Nerf jetpacks please
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Join Date: 2013-01-03 Member: 177320Members
If you think jetpack fuel should be nerfed, please agree with this comment. Do not awesome - let's look at agrees against disagrees. It seems like it's "try to win before jetpacks or hope they;re low on RTs etc by the time they get them" or you lose. Obviously the nuanced argument is 9 paragraphs longer but I cannot be bothered to type it all out.
It's quite tiring to have a marine be able to follow you around the entire map as an onos, or to have them fly in the air for 15 seconds straight - for 15 res with a 200dmg machine being blasted into your face.
It's quite tiring to have a marine be able to follow you around the entire map as an onos, or to have them fly in the air for 15 seconds straight - for 15 res with a 200dmg machine being blasted into your face.
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Really depends actually, if they're going fast enough their hitbox is projected in the direction they are going enough to where you actually have to collide with their model to have a chance at landing a melee attack. With the fade mobility nerf someone with a JP can sit for quite a long time in the air outside of most lifeform's reach. If they have a shotgun lerks can't even approach and skulks tend to die mid-leap. The only really viable options are spiking them from afar hoping they don't chase you down, or predicting where they land for the 2 seconds it takes for JP fuel to regen enough to do it again.
I definitely support lowering the fuel amount, rines being as mobile as lerks in the air is just another step towards a homogenized game.
That being said I'd say current fuel is at the limit of being reasonable, such that any increase in fuel would be OP. So I would be OK with a very small reduction..,
Also would be cool if you could sprint fly where you get a prolonged horizontal boost but no vertical lift. (Like exo's)... It should last 25% longer and reach slightly higher speeds. (Let me chase that fade)
Aim behind not ahead.. This is NS
Hi, my name is Roo and I like to miss the point.
Edit: Just because you failed to provide an accurate counter I shouldn't lower myself. Instead, here: "Please nerf teamwork, map control and upgrades" could be used as a (pathetic) argument against any nerf in the game, past present or future and completely misses the point. It's almost as if you thought I said, "I cannot kill everything easily as an Onos so please nerf anything that contravenes that" which is utterly asinine. But it was an amusing comment. Right? Right? lols
Assuming he it within range of course. Did you think the "jump" function had eluded me? lol. I've killed a bunch of jetpackers by pretending i was low and turning around to gore them in a tight corridor around a corner. I just feel the jp shouldn't be able to have them fly for quite as long as they do because, as Asmodies says, it homogenises the gameplay too much.
Not only touching the ground, it's the fuel regeneration while falling also. A jetpack can change direction so many times while in the air without ever touching the floor because of this. Leap could be made better for tackling them though. Slightly quicker acceleration, higher force.
I think jetpacks are pretty damn low on the list of balance and gameplay priorities though. They work pretty well overall and losing them a couple times lowers the pres across a marine team and can turn around a game in the aliens favour.
The worst part about jetpacks for me, is how the effects of interpolation and low movement update rates (help me out here Dragon) are just magnified so heavily. You take damage from a leaping skulk bite from so far away on your screen it's laughable. Same when being chased by one as a lerk for example.
SG>Lerk, JP can actually chase down lerk and negate the only weakness shottie had, which is range. JP+Shotty doesn't have a real counter right now and hard counters skulk and lerk, and situationally counters fade and onos.
Have fun with the shotgunners.
And no, spikes and spores (wtf, anyway) are not always a valid option.
Dunn
Stop using logic it will hurt their minds.
I have heard a suggestion that xeno is really nice against the new jp thanks to the huge range of it.
Otherwise, I wouldn't be opposed to a small fuel regen reduction, because it is a little excessive at the moment.
I'm careful of SG, careful of GL, careful of flames careful of Exo .... But I'm afraid of JP/SG...
Shouldn't rines have something you fear?
Mucous membrane/enzyme spam in your face.
Of course this will be hard if the marine gets medpacks, but most of the time just keeping that marine busy in one place with no armor can really help your team.
The 17:1 ratio of dislikes to likes in your op speaks for how your suggestion has been received. Combinations of lifeforms working together are required to take down a jp/sg (38 res assuming a welder), much like what is required to take down a good fade. Delaying the enemy's resource flow is a central part of this game. Jp/sg plus upgrades represents a significant res expenditure, and takes considerable time to research. Instead of nerfing the jp, how about a marginal buff to the emasculated onos, or perhaps a slight boost to the higher biomass health bonus? There are better ways to address the problem that you perceive (late game Marines are powerful, but they have to earn it).
I got the point you were making, I'm afraid it just wasn't a valid one, as the response to your op suggests.
jp+shotgun just doesn't have a counter, you really don't have to be careful of anything in specific other than just getting mobbed but for 1:1 potency that 38 res rine can cause just as much havoc/res damage as an onos.
I think its time you start writing at least 3 of those 9 paragraphs.