Resupply + Jp /gl
Diablus
Join Date: 2003-03-31 Member: 15080Members
<div class="IPBDescription">on co_</div> Now i hate whiners and it seems i have to just let this out, so before u go "0mG NUB U SUK GO PLAY CS" read what i have to say first.
Now u all know a GL is devistating in co_ seeing how it doe like 10 dmg to the person who fires but kills skulk/lerks in 1 shot and ahs a huge radius. but now a gl+JP + resupply is even lamer. i dont understand how its considered "fair" that marines can fly 50-60mph across a room yet still get a medpack dropping right on them magically. This is totally unfair to skulks and lerks. a good jper can take out a team of 7skulks and even a lerk who sporing like crazy because the new jp is now l337, resupply + jp on a marine usually means gg for aliens unless they get a good rush. Now sure all the jp+resupply lovers will go against this statement/"whine" because it makes them the most dominate player on the field. and we all know how every ns player loves having the extreme upper hand. and Gl's too if anything they should do 2x damage to the marine who fired em if 1 hits em, becuase 4 marines with no ff can easily spam gls under them and bhop around killing almsot everything and getting out of it with around 40-50hp. I seriously think someone should look into evening out the chances of 4 skulks against 1 jp alittle higher for the skulks. it shouldnt take 5-6 skulks to focus on 1 marine with a marine team of 8. now ive used gl+jp+resupply and i say quite frankly its the cheapest most unfair combo ive ever used. its not even a fight anymore really its a massacre on aliens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . now interpret this however u want. agree or disagree however u want this is simply my opinion. but if your going to post, do it constuctivly dont waste mine and your time by posting "OMG STUPID NUB U SUCK" if ur gonna do that at least give me something constructuve to read.
Now u all know a GL is devistating in co_ seeing how it doe like 10 dmg to the person who fires but kills skulk/lerks in 1 shot and ahs a huge radius. but now a gl+JP + resupply is even lamer. i dont understand how its considered "fair" that marines can fly 50-60mph across a room yet still get a medpack dropping right on them magically. This is totally unfair to skulks and lerks. a good jper can take out a team of 7skulks and even a lerk who sporing like crazy because the new jp is now l337, resupply + jp on a marine usually means gg for aliens unless they get a good rush. Now sure all the jp+resupply lovers will go against this statement/"whine" because it makes them the most dominate player on the field. and we all know how every ns player loves having the extreme upper hand. and Gl's too if anything they should do 2x damage to the marine who fired em if 1 hits em, becuase 4 marines with no ff can easily spam gls under them and bhop around killing almsot everything and getting out of it with around 40-50hp. I seriously think someone should look into evening out the chances of 4 skulks against 1 jp alittle higher for the skulks. it shouldnt take 5-6 skulks to focus on 1 marine with a marine team of 8. now ive used gl+jp+resupply and i say quite frankly its the cheapest most unfair combo ive ever used. its not even a fight anymore really its a massacre on aliens <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> . now interpret this however u want. agree or disagree however u want this is simply my opinion. but if your going to post, do it constuctivly dont waste mine and your time by posting "OMG STUPID NUB U SUCK" if ur gonna do that at least give me something constructuve to read.
Comments
Once the nubs start to realize that the fade and onos exist, we shouldn't see the top killers on the marine team be the ones with GL's.
Also, the jetpack is a nice ability that is easily countered by:
- Skulks
- Lerks
- Fades
and the onos to some extent.
You know what counters skulks lerks and fades really good? HA. Guess what counters HA? Onos.
Wowowowowowo I think I'm starting to see some dynamics to the game, but I dunno.
However, I will say I do prefer the jetpack in combat not so that I can kill stuff, but so I can quickly hit the hive, rather than waddle my fat HA butt down to it and then die once I'm out of ammo.
the great thing about JP/GL is that it really leaves them with no way to defend against smart lerks. (Smart lerks being ones who don't fly into the grenades that are about to explode)
I think JP is really hard to take down, and due to the evasion factor, I find them to take longer to take down then Heavies, which is why if i'm a rine I never get heavies. Sure JP is weaker, but the fact that you're not a sitting duck with a target on your **** makes you live a bit longer.
Big rooms are great for jpers, and great for lerks trying to kill jpers (daimos has one, so much fun)... The hive room in daimos is horrible for killing jpers, they just circle around the hive, and it's really hard to keep track of them.
