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50% chance to get a small buff for a couple turns, with the risk being every enemy on the map gets a permanent buff? Not a chance.
If you ask me there should be a regular fail, and a critical fail. Regular just being you wasted a action and critical fails being you rolled a 1.
Actually, a guaranteed success is often the only time a Hacker is worth having if you are playing on Ironman mode. Even then, often it comes down to use a turn to shutdown (more likely then control) instead of outright killing the target.
That's not enough to touch a Sectopod tho.
Yeah those are the main reason for even having a hacker at all tbh. Tho I have to say that imo Hacking should of been a possible soldier 'subset' ability rather then a class line of abilities.
There are two types of hacking:
haywire protocol and everything else.
- haywire protocol is, indeed, rather situational at best, and I only use it when I have 90%+ (preferably 100%) chance to disable the target
- "normal" hacking, on the other hand, is very powerful and useful, you just need to understand one thing: it pays to be reasonably opportunistic and only hack when the reward is valuable while the penalty for failure is acceptable. Fun facts: map alert is not much of a penalty at all if you are in a good spot and would prefer to engage enemies from it. Reinforcements is FREE EXP and EXTRA BODIES for autopsies if you can handle it. So it's actually a bonus (I literally go for the harder hack if the reward if irrelevant every so often just to trigger the reinforcements). If the reward is valuable, but the penalty is buff for all enemies, just wait to hack until only one enemy is left. Etc, etc.
With all this in mind hacking will give a rather steady stream of bonuses and extra resources at minimal risk.
You’ve said this twice now and I initially assumed you meant that you weren’t getting a high enough success chance from your stacked hacking score (or you felt it was too hard to get a higher one, etc)
The actual success chance you see is accurate - the game won’t tell you that you have a 70% chance when you actually have a 50% chance or something.
The highwire was like an early preview gimmick where a scenario of defending a postion until skyranger arrived by hacking a turret. Them used to be permanent hacked once you succeeded but it made a bug where you had this turret hacked across the entire map with no purpose. It's rather to be said if you are going to add the hacking of units like turrets, it's most of the time to give you a gimmick to play with or if now we want it to be reliable haywire doesn't give a chance for anything, we only push the off-switch. If the machine is off it can't reactivate.
Besides the lore said sectopods are automatons, how we managed to hack it was magic.
Also why should hacking be easy for one of the most poweful units in the game? Makes no sense.