Jetpacks

Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
<div class="IPBDescription">Is this how they were intended?</div> Now before you flame-happy posters say anything, this is NOT about a marine getting on top of a hive and killing it.

My problem is that jet-packers seem to get way too much out of their fuel. As most good players know, it's possible to stay airborne near infinitely just by tapping the jump button. I don't think this is right. It seems that the jetpack is intended to run out after a certain amount of use, but right now, fuel isn't really much of an issue to a decent marine. For the aliens, this means that nothing short of a fade can kill a jetpacker easily; you just try to kill a half-decent player with a leap/bite combo, if he doesnt kill you, Flarya's anti-script code will. And the lerks, with their awkward flight style, have a troublesome time catching a circle-strafing infini-jetter.

My suggestion: the jetpack should eat up a small block of fuel when it starts up, then slowly drain fuel until it is shut-off. That way, tappers waste fuel just as quickly as people who hold the button down. Hopefully, jetpacks will then be used more for what I think is there original purpose - getting marines in vents.
«1

Comments

  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    I slightly agree. I think that the JP's need a bit less flight time. The lerk flys, but the marines should not get minutes of sustained flight. It should be for quick dodges and getting out of trouble....not flying.
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    I see what you're saying, and it's a pretty good suggestion, but you shouldnt've mentioned lerk flight. I'll say this now before some noob marines fanboy does:

    0mfg!!!!1111one l3rk5 c4n f1y inf1n1t3ly w1t4 ADRENALINE!!!!111one. 5O u/\/F41|2!!!!!111one
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Hmmm... I see what your saying, but it seems strange to just use jetpacks to get in vents.
    Also, jetpackers(like me) like to fight in combat, using our increased mobility to its full extent, dodging acid and leaping skulks as we rain hmg fire down upon them. Paying 9 rps JUST to get in vents seems kind of strange, although vents give complete access to the map.

    As I've heard before, Fades use there mobility to get away from fights...Jetpackers deny that mobility.

    Another note, shouldn't this be in suggestion forum?
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->My suggestion: the jetpack should eat up a small block of fuel when it starts up, <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I suppose that "My suggestion" answers my question.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited January 2003
    Actually, there's an issue with jetpacks that affects many HL mods... the higher your FPS, the more "efficient" your jetpack fuel. Basically, a high-FPS player can fly for longer than a low FPS player.

    Try it yourselves - type "fps_max XX" in console - first do it with XX = 100, and then with XX = 20 (obviously, your average FPS has to be decently higher than 20 to see the effect!).

    This bug unfortunately affects many facets of the game - build speed, for example, and ROF as well. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Apparently it also crops up in other mods - in DOD, the MG overheat was altered by FPS. However, DOD fixed the problem, and I would assume that Flayra will figure out how to fix it as well in the future.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    its not possibly ROF - it is. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    Hehehe <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Thats brilliant (thou a bit unfair), as I get 100fps constant, so I have the advantage on ROF and jetpacking!

    I already knew the building thing, thats y I always build stuff in matches, as I have seen that I DO build faster than ne1 else in the clan <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    I like it how it is, they r meant 4 flying.
    If u can kill fades while flying around or the more power to u.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    I agree that you get a large amount of time to fly through the air but there's a tradeoff. In the end game where you are quite possibly dealing with fades and the like, basic armor just doesn't cut it. A couple skulk bites and you are done for. Yeah you can fly around a lot but if you decide to land, it's sometimes instant death; especially if you are doing the death-defying type activities people usually do with jetpacks. So I don't think theres an imbalance issue there.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    I think JPs were intended to A) Allow marines to move about more quickly and B) Allow marines to enter vents.

    They do their job quite nicely. I don't think fuel issues should be a problem beyond the FPS bug - an experienced jetpacker is a good threat for the aliens, just like an experienced lerk or ANY alien is a good challenge for the marines. Yes, they are only 9 credits a pop, but I'm sure that most public teams only have 1 or 2 "l33t JPx0rs" or whatever on their team. Everyone else is still banging their heads into the ceiling and crashing back down to the ground, like me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    By the way, does anyone know thendefault "ps_max XX" #?
  • EnIgEnIg Join Date: 2002-12-22 Member: 11379Members
    I'd say Jetpacks were intended to let marines fly. Increased speed and mobility, plus the "advantage" of getting into vents just go along with that naturally. A lerk who can aim well is quite scary. At least for me (and I'm sure many others) who still need practice aiming while moving quickly in the air. Also, skulks can climb up walls sometimes and get a bite in, since many areas of NS maps are hallway types of environments. I think that the flight time is not really a problem due to the closed environment and the fact that even though with some skill you can fly for a while in an <i>open</i> area, it is definitely not unlimited as is the lerk with adrenaline.
  • VigilanteVigilante Join Date: 2002-10-31 Member: 1828Members, Constellation
    The manual states (or stated when it was first released, when I read it) that the player must be standing on the ground for the jetpack to recharge. Currently, it recharges whenever not in use - i.e. midair. I guess this is another one of those last minute changes that were included thougthlessly ( <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> )
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    edited January 2003
    It is bugged. On my system NS runs at my fps_max setting, 85. I can stay jetting forever, even without fuel.

