Would just like to try and clarify what jetpack is designed to be used for? Is it a late game or mid game mechanic? What specific classes is it surpose to give an advantage over? Also does anyone else think jetpack should have a longer run time due to how much it costs?
Because it's actual use seems quite ineffective for how much it costs. Yes it helps alot as you can get away from almost every alien class, but most of them just chase you down. I have experienced being run down quite a few times and, also watched as commander, many other marines being run down as well. Considering how long it takes to get the dam things, it seems like the cost just is not worth it.
Example getting a GL and jet pack will cost you 45 res. The fact that if you get caught in a tunnel by a skulk, there is a very real chance that you can die due to not being able to fly up. Even if you do manage to escape, (which is hard considering they leap after you) good skulks will have parasited you and just simply follow you till you have to land. Yes you can shoot back at them while flying backwards, but half the time thats going to get you flying into a wall or something. You usually have to look where your generally going to land to land in a safe location. The fact that you can lose 45 res from a starting alien with no upgrades quite easily, makes no sense. In comparison a starting marine with no upgrades, has a slim chance in hell of killing a fade.
This is probably my biggest concern. Aliens can get fades very quickly as we all know. The problem is jetpack costs alot to initially get. You can push for early jetpack, but that usually requires you to not get upgrades and weapons. This usually means jetpack does little as you simply cant kill fades, even if you can escape from them. I mean is jetpack surpose to be the counter to fades? Even if you get away and start nailing the fade, they can simply fade away. Very soon you will be coming back down, at which point fades usually just 'fade back up to you' after regening. Sure not always but alot of the time. Fades can simply wait till they have the advantage.
This is where cost really hits it for me. A good fade can usually kill 4-5 marines and stay alive for a very long time from his first evolution. Marines with jetpacks on the other hand can end up dead within about 20 seconds of getting their jetpack. Anyone else get annoyed when you have just spent 45 res as marine and die right away? The benefits just dont seem to out weight the costs. The same amount of res for a major different in survival time.
Vs OH NOS
They have to much HP, they follow you till you land, jetpack not designed to beat them, enough said.
1. Increase jetpack run time by about 5 seconds. This way marines can stay in the air, in a battle to actually have a good fight, instead of using it to just run away. Also with an extended flight time they would even have the option of reloading in the air, so that when they do have to land they arent just sitting ducks. Or more to the point when they really need to get out they can fly down a few hallways and ACTUALLY get to the next room without being run down in the hallway.
2. Reduce the proto lab to 25 res so that marines can get it mid game, about the same time as fades pop. Even if you don't increase flight time, having jetpacks almost the same time as fades would make a HUGE difference, and also balance the current fade devastation. That way mid game would be a real on the move, fast pace battle where fades and marines now have large moving capacity. It would setup late game for all the heavy weapons and be that much more interesting.
Currently I just feel jetpacks aren't worth it. Anyone else think the same?