268 - jetpack
clankill3r
Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
How the jetpack is now without being able to jump is like how it was a year ago or something.
Back then they changed it that you could jump again and had to hold it to use the jetpack.
I really love that mechanic. Having a jetpack I still want to be able to outjump enemies.
I don't get what it is reverted to the old way. How do others think about it?
Back then they changed it that you could jump again and had to hold it to use the jetpack.
I really love that mechanic. Having a jetpack I still want to be able to outjump enemies.
I don't get what it is reverted to the old way. How do others think about it?
Comments
It was horrible for dodging aliens in a corridor. Before you could use the jetpack to avoid an Onos attack by flying to a side. After the change, you just jumped upwards before the flying begun and you got stuck on the ceiling or gored to death. Comfort > effectiveness.
I am glad it got reverted.
Yeah, that's why I think it's so strange it got reverted to the old one after such a period of time.
Anyway, both suit me so I don't really care. As long as JPs do not need double jump to work.
It's rly heavy.
I'm a big fan of the new jetpacks in all regards but this one. They make marines have to be more cautious with their usage, and allow aliens more opportunity to pick them off if they're not.
Dare I suggest a togglable option?
[/notaserioussuggestion]
Or you could spark the remaining fuel all at once.. Marine Xenocide.
If jetpacks hindered jumping the way people described, I'd be complaining right along with you, as I did when the jetpack was being refined in Comp Mod before being brought over to vanilla, but this new jetpack shouldn't restrict marine movement regardless of fuel level. It should only ever make your jump bigger. Try it out in sandbox mode and I think you'll be convinced. If you continue to think it's hindering your jumping, please be specific, such as pointing out where.
So standing jump is fly, crouch jump is jump? That seems unintuitive and clunky.
What if you just always jump, but with fuel the jetpack still kicks in immediately? From a theoretical standpoint, this would be the most optimum way to launch yourself up in a personal jetpack. Pushing yourself off the ground makes less work for the pack, which conserves more fuel. Plus from a gameplay perspective you can still jump.
EDIT: Well I feel like a tard. I think you're right Fiskbit. I just tried to have my pack run out of fuel to not be able to jump over stuff, but I couldn't get it to fail. Disregard all that. It's good as is.
So instead of tweaking the cost of initial takeoff or messing with the sustain values or looking at different accelerations rates to solve the problem while still maintaining the responsiveness (which is what I feel most normal devs would do), they took the complaint literally and actually added a jump before the flying would kick in. Not only did it worsen jetpack, it also had the awful side effect of not being able to jet through vents anymore.
Props to the CDT for addressing a terrible decision by UWE. I haven't played 268 so I don't if the fix is any good, but I am sure it's at least a step in the right direction.
New JP is faster than it's ever been (it's even faster on takeoff than the nitro boost version before the jump)... which I also don't like. A single tap and I'm stuck on the rafters. Some of it will take some getting used to, but it also means that this version is flat out less useful in tighter spaces.
From an alien perspective, the new JP feels like it's made it much easier for marines to dodge at the last instant. What Ots said about having to jump early to dodge a competent alien, I think that's preferable in terms of balance to being able to just instantly dodge anything.
Skulks will have a problem, granted.
Lerks can arguably damage JPs easier.
Fades are arguably the best to take out JPs (More HP to fly into a jp/sg/gl than a lerk could manage)
Onos now can reliably juke jetpacks to actually be able to use corners to kill JPs instead of the stupid OP nature of JPs being able to kite onos before 268.
Jetpacks refuel slower than before meaning jetpacks are COMBAT orientated, not just map traversing. If you use it to cross a map, then you better be damned if a skulk catches you out of energy because they're insanely combat powerful when they do have fuel.
Even more so i can't even fathom how much it irritated me to get killed by the worst onos'es on this earth in randoms occasions because of the oneshotgore and slow liftoff. It's like you were forced to just pray that they miss, cause you had no chances of escaping the gore distance, instead actually relying on your own skills to dodge.
Balance my arse.
If i would have been playing this game at the time @NotPaLaGi is referring to, i would have raged so hard at the scrubs invoking this feature, jesus christ..
After the good work that's already been done (and which is planned) by the CDT, I'm interested in hearing tales of strategy and counter-strategy over the next few weeks and months. That, for me, is what balance is about.
'Oh, marines have got an early AA? Let's counter with mass expansion and a skulk rush on the AA itself, plus we'll need an additional lerk to help kill these early rushed 0/0 JPs.'