Jetpack counter
Nakorson
Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
Since the Jetpack is in and i am having problems countering them and i see tons of people having the same problem. I want to ask for current tactics if there are any that are worth mentioning. And want to collect suggestions how it could be improved.
Current problem i see.
The Jetpack is superior to lerk because the jetpacker can carry any type of current marine weapon. All maps have large rooms where the jetpacks can fly but the aliens have only the lerk as a ranged damage dealer, which is also pretty squishy. The new implemented onos has pretty much to run away from any jetpacker he sees because hes slow as hell and cant be missed. I could continue ...
I know i'm whining but playing against them isnt much fun atm. :(
Current problem i see.
The Jetpack is superior to lerk because the jetpacker can carry any type of current marine weapon. All maps have large rooms where the jetpacks can fly but the aliens have only the lerk as a ranged damage dealer, which is also pretty squishy. The new implemented onos has pretty much to run away from any jetpacker he sees because hes slow as hell and cant be missed. I could continue ...
I know i'm whining but playing against them isnt much fun atm. :(
Comments
Do they have to refuel at armouries?
Do they have to refuel at armouries?<!--QuoteEnd--></div><!--QuoteEEnd-->
Refuel is a case of stop pressing jump and let the energy bar refill.
Jetpack fuel is not much, chase them down until they run out of energy. If you try to run away from a jp it's not going to work. Keep chasing them down, 2 skulks can harass a jp until he's dead.
There is no hard counter to JP's other than teamwork.
Lol did this last night. Might have been one of, if not the first, to get on top of a hive and then kill it.
Or then just snipe with the lerk from far away.
That's pretty much your most reliable options right there.
No acid bomb :(
its a new feature i realized, and players are just now attempting new methods. but giving gorge the web would be THEE move to make, just dont OP it. make it max out in amount of material, not size, so that it can stretch in a large room as a singular strand, or fill a small hallway as a wall. one web depletes all your energy and have the marine stuck on it for say 15 seconds, while making it susceptible to another marine's LMG fire ( hp of a skulk) so teamwork can counter the counter. :)
Skulks with leap, fade and focus.
And web if you felt like being a troll.
fades with focus.
gorges with webs.
lerks with bite
would be nice if onos had charge again. for quick get away's or surprise rush ambushes.
ns1 onos used hit and run tactics with devour by the time marines had enough firepower to hold em off.
I'm not suggesting that devour be brought back into ns2 but charge or something that would allow onos a temporary speed increase would be nice.
Onos used to have paralysis, not suggesting it for NS2, but who remembers paralyzing jetpackers and watching them fall to the floor and die?
They appear to give about as much lift as a sustained fart, and if they still have the limited energy from NS1, I would have thought you could kill them pretty easily with most aliens. They shouldn't be able to dodge very well if they have slidey aircontrol.
That could be easily fixed by UWE if they implemented <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115631" target="_blank">Yuuki's fade mod</a>:
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Latest download link for the Fade Mod(working in 194):
<a href="http://www.duplexgaming.co.uk/downloads/mods/64/modfade/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/64/modfade/</a>
It makes fades be less in invul/invis state because of higher adrenaline drain on blink.
And it gives them forward momentum to work with when fighting against jetpackers.
It makes the fade more fun to play, and more fun to play against.
And it's a step in the right direction to balance their invul/invis ability, which is currently very OP in the vanilla version.
Good fades are only visible when they make a swipe in vanilla NS2, that is changed with fade mod.
And web if you felt like being a troll.<!--QuoteEnd--></div><!--QuoteEEnd-->
this is a more important post than some of you may have realized
why?
because "making web be a 'counter' to jetpacks" is taking the easy way out
this game is not supposed to have rock/paper/scissors balance, especially with the higher tech items
the actual way to fight jetpacks is to leap/blink/fly at them, shoot them with ranged stuff or time when they're going to run out of fuel and strike easily then
it shouldn't be "make a web and then wait, putting in zero effort until the game pins them in place for you because of your AMAZING talent of clicking your mouse with web"
I always thought webs were pretty balanced. They were easy to see and (in the late game where they showed up) easy to destroy. Also the amount you could put up was pretty limited. To me they were just another static defense element like OCs or what have you. Doesn't take an amazing amount of skill to place or avoid those either.
Not saying we should definitely have webs back though, my favorite counter to JPs is still the lowly skulk ^^ Just don't try to fight them in big open rooms.
That could be easily fixed by UWE if they implemented <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115631" target="_blank">Yuuki's fade mod</a>:<!--QuoteEnd--></div><!--QuoteEEnd-->
That mod is awesome and this is how blink should work.
Yes please!
:)
Last night I finally got the hang of blinking at a JP'er and swiping him in the air in vanilla, I'd like to give it a go with the momentum mod :)
also dont chase along the ground, try to bounce off walls etc
gorge webs, better hydras (not useless like now...dealing like no damage), give the fade shooting back, give skulk xenocide back.
Ensl gathers, that's all I think.
gorge webs, better hydras (not useless like now...dealing like no damage), give the fade shooting back, give skulk xenocide back.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 Totally agreeing with this post.
I disagree, I found myself able to 1:1 jetpack marines with any weaponry, as a lerk quite adequately, sometimes even against two at once, however it does take a long time to gun them down, and the fact that I had regeneration, cloak, carapace and 3 shells (full armor capacity) meant it cost me 36 res every time I died and a little while (evolving) to get back in defending against them, as I found all other alien classes can barely do anything against JPers, whilst marines have an instantaneous jetpack with only 20 res, the problem was for me that eventually they out-endure you because their flight capability is easier to obtain.