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The Inevitable Mindhack Discussion Thread
#22
(02-10-2023, 10:08 AM)Jackary Wrote: I would like to refine exactly WHAT i dislike about mindhacks (Mainly from a classic perspective, I'm afraid that nerfing hacks from a classic perspective will ruin them from an RP perspective, so any RP players feel free to chime in.)

1: Far too cheap for what they accomplish. 3tc for whats (usually) a buddy with stuns, alot of access, etc (since we all know nobody on classic hacks anyone but sec, det, and cap) and SIX tc to have that FOREVER. This is directly associated with Stunmeta i feel, which isnt going bye bye any time soon.

2: Sec doesnt have really any tools to avoid mindhacks other than "see implanter, batong". This means you can just walk PAST a secoff with an implanter in your pocket and with ONE CLICK, have a free antag buddy.

3: Minute 0 spief rewards. This means you can hack someone who has a Revolver as a limb spief and get one of the best tools in the game for the price of like, someones trinket that they'll probably give to you. You ALSO have a buddy to help you get MORE spiefs (not as much of an issue as the other 2)

4: Multiple orders with one mindhack. This is the one that annoys me the most but I feel this'd cause a major rework, which I wouldnt want. /tg/ has 2 items that do what  a Mindhack does, but with a directive instead of multiple orders. Mindhacks WOULD be nice like this but this would ruin the RP community and hacks.

If #1 or #2 get fixed I'll be happy. Not fun having all of sec mindhacked because some guy realizes he can buy 4 hacks for the 12tc (which is every secoff slot minus 1)

This helps us understand things.
1: the cost.. it's fine really. I am not joking. Also I think mindhacking the det is better then a random seccy. Random seccy has more access but the Det has the Det-Net goggles who can turn beepskies into more allies.

2: HoS is IMMUNE to mindhacks due to a special implant. In my opinion... helmets should block mindhacking. Thus adding a layer to get a seccy to join your cause. But otherwise no one will use it on classic. RP... it will always be used no matter what even if you block out sec.

3: Not a problem at all... Spies can get amazing high credit rewards for "taking a picture of a monkey" to "sucky deringer for stealing the freeform module and bringing it into the HoS's office for transfer"  This is just a RNG thing.

4: Well yea that's what makes it good.

So in my opinion... helmets = immune to mindhacks as it would not effect RP as much. But.. if you truuuueeelly want to change mindhacks.
Look no futher then the thrall nerf. They now have an action bar grabbing something and are basicly SUPER MIND HACKED PLAYERS.

So if you want to nerf mindhacking..I recommend having a lore reason the "mind tries to resist" and thus being slower to some degree.
Thus showing more signs of being "Mind hacked" and since Mind hacked players mostly will end up being restrained and having the chip removed...
Having them being slower makes sense in that way.

Now I am not suggesting a "an action bar"
More like they cannot dash and thus are slower.
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RE: The Inevitable Mindhack Discussion Thread - by Kotlol - 02-10-2023, 04:06 PM

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