Vs Jp/shotty?
TomCerul
Join Date: 2002-11-22 Member: 9614Members
<div class="IPBDescription">How to stop god?</div> Okay folks, how do you stop jp/shotty aces? Every game I've played this week where the aliens have lost it's to 1 or 2 guys with this combination.
(and resupply/med spam)
Call me old fashioned, but I believe the game shouldn't be completely decided based on whether a good marine gets jp/shotty. (JP to location, pg shotty rush I'm fine with.)
Skulks can't climb fast enough so they are always out of range. When they get near range, *BANG*SPLAT* Focus helps because then you only have to bite the impossible to hit flying 'rine twice. (assuming armor != suck) But getting focus in classic NS before they get jp? good luck
Lerk gas doesn't affect them at all since they've got all the health they could ever want and they can get out of the gas in 0.00000001 seconds. Umbra seems to have no affect on shotguns. Lerks don't fly fast enough to bite.
Onos might be possible if they manage to get to the fight in time and don't get stuck on every single pebble on the planet. And they find a tight spot that the jetpacker must come back through.
Fade seems to be the only option at all but I can't get blink/swipe to land ever, let alone when the marine is gliding through the hive.
Just lost a 6 aliens vs 5 rines NS game. We had two hives and all 6 of us couldn't stop one jetpacker. We killed all his backup, but he took out our hive. <i>While we were there.</i> Defending the last hive against that was just a joke.
How the heck can you even begin to stop this?
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Man I miss getting JP rushed by a team of marines instead of just 1. It didn't feel so bad to lose to the whole enemy team.
</span>
(and resupply/med spam)
Call me old fashioned, but I believe the game shouldn't be completely decided based on whether a good marine gets jp/shotty. (JP to location, pg shotty rush I'm fine with.)
Skulks can't climb fast enough so they are always out of range. When they get near range, *BANG*SPLAT* Focus helps because then you only have to bite the impossible to hit flying 'rine twice. (assuming armor != suck) But getting focus in classic NS before they get jp? good luck
Lerk gas doesn't affect them at all since they've got all the health they could ever want and they can get out of the gas in 0.00000001 seconds. Umbra seems to have no affect on shotguns. Lerks don't fly fast enough to bite.
Onos might be possible if they manage to get to the fight in time and don't get stuck on every single pebble on the planet. And they find a tight spot that the jetpacker must come back through.
Fade seems to be the only option at all but I can't get blink/swipe to land ever, let alone when the marine is gliding through the hive.
Just lost a 6 aliens vs 5 rines NS game. We had two hives and all 6 of us couldn't stop one jetpacker. We killed all his backup, but he took out our hive. <i>While we were there.</i> Defending the last hive against that was just a joke.
How the heck can you even begin to stop this?
<span style='font-size:8pt;line-height:100%'>
Man I miss getting JP rushed by a team of marines instead of just 1. It didn't feel so bad to lose to the whole enemy team.
</span>
Comments
You'll have to have a skilled skulk / fade / lerk take care of him.
and hud_fastswitch 1
Oh and also if you dont have leap as a skulk cause your down to 1 hive, if he has lvl1 lvl 2 jetpack shotgun in your hive you most likely arent gonna win the game in the first place so you have to just suck it up and take the loss.
Btw, why is everyone saying "Call me old fashioned"?
They should take something out because people suck at something? Wow that is the WRONG attitude I'm sorry. If JPs own you, practice leap/bite and blink/swipe to get better and kill them. Why do you want anything that's 'hard' to do to be taken out?
Most pubbers are horrible at aiming, should we take that out too?
Your attitude makes me sick...
Trust me. Celerity Lerks are definitely fast enough to chase down jetpackers. After some practice, you'll be a jetpack-hunting machine.
In combat, just xenocide them. Xeno, leap, bite, leap, explode. Try to leap above them so the blast knocks them downward.
Jetpack are not terminators, and they can't fly forever -_-
Jetpack are not terminators, and they can't fly forever -_- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Honestly, you'd be amazed how long you can keep one in the air with good usage, especially when your skills have been honed in Tribes.
Jetpacks are definately a tough sucker to beat, especially when they're carrying shotguns. With any modicum of aim, your best efforts are easily thwarted. They're all the danger of a regular shotgunner, but now they can zip out of your attack range.
