Xenix
Oct 7 2004, 09:26 PM
the jp as it is now is overpowered. its counter is webs. three hives for web is a high price. in most games aliens dont get more than 2 hives. then jp's come in and win the game.
so insted of JP having rechargable energy stuff give it a fuel limit. after about 3 minutes of use its out of fuel and you drop down.
the commander can drop a fuel pack and the armory also drops fuel packs.
(numbers subject to change)
cookman
Oct 7 2004, 09:34 PM
Would get really expensive for the comm. I would rather like the JP to swallow more fuel and be unable to launch if the GL was low on fuel instead of the current JP where you can just keep taking off the ground with super speed in all eternity.
Maveric
Oct 7 2004, 09:37 PM
| QUOTE (cookman @ Oct 7 2004, 02:34 PM) |
| Would get really expensive for the comm. |
| QUOTE |
| and the armory also drops fuel packs |
I like.
Anything to limit the marine's mobility (the aliens are the mobile ones, after all)
Maian
Oct 7 2004, 10:28 PM
Actually that would make JPs far more lethal short-term. Being able to hover in the air for 3 minutes means a very dead hive.
the_x5
Oct 7 2004, 10:35 PM
Nothing wrong with jetpacks. (marines have to research a lot first, drop a lot of structures, and then drop 15 res ea. jetpacks)
Best solution is to make the lerk and fade better at air-to-air combat
If this idea is approved then you have to allow fades to blink for 3 min as well. So good idea but it is not needed, helps marines instead of hindering, and the bestter solution is to improve alien aerial combat.
*vote no*
If you want to nerf the jetpack use the umbra idea and make it cost more.
PS: How come no one suggests res values which are not either 2 or a multiple of 5?
Xenix
Oct 7 2004, 10:53 PM
well 3 minutes, go all the way to hive then attack. but then again their could be a PG next too hive.
but remember i said numbers subject to change.
Gecko_God_Of_Dooom
Oct 7 2004, 10:54 PM
all you need is 2 hives, and a few ocs to counter JPs. and pref movements
Maian
Oct 7 2004, 11:27 PM
Even if it went down to only 1 minute, it would be overpowered.
Bait_Boy
Oct 7 2004, 11:35 PM
how? the guy is flying for only 3 minutes
instead of now, when its fly, land, recharge, repeat
SteelCut
Oct 8 2004, 09:22 AM
What about recoil pushing a flying marine back ... Then it would be harder to use..
cookman
Oct 8 2004, 10:16 AM
| QUOTE (x5 @ Oct 7 2004, 05:35 PM) |
| If you want to nerf the jetpack use the umbra idea and make it cost more. |
Yeah, I go with that too. Would make lerks a much better counter.
Jaml
Oct 8 2004, 11:58 AM
| QUOTE (Bait-Boy @ Oct 8 2004, 01:35 AM) |
how? the guy is flying for only 3 minutes instead of now, when its fly, land, recharge, repeat |
3 minutes of flight would allow the first JPer to shottie **** all 3 hives in a row without touching ground and still having enough fuel to go shop for beer for the victory party. I agree with strenghtening the OC to counter JPs. Make them 5 res and hitscan and JPs would have a hard time owning the hive by themselves. In addition you would encourage more use of HA since they are practically immune to WOLs.
the_x5
Oct 8 2004, 02:24 PM
| QUOTE (cookman @ Oct 8 2004, 05:16 AM) |
| QUOTE (x5 @ Oct 7 2004, 05:35 PM) | | If you want to nerf the jetpack use the umbra idea and make it cost more. |
Yeah, I go with that too. Would make lerks a much better counter.
|
Two good ideas which unfortunately are only in the future forum...
But seriously, just use the two I reiterated there and not this "fuel" stuff. Leave the fuel for the chainsaw.
Axel_Stone
Oct 8 2004, 02:29 PM
Suggestion? Why not just raise the recharge time... I know the JPs take shorter recharge time than they used to. I love how manuverable they are over the older versions... but that does make them a LOT harder to hit if the player can move well with them.
Zunni
Oct 8 2004, 02:33 PM
Are people really having that much trouble with jp'ers??
I kill them quite easily as skulk/lerk or fade..
As a skulk.. you wait for them to land and juimp bite them
As a lerk.. you intercept their flight path and get 2-3 chomps in before he ca n turn the gun in your direction
As a fade, you can either blink at them from thje air or wait for them to land...
Note for all classes, I never say chase them.. Wait for them to come to you (the hive) and get them when they are in there...
cookman
Oct 8 2004, 02:45 PM
| QUOTE (Zunni @ Oct 8 2004, 09:33 AM) |
Are people really having that much trouble with jp'ers?? I kill them quite easily as skulk/lerk or fade..
As a skulk.. you wait for them to land and juimp bite them
As a lerk.. you intercept their flight path and get 2-3 chomps in before he ca n turn the gun in your direction
As a fade, you can either blink at them from thje air or wait for them to land...
