How are they related?
I have just finished a few hours of NS:Combat and there is a theme to games that I am sure most people will have noticed. Games that are won by marines are must more likely to be won with Jet Packs rather than HA or LA. This is the reasons I feel are responsible for this.
As things stand marines upgrade to Jet Packs normally after they get a shotgun, and normally by the time the skulks can get to fade. Now if it was just a normal marine with a JP/SG Vs a Fade with Cara/Regen, I would bet that it would be a 60:40 situation with the fade winning a few more battles. Just for the reason that fade can heal its self and jp'er cant.
Now add resupply into the mix, and what do you get? As long as the Fade can’t get two hits into a Jet Packer in quick succession then the Jp'er wins most of the time. Same goes for lerks , with resupply a marine can kill lerks with a shotgun fairly easy. And if he has a jetpack he can fly away far enough to heal before the lerk gets to kill him.
This brings me on to my point:
Resupply in my opinion overpowered for jet packers. The only place a commander can drop ammo/med in normal NS is on the floor and I feel that the resupply in combat should work in the same manner.
The jetpacker must
be on the floor to get a med pack or ammo.
I feel this will counter allot of the Jet Packers who currently can stay in the alien hive (in most maps) for extended periods of time and encourage the use of Heavy Amour.
So what’s the solution to killing marines? Well the easiest way is simply to get focus, 2 hits and he’s dead, doesn’t matter if he’s got resupply or not. Even as lerk two hits will kill them.
Although I understand that a lot of players use focus just so they can get good scores, I feel that by taking away mid-air resupply that it would make players less worried about how to counter the Jet Packs and try new ways of winning the game.
Don’t allow Jet Packers to resupply in mid-air
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