Restore Old Jp?
Xodlike
Join Date: 2003-06-03 Member: 16985Members
<div class="IPBDescription">1.0x goodness</div> I was wondering if it was possible to get the mm plugin jp nerf and restore the jp to original instead of nerfing it even more....and wow was i surprised that the jp turned out even worse in 2.0 than in a 1.0x server with jp nerf.I really do not see a point in jp unless its a big open map such as ns_sieges007 jp room
Comments
the Old JP had issues
1.04: JP with elite frames lets you fly around FOREVER. You NEVER HAVE TO LAND! This is <b>very bad</b> because it's makes it nigh impossible for anything to hit you.
2.0: JP with any frames increases your maneuverability greatly, while not making you an infinitly-flying-jarhead-of-dewm. I prefer jumppacks anyway, it feels a bit more natural than an actual jetpack that makes you fly really really fast. And you can still avoid skulks by jumping every time you land.
same here... now I don't have to say "comm don't give me a JP HMG my athlon 800 w/ ATI 128 comp sucks !" anymore...
Problem with maps: Aye. Too much ceiling architecture makes it almost impossible to navigate some maps with a jumppack (since you can't just release and "duck" under the architecture), making you skulk/onos bait.
I agree to a point. I think that you should still be able to gain lift, just do one of 2 things: 1) make the jetpack use "fuel" faster, or 2) Make the "fuel" recharge slower. Either way you can't fly forever, yet you still have some maneuverability.
<!--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-->Problem with maps: Aye. Too much ceiling architecture makes it almost impossible to navigate some maps with a jumppack (since you can't just release and "duck" under the architecture), making you skulk/onos bait. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's just as hard to be a skulk on those ceilings, which is why the architecture is there. If you'd like, you can go read the <a href='http://www.natural-selection.org/MappingGuidelines.htm' target='_blank'>Mapping Guidelines</a> where it specifically says not to leave open-runnable ceilings to help hinder skulk movement. Besides, the ceiling architecture adds to the ambiance of the game.
I know. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> My point is, the problem with jumppacks right now (imho) isn't anything to do with jumppacks in particular, but the maps (not that the maps are inherently wrong, but the solution ceiling architecture is really problematic for jumppacks).
I also only said some maps because, frankly, if the ceiling is high enough, I'm happy to coast along slightly lower than the roof... But in most maps, this makes you skulk/onos bait. I, however, still love the jumppacks... I'm just very loathe to travel in certain sections of certain maps without a heavy escort, and only engage in areas wherein I can actually maneuver (which is imho a bad thing).
Bast looks like a GREAT place for JP's, but it still has 75% tiny hallways, now doesn't it? I'm sure I could provide some decent arguements but my memory for the maps is failing me now...
Understood? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->