Note for all classes, I never say chase them.. Wait for them to come to you (the hive) and get them when they are in there... |
Try to tke down a JP on your equal skill-level 1v1, and you will end up dead 90% of the time.
Church
Oct 8 2004, 02:51 PM
JPs are marine top-tier tech. They should not be able to be destroyed utterly by default alien units. Marines need to be in groups to haev ANY hope of say...destroying a Fade or an Onos. So why shouldn't the aliens have to do the same to kill a JPer?
proteinstain
Oct 8 2004, 03:38 PM
| QUOTE (|ds|meatshield @ Oct 8 2004, 09:51 AM) |
| JPs are marine top-tier tech. They should not be able to be destroyed utterly by default alien units. Marines need to be in groups to haev ANY hope of say...destroying a Fade or an Onos. So why shouldn't the aliens have to do the same to kill a JPer? |
nicely said, also, ive never had that big of a problem killing JPERS.
Zunni
Oct 8 2004, 03:42 PM
| QUOTE |
| QUOTE (Zunni @ Oct 8 2004, 09:33 AM) | Are people really having that much trouble with jp'ers?? I kill them quite easily as skulk/lerk or fade..
As a skulk.. you wait for them to land and juimp bite them
As a lerk.. you intercept their flight path and get 2-3 chomps in before he ca n turn the gun in your direction
As a fade, you can either blink at them from thje air or wait for them to land...
Note for all classes, I never say chase them.. Wait for them to come to you (the hive) and get them when they are in there... |
Try to tke down a JP on your equal skill-level 1v1, and you will end up dead 90% of the time.
|
I do it every combat game I play.. so 90% seems a little high for me.. My success rate is actually higher when I'm the only one trying to take them out (since then I'm not blocked).. I have killed 10-12 Jper's in one round of combat before..
proteinstain
Oct 8 2004, 03:51 PM
but i do admit it is a lot harder in NS mode then in CO mode.
RobB
Oct 8 2004, 04:30 PM
| QUOTE (|ds|meatshield @ Oct 8 2004, 04:51 PM) |
| JPs are marine top-tier tech. They should not be able to be destroyed utterly by default alien units. Marines need to be in groups to haev ANY hope of say...destroying a Fade or an Onos. So why shouldn't the aliens have to do the same to kill a JPer? |
LOL!
Onos = teh crap³²!
you cant compare a 15 tons meatmountain that is recently engineered to be weak hit and run with a 200km/h cruise missile aka jp!
the current jp lets you fly around the hive minimum 7 times.. enough to take it at least down to 25% healthpoints!
and, zunni, try to wait for a jp to cross your path while there are 3 of them - 2 attacking hive, one spawncamping; each with resup and shotgun or higher...
I'd say the entity_hiveroom should slow down the jp to 75% - lets say, the hive emits some kind of weaker spores/umbra (invisible) which chokes the jet-engine of the jp, or the gathered bacteria in the hive room does that.
Chem
Oct 8 2004, 07:02 PM
| QUOTE (3L4$t1c-3L3Ph4nT @ Oct 8 2004, 03:51 PM) |
| but i do admit it is a lot harder in NS mode then in CO mode. |
Actually it's 10x easier in regular NS since they don't have resupply spamming them nonstop. JP'ers are incredibly easy to stop even at hive1 provided they don't reach the hive. Once that happens then yeah they become a royal pain in the butt
Alkiller
Oct 9 2004, 04:23 AM
Spores are a real killer in NS. In combat they remove armor, but in classic they tend to lead to one hit kills by any lifeform. Very, very easy to kill jetpackers are in classic.
</yoda>
Your suggestion is that you make the jetpack fly for 3 minutes. Well, first of all, in combat they'd be able to hover for 3 minutes, die, then hover for another 3 minutes, etc, making the co_ jetpack overpowered.
In classic, well, if you can fly for 3 minutes straight, skulks have no chance at killing you. As well, with that kind of motility you could easily shotty down many many hives for the measly cost of 15 res (excluding shotgun of course).
All in all, you're overpowering the jetpack, instead of your intention which seems to be nerfing it.
Bait_Boy
Oct 9 2004, 05:28 AM
wait, how long does the current JP last before needing to be recharged?
MistenTH
Oct 9 2004, 07:12 AM
Less than 8 seconds.
Diablo_fx
Oct 9 2004, 11:14 AM
| QUOTE (Zunni @ Oct 8 2004, 03:33 PM) |
Are people really having that much trouble with jp'ers?? I kill them quite easily as skulk/lerk or fade..
As a skulk.. you wait for them to land and juimp bite them
As a lerk.. you intercept their flight path and get 2-3 chomps in before he ca n turn the gun in your direction
As a fade, you can either blink at them from thje air or wait for them to land...