    I would suggest however, Jetpack physics be more Tribes-ish. If the JP didn't give as much upward thrust, this would become non-existant. (Any make the JP easier to use, lol)
  • EnIgEnIg Join Date: 2002-12-22 Member: 11379Members
    It's just a jetpack. Why change it? People can use it as they see fit.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    I remember one time on ns_nothing I managed to stay flying around Ventilation for a good 2 minutes. Simply jetpacked over the walkway, then under, then over, in a loop. I could have kept going for a good more time, cept a acid rocket cought me mid-air.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    what the hell are you people talking about. there are serious problems with jetpacks.

    1. you can move faster in vents than anywhere else.

    2. you can stop completely in midair without having to slow down first.

    3. you can smash into walls and ceilings as hard as you can without taking any damage.


    the physics for lerk and other things needs to be changed as well. the air control in half-life is just ridiculous.

    i think in general the flying in this game should be made so it gives alot more maneuverability to players than it does now but the downside should be that players have to be skilled coz they will take damage from crashing into things too hard and scraping things too fast.
  • AnkanAnkan Join Date: 2002-10-31 Member: 1858Members
    You build faster with high FPS? Hmm... I get around 30 FPS, 8 when I look at the Marines base =/. And if you build faster with high FPS all you gotta do is to look down the floor, while building of course. That will give you more FPS when looking at those 8 OC's and DC's while building a rt. Now it's time to go jet packing for the 10 th time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> . I never play Marine you see, I'm no noob <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> .
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited January 2003
    <!--QuoteBegin--coil+Jan 18 2003, 02:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 18 2003, 02:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually, there's an issue with jetpacks that affects many HL mods... the higher your FPS, the more "efficient" your jetpack fuel.  Basically, a high-FPS player can fly for longer than a low FPS player.

    Try it yourselves - type "fps_max XX" in console - first do it with XX = 100, and then with XX = 20 (obviously, your average FPS has to be decently higher than 20 to see the effect!).

    This bug unfortunately affects many facets of the game - build speed, for example, and ROF as well.  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->  Apparently it also crops up in other mods - in DOD, the MG overheat was altered by FPS.  However, DOD fixed the problem, and I would assume that Flayra will figure out how to fix it as well in the future.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I suppose the fuel is updated every frame... It should be updated every 1/10 of second for example and the "bug" goes away.

    It reminds me something I have read in my OpenGL book: If you want to make a rotating object, recompute its angle every frame instead of just adding the difference.

    I suppose you drain some fuel every frame... It's like adding the difference between the angles.
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    Jetpack is fine how it is. Only a very small reduction in fuel would be necessary if any at all.

    A Jetpacker can easily be killed by a fade and in most rooms and corriders by good skulks aswell. Obviously its difficult for skulks to take down a JP but thats sort of the entire point of the item, Manouverability at the cost of armor.

    Dont even dream of changing the physics of its movement thought as it is 100% perfect how it is.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I wouldn't mind capping "ceilingstrafing" speed... IMO that's the only real problem with jetpacks.

    Regarding amount of fuel - it's pointless to argue, because everyone has a different experience based on their FPS. According to Cyanide's own experimentation, "A person with 100FPS can basically FLY, whereas a person with 30 FPS, can only hop for about 10 feet without falling down, using the SAME amount of energy."

    Until that bug is fixed, it's impossible to say "jetpacks are fine" or "jetpacks are too good." As the geeks say, YMMV (Your Mileage May Vary).
  • ShadowXORShadowXOR Join Date: 2002-11-27 Member: 10106Members
    <!--QuoteBegin--coil+Jan 18 2003, 11:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 18 2003, 11:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wouldn't mind capping "ceilingstrafing" speed... IMO that's the only real problem with jetpacks.

