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I think what OP is referring to is the quickhack that let you breach to turn off all cameras (as well as turrets if you had the perk) connected on the same network whenever you scanned a device. But since the perks were re-worked for 2.0, that perk (to my knowledge) has been removed, in addition to that quickhack.
https://www.youtube.com/watch?v=ogDWQ9gzQqQ&ab_channel=zKarmaa
a lot has changed.... the whole breach protocol doing some digging... the mass vulnerability thing gave a 30% increase in quickhack damage if you used it...
in 2.0 at level 9 Intellegence.... in the embedded exploit perk rank 2.... it gives a 60% damage increase to all combat quickhacks on an enemy affected by a noncombat quickhack....
so in new version of game a noncombat quickhack provides double the bonus damage than breach protocol did...
with a rank 3 tetratronic rippler if you did a noncombat quickhack after the combat as in something like sonic shock, synapse burnout, cyberware malfunction.... you would do an extra 40% damage with synapse burnout.... giving your combat quickhack 100% damage increase...
still hope they add it back , i like it when i breach their nerves and hack the code to start doing more damage .. anyway
think its no need.... I mean with way perks are and how some combinations are.... you already can do insane damage that breach protocol would just be a waste of time....
like 200,000 damage quickhacks.... without breach protocol....
I mean in 2.0 it would be a waste.... its been a while but remember using breach protocol like crazy when I played the old system....
in 2.0 it would be a waste because of how everything else is balanced to replace it pretty much... especially with overclock and the queing quickhacks features.... not to mention the changes to the cyberdecks and quickhacks themselves....
closest thing they have to a breach protocol in here is the ability to hack enemy netrunners through walls when their hacking you and if you skill for it to be able to use quickhacks on them and it will spread to everyone connected to the network...
plus if you have Phantom Liberty you'd get access to more cyberware like one that gives 100% crit chance to quickhacks....
im not sure if you really looked up the changes or not... or seen videos on how netrunning works in 2.0.... but as someone who played only netrunner in both versions.... this one seems a lot better I think.... I mean your combat quickhacks can be more lethal than ultimate quickhacks like suicide...