Jetpakcs op
Rapid_Sausage
Join Date: 2012-08-05 Member: 154811Members
<div class="IPBDescription">sorry, they just are</div>especially noticeable with the latest patch (aka alien nerf).
the only anti air weapons that aliens have is the lerk, and even then it need spikes to be somewhat effective.
it's ridiculous that an alien player spends 25 (or was it 35) seconds to get an onos, and 75 resources, just to get countered by an instantly purchasable jetpack that only costs 10 personal resources.
yes yes i know a good skulk can wall jump and get them, but it's very unreliable and usually doesn't end well for the skulk.
the jetpack offers too big of an advantage for its cost, and the energy regen on it is ridiulously fast.
either nerf jetpacks or don't let players with heavy weaponry buy jetpacks.
the only anti air weapons that aliens have is the lerk, and even then it need spikes to be somewhat effective.
it's ridiculous that an alien player spends 25 (or was it 35) seconds to get an onos, and 75 resources, just to get countered by an instantly purchasable jetpack that only costs 10 personal resources.
yes yes i know a good skulk can wall jump and get them, but it's very unreliable and usually doesn't end well for the skulk.
the jetpack offers too big of an advantage for its cost, and the energy regen on it is ridiulously fast.
either nerf jetpacks or don't let players with heavy weaponry buy jetpacks.
Comments
I wouldn't like a less powerful JP, cause having a JP as it is now is probably the most fun aspect for me. I love getting this jetpack and I love the fact that with this JP I can stand toe to toe with a fade. Making the JP less effecient would scale the fight in favor of the fade again. I think the main problem with it right now is that if you manage to kill a JP marine he just comes back with a newly bought one right away. A higher res cost might stop the nonstop wave of JP marines that we see now. Also if you killed a marine with a JP that cost 25 res it would feel like more of a victory when you know that he won't be having a JP anytime soon unless he wants to scimp on weapons.
Making it weaker isn't the answer. At 10 pres it's waaaaay too cheap especially when you consider the fact that the 20+pres weapons jetpackers drop when they die can be picked up by their teammates on death.
Res count alone doesn't mean anything, situations and matchups are what matter.
Your 75 res onos isn't suppose to be able to counter groups of jetpacks easily. That's what blinking fades and spiking lerks are for.
Res count alone doesn't mean anything, situations and matchups are what matter.
Your 75 res onos isn't suppose to be able to counter groups of jetpacks easily. That's what blinking fades and spiking lerks are for.<!--QuoteEnd--></div><!--QuoteEEnd-->
A flamethrower is the wrong choice to go up against a fade especially alone.
Not sure why you added in mines to your 50 res. I would say you're more likely around 45 (FT=30, Welder=5, JP=10, total=45). Now if you want to compete 1vs1 w/ a fade, save some res and go for Shotgun (SG=20, welder=5, JP=10, total=35).
luck of the draw. Your mines didn't kill the fade, it only finished him off. ;)
The point I was making about the mines is that I don't believe that most people are always buying mines when their getting equiped to head out to the front lines.
Most times mine are bought to deploy around base structures to deter skulks.
Sure they sometimes get lucky on other life forms but I'd say the odds are slim.
no way bro, was all me ;D lol
na u r right man, obviously :P
Can people please stop whinging about parts of the game that just need a bit of tweaking, and whinge on parts o the game that need a bit more than 'a bit' of tweaking? please?
Can people please stop whinging about parts of the game that just need a bit of tweaking, and whinge on parts o the game that need a bit more than 'a bit' of tweaking? please?<!--QuoteEnd--></div><!--QuoteEEnd-->
What like whining about bilebomb in every thread. Surprised you didn't mention it here too...
It all comes down to the fact that they're mobile AND the player has range & damage.
Fade: Mobility & damage - no range.
Lerk: Mobility & range - no damage.
Onos: Damage - no range and severely limited mobility in terms of vertical ascension.
The best option is fade. This was the same in NS1.. and yet in open area maps people would STILL go onos and all the fades would look at eachother like "well, this game is over"
Anyways the initial thread:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114950" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=114950</a>
I don't mean to threadjack but god I tried to bring attention to this so long ago ~_~
Can people please stop whinging about parts of the game that just need a bit of tweaking, and whinge on parts o the game that need a bit more than 'a bit' of tweaking? please?<!--QuoteEnd--></div><!--QuoteEEnd-->
Being too cheap is part of being OP. The fact that (as long as you're not dying every second) a marine can get a JP every life is ridiculous. Yes, the pricing needs to be increased, that should be all for the first patch. Let people play with that, see what they think, and if JPs are still too potent, then something else can be done about them.
Can people please stop whinging about parts of the game that just need a bit of tweaking, and whinge on parts o the game that need a bit more than 'a bit' of tweaking? please?<!--QuoteEnd--></div><!--QuoteEEnd-->
I wonder whether I should link your "Bile bomb is OP" thread... Nah, that would just be tacky.
to keep this ON TOPIC. You have to remember marines need 2 bases to keep jetpacks online, a note no one has mentioned yet in this thread. I am not saying they are not over-powered, just that this has been overlooked to strategies that can take out the 2nd base rendering jet packs not viable.
Ultimately my opinion could be incorrect, however I think a price increase on the jet pack is a positive start on making the death all that more painful (as it cannot be re-looted)
to keep this ON TOPIC. You have to remember marines need 2 bases to keep jetpacks online, a note no one has mentioned yet in this thread. I am not saying they are not over-powered, just that this has been overlooked to strategies that can take out the 2nd base rendering jet packs not viable.
Ultimately my opinion could be incorrect, however I think a price increase on the jet pack is a positive start on making the death all that more painful (as it cannot be re-looted)<!--QuoteEnd--></div><!--QuoteEEnd-->
Only problem is that the 2nd base is ONLY needed to build the protolab. Once the protolab is up, the 2nd CS is not needed and often completely forgotten by marines. It's not like hives where you lose 1, you lose all the upgrades that were associated with it. This fact combined with such a low cost of 10 pres means that it is very easy to get get JPs (rush 2nd CS) and much easier to keep them than it is for alien's upgrades.
Actually if you take out the 2nd CC, you can't buy JP's anymore. People who already bought JPs will still have/use them until they die once 2nd CC goes down.