Can we get an actual defence against shocker

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Sibernetika
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Re: Can we get an actual defence against shocker

Postby Sibernetika » Fri Sep 29, 2017 10:05 pm

Ice walls at that early levels, you either have really high and expensive ice walls or you also min maxed to have high enough offensive programs to take down the surrounding nodes fast enough for your ice wall to survive..
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Re: Can we get an actual defence against shocker

Postby Mchief » Wed Oct 04, 2017 8:54 pm

The main problem I am having right now and the reason I started this post is the guy who brings 20~ level 12 plus shockers and an assortment of offence programs , as soon as a node is caped a shocker is deployed and then two beams and after 6 seconds another shocker, then another, it works this way untill though my network and everything is caped , and my defences were completely useless the whole time.

Some possible options to fix shocker

1. shocker loses time the more it's used , every shocker used reduces the down time of additional shockers by .5 second
2. Certain nodes , say gate and scanner are immune to shocker ,
3. Guardian shield blocks one shocker but is destroyed in the process if shocker level > guardian level, other wise damages shields.
4. Increase bank space for shocker to 12-15, this makes it a flavor like Maniac not the main course.
5. Antivirus will now pulse a shocked node, each pulse removes (.03*sentry level ) seconds from down time ( a level 20 sentry will remove .5 seconds on a pulse).
6. Shocking a node allready shocked has a chance to backfire and shock your node rendering it un-useable for the shockers duration.
7. Shocker duration is reduced based on node level. Higher level nodes reduce more

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Re: Can we get an actual defence against shocker

Postby Luminaar » Thu Oct 05, 2017 1:05 am

Mchief wrote:6. Shocking a node allready shocked has a chance to backfire and shock your node rendering it un-useable for the shockers duration.
I like this more than I should do! :P Reminds me of Mortal Kombat 1 and Sub Zero's ice blast.
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Re: Can we get an actual defence against shocker

Postby Sibernetika » Sat Oct 21, 2017 10:47 pm

If trickster still doesn't think the shocker here is a vid to show just how powerful it is compared to all the other forms of protection, ice walls get super expensive but fast to compile, protector also rather expensive with a longer compile time and then even a long install time but can take a lot of abuse and can regenerate.. But the shocker for only 6 slots can install in 0.5 seconds, disable all connect nodes, stop the av spread, stop regeneration and allows for full use of all the slots for offence.. I suggest reduce its stun duration with all uses within a certain amount of time, and increase its install time to maybe 0.8 - 1 sec

https://youtu.be/n5YHK2VDdak

https://youtu.be/n5YHK2VDdak
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Alfatrion
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Re: Can we get an actual defence against shocker

Postby Alfatrion » Sun Oct 22, 2017 8:48 pm

PerseVerAnce wrote:If you ask me, main reason shockers are so strong is because that it's unaffected by the level of the node it's used against. This is unlike all other programs.

Level 1 Beam will hack a Level 1 Turret way faster than a Level 21 Turret.
Level 1 Ram will break a Level 1 Code Gates way faster than a Level 21 Battering Ram.
Level 1 Ice Wall will last way longer vs a Level 1 Turret than a Level 21 Turret.
Level 1 Protector will last way longer vs a Level 1 Turret than a Level 21 Turret.

But a Level 1 Shocker will last the same amount of time vs a Level 21 Turret as it would vs a Level 1 Turret.
So because of this, a mid level Shocker is enough to take out even Level 21 Security Nodes, whereas a similar level Ice Wall or Protector would struggle.
Luminaar wrote:While this certainly makes sense (and I've added it as a potential possibility - thanks) I can see the resulting bug reports from this, saying "the Shocker says X seconds but only lasts Y." :D

For my 2 cents to the conversation, I'd have a hard limit to the number of shocker programs you're allowed to take.
Maybe 'Roundup(Shocker Level / 2)' for a max of 11, or maybe even a smaller amount '1 + Rounddown(Shocker Level /3)' for a max of 8 per attack.
Pluto wrote:And that is why it makes even more sense to have the compile time of shocker increase with every level upgrade . It does not completely the solve the issue of shock spamming during a hack , but atleast it makes players chose how many shockers they want to carry or how they want to use it .

I like the solution from Pluto by far. His solution does still slows someone to compile as many as they like, but it would take a long time, thus stimulate users to compiling less. The only thing I do not like, is that is no relation with the level of the defense nodes. Perhaps the guardian could also provide a guard against the shockers. Any node with an shield is immune requiring you to first lose the shied. So that is an alternation on Mchief solution.

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Re: Can we get an actual defence against shocker

Postby TheLurkingRage » Mon Oct 23, 2017 11:13 am

Anyone who believes longer compile times would stop stealthers or Shocker spammers is dead wrong. They don't care about compile times which is why they use them. Some of them have compile times of over 2 hours long and you're also forgetting about the ability to insta-compile. It's a ridiculous suggestion that doesn't fix anything whereas mine attacks the core issue - the spamming of the program. Since I can defend against Shocker spamming, I stand by my firm belief that the program doesn't need another nerf, but again, if TA does give in to the request, then applying my fix is all they'd need to do if they ever touch the program again. I'll throw in a bonus and say I wouldn't mind too much if they increased the disk space it requires to 7, since for some reason I always used to forget and think it was 7. An unnecessary thing to do to the program, but one that wouldn't really impact me all that much.
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Re: Can we get an actual defence against shocker

Postby Sibernetika » Mon Oct 23, 2017 9:39 pm

Lurk.. Shut up... The thing about forums is to add opinions on problems and to help think of solutions.. Not think your word is the only one that matters, and the rest is just wrong.. Go troll the in game chat foe that like you always do
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Re: Can we get an actual defence against shocker

Postby TheLurkingRage » Tue Oct 24, 2017 3:28 am

Sibernetika wrote:Lurk.. Shut up... The thing about forums is to add opinions on problems and to help think of solutions.. Not think your word is the only one that matters, and the rest is just wrong.. Go troll the in game chat foe that like you always do

The troll talking about me being a troll? WHaa? :roll: If you wanna come at me 'cuz you can't handle my input on the issue like 8.8.8.8/1 or any other inexperienced player, then do it through PM. Don't infest the thread with your garbage, unrelated nonsense. Ya'll are toxic AF - for real, stop bitching about me engaging in conversations and focus on what's being discussed, otherwise ya'll should just GFTO and let the ones that really care about reaching a conclusion discuss in peace. (/_-)
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Re: Can we get an actual defence against shocker

Postby Sibernetika » Tue Oct 24, 2017 7:49 pm

Says the one that has never had a peaceful discussion..
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Re: Can we get an actual defence against shocker

Postby Pluto » Thu Dec 21, 2017 6:43 pm

How about use of a shocker also disables the slot that it installed on for the same duration as it would disable the nodes . So if I installed a lvl 9 shocker on a sentry , I would only have 3 slots for my other programs for 7 secs and the 4th slot would open only after 7 secs (that's how long a lvl 9 shocker will disable nodes) think this would bring in a bit balance for the use of shocker.


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