Operative Discussion

Post » Fri May 27, 2011 11:17 pm

you may have to place one of those hack boxes on the objective before you can remote hack it, then the Engineer would just have to disable the box.
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sw1ss
 
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Post » Fri May 27, 2011 8:09 pm

you may have to place one of those hack boxes on the objective before you can remote hack it, then the Engineer would just have to disable the box.


So place hack box, BS engineer then go hide, then hack the turret with my IPhone. Turret minigame, what a wonderful App.
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Gracie Dugdale
 
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Post » Fri May 27, 2011 11:35 pm

So place hack box, BS engineer then go hide, then hack the turret with my IPhone. Turret minigame, what a wonder App.

maybe something like in bioshock 2 when you have to stop the needle in the green zone in order to be successful. that was alot better than the way they did it in the first bioshock.

blackberries are better anyway
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Soraya Davy
 
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Post » Sat May 28, 2011 1:45 am

So place hack box, BS engineer then go hide, then hack the turret with my IPhone. Turret minigame, what a wonder App.

You might want to BS the engineer first. It's not TF2, and the sentry won't turn around to shoot you once you lose your disguise. In ET:QW, you weren't able to use anything (including the hacking tool) except the knife while you were disguised, although you could hold a non-functional replica of the enemy's gun to make it less obvious you were a spy.
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Cool Man Sam
 
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Post » Fri May 27, 2011 7:28 pm

yes, remote hacking = slower hacking the farther away you are. You also emit a "beeping" noise when you remote hack, so nearby players will hear you.


A beep or many beeps? Also will be beep from the turret or my Iphone? Kind of hard to hide when you are beeping loudly.

You might want to BS the engineer first. It's not TF2, and the sentry won't turn around to shoot you once you lose your disguise. In ET:QW, you weren't able to use anything (including the hacking tool) except the knife while you were disguised, although you could hold a non-functional replica of the enemy's gun to make it less obvious you were a spy.


Maybe also will BS cause you to lose your disguise?
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Quick Draw
 
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Post » Sat May 28, 2011 2:08 am

your "iphone" will continue to beep while you remote hack, so on top of remote hacking being slower, it can give away your position as well.
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Veronica Flores
 
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Post » Fri May 27, 2011 12:50 pm

Maybe also will BS cause you to lose your disguise?

I don't know about Wolfenstein: ET, but in ET:QW you only lost your disguise if you were in the field of view of another hostile. If you backstabbed and no one saw it, you kept your disguise.
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lolli
 
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Post » Fri May 27, 2011 1:02 pm

your "iphone" will continue to beep while you remote hack, so on top of remote hacking being slower, it can give away your position as well.

will the turret beep too or is it just the hacking device
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Phillip Brunyee
 
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Post » Fri May 27, 2011 11:49 pm

your "iphone" will continue to beep while you remote hack, so on top of remote hacking being slower, it can give away your position as well.


I hope it stops when the hack is complete.
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Abel Vazquez
 
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Post » Fri May 27, 2011 11:00 am

I hope it stops when the hack is complete.

why wouldnt it
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Andrew Tarango
 
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Post » Fri May 27, 2011 11:34 am

will the turret beep too or is it just the hacking device
idk - I think just the device beeps. There may be other indicatyors on the turret, like a hack box or a blinking light. Remote hacking may also be limited to objectives, I'm not sure.


I hope it stops when the hack is complete.
I think it does.
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Horror- Puppe
 
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Post » Fri May 27, 2011 2:52 pm

why wouldnt it


Hard to be hidden when you are beeping. Another idea to point out is will the turret be deactivated while it is being hacked? So you can disable it so your teammates can make it through or cap the objective.
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Vickey Martinez
 
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Post » Fri May 27, 2011 11:51 am

Hard to be hidden when you are beeping. Another idea to point out is will the turret be deactivated while it is being hacked? So you can disable it so your teammates can make it through or cap the objective.
I wouldn't think it would - the whole point of hacking it is to disable it, aka, gain control of it. I think it remains active until you successfully hack it.
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evelina c
 
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Post » Fri May 27, 2011 10:40 am

It would be the same as ETQW i think - when the hacking is complete, its 'hacked' but during the process, its still functional.
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Rudy Paint fingers
 
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Post » Sat May 28, 2011 12:28 am

Hard to be hidden when you are beeping. Another idea to point out is will the turret be deactivated while it is being hacked? So you can disable it so your teammates can make it through or cap the objective.

