The New Jp, First Impressions
Big_Chief_Brown_Bottom
Join Date: 2003-01-22 Member: 12584Members
<div class="IPBDescription">pros and cons</div> pros:
-no fall damage (same as new lerks and fades YAY!)
-non-fps-exploitable
-allegedly anti-onos
cons:
-costs 15 res now <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> although it does its job worse than in 1.04 when they were 9 res
-loses all lift if your head bumps into something. cannot keep in the air even if you have 99% fuel remaining. must land to get additional lift
that second cons part really bugs me. when trying to get into vents and ledges that have obstacles like pipes near them, if you bump into an obstacle you float back to the floor no matter how much fuel you have left. same goes for if you let go of the jump button. you have to hold on to the button or else you lose all your lift. this is what essentially makes it the "jump pack" people are calling it. i think that as long as you have reserve fuel you should be able to get additional lift. it sux if you can't.
if the lift problem is not addressed i would like to see the cost reduced to 10 res each. why get a jp when a ha is only 5 res more? if an onos comes along would you rather outfit 2 jp-shotties (50 res) or get 5 la-shotties for the same cost? i would drop 5 shotties instead of 2 shotties and 2 jps.
-no fall damage (same as new lerks and fades YAY!)
-non-fps-exploitable
-allegedly anti-onos
cons:
-costs 15 res now <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> although it does its job worse than in 1.04 when they were 9 res
-loses all lift if your head bumps into something. cannot keep in the air even if you have 99% fuel remaining. must land to get additional lift
that second cons part really bugs me. when trying to get into vents and ledges that have obstacles like pipes near them, if you bump into an obstacle you float back to the floor no matter how much fuel you have left. same goes for if you let go of the jump button. you have to hold on to the button or else you lose all your lift. this is what essentially makes it the "jump pack" people are calling it. i think that as long as you have reserve fuel you should be able to get additional lift. it sux if you can't.
if the lift problem is not addressed i would like to see the cost reduced to 10 res each. why get a jp when a ha is only 5 res more? if an onos comes along would you rather outfit 2 jp-shotties (50 res) or get 5 la-shotties for the same cost? i would drop 5 shotties instead of 2 shotties and 2 jps.
This discussion has been closed.
Comments
Note to self: Practice JPing skills now that your framerate doens't get in the way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
Personally hasn't made my skill decrease, or stump my team, so I'm happy and content with it.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
No they are good in hand of decent players they can be a destructive force.
Once a JP/Shotty almost killed me (3 hives Fade all upgrades) cause he could quickly evade my attacks. But my mates and my rocket finished him. I think a squad (3 JP/Shotty) with comm support and one hive locked can cause major damage to the alien team.
Well, in 1.04 they were overpowered, now they aren't... I don't see much of a problem with 15 res + a gun to hopefully kill a 100 res Onos.
Not uber, but not useless either.
I was comm playing feedwater earlier today, and I equipped about 7 JP/shotgunners and they easily took out the alien hive... I'm not quite sure the name of the hive, I always forget the name of this hive, I think it was refinery or something like that thogh.
I do miss long sustained flight but I reckon there is a degree of inbalance when you can just hover out of bite range and HMG stuff.
Just a side note, in the three days of v2.0 I've gotten the JP once and seen it being deployed twice.
[Edit] Just thinking, if people could really hover with the v2.0 shottie... oh boy there could be some straight up ownage by accurate marines. [/Edit]
The JP is nerved?
ok the physics is way more realiistic, good feeling of weight. but i dont see its less powerfull than in 1.04 .
I wint play misslecommand with that, but i wontplay misslecommand in 1.04 either.
web acidrocket/fade = 2nd hive but nvm
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with Lucid. They got too paranoid and ended up stacking all sorts of things against JP usage. Accurate OCs, faster hives, "jumppack", costing 15 res (only 5 less than HA), costing 35 res to research, nerfed beyond belief by heavy weapons, slower tech, absolutely useless in halls. It would be fine if they lowered the cost. People are glad that they got nerfed because of the 1.04 version of the JP. But don't you think it's a little too much? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yus couldent agree more not only that hive helth has gone up and hmg clip capasity has gone down ..... apart from the HMG that the desighners couldent toutch mutch....they broke every single thing that worked in 1.04 and all the crap stuff in 1.04 like tf's and HA that was nvr used in clan games (only as an insult with just welders) have been over powered so ovcourse u only use HA and dont c mutch jp action in 2.0 ... why settle for 2nd best
i dont mind really with w00t they have done. its just the way they have labled it as "fair now" that i dont like.
the main problem with 1.04 was marine speed jps and the speed marines moved at . even if aleins camped teh res nodes u could still get jps of teh res node in base fast.
removal of bhoping (marine only) faster alein upgrades
lmg pistol slower faster hive
armory humping time up by 1/2 VS godlike aimbot oc's
techtree slower + more res for upgrades lerks now have spores to shoot at jps... (well thats useless no more jps)
breaking of the jps
haveing to reload more to take a hive down
get the impression they went a bit ott with the "Just evening it out a little"
im not gona go as far as to say the games unfair just marines DONT HAVE A CHOICE ANY MORE. variaty is the spice of life !
Here's some advice, TheOne: stop trying to play 1.04. This is 2.0 -- adapt, or lose. Welcome to Natural Selection.
But I was given a JP in 2.0, so I began trying to fly about, half the time I just did a normal jump since for some reason the JP didn't kick in, I found it over all very clumsy to maneuver, I felt like lead as I tried to land on a rafter. Then I was trying to make it to a Hive to try and make a come back, hit the ceiling, fell into lava, an died. So my first impression of the new JP isn't actualy a raving review. They capped it's airspeed (same as a Lerk), so I don't see the problem with keeping how it functioned similiar to 1.04, but just weaken it's aspects. That would make it worth it's costs, but Aliens wouldn't have to worry with those new OCs, a few of those and they'll mow down any JP/HMG attempted rush, especially with sensory to mask everything.
Just my opinion.
HA is definetly not always best. There is a time and place for each tech.
<span style='color:red'>*LOCKED.*</span>
(P.S. TheOne, Web and Acid Rocket are third-Hive abilities now. Play v2.0 a little before posting about it, mmkay?)