    Regarding amount of fuel - it's pointless to argue, because everyone has a different experience based on their FPS. According to Cyanide's own experimentation, "A person with 100FPS can basically FLY, whereas a person with 30 FPS, can only hop for about 10 feet without falling down, using the SAME amount of energy."

    Until that bug is fixed, it's impossible to say "jetpacks are fine" or "jetpacks are too good." As the geeks say, YMMV (Your Mileage May Vary).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think the only change to jetpacks needed here is the FPS fix. Otherwise it is fine. We just need it to perform the same for everyone. My NS runs at about 20-25 FPS most of the time, and at marine base and other heavily fortified areas, around 10 FPS. And I think the jetpack works fine like that. If it worked like that for everyone I think it would be fair. I can zoom around on my jetpack, but not for too long.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    the jp advantage depends on maps
    consider the advantage of jetpacks on maps liek caged, to maps like bast's refinery area and nothing's viaduct area...

    same with lerks really..
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    IMO there are 3 things needed for jetpacks....

    1) Fuel capacity and/or fuel return should be lowered
    2) If carrying a HMG you cannot fly
    3) Ceiling cruising should be removed



    Oh my! I can feel the flames already!
  • UhOhUhOh Join Date: 2002-11-03 Member: 6320Members
    I actually have no problem with jetpacks as they are. The only annoyance is open rooms when you are a skulk, and if they have jetpackers running around then aliens better get on the ball with fades or have a couple of thier homies switch to lerk. I got news for some of you, lerks rape jetpackers. With a bit of practice a lerk will fly circles around any marine with a jp and lmg or shottie, lerks are faster and infinately more manuverable. With just carapace i was able to kill 3 marines and keep busy 4 more for 3 minutes in the refinery (map with the big revolving door and feedwater) without them even touching me with thier heavy machine guns, and they all had jetpacks trying to get me. No adrenaline, simply dodging running and strafing. Point is Aliens have something to go against jetpackers, just not alot of players willing to devote the time to learning the ropes as a lerk.
  • HOBHOB Join Date: 2002-11-02 Member: 3930Members
    It seems like most of you haven't seen the power of a jetpack rush.

    Flying marines in the air that no skulk can attack and kharaa with not near enough res to go lerk. I don't have a problem with jetpacks mid - late game since there are fades and lerks that can actually kill jetpackers. But when its in the first 5 minutes of the game its pretty much impossible when they are flying inbetween the ground and ceiling for minutes at a time.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    A jetpack rush in the first 5 minutes?

    IP: 22 RPs
    Armory: 25 RPs
    Arms Lab: 50 RPs
    Prototype Lab: 45 RPs.
    Research Jetpacks: 25 RPs, plus research time (which I know is at least 1 minute).
    Jetpacks for a 6-man team: 54 RPs.

    You're not rushing Jetpacks in the first 5 minutes.
  • HOBHOB Join Date: 2002-11-02 Member: 3930Members
    edited January 2003
    That's 173 total resources for one person to get a jetpack which is all you need. It's possible.
    I just tried it on a lan game and I built a jetpack within 5 - 6 minutes with building everything by myself(jumping out of com chair and building it).
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    edited January 2003
    You'll have to also keep in mind the aliens attacking your base and/or destroying your resource towers. Health spam comes into an issue in many public servers as well..

    [Edit]Oh yeah, I like Jetpacks just fine. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • DwE_JackDwE_Jack Join Date: 2002-12-30 Member: 11624Members
    <!--QuoteBegin--relsan+Jan 18 2003, 10:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (relsan @ Jan 18 2003, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I agree that you get a large amount of time to fly through the air but there's a tradeoff. In the end game where you are quite possibly dealing with fades and the like, basic armor just doesn't cut it. A couple skulk bites and you are done for. Yeah you can fly around a lot but if you decide to land, it's sometimes instant death; especially if you are doing the death-defying type activities people usually do with jetpacks. So I don't think theres an imbalance issue there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This pretty much describes the problem...


    Yeah you can fly around a lot but if you decide to land, it's sometimes instant death;


    A jetpacker shouldn't always be the one who decides when it's time to land.
  • ShadowXORShadowXOR Join Date: 2002-11-27 Member: 10106Members
    Maybe Umbra also screws up the jetpacks and knocks them to the ground? As a little plus for the lerk? I guess it makes it malfunction. That sounds good to me.
Sign In or Register to comment.