-New Hardcore Version- Testing out a new "Hardcore" version. This one reduces the upload speed of combat quickhacks fairly drastically while speeding up the uploads of control quickhacks.
While personal preference, I'm additionally using Damage Scaling and Balance alongside this Hardcore version to tone down the extreme damage changes from the HARDCORE22V2 mod while also increasing quickhack damage to 1.25x-1.5x. I personally feel like the concept of combat quickhacks uploading much slower while delivering a significant punch now gives them a more unique gameplay niche, rather than just being a gun alternative. So far in my experience this adds an enjoyable level of strategy to various encounters that wasn't previously there.
Additionally, using these mods, the enemy detection meter fills up very quickly, so I've also increased the control quickhack upload rate so that it's still viable to use the 'reset enemy detection' feature of the Reboot Optics hack. This also gives control quickhacks some more value overall.
As always, feedback is appreciated, just keep in mind this version is designed to pair with the aforementioned mods.
-Netrunners- After some testing and adjusting, I've reenabled the mod to once again affect enemy netrunner quickhacks. They should now be more effective than before unless you're very far away from them, their hacking speed is now roughly on par with V's.
If you have any feedback on enemy netrunners let me know. I tried to make sure that their most deadly quickhacks (such as system collapse) still give you enough time to reach them before the upload finishes but I haven't tested their effectiveness extensively.
Enemies have a hard time trying to hack me from distance now, specially NCPD netrunners, they try to upload imminent failure but since they always try to be far from you, the hack uploads SO slow that actually the bar never progress... It could be possible to adjust that?
Sorry about that, I just uploaded a new version that hopefully resolves this issue. I don't have any enemy netrunners near my character at the moment, so I can't test the fix. Please let me know if it's still an issue with 1.03.
Side note, should NPCs also be subject to the distance upload falloff but at a custom rate so it's not too slow for them, or should the mod ignore NPC hacks altogether?
This is an intriguing idea. I'll give this a try when I'm able.
As for NPCs my two cents are that they shouldn't be slowed down by this mod. They're slow enough as is. It could however be interesting if you could make it so that rushing hostile netrunners is more dangerous. So close proximity to them means faster than default upload time.
Are you able to effect the upload time on hacks in progress? It would be cool if rushing the netrunner that is hacking you would speed up the progress.
Hey Syynx, I agree with Nirvaneyr. They are already slow and able to be interrupted, also enemy netrunners constantly look for "far enough" spots to start trying to fry you, so the mod will be always applying negatively to them :/. If they could just get faster at close range would be awesome, because adds a lot of urgency to their attacks, as they should be...
I'm using Enemies of Night City to have netrunners against me btw, in case you wanna try.
I don't think there's a way at the moment to make quickhack times vary live, since the duration is only determined at the time of using it. I'll look into this more later.
Regarding enemy quickhack distance duration, I was thinking of giving them their own formula to determine the speed separate from the players, ideally with a close to vanilla upload speed at long/medium range and a faster upload speed at close range, making them more dangerous up close. Once I find a netrunner in-game I'll do some tests and figure out what feels best.
Any thoughts on the mod so far? Right now I'm using Damage Scaling and Rebalance to increase player quickhack damage by 1.5x to accommodate for the increased upload time, I'm personally really enjoying the added depth from the changes, I'm curious how other people are faring with the new upload system.
I like it TBH, mod is pretty straight forward and something it should have been on vanilla game, since we also have RAM reduction costs with a perk if we are close to the target... I don't use more dmg tho, because I basically think is balancing netrunning because is still broken AF IMO.
Tried it a bit. I like the concept, though I'm currently at the end of my playthrough and my upload speed bonuses are quite high, so i haven't noticed to much of a differance. It's probably more apparent earlier on.
The 3x multiplier on trace detection I'm not sold on. I'm not playing with any trace altering mods, and even at some distance the trace is very quick.
Have yet to run into any netrunners, so can't comment on them yet.
Thanks for the feedback. I've adjusted Trace Location to be slower with v1.07. It should now be similar to vanilla detection speed at medium range while still scaling based on distance.
It's definetly better, but I'm not sure it's a good addition to the mod. If you initiate the trace by hacking someone up close the trace will be very fast even if it's a lone guard. If you start the trace on someone at range and then hack someone up close the trace remains slow. If possible I believe rather than affecting the trace speed you should rather change the trace "cost" of the quickhacks based on the distance. So a hack at long range may only cost 5% of trace bar, while the same hack at close range may cost 25%.