Note for all classes, I never say chase them.. Wait for them to come to you (the hive) and get them when they are in there... |
exacly
cookman
Oct 9 2004, 03:10 PM
| QUOTE (Zunni @ Oct 8 2004, 10:42 AM) |
| QUOTE | | QUOTE (Zunni @ Oct 8 2004, 09:33 AM) | Are people really having that much trouble with jp'ers?? I kill them quite easily as skulk/lerk or fade..
As a skulk.. you wait for them to land and juimp bite them
As a lerk.. you intercept their flight path and get 2-3 chomps in before he ca n turn the gun in your direction
As a fade, you can either blink at them from thje air or wait for them to land...
Note for all classes, I never say chase them.. Wait for them to come to you (the hive) and get them when they are in there... |
Try to tke down a JP on your equal skill-level 1v1, and you will end up dead 90% of the time.
|
I do it every combat game I play.. so 90% seems a little high for me.. My success rate is actually higher when I'm the only one trying to take them out (since then I'm not blocked).. I have killed 10-12 Jper's in one round of combat before..
|
But were they equally skilled with you? Sure, I've also taken down stacks and bunches of JPs in 1 game, but I was also much better skill-wisely than they were.
And it's not really that easy to intecept a good JP flypattern with a lerk, because with the current manueverablilty the flypatterns looks like god damn Picasso paintings.
But, it has been told that balance changes are on their way in B6, so I'm not so worried.
Bishop_X
Oct 9 2004, 03:36 PM
| QUOTE (|ds|meatshield @ Oct 8 2004, 09:51 AM) |
| JPs are marine top-tier tech. They should not be able to be destroyed utterly by default alien units. Marines need to be in groups to haev ANY hope of say...destroying a Fade or an Onos. So why shouldn't the aliens have to do the same to kill a JPer? |
okay lets look at cost,
onos: 75 res plus 2-6 res for upgrades, the team incures a 30 res cost for the first set of upgraddws, and a 70 res set of the second, and an additioanl 70 for third ability.
Total Cost: 77-81 res , and an additional 30-170 res from the team( this is 79/100 if going onos at hive2)
Fade: 52-56 per fade, 30-170 res cost from aliens team (54/100 at second hive)
now lets look at the cost of a jetpack:
15 for jet pack, 10 for shot gun, 5 for welder = 30 res per jetpacker
team costs: 25 for arms lab 20 for amory, 30 for upgraded armory, 40 for protolab, 20 for armor1, 30 for armor2, 40 for armo 3, 20 for weapons1, 30 for weapons2, 40 for weapons 3, 35 for jetpack reasearch
Team cost- 125(no upgrades)-330 all upgrades.
Essentially each onos is worth a bit more than 2 and a helf jetpackers, now 2 jetpackers can do alot more damage to a hive than 1 onos can do to a defended base. It is also signifigantly more difficult to kill 2 jetpackers geting meds and ammo, than to kill 1 onos, even with umbra and healthspray.
now, 3 light marines with hmgs(20 res each) can own an onos pretty easilly... how many lerks and fades does it take to kill 2 jetpakers?
Although jetpacks are a top-tier unit, they are not as valuable to the marine team as say a fade or an onos, would be to a alien team, becuase theyu are so much cheaper to produce once the reasearch is done.
As meatshield said, the principle or marine tactics is group movement and focused fire, jet packes are the opposite of that, they are used as a swarm of individuals to take down a hive or attack a group of aliens. When was the last time you saw a pack of jetpackers coming down a hallway together?
Jetpacks should be nerfed, either through a fuel counter or though increased cost/recharge time.
As for the fual idea, why not make it hve 1-2 minutes of fuel, in addition to a recharge time. this would encourage jetpack team play, while reducing thier ability to rambo hives.
Church
Oct 9 2004, 04:02 PM
because then JPs would not be worth the cost.
The marine team have a lot of maintenance and upkeep costs. The comm has to drop medpacks, ammopacks, welders every now and then for damaged structures. The alien team has NO upkeep whatsover. Healspray is free res-wise, and once a DC is dropped it'll keep healing until destroyed.
3 HMGers can kill a stupid Onos. A smart Onos would stomp them, and then either devour and run, or chain stomp and let a teammate finish them off.
I don't expect LMGers to take down Oni without Herculean effort. Therefore, I don't expect skulks to be able to kill Jpers easily either. The point is, there has to be SOME marine unit which is somewhat hard to kill, or else it'd be unfair: End game aliens would then win against end-game marines EVERY single time.
Rapier7
Oct 9 2004, 04:10 PM
3 hives trumps anything the marines have.
Black_Vault
Oct 9 2004, 10:49 PM
...further and further away from ns i go...
Pheus
Oct 10 2004, 04:53 PM
Spores in conjunction with fades are very effective at killing Jetpackers, also leap bite > jetpackers. If a jetpacker is skilled enough that he can aim well while flying then he should be hard to kill.
Zunni
Oct 15 2004, 05:14 AM
This post was locked, but I re-read it, and I do like the discussion this generated.. I'll move this..
My apologies to those who tried to post here after the lock
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