I'd been thinking about that too, but then after hacking a few more enemy turrents I realized the time it takes to do so is just fine. Having a rocket turrent beside your moneyball suddenly switch teams is a significant problem. If you've just spawned, you're not going to be able to get juice and have much chance of taking it out. This is especially the case for newer players, losing a rocket turrent to a Support hacking it pretty much seals the team's fate. As it stands now, anyone attempting to hack an enemy turrent requires a distraction that can withstand a LOT of punishment and no one on the enemy team notices that Support standing awfully close to one of their turrents...But if the hack time was reduced, it'd be possible for a lone Support to just juice and take over a turrent. I think this would be pretty bad. The only defense against sneakier Supports then would be to cover all the possible routes they could take or turtle: one is nigh impossible for teams of randoms and the other is just simply a great way to kill the fun for both teams.
Hack time is fuggin rediculous for Supports. Why the hell cant we juice up, rush in, hack a turret and possibly die right after (juice hacks take all your juice before the update). We cant hack 1 damn turret but a damn assassin can juice up and clear out every enemy turret and still have time to run away.
Well, a turrent switching sides is a much bigger problem than one simply being destroyed. If a turrent switches sides you MUST destroy it, it's simply going to present too great a threat because not only will it effectively let the enemy team spawncamp you passively but it'll also attack your bots when they spawn and make it even easier for the enemy's bot to reach the moneyball. If Supports didn't need lots of protection or time to hack enemy turrents, things would just be stupid. We'd have Supports running around doing nothing but trying to hack turrents and everything would devolve into which team has a Support that gets juice $550 total first. Considering how easy it is for Supports to build juice without even leaving their base, this would be ridiculously easy to exploit. What would you do then? Remember, there's no accounting for random players you aren't familiar with. Nine times out of ten they will run around separately, user zero teamwork, and so on. The Support players that recognize the advantages of hacking enemy turrents are just going to do nothing but try to hack them while the team that doesn't have a Support that's OCD about hacking enemy turrents would end up trapped in their spawn due to their lack of teamwork and...One. Single. Support. C'mon now. Let's not suggest making spawncamping any easier.
I dont recall everything devolving into what support can hack first, before the update. Before the update we still needed lots of protection and time, for a lvl 1 rockit turret. Now its stand there for 10 seconds, hope you dont die, possibly get the turret and see it destroyed 30 seconds later. Your assumption would be a team has no idea how to deal with a rockit turret and would hole up in their base because they are all noobs. If its a noob team vs a "pro" team they are screwed either way, hacked turret or not. Heres what happens when I get in a hack every so often, I heal the hacked turret as long as I can until our bots get the shield down. By then Im usually dead or the turret is. Its really not an apocolyptic situation like you make it out to be. Most supports I know wont even bother hacking enemy turrets anymore because its not even worth the effort to do. I attempt it from time to time when bots are destracting the turret, but its very hard for the enemy team to NOT notice a support standing next to their turret.
I still have a hard time with the idea of reducing hack time. Uneven teams are always problematic for team-based games of course, but I believe there should always be at least some effort to keep things from being completely one-sided in public games. One-sided games suck, and I'm all for anything to reduce how one-sided public games can be that won't have a negative impact on organized matches...Like keeping the enemy turrent hack time just as it is.
I guess we can agree to disagree. My main problem with the hack time though is it further discourages anyone as a Support from using one of their abilities. I rarely see any Support out there trying to hack an enemy turret, the times I do see it, they are just getting torn up. I had one guy on the enemy team try 5 different times to hack a turret, he failed everytime, do you think after having that happening for 3 or so games in a row he will be trying that as a viable strategy? This nerf has actively discouraged enemy turret hacking. Only a good pro who has some good teamwork has a chance of getting it, a noob has no chance. I thought it was fine to stop lvl 2 hacking and make it for lvl 3 only, but the time kills it.
Best thing for distractions people - Get a gunner and a support healing him. Then you go in juiced and hack it. Or..make the gunner juiced if its a hard turret.
I don't know, I've only ever attempted to hack an enemy turrent when I had a Jackbot and another player to distract it for me and every time it succeeded. Mind you, I'm certainly not even half as good at the game as most folks that browse the forums: it was just that I didn't try it when it looked like it'd be suicidal to try. Of course a new player that doesn't know the ropes is going to be unable to hack enemy turrents without paying attention to the situation at hand, but in my mind that's better than having the same thing turned against them when they're probably not going to use enough teamwork to even get out of their spawn without dying.
I'm for this, i probably have about 100 of them myself, and i think the time to hack it is fine because having a turret in an enemy base is like omgwtfbbqsauce pwn, it's ridiculous how good it is paired up with a firebase, im fine with how long it takes, its reasonable.