My thoughts on jetpacks

KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
I feel marines become far too hard to kill once they have jet packs and unless you have the upper hand as aliens already I feel like you can't do anything against them even with higher lifeforms once they have JPs. So I have been thinking about what could be done with them so they aren't so overpowered and I wanted to throw my idea out there. What if you can't shoot when you are flying around?

Comments

  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited June 2012
    How about you just remove the horrible delays in the game instead of adding more to balance the existing delays.

    /frustrated
  • the_white_omegathe_white_omega Join Date: 2002-12-15 Member: 10888Members
    a better idea would be to have a slight delay built into the ignition time of the jet pack....this would represent the engine "spooling up" to the needed amount of power to lift a person off the ground....

    This would have the bonus forcing the player to use it as more of a strategic tool rather than an easy escape from danger....
  • Vinc3ntVinc3nt Join Date: 2012-05-27 Member: 152642Members, Reinforced - Shadow
    edited June 2012
    I think the main problem with jetpacks is that there are too cheap... 10 res
    You can survive a long time with one, longer than with a shotgun. 20 res

    It's really frustrating when you finally kill a marine that have a jetpack, because 5 seconds later I'll be back to make you bite the dust!

    I think it's a good counter for onos and it's ok to be use as an easy escape from stomp and else.
    Although the delay your are suggesting could be use on the infestation, like glued or something, to make the marine feel unsafe on infestation, also taking a risk when ninja a hive or harvesters...
  • -Azona--Azona- Join Date: 2012-04-07 Member: 150074Members
    same for lerks then yes? need flap more times to lift off? cost energy to fly yes? sound fair to me, JP cost enegery to use, why not lerks flying, if JP need time to lift off, so does lerks.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1946979:date=Jun 27 2012, 11:22 AM:name=-Azona-)--><div class='quotetop'>QUOTE (-Azona- @ Jun 27 2012, 11:22 AM) <a href="index.php?act=findpost&pid=1946979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->same for lerks then yes? need flap more times to lift off? cost energy to fly yes? sound fair to me, JP cost enegery to use, why not lerks flying, if JP need time to lift off, so does lerks.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Because Lerks are already sitting glass ducks if they aren't flying. Now image if you put a delay on their lift off, lerks would because useless and no one would play them.

    Lerks aren't the only counter to JPs.
  • ArmymunchkinArmymunchkin Join Date: 2012-06-30 Member: 153788Members
    i think they should add weight to the game, kinda like the new carapace where it slows you down except with jet packs it slows your raising movement speed allowing lerks and skulks to keep up with jet pack player.