In a regular match, your best hope is a Lerk and some OCs in your hive room. Spore, and let the OCs do the rest. They pack a punch, and everytime that jetpacker lands to get some medpacks, he gets hit even harder by the OCs and perhaps a skulk.
If your Fade is good enough to maul a decent jetpacker, chances are they wouldn't have jetpackers at that time -- he'd have been keeping them down. He'll likely be decimated (they do seem to be made out of paper, now) unless the JP is preoccupied with another nuisance or two, or the Hive. In a duel, I'd take the JP/SG over the Fade any day.
Skulks.. ahaha. You might as well 'kill' in console, you're nothing but RFK unless you're l33t.
Lerks are decent if the JP isn't focused on you. If he's trying to kill you, you -will- die. However, if he'd rather take out a skulk or a Fade, or even your hive.. it's not hard to take him out, especially with celerity. Most Lerks get caught up trying to follow the JP. I find it easier to sit back and just rush at where he's going to be flying next. Works really well.
Onos are actually one of your best bets in smaller hive rooms. Gore is powerful enough to take him down in three or four whacks, and with your height that's pretty easy. Stomp is now useless, but the Onos' 12' tongue still makes appearances from time to time. If you're lucky, you may just **** him off the ceiling. The shotgun isn't a really big pain since you've got so much HP, and you -are- by the hive, afterall.
In Co maps, you definately need Webs. If your team can't kill JPs fast and efficiently once he's in your hive room, you are likely screwed. Not only is he gaurenteed to be back, but every higher lifeform he kills en route or while there is one less there'll be when he arrives again. Focus is also a good idea. If your JP has half a brain, he's got Resupply, and unless you can hit him twice, he's going to get that medpack.
For more 'regular' rines, a basic skulk with leap can get the job done easy enough, as jets only offer temporary speed-boost (great for movement, not so great for anything else). Also, since most of the corridors are so low and easily block your movement, I would worry more of that HA-train than a few pesky jets. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Assuming hud_fastwitch 1, is lastinv faster than just picking a new weapon?
Rushakra, good call on the "don't follow them" lerk tactic. My mistake there.
Filla, I agree a better player should defeat a worse player. I'm talking about 1 marine whooping the entire alien team .
Guess I'm gonna play my next couple days as a leap/focus skulk. Not that it will help in 2 hive Classic.
The issue in combat where JPers keep making runs on a hive, killing off higher life forms until there's only skulks remains. How to fix it though? Ya can't take the jp out altogether. Making the rine buy it again when he dies would be a pointless waste of 0.5sec. <joke>Maybe the rine has to buy it and then a voice comes on and says "Comm jp. JP COMM! COOOOMMM gimme jetpack, jetpack jetpack comm." so that the rine has to wait about as long as a gestate. </joke> hrm, bad training for classic ns...
This problem really seems the worst in the CO map that is basically 3 rooms. Marine start, Hive room and the room in the middle with the angled ramp and some water underneath. I don't know why that map is so much harder to defend from JP's than the others.
scout early, scout often.
Engage them before they get to their build site.
Onos in 'rine start does wonders for stopping a siege base from building. . . Actually, anything chewing on rine start can get a beacon.
No... a manual leapbite or blinkswipe is the way to go. For the 100th time, scripted leap/bite or blink/swipe SUCKS. It takes away any timing control you have and it's more of a negative script than a positive one. The way to go is using a key bound to lastinv. Fire, lastinv, fire. It's not rocket science, jesus christ.
As jp'er I find OC's round the place to be very annoying. You have less armour and once its gone oc's are very effective at taking you down med spam or not.
Apart from that there is an element of luck in hitting the rines flying round, just keep trying. Onos are supprisingly good i find in some cases. Cause many of the corridors are fairly low in NS a horn to the bum is pretty easy to land, and JP's go down like flies with their relatively low armour. Beware HMG jp but MR Ono...
the lerk, can indeed fly fast enough, assuming the JP'r hasent launched himself, the fade can do the trick, got 8 as fade one game, they will maul them, skulk, is indeed very hard, if ff isnt on, i suggest useing Xenocide, that will at least hurt them.
also, assuming your in a hallway an onos can rin through, nancy is a prime example of onos chanrging and killing Jp'rs and a semidecent idea is the gorge, he can heal and spit the rines should they get close enough, plus there web will always doo the trick of forced landings.
