The Jetpack Is Overpowered
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">the same way the shootgun is...</div> ... in NO WAY.
BUT as soon as comms drop jetpacks regulary and ppl stay together, even in mixed teams, and leran to fly out of umbra and hunt oni, people will scream that the jetpack is overpowered !!!
Its both overpowered <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> simply because it defeats sensory chambers and onoses (alien expansion) just by attacking it in a group.
All it needs is a few comms that defend with turrets and attack with jp/gl/shootgun and we will have masses of players that moan "the jp is as overpowered as the shootgun" just when they learned to use it.
Trust me, it took some time till NSPlayers learned to use the JP in 1.04, they will learn and they will moan.
You might say JP is too expensive? The simple reason why JP so expensive is, that it counters oni, wich is so expensive, too.
btw jetpacks and shootguns get counted by defense chambers, lerks and healpray, its called defense, might be something new for most of the new aliens around here.
Really, Shootguns aint overpowered, lerarn to ..... defend!
BUT as soon as comms drop jetpacks regulary and ppl stay together, even in mixed teams, and leran to fly out of umbra and hunt oni, people will scream that the jetpack is overpowered !!!
Its both overpowered <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> simply because it defeats sensory chambers and onoses (alien expansion) just by attacking it in a group.
All it needs is a few comms that defend with turrets and attack with jp/gl/shootgun and we will have masses of players that moan "the jp is as overpowered as the shootgun" just when they learned to use it.
Trust me, it took some time till NSPlayers learned to use the JP in 1.04, they will learn and they will moan.
You might say JP is too expensive? The simple reason why JP so expensive is, that it counters oni, wich is so expensive, too.
btw jetpacks and shootguns get counted by defense chambers, lerks and healpray, its called defense, might be something new for most of the new aliens around here.
Really, Shootguns aint overpowered, lerarn to ..... defend!
Comments
Jetpacks are countered by certain maps, where the unique architecture gives lots of opportunities for oni to jump devour, or jump gore. They're also countered by webs, WoLs (which are risky since to block a jetpacker you'd have to block oni), lerks, blinking fades (honestly), kinda by gorges... Xenocide, acid rocket, and cloaked onos who stomp when you land.
That said, the problem with groups of jetpackers is that they get utterly annihilated by OCs... It seems to me (and probably most people!) that if it's an option, screw HA trains and screw jetpacker squadrons... Combined arms. If you think raw jetpacks are bad, imagine using them as scouts/support for a heavy armor train...
They're kind of easy to counter if you have the res to go lerk, but the problem with that is that the Marines can have 5+ shotties heading to your hive by the time you have one single lerk to spore them. That's not enough to keep them back, especially when that lerk gets pounded by your Marines in two shots.
Maybe a boost of the shotgun cost to 15 but not touching rof/damage would be a good change.
So if you're trying to counter the entire marines resource pool, it should take more than just one alien using 30 res.
This isn't due to the JP in any way, just simply by virtue of what NS maps are <b>like</b>
My point exactly. Some maps are much worse than others (ones with lots of ceiling architecture).
And BTW, it's Jumppacks, not jetpacks. You can't really fly anymore per se.
Any gun.
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Any gun.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
OMG! THET MAENS AL GUNZ R OERPWERD!
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So if you're trying to counter the entire marines resource pool, it should take more than just one alien using 30 res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm a tad late here, but you're missing my point.
Aliens can either use their res early game or save it. Generally ~4 skulks use up their res early game, 1 skulks to Onos, one skulks for the Hive. Along comes our 40 RP shotty rush. They rip through the defenses outside the Hive with not nearly enough trouble as they should have. Those two skulks that have the res to go lerk do so and save the hive, woopie for Aliens. Note that this would be an optimal situation, let's not get into what happens when selfish pub players don't want to save their hive and want to go Onos instead.
Well okay, that's over. The Marines are down probably 60 res, what with the 40 for shotties, some RP's for medspam, some ammo, but also taking into account the 900 skulks they probably blasted and got res for kills. While all this was happening on one side of the map, the commander's nodemonkey just capped every other res node avaliable to Marines and the 60 RP deficit is suddenly nothing. The Aliens are down probably a res node, 3 or so oc's, and an RT. In addition to that, they no longer have the reliable Onos support for the endgame or the guarrantee that they're going to get that hive up in time to counter the Marines rapid teching.
I know we all think Aliens are a little overpowered at the moment, and that can be the case. But I've seen the above happen too many times on pubs, pugs, and scrims, and it's annoying that one set of four shotguns can impact the game so much when in the hands of decent players.
I don't see jetpacks used much at all, I think the 35 research and 15 per jp costs might be a tad too high.
Meh, my two Canadian cents. (worthless)
The HMGs piercing damage was not removed, it was reinstated.
<!--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 don't see jetpacks used much at all, I think the 35 research and 15 per jp costs might be a tad too high.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, Nerfpacks are indeed to expensive. Hell, if the prices were reduced to 1.04 values (25/9) with the 2.0 functionality remaining, it would still be overpriced. Those who have been lucky (or maybe unlucky?) enough to have tryed the 2.0 JP, know that its more of a toy than a real piece of tacticle equipment. If the JPs were lessened to 20/5... maybe we would start to see them played more often... but unlikely.
<!--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-->Meh, my two Canadian cents. (worthless)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->