Please don't mistake this post: AI Hacking is a great ability when it's usable, one of the most powerful even. The problem is that there are many times in the game where characters essentially become less useful because they lack a usable power, and since squadmates only have a few abilities, this really hurts their effectiveness. I'm not complaining about it being unusable on specific enemies, I'm complaining about it being completely unusable in large chunks of the game. If I take Tali and Legion with me during the suicide mission (or to numerous other missions), they have effectively lost an ability because they have no one to use it on, and if I'm playing as an Engineer I have also lost an ability.
So what can be done to fix it? Let AI Hacking have a secondary effect at a higher rank. For example, Overload at base level is useless in parts of the game where there are no synthetic enemies and no targets use shields, however at rank 3 Overload is capable of overheating weapons, which makes it useful in every situation. Likewise, maybe give AI Hacking an additional ability at rank 3 that scrambles the targeting computer in enemies weapons, reducing their accuracy, that way AI Hacking is still useful when there are no synthetics around. That's just a quick example from a gamer, as I'm sure there are better effects that can be applied that developers can dream up.
Anyone have any thoughts on this? Maybe an idea of a secondary effect that AI Hacking can have? I don't believe this to be a major issue, but it is troublesome, as other characters always have abilities that are usable-- even if their effectiveness is at a minimum on some targets, I can't think of other situations in the game where other characters and classes have this problem, especially not the suicide mission.
===Below has been added from a later post in this same thread==
Some ideas I've thought of that would add additional utility to AI
Hacking while at the same time staying within the boundries and
concepts of what AI Hacking is:
AI Hacking: Temporarily
hacks a synthetic enemy so it will attack its former allies. Also
generates a temporary shield around the hacked target so it can fight
more effectively against its allies. In addition:
- If your target is organic, their weapon's targeting computer is scrambled instead, reducing their accuracy for a short time.
- If
your target is using a heavy weapon, its mass accelerator is sabotaged
instead, giving the weapon a small chance to misfire in the target's
hands, causing damage to anyone in the blast radius. - If
your target is wearing armor, their hardsuit's computer paramaters are
modified instead, malfunctioning electro-mechanical joints and reducing
movement speed. - Omni-tool and biotic implant
computing functions are reset, preventing your target from using tech
and biotic abilities for a short time. - If
your target is organic, their radio communications are altered, filling
their speakers with blaring classical music from The Jonas Brothers,
resulting in a variety of effects including but not limited to panick,
crying, headbutting walls, curling up into the fetal position, a new
life strategy, and suicide.
As you can see,
there are many different ways to improve AI Hacking so that it is
useful on every mission, but at the same time keeping it both in line
with the concept of AI Hacking and (aside from the last example)
balanced in power. I'm just a guy who plays video games, so there's
probably several other unique abilities that can be thought up by the
people who are paid to imagine these things.
[*]
=======
Another idea that just came to me while playing ME2:
AI Hacking: Temporarily hacks a synthetic enemy so it will attack
its former allies. Also generates a temporary shield around the hacked
target so it can fight more effectively against its allies. In addition:
Using
this ability on yours or any other Combat Drone will instantly detonate
it, creating an explosion that briefly stuns targets caught in the
blast radius (additionally causes Explosive Drone to detonate with 20%
more force and damage)
Note:
this proposed idea suggests that the detonating drones "stun" targets
for a brief period, as opposed to knocking them down and dealing damage
like the Explosive Drone does. This ensures that Explosive Drone stays
unique in ability, but gives you an additional option to detonate it
prematurely for increased effect. This concept works with the available
powers in the game, requiring very little development change. The
effects of using this ability, like any other suggestion I've made,
should be open to interpretation--that is to say, these are meant to be
general concepts and not my wishes for final changes.
Modifié par Ramikadyc, 05 mars 2010 - 01:02 .




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