"Im the anti jp weapon!" <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
No... a manual leapbite or blinkswipe is the way to go. For the 100th time, scripted leap/bite or blink/swipe SUCKS. It takes away any timing control you have and it's more of a negative script than a positive one. The way to go is using a key bound to lastinv. Fire, lastinv, fire. It's not rocket science, jesus christ. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or alternatively, bind different easy to reach keys to slots 1-4 and get coordinated at using them.
Most pubbers are horrible at aiming, should we take that out too?
Your attitude makes me sick... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
OK sorry I came out a little to blunt... but I explained my self about the opinion... doesn’t seem that u read that part but ok... and no I am not saying take out everything that is hard... I may think that some other weapon is unfair or what not but I am not saying remove it because its hard to defeat; there is some sort of single weapon/ability counter to it.
admin_slayteam 1
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
scout early, scout often.
Engage them before they get to their build site.
Onos in 'rine start does wonders for stopping a siege base from building. . . Actually, anything chewing on rine start can get a beacon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You have no idea.
Gorges: "Aah! They're siegeing our hive! Get here, get here!"
Moi: "No, they're beaconing." *Killing phase gate and advanced armory.*
Jetpack are not terminators, and they can't fly forever -_- <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Honestly, you'd be amazed how long you can keep one in the air with good usage, especially when your skills have been honed in Tribes.
Jetpacks are definately a tough sucker to beat, especially when they're carrying shotguns. With any modicum of aim, your best efforts are easily thwarted. They're all the danger of a regular shotgunner, but now they can zip out of your attack range.
In a regular match, your best hope is a Lerk and some OCs in your hive room. Spore, and let the OCs do the rest. They pack a punch, and everytime that jetpacker lands to get some medpacks, he gets hit even harder by the OCs and perhaps a skulk.
If your Fade is good enough to maul a decent jetpacker, chances are they wouldn't have jetpackers at that time -- he'd have been keeping them down. He'll likely be decimated (they do seem to be made out of paper, now) unless the JP is preoccupied with another nuisance or two, or the Hive. In a duel, I'd take the JP/SG over the Fade any day.
Skulks.. ahaha. You might as well 'kill' in console, you're nothing but RFK unless you're l33t.
Lerks are decent if the JP isn't focused on you. If he's trying to kill you, you -will- die. However, if he'd rather take out a skulk or a Fade, or even your hive.. it's not hard to take him out, especially with celerity. Most Lerks get caught up trying to follow the JP. I find it easier to sit back and just rush at where he's going to be flying next. Works really well.
Onos are actually one of your best bets in smaller hive rooms. Gore is powerful enough to take him down in three or four whacks, and with your height that's pretty easy. Stomp is now useless, but the Onos' 12' tongue still makes appearances from time to time. If you're lucky, you may just **** him off the ceiling. The shotgun isn't a really big pain since you've got so much HP, and you -are- by the hive, afterall.
In Co maps, you definately need Webs. If your team can't kill JPs fast and efficiently once he's in your hive room, you are likely screwed. Not only is he gaurenteed to be back, but every higher lifeform he kills en route or while there is one less there'll be when he arrives again. Focus is also a good idea. If your JP has half a brain, he's got Resupply, and unless you can hit him twice, he's going to get that medpack. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Or you could just flatten them in a narrow corridor before they enter the hive.
And I repeatedly killed them as lerk.
Easiest I ever did actually since I had a lil more room to work with.
hot dogfighting action.
Feltlike the old air combat days on ps1
Classic: 1- OC lamming
2- Res starving
Combat: 1- Playing very defensively, to delay JP's the most
2- Webbing from the top of the hive (if possible)
3- And the most important: Reaching the time limit before the hive goes down.
I tend to avoid playing co_core because marines always win. The map is too small and the hiveroom is too open, with lots of entrances, and you can shoot the hive from all 4 directions, from below, the middle and above. Worst hiveroom ever.
co_ulysses has the 2nd worst hive room, but the big map size makes up for it.
co_kestrel has a nice trick, which is standing on the hive and webbing just the top, so that no JP's go there and kill you. Your team will take them out quite fast, as long as they all don't rush the hive.
co_pulse is ok, IMO.
Im thinkin bout working on my gorgeness.
After I get the hang of focus and see if its worth my time.