    i also think there should also be a downside for the aliens as well i'm not sure how that could be done tho
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    They just removed fade blink-->swipe delay which should help a lot. Skulk<JP and that's the way it needs to be and is now. It'd be ridiculous if one skulks could even have a chance to kill one JP. I don't know do leap still have some kind of leap-->bite delay and if it does that should be removed too but I don't think that anything else needs to be done at the moment.
  • KaptajnKLOKaptajnKLO Join Date: 2012-06-25 Member: 153658Members
    <!--quoteo(post=1948059:date=Jun 30 2012, 11:55 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jun 30 2012, 11:55 PM) <a href="index.php?act=findpost&pid=1948059"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They just removed fade blink-->swipe delay which should help a lot. Skulk<JP and that's the way it needs to be and is now. It'd be ridiculous if one skulks could even have a chance to kill one JP. I don't know do leap still have some kind of leap-->bite delay and if it does that should be removed too but I don't think that anything else needs to be done at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The problem I have with JPs is that they are so damn easy to use. There is absolutely no downside to taking a JP and they are even cheap as hell. It just feels wrong to me that a single upgrade on the marine side makes it so much harder for the aliens to kill them. And I disagree that a skulk should have no chance against a JP marine since it is only a 10 res upgrade and also most importantly it is just no fun if you have lost your higher lifeform and now you are just useless as a skulk in the late game, especially if they have all their rooms on lockdown with sentries, phasegates and mines then you can't even harass their structures.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    <!--quoteo(post=1948239:date=Jul 1 2012, 11:10 PM:name=KaptajnKLO)--><div class='quotetop'>QUOTE (KaptajnKLO @ Jul 1 2012, 11:10 PM) <a href="index.php?act=findpost&pid=1948239"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The problem I have with JPs is that they are so damn easy to use. There is absolutely no downside to taking a JP and they are even cheap as hell. It just feels wrong to me that a single upgrade on the marine side makes it so much harder for the aliens to kill them. And I disagree that a skulk should have no chance against a JP marine since it is only a 10 res upgrade and also most importantly it is just no fun if you have lost your higher lifeform and now you are just useless as a skulk in the late game, especially if they have all their rooms on lockdown with sentries, phasegates and mines then you can't even harass their structures.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes they are way too cheap. Making them cost something like 15 to 20 res should fix the problem. And it isn't like you can't kill them with skulk, you absolutely can and couple patches ago leap skulk was way better counter to them than fades were but that should be the opposite now with the swipe delay removed. It's just that one skulk can't win a JP, and that's the way it should be, even 2 skulks can be killed kind of easily with JP but after that it becomes a bit harder. Anyways it's a lot of where you attack them, you shouldn't just attack them stupidly in an open area. 5 skulks with leap are usually beating 3-5 JPs in a tight room e.g. summit's glass hallway or clab; it just comes out to teamplay, which public lacks, therefore it may seem like jetpacks are imba ###### when honestly they aren't that imba anymore even though they should cost 10res more.
  • Death_by_bulletsDeath_by_bullets Join Date: 2004-03-14 Member: 27336Members
    <!--quoteo(post=1948251:date=Jul 1 2012, 05:05 PM:name=supsu)--><div class='quotetop'>QUOTE (supsu @ Jul 1 2012, 05:05 PM) <a href="index.php?act=findpost&pid=1948251"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes they are way too cheap. Making them cost something like 15 to 20 res should fix the problem. And it isn't like you can't kill them with skulk, you absolutely can and couple patches ago leap skulk was way better counter to them than fades were but that should be the opposite now with the swipe delay removed. It's just that one skulk can't win a JP, and that's the way it should be, even 2 skulks can be killed kind of easily with JP but after that it becomes a bit harder. Anyways it's a lot of where you attack them, you shouldn't just attack them stupidly in an open area. 5 skulks with leap are usually beating 3-5 JPs in a tight room e.g. summit's glass hallway or clab; it just comes out to teamplay, which public lacks, therefore it may seem like jetpacks are imba ###### when honestly they aren't that imba anymore even though they should cost 10res more.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. The problem isn't necessarily that people can't kill a wave of JPs but the fact is that once you kill them, they come right back. So from that point on out, everyone is a JP. Also, I've seen JP tech rush at the start of the game and people have had them at 6 minutes in. Game over bro.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    The real problem is, the time they can stay in the Air. It is possible to otmaneuver every alien with no problem an catch up with every Alien beside the Fade.

    The fuel should be halfed and then Aliens may have a chance at intercepting a landing Marine.
  • supsusupsu Join Date: 2012-04-24 Member: 151023Members, Squad Five Blue
    <!--quoteo(post=1948708:date=Jul 4 2012, 12:08 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Jul 4 2012, 12:08 AM) <a href="index.php?act=findpost&pid=1948708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The real problem is, the time they can stay in the Air. It is possible to otmaneuver every alien with no problem an catch up with every Alien beside the Fade.

    The fuel should be halfed and then Aliens may have a chance at intercepting a landing Marine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And that's exactly how it should be. Halfing their fuel sounds really ###### to me but reducing their fuel 1/5 or 1/4 might be enough but I'm not so sure even about that. Ns2 just has a lot of open area rooms where it's impossible to kill one, so it isn't really directly JPs fault why they are so good. Adding their price up to 15 should be all that's needed to be done for now.
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