagibbed. tanks are pretty much stationary whenever you're doing any sort of long-range shelling, and infils sneaking up and just stealing shit because i didnt have prox radar would probably make me ragequit pretty quickly. in the big picture, spawn sundies being hacked could be frustrating as well.

    also, this would in no way alleviate balance issues.
    Surely it depends on implementation. If vehicle hacking is easy then it could be game breaking. If it requires the infiltrator to unclock and stand still by an enemy tank for 10 seconds then that's fair time for the tanker to wake up and do something. If the tank is alone without radar then perhaps that's a fair fight. After all, as soon as the infiltrator is spotted is pretty much gameover for her. I don't see that vehicle hacking would be much worse than 2 c4 on an MBT which is pretty hard to do. And as always with PS2, the counter comes from teamwork: if you're with a bunch of other tanks then only one needs radar. If you're with infantry then one of them will see the infiltrator. Plus, let's think about the advantages from stealing enemy tanks as well as the risks of losing our own. Hacking AMS sundies could be a bit OP and spoil plenty of good fights. I'd be surprised if they made it possible to hack a deployed sundy but again it depends on the implementation.

    On the balance issues I'm thinking even if it didn't impact the stats it might reduce the raging on the forums as people gain more exposure to the real pros and cons of the other factions tanks. It should combat the 'grass is always greener on the other side' perception. Of course, if it turns out that prowlers really are as OP as some fear then it's just going to make things worse (perception wise).
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  15. #2995
    Secondary Hivemind Nexus MrEclectic's Avatar
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    My post at the relevant reddit thread:

    I find the argument false at best.

    Considering that in Planetside 2 a lot use cosmetic camos, the faction coloring is visible on the Magrider only when viewed from the side or the top. A Magrider with camo viewed from the front or rear shows no faction-specific colours (or depending on the angle, the teal line may be barely visible, but definitely not immediately noticeable, especially further away).


    So, assuming one of the intentions of this change was to allow for vehicle hacking, and players to easily distinguish that the vehicle has been hi-jacked, it fails to address that. A camo-ed Magrider appearing on your rear will be visually indistinguishable from a non-hacked one.


    If hacked vehicles are to be visually identifiable, without the need for spotting, this would work if a hacked vehicle were unable to have cosmetics, and thus camo, displayed. In which case again the change is redundant.


    The original Planetside had no vehicle cosmetics, so the faction switch was immediately apparent.

    And the RPS addendum:
    I feel that he is being evasive here. Someone with PS1 nostalgia tweeted him about vehicle hacking, and he found a great excuse "Yeah. Sure. That".

  16. #2996
    Lesser Hivemind Node Cephas's Avatar
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    Quote Originally Posted by Sir Hoc View Post
    Don't vehicles despawn if you log out on a character and there's no other owner for it?
    Maybe. But potentially if it's a squad of people you could gift it to someone, log then steal it back.

  17. #2997
    Lesser Hivemind Node NickWhite's Avatar
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    Sure, but then the need for certing into Prox Radar or perhaps a new cert branch of "Encryption algorithms" making it in some way more difficult for hacking would add more depth.

    I don't see it as a bad thing. I imagine it would be very tough to actually hack an active vehicle due to mobility and cloak cooldown and such. Plus if you were to notice the hack then you'd just turn and squish/incinerate the infil in no time, changing tanking from a 'column and shelling' procedure, to more of a realistic fire and maneuver skill suit. Think of how the issue of MBT spawn camping could be improved. Squad switches to Infil, runs out, manages to hack maybe 2 or 3 of the 10 or so Vanguards, lightings or Prowlers, diverting their attention away in turn, allowing friendly forces and AV to push out of the spawn and hit them whilst distracted.

    I for one can see the benefits in the feature. I wish that sometimes people would be more respective and little less prejudice to new ideas. Sure things they've implemented in the past haven't necessarily improved things, or have even needlessly taken away from, but in my opinion, more depth and unpredictability is what this game needs. Hopefully the idea of hacking would assist in that premise.
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  18. #2998
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    Quote Originally Posted by Cephas View Post
    Maybe. But potentially if it's a squad of people you could gift it to someone, log then steal it back.
    Yeah, that would work. But it's an awful lot of effort (considering you need to keep the vehicle safe, have it in an area where you can get to it as the other faction, etc.) just to get a possible minor benefit. In other words, I feel it will balance itself out.
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  19. #2999
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    Well, our baseline is how hacking turrets work at the moment. We have to base all assumptions on that, and there currently is no noise or any really obvious visual cue you get to see when you're being hacked. there's two general options to implement hacking of vehicles: either you can hack fully manned vehicles, or the driver seat needs to be empty for you to be able to hack.

    The former would be a complete clusterfuck, as you can very easily not notice an infiltrator sneaking up and being uncloaked next to your tank for 10 to 30 seconds. Also, mags move more than other tanks and would maybe be more protected against infils, which of course would make them OP enough to nerf em again, lol.

    The latter would be feasible, but it's still mean that sundies always would have to have a babysitter, which will never be a fun job, i think.

  20. #3000
    Secondary Hivemind Nexus mickygor's Avatar
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    Could have movement break the hack. As it stands, I already rock back and forth between firing because even if it means I have to realign my sight, it does the enemy too. If this stops hacking, it would bypass the issue of needing radar unless you're sloppy.

    Could see an introduction of ECCM too, either passive to increase the length of time it takes to hack a vehicle, or active to provide immunity a la Vanguard Shield.

    There's a tonne of things vehicle hacking could introduce. And tbh I'd rather have it introduced with some balancing passes, and bring more options into the game, than not see it at all.
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