funez1 wrote:I remember read in on the wiki. That the visibility of all stealth programs were reduced. I'm not sure if its still there. But I'm sure I read the trivia about what the game has been improved on.
Could you be referring to the update patch notes
I leaked? Are you worried about players portaling on the Code Gate bypassing the filter with little visibility taken? If so, don't worry, turns out I leaked a version of the game that was just being tested and doesn't have a planned release date. Turns out players don't want the Wraith gone in exchange for the Portal receiving this buff ¯\_(ツ)_/¯
funez1 wrote:Also even with 5 gates. With level 21 scanner. Its still possible to get through 8 nodes deep while wraithing 4 potential nodes.
That's what the Squid is supposed to counter. Stealth is reliant on precise calculations. If the hacker takes too long to click on a program it may cost them too much visibility to get it done right. The Squid is supposed to help counter that by creating instances at random where the player will have been stopped at the second Code Gate instead of wraithing almost all of them. It helps to keep Stealth viable while also being terrible to rely on if the network layout makes good use of the Squid. One way to make it better would be to make it prioritize certain nodes first to give us some more control over it to counter stealth, but that would also mean it would be countered easier by the hacker if they knew how it works, which is why it's the way it is right now. It's like encryption security. If the hacker knows how to decrypt it, the encryption is pointless. Squid is useful enough as is, being a useless level 1 choke point node that on occasion is useful to counter stealth.
Luminaar wrote:xD A network facing max level stealth programs needs the maximum number of gates in the direct path of an attacker to prevent being accessed past node 6.
It's still more desirable to counter lower level stealth (level 10>) by placing the 1st Code Gate farther away. Sacrificing all Gates up front to counter max stealth also weakens you severely against even level 1 stealth, so it's like a double edged sword. I'd rather get penetrated deeper by a max stealther than get my defences weakened by a lowly one. Thanks to my layout, there's times when the Squid stops max stealth from wraithing my 3rd Code Gate, so I prefer to take my chances.
funez1 wrote:I was hoping there would be a rebalance towards some of the programs Since They become a bit OP. The shocker at max stuns for 13 seconds. Which is a very long time. And more than enough to take out nodes and capture them. The hawk AI can be countered but not that big of a problem. The cost of ice wall is a bit excessive. And the XP of certain nodes is too much compared to what it should be..for example guardians
The Shocker already got nerfed. I debated passionately against nerfing its effect duration time again (used to be 16 seconds) and instead put forward the idea to lock the program once used until the effect runs out so that it can only be active on one node at a time which helps counter the Shocker spam problem. Instead they added the Hawk to counter it, but it rendered it completely useless. Now I want it buffed or repurposed somehow. There's no reason to use a Shocker now, except on long abandoned networks where there is no Hawk. It's just like the Maniac now. Very situational and a waste of space on my inventory.