I love the new jetpacks, they feel responsive and agile and fit for purpose.
What do I mean by that?
I mean that jetpacks dont let marines fly anymore. They're now best used in short hops when facing aliens, to relocate to a better position in the room or whatever. If you try and float around like a nancy just because you can, you will run out of fuel and die fast.
Comp marines have been using them like this since forever, gladly now they are a little more obviously intended to be used like that.
If 1 hive aliens are having issues with w0/a0 marines who can afford only 1 round of jetpacks, dare I suggest that they deserve the impending loss? Get on their res, group up and take down the jets, mass expand your own res and get the higher lifeforms up.
If we're talking about a JT Marine ball going for the hive, yes that'd could be dealt with. However theoretically if Marine split up and say one went for Platform rt, other to Mezzanin / Observation / Repair. While the rest is building up the remaining RT's it would pose a problem right? Combined with Marines that can keep Skulks from keeping their res down.
Though I wasn't able to play 268 much due to issues. I was merely playing with that thought. Because undoubtibly single skulk vs single JP Marine, even if he has w0a0 is difficult to deal with.
When jetpacks were 10 PRes, the game was under the old PRes system before the 20% deflation, so they actually cost more like 8.3 in today's money. The problem with that was that they were an obvious purchase and you didn't have to worry about playing safe with them because you could so easily replace them. With the comments in here about jetpacks being too plentiful and coming out too early, I'm not sure how lowering their cost would improve matters. It would make rushing jetpacks even more viable because clearing the marines wouldn't be as detrimental to their PRes.
How does the new jetpack do when assaulting Cargo hive?
Haven't seen enough games to be sure, but as a first impression, JP+SG seems to be ok, while JP+GL is still ridiculously OP (in Cargo, that is). That's more a problem of the GL than the JP, though.
But speaking of balance... Why does the Jetpack completely eliminate weapon weight differences, anyway? I think it should have slightly less acceleration when equipping a JP+GL or JP+FT compared to JP+Rifle, for example. (This should actually scale with the total weight of all carried weapons, instead of just the currently selected one - flying is different from running.)
This could even create new tactical choices, like dropping the primary weapon for speed/acceleration, and then finishing with the pistol from above.
How does the new jetpack do when assaulting Cargo hive?
Haven't seen enough games to be sure, but as a first impression, JP+SG seems to be ok, while JP+GL is still ridiculously OP (in Cargo, that is). That's more a problem of the GL than the JP, though.
But speaking of balance... Why does the Jetpack completely eliminate weapon weight differences, anyway? I think it should have slightly less acceleration when equipping a JP+GL or JP+FT compared to JP+Rifle, for example. (This should actually scale with the total weight of all carried weapons, instead of just the currently selected one - flying is different from running.)
This could even create new tactical choices, like dropping the primary weapon for speed/acceleration, and then finishing with the pistol from above.
My issue with the new jetpack is that you can't bhop with it to conserve a ludicrous amount of fuel while still maintaining 6-8 speed on the jump. Other than that... it's better in every way.
How does the new jetpack do when assaulting Cargo hive?
It still works - just the new fuel limitations mean it's harder for a marine to just float around willy-nilly while GLing the hive, only killable by flying life forms and highly coordinated skulks.
So what used to be "there's been a JPFLer in cargo for 5 minutes, why has nobody killed him!?"
will hopefully now be
"lol theres a single marine in cargo who wants to waste his Pres"
Comments
What do I mean by that?
I mean that jetpacks dont let marines fly anymore. They're now best used in short hops when facing aliens, to relocate to a better position in the room or whatever. If you try and float around like a nancy just because you can, you will run out of fuel and die fast.
Comp marines have been using them like this since forever, gladly now they are a little more obviously intended to be used like that.
Though I wasn't able to play 268 much due to issues. I was merely playing with that thought. Because undoubtibly single skulk vs single JP Marine, even if he has w0a0 is difficult to deal with.
Just because marines can do a specific strat, and are doing so, doesn't mean you're supposed to give up. Less complaing, more improvising.
I do like the management of fuel is more important now.
Not sure about the 15 res price.
Agreed, would like to see JPs down to back down to 10 pres
But speaking of balance... Why does the Jetpack completely eliminate weapon weight differences, anyway? I think it should have slightly less acceleration when equipping a JP+GL or JP+FT compared to JP+Rifle, for example. (This should actually scale with the total weight of all carried weapons, instead of just the currently selected one - flying is different from running.)
This could even create new tactical choices, like dropping the primary weapon for speed/acceleration, and then finishing with the pistol from above.
True, but at 0 pres vs. 15 pres, it should be.
So what used to be "there's been a JPFLer in cargo for 5 minutes, why has nobody killed him!?"
will hopefully now be
"lol theres a single marine in cargo who wants to waste his Pres"
"bhop" in ns2
lol
Did you play ns1? You aren't bunny hopping.
I'm all for fun in competition
call it whatever you want, it's not real bhop in the sense that it was on gldsrc/other mods
ns2 is like "ez mode bhop" at best
Okay.