Now pulse has an awesome hive room for taking down jpers.
Once the nubs start to realize that the fade and onos exist, we shouldn't see the top killers on the marine team be the ones with GL's.
Also, the jetpack is a nice ability that is easily countered by:
- Skulks
- Lerks
- Fades
and the onos to some extent.
You know what counters skulks lerks and fades really good? HA. Guess what counters HA? Onos.
Wowowowowowo I think I'm starting to see some dynamics to the game, but I dunno.
However, I will say I do prefer the jetpack in combat not so that I can kill stuff, but so I can quickly hit the hive, rather than waddle my fat HA butt down to it and then die once I'm out of ammo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
but isnt it funny how onos come much later then resupply +jp+ gl?, oh and lets see even more intresting, devour ranged is shortened leaving the only effective "counter" for jps is on co_diaymos, now explain to me how jps are meant to counter onos yet U and ONLY u say onos anre the conter to jps, goto eclipse get 2 marines with jps/gl to fly around while ur onos, well "see" how good onos is in countering jps. some odd dynamics that your seeing
Combat changes dynamic gameplay greatly. You would never have a Gorge with web 2 or 3 minutes into the game in normal NS_, but in Co_ you can. Realize this and all your worries boil down to the most fundamental skill inherent within NS; organization and teamplay.
PS: For the love of all things that taste delicious and sound dandy to your ears, PLEASE use punctuation, your post burns my eyes.
Once the nubs start to realize that the fade and onos exist, we shouldn't see the top killers on the marine team be the ones with GL's.
Also, the jetpack is a nice ability that is easily countered by:
- Skulks
- Lerks
- Fades
and the onos to some extent.
You know what counters skulks lerks and fades really good? HA. Guess what counters HA? Onos.
Wowowowowowo I think I'm starting to see some dynamics to the game, but I dunno.
However, I will say I do prefer the jetpack in combat not so that I can kill stuff, but so I can quickly hit the hive, rather than waddle my fat HA butt down to it and then die once I'm out of ammo. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
but isnt it funny how onos come much later then resupply +jp+ gl?, oh and lets see even more intresting, devour ranged is shortened leaving the only effective "counter" for jps is on co_diaymos, now explain to me how jps are meant to counter onos yet U and ONLY u say onos anre the conter to jps, goto eclipse get 2 marines with jps/gl to fly around while ur onos, well "see" how good onos is in countering jps. some odd dynamics that your seeing <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Onos come much later?
Onos comes the soonest at lv. 6, the soonest a GL/JP comes at is lv. 7
Also, I said the onos counters to the JP to <b>some extent</b>. In other words, it's weak at killing JP'ers compared to the other alien classes.
gg?
Ahh no JP+GL = 7
Fade = 3
Onos = 4
I dont see how thats much sooner for JP+GL?
I dont understand whats the diff. Fades own jp+gl. Its really simple. If you are a skulk and you going up vs a jp+gl then you should back off and deal with it, just like a rine with a shotie and no armor is going to die vs an onos. I mean come on its not overpowered.
BTW rine with jp is going to have min of armor lvl 2, so its 2 hits =P
the only grief i have is:
1. extremely narrow hive locations (pulse)
2. gls that just seem to spam everywhere... they get only 15 kills in 30 minutes, but i manage to get caught by every nade they fire. i'm just too dumb or i have no luck at all.
Obviously people have never seen a civilian go Fade <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I don't think these people have seen good fades. In all honesty.
jp + gl + resupply + upgrades? 10 levels.
dead hive? priceless.
The best counter to jp on most jp friendly maps is a strong lerk player with plenty of upgrades. Intercept them before they get to the hive.
the problem is it takes a top end alien player to counter even an average jp effectively. If aliens dont have at least 1 player with a skill advantage they will be forced to overload to stop 1 or 2 marines, which then frees the other marines into easy fights against smaller numbers of aliens.
personally I think jp are not so hard to kill, but I do think that gls need tweaking, the practice of just spamming at your feet to defend is way too common, and the damage radius is way too big.
Since "nubs" are obviously the only ones who <i>ever</i> stay Skulk and Lerk, right?
Generalization doesn't work. Don't use it. I greatly prefer staying small, agile, and very much a pain to hit or even follow with any gun, than being a barn of a target. Grenade Launchers will stop having the most kills when people realize you need to retreat from a fight if you hear the obvious sounds of a grenade being launched anywhere in the room (hand or luancher).