What H0RSE and PKB said.

My expectation is that when hacking is complete, you'll have the option to disable the turret instead of taking control, since there will be circumstances under which controlling it won't be that useful or wise. In ET:QW, you could either hack a deployable to disable it for one minute (and there was nothing the other team could do to fix it but wait the full 60 seconds for it to come back on its own) or to bring it down to 50% health, which not only disabled it but made it easy for your teammates to destroy it, with the caveat that once you dealt that damage to it the enemy could simply repair it without having to wait. (Technically, this was done by giving the turret hacking process two "stages": hack for three seconds or so in order to shut it down, then hack it again for maybe six seconds to actually physically damage it.) So, I think SD is likely to give you a choice between merely disabling the turret and taking control of the turret.
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JUDY FIGHTS
 
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Post » Fri May 27, 2011 1:01 pm

The other method of disabling a turret was, with the use of the EMP nade.
Maybe Operatives also have that option, or maybe the Soldier now has access to those nades. Who knows :( but its good to speculate.
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daniel royle
 
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Post » Fri May 27, 2011 5:26 pm

The other method of disabling a turret was, with the use of the EMP nade.
Maybe Operatives also have that option, or maybe the Soldier now has access to those nades. Who knows :( but its good to speculate.

they said that if a turret takes enough damage it will be disabled
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Javaun Thompson
 
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Post » Fri May 27, 2011 7:25 pm

I think they've elaborated a bit on how hacking will work, too. The Operative attaches a device to the object he wants to hack, and while that device is attached, he can use his PDA to hack it wirelessly. The farther he goes from the object, though, the slower his hacking progress is. Engineers can destroy the hacking receiver, stopping the Operative from continuing to hack the object. If you hack a sentry gun, supposedly you gain first-person control over it.


Not sure on the turret part (I'll ask), but the you're pretty much spot on on the wireless hack.
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Gill Mackin
 
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Post » Fri May 27, 2011 2:32 pm

(I'll ask)

If you get an answer, are you allowed to actually tell us?
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Kieren Thomson
 
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Post » Fri May 27, 2011 2:16 pm

If you get an answer, are you allowed to actually tell us?


I hope so lol I want to know now.
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Ice Fire
 
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Post » Fri May 27, 2011 4:05 pm

I hope so lol I want to know now.


As do I.
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matt white
 
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Post » Fri May 27, 2011 11:11 pm

they said that if a turret takes enough damage it will be disabled



EMP is an efficient way of disabling something, at the cost of it not being damaged.
You dont have to run up to a defended turret and hack it, you dont have to throw 3 normal nades to damage it,
and you dont have to waste an entire clip shooting at it.

Ofcourse this is all speculation that it would even exist in Brink, but given its functionality in etqw, it wouldnt surprise me.
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Vahpie
 
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Post » Fri May 27, 2011 7:49 pm

EMP is an efficient way of disabling something, at the cost of it not being damaged.
You dont have to run up to a defended turret and hack it, you dont have to throw 3 normal nades to damage it,
and you dont have to waste an entire clip shooting at it.

Ofcourse this is all speculation that it would even exist in Brink, but given its functionality in etqw, it wouldnt surprise me.

It would surprise me, a bit, simply because of the narrow utility of an EMP grenade in Brink. ET:QW had vehicles, and three different classes were able to deploy emplacements, which made the EMP grenade really useful. In Brink, the only thing we know about that would be affected would be Engineer's sentry guns.
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Amy Melissa
 
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Post » Fri May 27, 2011 5:03 pm

EMP is an efficient way of disabling something, at the cost of it not being damaged.
You dont have to run up to a defended turret and hack it, you dont have to throw 3 normal nades to damage it,
and you dont have to waste an entire clip shooting at it.

Ofcourse this is all speculation that it would even exist in Brink, but given its functionality in etqw, it wouldnt surprise me.

if it is shot enough it will be disabled for a short period of time. if it is shot even more it will be completely destroyed
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Darlene DIllow
 
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Post » Sat May 28, 2011 1:00 am

It would surprise me, a bit, simply because of the narrow utility of an EMP grenade in Brink. ET:QW had vehicles, and three different classes were able to deploy emplacements, which made the EMP grenade really useful. In Brink, the only thing we know about that would be affected would be Engineer's sentry guns.


As certain CP gives bonus hitting those with an EMP grenade should short it out for a bit.
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Claudia Cook
 
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