Jetpack Counter
1dominator1
Join Date: 2010-11-19 Member: 75011Members
<div class="IPBDescription">Adrenaline and Focus</div>Everyone (most people) agrees that jetpacks are too hard to counter as aliens, and even if you do manage it chasing the ######s as they fly around like so many flies is not particularly fun with anything but flawless performance (and maybe even not then). It seems to be that a big reason for this is how easily aliens run out of energy (as a skulk you only have enough energy for 2-3 leaps, as a fade your swipe takes considerable amounts as does the initiation of your blink. God forbid they should have flamers too!) and all the abilities which allow aliens to take down JPs require energy.
Hitting JP marines is tricky, but possible as a skulk or fade (keeping in mind that you can steer mid leap) but it is very difficult to do significant damage (4 hits as a skulk once they have some armour upgrades) when you only have 3 leaps to do it before you are grounded for 7 odd seconds and are at the mercy of the marines guns. Thus it seems to me that two of the significant bottlenecks in dealing with JPs is a lack of energy and the number of successful hits you have to land on the marines, thus I suggest a solution that was present in NS1.
Put adrenaline and/or focus back into the game. Adrenaline would allow aliens to make more (and more frequent) attempts at hitting the JP (via more leap/blink) while focus would allow you to get more benefit from the few leaps you get by default (provided you can hit the enemy). IMO the addition of these two upgrades would go a long way to helping aliens kill jetpackers. What does everyone else think?
Hitting JP marines is tricky, but possible as a skulk or fade (keeping in mind that you can steer mid leap) but it is very difficult to do significant damage (4 hits as a skulk once they have some armour upgrades) when you only have 3 leaps to do it before you are grounded for 7 odd seconds and are at the mercy of the marines guns. Thus it seems to me that two of the significant bottlenecks in dealing with JPs is a lack of energy and the number of successful hits you have to land on the marines, thus I suggest a solution that was present in NS1.
Put adrenaline and/or focus back into the game. Adrenaline would allow aliens to make more (and more frequent) attempts at hitting the JP (via more leap/blink) while focus would allow you to get more benefit from the few leaps you get by default (provided you can hit the enemy). IMO the addition of these two upgrades would go a long way to helping aliens kill jetpackers. What does everyone else think?
Comments
however I also think that jetpacks should refuel slower, or don't refuel in mid-air.
I think what we need is to get a good fade and a jetpacker to go on a server and to record 10 minutes of fight, that would help to show to everybody what is the problem, if any.
I think what we need is to get a good fade and a jetpacker to go on a server and to record 10 minutes of fight, that would help to show to everybody what is the problem, if any.<!--QuoteEnd--></div><!--QuoteEEnd-->
this. easily tested withs cheats on I think
a jet-pack marine with a shot-gun should be equal to a fade (or some-what equal)
however I also think that jetpacks should refuel slower, or don't refuel in mid-air.<!--QuoteEnd--></div><!--QuoteEEnd-->
Jetpacks currently do not refuel mid-air at all. You have to be on the ground to get anything back.
That is incorrect.
They begin refueling in 0.7 seconds regardless of being in air or on the ground.
Edit: for clarification, this is how its always been, just fyi
They begin refueling in 0.7 seconds regardless of being in air or on the ground.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh? I guess I didn't notice since most jetpack play takes place bursting around from point to point. Thanks for clarifying, though.
requiring the ground to recharge wouldnt work as ledges, crates etc would count towards this, so you wouldn't have to necessarily be "on the ground".. so its best to just have a set time before recharging.
But this is all semantics :-P
The issue is what the OP brought up: performance and adrenaline (good point btw)
but thats my opinion/observation
They do but only when not active and there is a brief delay before they start.
Here's where things get really murky for me with the new build. Why would you add a fixed delay which rewards long, vertical, movements by allowing them to refuel after .7 seconds. Therefore, so long as you make sure you get .7 seconds of hangtime, you're guaranteed to have at least some fuel for a second maneuver once you land. In my mind, this mechanic also actively penalizes short bursts as they will not regenerate fuel, so long as there's not the .7 seconds after their final burst.
To reconcile the changes with observations I've made above, the new jetpack actively rewards unskillful, straight as an arrow, vertical movement, while penalizes skillful, "hop scotching", horizontal movement. Please tell me how I'm wrong because I have a huge headache from this.
Here's where things get really murky for me with the new build. Why would you add a fixed delay which rewards long, vertical, movements by allowing them to refuel after .7 seconds. Therefore, so long as you make sure you get .7 seconds of hangtime, you're guaranteed to have at least some fuel for a second maneuver once you land. In my mind, this mechanic also actively penalizes short bursts as they will not regenerate fuel, so long as there's not the .7 seconds after their final burst.
To reconcile the changes with observations I've made above, the new jetpack actively rewards unskillful, straight as an arrow, vertical movement, while penalizes skillful, "hop scotching", horizontal movement. Please tell me how I'm wrong because I have a huge headache from this.<!--QuoteEnd--></div><!--QuoteEEnd-->
I do not think you are wrong but find the marines that can juke horizontally in mid air far more difficult to kill than those who just go up and down (they tend to be more predictable imo). Also it is impossible to never land, so you will be grounded eventually and if you have stayed in one place odds are something will be waiting for you, still I think lag plays a much bigger role in JP combat (both because they tend to appear towards the later game and because they move in 3 dimensions).