If not I would prefer leaving the trace part unaffected by the mod. That might be the best as reducing the effect of the trace at range might opposed to the spirit of the mod in somewhat nerfing quick hacking at range, which I'm in favor of. So perhaps it should be the other way around, the longer the upload speed the higher the trace cost? That would nerf long range stealth quickhacks a bit while allow for higher risk and faster paced close range quickhacks while the trace progresses.
Just some thoughts. Still haven't had the time to play beyond checking the trace changes against some local bargest patrol. So still have to find one of those illusive nettrunners for further testing.
It's still wireless transfer, and I'd assume quickhacks are transmitting a ton of data. There will always be absolute limitations bound by physics, regardless of technological progress.
I'd assume it would be implemented in the cost of the quickhack though rather than a speed, since everything should already be connected to the Net but you need to pay the "premium line" (increased in cost) to get the same transfer speed with a closer transmission
Since you requested a random version of the reveal position mod I was able to incorporate that feature here into all quickhacks (including reveal position)
The "Datalink Transmission Tether - Bad Signal" version adjusts the quickhacks and reveal position upload speed based on distance to target with an additional element of randomness.
21 comments
Testing out a new "Hardcore" version. This one reduces the upload speed of combat quickhacks fairly drastically while speeding up the uploads of control quickhacks.
In case you're wondering "why?", I'm a big fan of the mods HARDCORE22V2 COMPLETE, Enemies of Night City, and Stealthrunner - Stealth Gameplay Expansion and I'm making this Hardcore version to try and balance quickhacks more with these mods in mind and for anyone who finds combat quickhacks too effective or uninteresting.
While personal preference, I'm additionally using Damage Scaling and Balance alongside this Hardcore version to tone down the extreme damage changes from the HARDCORE22V2 mod while also increasing quickhack damage to 1.25x-1.5x. I personally feel like the concept of combat quickhacks uploading much slower while delivering a significant punch now gives them a more unique gameplay niche, rather than just being a gun alternative. So far in my experience this adds an enjoyable level of strategy to various encounters that wasn't previously there.
Additionally, using these mods, the enemy detection meter fills up very quickly, so I've also increased the control quickhack upload rate so that it's still viable to use the 'reset enemy detection' feature of the Reboot Optics hack. This also gives control quickhacks some more value overall.
As always, feedback is appreciated, just keep in mind this version is designed to pair with the aforementioned mods.
After some testing and adjusting, I've reenabled the mod to once again affect enemy netrunner quickhacks. They should now be more effective than before unless you're very far away from them, their hacking speed is now roughly on par with V's.
If you have any feedback on enemy netrunners let me know. I tried to make sure that their most deadly quickhacks (such as system collapse) still give you enough time to reach them before the upload finishes but I haven't tested their effectiveness extensively.
Side note, should NPCs also be subject to the distance upload falloff but at a custom rate so it's not too slow for them, or should the mod ignore NPC hacks altogether?
As for NPCs my two cents are that they shouldn't be slowed down by this mod. They're slow enough as is. It could however be interesting if you could make it so that rushing hostile netrunners is more dangerous. So close proximity to them means faster than default upload time.
Are you able to effect the upload time on hacks in progress? It would be cool if rushing the netrunner that is hacking you would speed up the progress.
I'm using Enemies of Night City to have netrunners against me btw, in case you wanna try.
Regarding enemy quickhack distance duration, I was thinking of giving them their own formula to determine the speed separate from the players, ideally with a close to vanilla upload speed at long/medium range and a faster upload speed at close range, making them more dangerous up close. Once I find a netrunner in-game I'll do some tests and figure out what feels best.
Any thoughts on the mod so far? Right now I'm using Damage Scaling and Rebalance to increase player quickhack damage by 1.5x to accommodate for the increased upload time, I'm personally really enjoying the added depth from the changes, I'm curious how other people are faring with the new upload system.
The 3x multiplier on trace detection I'm not sold on. I'm not playing with any trace altering mods, and even at some distance the trace is very quick.
Have yet to run into any netrunners, so can't comment on them yet.
If not I would prefer leaving the trace part unaffected by the mod. That might be the best as reducing the effect of the trace at range might opposed to the spirit of the mod in somewhat nerfing quick hacking at range, which I'm in favor of. So perhaps it should be the other way around, the longer the upload speed the higher the trace cost? That would nerf long range stealth quickhacks a bit while allow for higher risk and faster paced close range quickhacks while the trace progresses.
Just some thoughts. Still haven't had the time to play beyond checking the trace changes against some local bargest patrol. So still have to find one of those illusive nettrunners for further testing.
The "Datalink Transmission Tether - Bad Signal" version adjusts the quickhacks and reveal position upload speed based on distance to target with an additional element of randomness.