Jetpack
TheNwB
Join Date: 2005-04-22 Member: 49110Members
<div class="IPBDescription">How to use this thing?</div> when it come to jp
i always cant use it properly.
i find its hard even to counter an onos with jp.
anyone can help me and give me some tip to use JP?
thx
*dunno if there are a topic about this, i dont search it in database* <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
i always cant use it properly.
i find its hard even to counter an onos with jp.
anyone can help me and give me some tip to use JP?
thx
*dunno if there are a topic about this, i dont search it in database* <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
Comments
ns_metal and ns_nothing are good maps to practice jetpacking.
Most important things to learn are moving forward quickly (jump and hold, release, then hold), and efficiently using your fuel. For example, don't try to constantly fly around an onos, but instead use the bursts to escape it at close range, perch on a ledge, etc.
You might also want to check out the New Player forum....
<b>Lift-off & flight:</b>
- Hold down jump+direction for about 1/2 sec (estimating here) to get a nice high jump in that direction, not high enough to avoid a good onos, but sure as hell dodges fade slashes.
- Hold down jump+direction for about 1 sec to avoid an onos, too slow for a fade (by the time you hit the ground he'll be coming at you again).
- Keep holding down a direction while holding jump only for about 1 sec (that's for when there's aliens around, hold it for 1/2 sec if it's just to get across the map quicker), when you're at the top, hold jump again as you are about to fall down again, this will make you slide in a certain direction. At first you will lose some altitude, but as you hold it you'll get a bit higher again.
<b>Landing:</b>
- Just let go: you'll regain some fuel (usually about 1/2 of you lost) as you drop so you can keep jp-dodging longer.
- Hold it when you're at half your max height: this will take up quite some fuel, and isn't a great way to dodge anything except 1 thing: oni. They pretty much tend to run towards the spot you're about to land (if they're trying to kill you), so altering this spot while dropping (at high speed) might save your **** from being eaten.
My 2 cents
- Rover
I give a forward boost then let go of jump. When it's got to the height I want, I hammer the jump mouse button and crouch key and -woosh- off I go in the direction I want- usually without hitting walls.
The JP is nicely designed so that you can get a good 3 to 5 seconds of level flight before you start to rise again.
I'd seriously consider buying a new keyboard. =p
Yep. You can't go up again after starting to fall, if I can remember correctly.
So that means if you have any negative Z coordinate velocity, you cannot reverse that without landing first. I think...
Another thing I hate about jetpack is co_faceoff. That map has the worst ceilings ever for jetpackers. They are all too low, and they all have too many outcroppings and offshoots that you bump into so you can never get anything done.
Other than that, its a good strategic choice.
Being since I've played a ton since the old Jetpack mechanics, I really can't remember how it felt. But I just remember it felt a lot easier.
But of course, everyone is going to say something like this because this is how the JP mechanics were for such a long time.
Jump, let go when you have a bit of height (experience will tell you how long, and it also depends how high you want to fly), then wait until you hit the apex of your ascent, and just as you are beginning to fall press jump again. Alternate between holding it and tapping it to stay at a level height for maximum forward speed.
If you're in a big room, use a big (read: 1 second hold) boost to launch yourself to the ceiling, then let go and let the jp recharge until you hit apex. Then, either tap jump for a rudimentary hover, or let yourself fall all the way down to the ground and go up from there. Don't try to go down halfway quickly and then back up, it won't work. You'll spend less fuel if you actually tap jump to slow your descent, and then hold it to go back up.
Yep. You can't go up again after starting to fall, if I can remember correctly.
So that means if you have any negative Z coordinate velocity, you cannot reverse that without landing first. I think... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no i'm not talking about vertical movement. i'm talking about your horizontal movement; it's FUBAR. it's probably the thing i hate most about this game and makes me doubt Flayra's ability but actually it's Valves fault and Flayra just hasn't bothered to change it.
Yep. You can't go up again after starting to fall, if I can remember correctly.
So that means if you have any negative Z coordinate velocity, you cannot reverse that without landing first. I think... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no i'm not talking about vertical movement. i'm talking about your horizontal movement; it's FUBAR. it's probably the thing i hate most about this game and makes me doubt Flayra's ability but actually it's Valves fault and Flayra just hasn't bothered to change it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How is it "FUBAR"? It's like bunnyhopping; something difficult you have to master, but it's all part of the interesting air control inherent in the Half-Life physics engine.
Yep. You can't go up again after starting to fall, if I can remember correctly.
So that means if you have any negative Z coordinate velocity, you cannot reverse that without landing first. I think... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no i'm not talking about vertical movement. i'm talking about your horizontal movement; it's FUBAR. it's probably the thing i hate most about this game and makes me doubt Flayra's ability but actually it's Valves fault and Flayra just hasn't bothered to change it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
How is it "FUBAR"? It's like bunnyhopping; something difficult you have to master, but it's all part of the interesting air control inherent in the Half-Life physics engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's "FUBAR" because I can't hold forward and negate physics and just GO the direction I'm looking. lol?
Yeah it's hard to jetpack at first. You can't really expect to do it right while "standing", so you have to "crouch" the whole dang time to actually CONTROL your bearings and velocity.