None of that, however, makes it anymore fair to use the gun in combat. It's blast radius is insane. It's not uncommon for me to reach level 6 or 7 before I hear or see the first grenade launcher. By that time, it's far too late to consider going to a higher lifeform. The inability to adjust my strategy and upgrades to match when the marine(s) pulls out the GL+JP make the last few minutes of nearly all games a complete bore. Of course, by last few minutes I mean somewhere around 20-30 minutes.
Grenades should do as much damage to the user as they do to the enemies. As someone has mentioned before, their primary use is for indirect structural removal. The marines answer to WoL if you will. Having it in combat completely misrepresents it's primary use. The above solution is reasonable and feasible, as well as, fair for both teams. You still have your anti-structural cannon to be used as indirect fire as intended and you lose your 'self contained wall of fire' without realisticly blowing yourself away. In other words, it has no intended use in Combat other than to unrealisticly provide a fool-proof anti-Skulk and Lerk effect -- as well as weakening Oni and Fade before they ever even come in sightly contact with any Marines.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The best counter to jp on most jp friendly maps is a strong lerk player with plenty of upgrades. Intercept them before they get to the hive.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I can agree, as I am often that player. I can also speak from a first-hand perspective, that if your opponent dodges you even once, and you careen within healing range of the hive, you'll usually die from the blast of the grenades, if not be heavily weakened. Back to spawn queue or time to fly away to heal for a few moments. Thusly providing direct, unhindered fire to the hive.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh and has anyone heard of a thing called web? gg jps<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Grenades remove web, gg aliens. <b>Any</b> midly experienced GL+JP outfitted player will shoot grenades towards the hive room, before entering. Webs gone, gorge dead/wounded, hive wide open. This is something I nearly forgot about until now. Yet another advantage to using the, already over-advantageous, GL+JP combo.
The bottom line is, you are comparing a mediocre JP+GL Counter-strike player versus our top of the line, very own Hambone. I hate to break it to you, but if I have to bring Hambone into my game, on my team, to drop some JP+GL player who just happened to stumble into this awesome combo of equipment. It needs a nerf, obviously.
This is getting way too long, but I'll add my disclaimer here. As a Skulk and a Lerk, I can drop JP+GL with an "Ok" effeciency rating. This means, I can usually get them shortly after they've come into the hive room. However, this is in no way quick enough to get them before they can spam off enough shots in the general direction of the hive, even if they can't see it, to do enough damage to set the aliens back. You know, since healing the hive removes a combat effective player, as well as, requires tedious steps to get atop the hive, which you'll be promptly killed by the next JP in the room, in which case you must repeat said steps again. None of which the Marines have ever suffered.
I have said my peace in one post, I have nothing else to offer this debate.
Since "nubs" are obviously the only ones who <i>ever</i> stay Skulk and Lerk, right?
Generalization doesn't work. Don't use it. I greatly prefer staying small, agile, and very much a pain to hit or even follow with any gun, than being a barn of a target. Grenade Launchers will stop having the most kills when people realize you need to retreat from a fight if you hear the obvious sounds of a grenade being launched anywhere in the room (hand or luancher). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Actually, you are dead wrong with your interpretation of my statement.
All I said was nubs just stay skulk/gorge, and never go anything else.
This doesn't mean that pro's only go fade/onos, they also go skulk/gorge, but eventually they will move to a bigger lifeform in most cases as the upper level marine technology will WASTE you.
Saying you want to stay small, agile, and a pain to hit is the silliest thing I've ever heard. If you ever play against marines with good aim, they will not find your small little target hard to hit at all, and your size advantage is lost to the fact that they can aim and you are gonna die super fast. More hitpoints is almost always a better thing.
I think the only issue with the jetpack/GL is a skill issue between the players on each team, and nothing else.
And your last statement isnt correct at all, "Liek Im right becaussseee..."
And your last statement isnt correct at all, "Liek Im right becaussseee..." <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Who knows if I'm right. I only constantly play against and with kids who get accused of hacking if you don't know any better, and who knows what happens when people can play the game flawlessly.
We should obviously balance the game for people who can't play it properly, who can't do something as simple as track a Jetpack, who can't do something as easy as shoot as skulk.