Jetpacks
Kid-A
Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">How useful?</div> Currently jetpacks are often rarely used, however, I have an ideal use for a JP.
As we know as marines you both need to have res and deny it from you enemies. Denial is extremely difficult for HA, and vanilla marines. However a JP/SG can take down res towers extremely quickly, and they can't be electified.
It would be nice to see more of this being done, especially as aliens are currently being quite lax about RT and hive defence.
As we know as marines you both need to have res and deny it from you enemies. Denial is extremely difficult for HA, and vanilla marines. However a JP/SG can take down res towers extremely quickly, and they can't be electified.
It would be nice to see more of this being done, especially as aliens are currently being quite lax about RT and hive defence.
Comments
Heavy armour - target for regen even possibly celerity onos digestion.
(I'm just talking about longish games there, seems to be where it mainly comes into play or games where you just HAVE to take out thier HAs attacking you.)
I c jetpacks used alot personally.
Some people can use HA, some can't. Ditto with JPs.
IMHO if you're facing Onos, or expect to in the early game, then go JP, as its easier to outrun and relocate with an HMG/Shotty.
If you're midgame and all is solid, go HA to allow a better push into the enemy turf.
In my experience, HA is good with a GROUP who weld each other. It does little to nothing for Rambos, just making them more expensive corpses.
JP, shottie/HMG/GL, 20-30 res, x2 minimum buddy-system organization, 40-60 res. As weak as vanilla marines, but more mobile.
Assuming you have marines that can work with either upgrade, then the key here is how affordable each possibility is. For the same price it takes to outfit three of your guys for a small HA train, you could spam your whole team a pile of JP/shotguns, and assuming you have enough JPers who know what they're doing, you'll have them in a hive and have destroyed it before the aliens even know what's going on. And plenty of res to spare. Hell, if you only give the equipment to the players on your team who have a clue and will get the job done, you can immediately set them up in the previously occupied hive.
Let's also not forget the ability to build high. This may not seem like much, but in a game where the aliens are depending on onos to brute-force his way into a base and smack stuff around, structures out of his reach are endlessly frustrating.
I don't comm often, but when I do, I do try to get JPs up somewhat quickly. They are still nothing more than highly mobile LA marines, but that extra mobility and spare res can really open up quite a few fun tactics, and while HA have the steamroller attack style, JP/Shottie/GL/HMG are the best shock troops available, not to mention great at effective rambo infiltration, assuming you have PG ability. Red Room anybody? <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
HA invariably follows because the time that a marine lasts wearing this is much longer (often forever if they work together well) than a marine wearing JP - and I <b>need</b> that res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thats normally my position because i prefer fast flight to slow ground movement...
-Cio
I get up that roof support in the room in front near the fusion hive on tanith. Small aliens I have killed before they saw me and the large aliens quickly ran away when they spotted me.
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Given skulks, lerks, and fades, exactly where might "a place where aliens can not reach you" be?
I can't think of one, personally.
If the aliens had it together, though, they would likely have a lot of devouring onii - in which case JP'ers may be better suited - although maybe not as telling from the speed with which onii drop to HMG / shotty fire from HA's.
As we know as marines you both need to have res and deny it from you enemies. Denial is extremely difficult for HA, and vanilla marines. However a JP/SG can take down res towers extremely quickly, and they can't be electified.
It would be nice to see more of this being done, especially as aliens are currently being quite lax about RT and hive defence. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Somewhat agreed*
The SG JP rush lives!