I remember from my 1 - 30 experience, eventually getting to the stage where enemies would 'hack' some your skills and they would turn against you. (turret /seeker mines)
Anyway, I remember thinking "OMG, I can't wait until I can hack theirs!" .. But unfortunately that wasn't going to happen as I learned later I couldn't!
So, How about the Banchee 4th piece giving the ability to 'hack' skills?.. turn threatening skills into ones that aid you and 'attack or debuff' the person who deployed them.
This could also be a awesome bonus to turn those damn LMB turrets / seeker mines around too! 😃
.. it could also be another cool standalone skill, possibly with each 'mod' for the skill reversing different/certain types of skills?
Feed me...
feedback.
Edit; If we're all happy with the new banchee 4th piece bonus, I'd like to continue the discussion on a standalone skill that allows us to hack enemy skills! 😃
That's a pretty good idea. The more versatile or less situational a gear set, the better. The effectiveness of hacking could scale with electronics up to a cap chance per time that of course should be tested, but Id say 80% each 30 seconds. Or maybe even take into account the difference of eletronics between the agent and the rogue, so that there could be a counter-measure against being hacked, but it would hack almost for sure against npc.
Simple Banshee 4 pce idea that works well for the anti-rogue meta
Banshee 4pce-
While not Rogue - the Banshee 2 and 3 piece bonus applies to all members of your group. Damage to rogue players is increased by 10%.
While Rogue - all ammo is completely refilled every 30 seconds and applies to the entire group. Damage taken from non rogue players is reduced by 10%. All Rogue Banshee's take 10% of all DZ funds and XP collected by other members of his group.
Important points to note -
This 4 piece bonus encourages groups in the DZ to promote at least one person in the group to adopt the 4 piece set by giving the group a reward for farming the DZ.
If at any point you or any member of the group goes Rogue then it is assumed farming loot is less of a group priority and PvP becomes the group aim meaning the 2 and 3 piece bonus is irrelevant to group aims and is lost. However going Rogue is not only to the detriment of non-rogue players but non-Banshee's in the Rogue group.
Benefits and consequences exist for both Rogues and non-Rogues depending on what your group aims are and maintaining the set meta of being an anti rogue gearset. What we see for the first time is that a pro for going Rogue is not an immediate con for non-Rogues. Instead what we see is the pro for going rogue (ammo) now synergising with a con for the rest of the Rogue group (DZ funds and XP).
Thoughts?
Hey, while that is something that won't be happening for now because we aren't adding any new sets, it's an interesting idea for the future! I really like basing it a bit off chance based on your electronics. The only thing I am worried about is that it only counters 2 skills, Turret and Seeker Mine. Maybe there is a way it can branch out to other skills or impact them in other ways.
/gabelikes
Yup, I realise it's too big of a new feature for this patch but would definitely be cool for the future!Originally Posted by Ubi-gabelikes Go to original post
skill power could possibly scale with the amount of time it takes to hack a skill, or like you said the effectiveness of the hack?
Effectiveness being, how long your takeover lasted on the hacked skill before it returned to belonging to the person who originally deployed it?
E.g low skill power would only allow you to hack someone's turret for 10 secs.
High skillpower could allow it for 1 min etc.
Or.. Depending on the skill, how much damage your hack caused..
E.g low skillpower would only cause seeker mines damage to be 1000 per ball?
High would be 10,000 or whatever..
As for hacking effects, here's a few ideas..
Pulse: When hacked reversed the pulse?
Sticky Bomb: When hacked, able to defuse it?
Ballistic Shield: When hacked, Loses X amount of health / becomes less effective.
First Aid: When hacked, either 'steals the heal' or causes your heal to be less effective.
Turret: When hacked, attacks the person who deployed it.
Smart Cover: When hacked, acts like 'trapper' and reverses the buffs.
Support Stations: When hacked, become 'jammed/frozen' or heal for a lesser amount.
Seeker mines: When hacked, attacks the person who deployed it.
Mobile Cover: When hacked, acts like 'trapper' or reduces the covers health.
These are just a few ideas that came to me as I went through them but I'd love to hear other ideas for how they could work.
... The skill it's self that allows for hacking could possibly act like the pulse and sends out a 'hacking range' style pulse..
Or maybe something we throw, that when deployed continues to pulse out its 'hack range'
And/or depending what skills were being hacked, The 'hacker' could possibly have to 'hold X for X seconds' to hack it. (similar to cutting a rope/opening a box etc.)
I'll stop here :-P
Peace ✌
If hacking a skill isn't possible, how about a simple 20-25% damage buff to destroying deployed skills AND a 20-25% damage resistance to deployed skills?
This 4 piece bonus would pair extremely well with some of the tech and security wing talents that give you skill power for destroying deployed skills...