The Forgotten Jp Improvement In 1.1
Strife_Blightdagger
Join Date: 2003-03-23 Member: 14830Members
<div class="IPBDescription">and other balance guesses</div> The JP will be the offical counter to onos in 1.1
Thats all i can find on the improved JP's. This leads me to some interesting guesses on what improvements our beloved dev team has done to our jp's and other abilitys.
- Added on-board weapon to the JP
This is my strongest belive on the major improvement over the JP. Jp's as it is, IMHO, are counters to sulks, lerks and (if your good) fades. They are (again IMHO) a AVOIDANCE tool for onos. I cant even guess as to what this weapon will be. Could be bomblets, could be shoulder mounted machine guns/greanades. Then again I could be compleatly wrong (probably am). It has also been stated that jp's will now be introduced late game. Because Onos is now avaliable on hive 1 this leads me to belive that....
-Onos Devour will replace Gore as the 1 hive ablility and Charge will be dropped all together.
I see hive one Onos with Devour and Paralize as hive One ablitys with Gore coming in at hive two and Primal scream at hive 3. Having a direct 'tank' attack on hive 1 is very unbalanced.
Example:
Hive 1 onos gets to a moderately guarded marine outpost ( lets say cargo room outside of fusion reactor ) with sulk support. The marines have set up a triangle turret pattern around the TF with a PG next to the TF and a pack of mines scattered about. Onos rushes in, blows a few mines near the PG and Gores one Turret making a huge blind spot. By the time marines react and phase in, the PG is most likely at 3 red bars ( Onos isnt sticking around btw, too valuable at hive 1 ) and only 1 or 2 marines get in. PG down and TF with a big blind spot.
Also restricting a direct attack at hive 1 for the onos makes it that much more critical for the aliens to work together to keep it alive.
This is just a few thoughts im having on the new update. I am well aware of other posts saying that 1.1 suggestions and comments should be made AFTER it comes out but these arn't suggestions, these are guesses. Knowing that I am aware of what other people have said, feel free to pick apart these suggestions at will or say what you think will be changed.
/me stirs the pot
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Thats all i can find on the improved JP's. This leads me to some interesting guesses on what improvements our beloved dev team has done to our jp's and other abilitys.
- Added on-board weapon to the JP
This is my strongest belive on the major improvement over the JP. Jp's as it is, IMHO, are counters to sulks, lerks and (if your good) fades. They are (again IMHO) a AVOIDANCE tool for onos. I cant even guess as to what this weapon will be. Could be bomblets, could be shoulder mounted machine guns/greanades. Then again I could be compleatly wrong (probably am). It has also been stated that jp's will now be introduced late game. Because Onos is now avaliable on hive 1 this leads me to belive that....
-Onos Devour will replace Gore as the 1 hive ablility and Charge will be dropped all together.
I see hive one Onos with Devour and Paralize as hive One ablitys with Gore coming in at hive two and Primal scream at hive 3. Having a direct 'tank' attack on hive 1 is very unbalanced.
Example:
Hive 1 onos gets to a moderately guarded marine outpost ( lets say cargo room outside of fusion reactor ) with sulk support. The marines have set up a triangle turret pattern around the TF with a PG next to the TF and a pack of mines scattered about. Onos rushes in, blows a few mines near the PG and Gores one Turret making a huge blind spot. By the time marines react and phase in, the PG is most likely at 3 red bars ( Onos isnt sticking around btw, too valuable at hive 1 ) and only 1 or 2 marines get in. PG down and TF with a big blind spot.
Also restricting a direct attack at hive 1 for the onos makes it that much more critical for the aliens to work together to keep it alive.
This is just a few thoughts im having on the new update. I am well aware of other posts saying that 1.1 suggestions and comments should be made AFTER it comes out but these arn't suggestions, these are guesses. Knowing that I am aware of what other people have said, feel free to pick apart these suggestions at will or say what you think will be changed.
/me stirs the pot
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
This discussion has been closed.
Comments
As for devour replacing gore... I kinda doubt that, myself, I could be wrong, of course, but it seems to me like if anything, Primal Scream will be dropped and replaced by devour. Or maybe it would go Gore > Charge > Devour > Stomp. Something like that, perhaps. But I also highly doubt the removal of Charge, as it is the best structure removal attack in the game, save for Bile Bomb in certain situations. To take that out would *seriously* alter how onos are used.
getting rid of jp's would be a devistating blow to the game. I cant even begin to list how broken the game would be without them. (well i could but i dont want to) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As far as lerks go i think that its been stated many times that BIG lerk changes are going to happen.
read: flying will be eaiser
Without paralyze, the Onos lacks any ranged weapons at all, meaning that a JPer can fly over the onos whenever the onos gets near, making the JPer basically invincible... so the JPer can whittle down the Onos at his/her lesuire.
I guess im stuck on the word 'counter' and taking it a little too literally. Counter in my eyes means that you have a force ( onos ) that is greater than what you currently have and having a counter ( JP ) would mean that you have a force that could stand up to it head on (so to speak).
Although now that you mention it removing paralize WOULD make it considerably eaiser to kill it
btw your sig is broke.... fix your image tag <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The real problem is;
The tech trees are imbalanced, allowing jetpacks too early before aliens have the intended countermeasures.
I think devour will replace paralyze.
I would like to see carrying a heavy gun while using a jetpack cut the jetpack thrust just like it cuts walking speed.
remove onos paralize
boom, jp is balanced
*EDIT*
A - NS is not realistic, running out in midair is not out of the realm
B - Be nice about your post next time. A argument is helpful, a mindless rant is pointless
Speaking of which, I too have been pondering the attack replacements. The only thing that interests me about that is Devour, and I don't use Charge at all so I could live with it being gone. Or they could take out Bite and replace that with Devour so we (the Onoses) could pararlyze then munch. But at the moment Paralyze is too great an asset to me to want to let it go. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Speaking of which, I too have been pondering the attack replacements. The only thing that interests me about that is Devour, and I don't use Charge at all so I could live with it being gone. Or they could take out Bite and replace that with Devour so we (the Onoses) could pararlyze then munch. But at the moment Paralyze is too great an asset to me to want to let it go. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think Paralyze will be taken out because if it was't JP's wont be a "true" counter to Uno's it will be much like a JP Vs Uno right now.
*EDIT*
A - NS is not realistic, running out in midair is not out of the realm
B - Be nice about your post next time. A argument is helpful, a mindless rant is pointless <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Did some on eles edit his post? Anyway the reason why a marine has to touch to the floor is because he is once again in contact with the nano system (witch makes its fule). But i whoud miss mid air refuleing.
I'm going to lock the topic before rumors start spreading.