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Supposedly there are ones which just raise alarm level as well, but I haven't seen them (yet).
Probably a bug / not intended "feature". Create a ticket.
I feel like they need more visual distinction.
I haven't tried yet walking into a hacked one when it was switched on but its possible they act reverse when hacked and let your agents through safely. They can't cross laser walls and neither can your agents as they are always lethal when switched on. Beams are just for detection I think, I'm not sure what happens if a guard crosses a hacked one, either nothing or it alerts you instead.
I think it's all working as intended. The only thing that seems an issue to me is the balance problems with some of the mechanics and guard behaviour.
if a guard walks into an infrared wall (not the laser beams) that youve hacked it ko's them for one round. if you turn the wall off, then back on every turn you can keep them ko'd indefinitely. in fact if enough time passes you can ko every guard on the board and keep them there until you see fit in leaving.
i found this out as i hunted through a board looking for a med gel to revive a fallen comrade. at level 6 alarm and a few virus' that spawned guards, i counted 11 guards trapped in the infra red wall of eternal sleep.
I'm not sure how people could be confused by that; there's both a visual indication and explanatory text.
My sole experience about that is activating by mistake the beam while having a hacked drone standing on it. It raised the alarm level, even though I hacked it. So it still "works for the enemy". I suppose a guard crossing one wouldn't do anything.
So I guess there's no other purpose to hack them than to deactivate it.