One good thing about the new jetpacks is that you can fall from ANY DISTANCE and survive with zero damage because apparently the TSA Jetpack technology also includes ferro-fiberous nano-implant hyper-strengthened ankles, and every marine who gets a jetpack has his feet involuntarily turned permanently into forged stainless steel. Nobody said using nanotech to fight the aliens was going to be humane, but darned if flying marines with unbreakable legs aren't really effective against the Kharra. :O
Assuming they know how to sail around with the jetpack I mean.
You know that guy who said Metal is a good map for testing jetpacks? He's right. Start up your own game of NS, type SV_CHEATS 1 to start the game with just yourself, join marines, research jetpacks, and try it out. You only REALLY get better through experience, I've found, or at least it's the most reliable way..
The thing with that was that high FPS let a person hover indeffinitely, as lift was dependant on FPS. This was over-powered and game breaking.
Also to give you my strategy with using the jetpack, don’t get a load of ammo; it weighs you down (I never waist my time getting ammo from the armory anyway, unless I get a fresh weapon). The less ammo the more maneuverable you are, the farther you fly, the higher you fly, and so on…
And that is why you get resupply.
And that is why you get resupply. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well lol thats only on co maps... but yea!
sky i never said dont get no ammo i said...
<!--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-->don’t get a load of ammo; it weighs you down (I never waist my time getting ammo from the armory anyway, unless I get a fresh weapon). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
o and sky can you honestly say youve goten a shotgun or a hmg and successfuly reloaded after shooting a whole clip at an onos or a fade... normally by that point if there not dead then your dead... the reason i say shotgun or hmg is because ive VERY RARLY gotten a jp with an lmg... and normaly with a shotgun ill have 8/16 no more, and hmg 125/125, which is more than enough to last you awhile... and if it runs out... fly to a vent and call for ammo, ive seriously never had a problem with ammo unless there is a nub com
The thing with that was that high FPS let a person hover indeffinitely, as lift was dependant on FPS. This was over-powered and game breaking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hey, I didn't say that the old JPs weren't a bit too much.. just that I preferred them. <!--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-->
but yeah actually, the reason I like the old ones better was that you got a lot more burn time out of them. My FPS_max is 101, so you folks who use the same were gettin about the same performance out of a JP that I was.. and I"m sure know what I'm talking about.
The old JP had a gliding feeling to it.. maybe it's just me.. but the current JPs, they seem like they just drop you like a rock the second you stop burning fuel.. and honestly I think the old ones were -more- manuverable too, just not as -easily- manuverable.
<!--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-->don’t get a load of ammo; it weighs you down (I never waist my time getting ammo from the armory anyway, unless I get a fresh weapon). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
o and sky can you honestly say youve goten a shotgun or a hmg and successfuly reloaded after shooting a whole clip at an onos or a fade... normally by that point if there not dead then your dead... the reason i say shotgun or hmg is because ive VERY RARLY gotten a jp with an lmg... and normaly with a shotgun ill have 8/16 no more, and hmg 125/125, which is more than enough to last you awhile... and if it runs out... fly to a vent and call for ammo, ive seriously never had a problem with ammo unless there is a nub com <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you're in a high-ceilinged room, you can buzz around for ages picking off any aliens below. They'll eventually just try to swarm you with everyone they have, and personally in such a situation I would prefer to not have to rely on the com to give me all the ammo I need. Seriously, it's a trade off of a few (not even 10) units per second of speed for a nice healthy supply of ammo. I think that's a fair trade.
<!--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-->don’t get a load of ammo; it weighs you down (I never waist my time getting ammo from the armory anyway, unless I get a fresh weapon). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
o and sky can you honestly say youve goten a shotgun or a hmg and successfuly reloaded after shooting a whole clip at an onos or a fade... normally by that point if there not dead then your dead... the reason i say shotgun or hmg is because ive VERY RARLY gotten a jp with an lmg... and normaly with a shotgun ill have 8/16 no more, and hmg 125/125, which is more than enough to last you awhile... and if it runs out... fly to a vent and call for ammo, ive seriously never had a problem with ammo unless there is a nub com <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you're in a high-ceilinged room, you can buzz around for ages picking off any aliens below. They'll eventually just try to swarm you with everyone they have, and personally in such a situation I would prefer to not have to rely on the com to give me all the ammo I need. Seriously, it's a trade off of a few (not even 10) units per second of speed for a nice healthy supply of ammo. I think that's a fair trade. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Jetpacks have the advantage of nearly ALWAYS being able to reload as well... where HA and LA are screwed compleatly if something starts muching them while thier ammo count is at 0, JP just fly away and buzz around annoyingly, giving themselfs TONNES of time to put as much ammo as they want into whatever they need. If you run out of ammo and die to a fade/onos as a JP you are being too offensive. Don't be afraid to back off and try again, it's impossible to drop a JPer that is simply traveling from point A to point B without either alot of luck or some webs or OCs... JPs are vastly most vulnerable when they are attacking things.
Learn to strafe jump and jetpacking is easy. Strafe perpendicular to your horisontal velocity vector(e.g. strafe right when going forward or 'strafe' backwards when going sideways), then turn slowly. In the case you want to turn to the right while going forward strafe right and turn your view clockwise slowly, you won't even lose any speed unless you make a too tight turn(in fact you will gain speed, this is the basis of bunny jumping). When you are going sideways you could hold forwards and turn your view towards the direction you are not going to make an 'inward' turn etc.
After enough practice it feels very intuitive.
The thing with that was that high FPS let a person hover indeffinitely, as lift was dependant on FPS. This was over-powered and game breaking. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
but it was <i>sooooo</i> fun