Reduction in jetpack cost
GodofThunder
Join Date: 2011-12-13 Member: 137815Members
I'd suggest a reduction in the Proto lab, jetpack research and also the purchase of jetpack itself. Why you ask?
Because it's actual use seems quite ineffective for how much it costs. Yes it helps as you can get away from almost every alien class, but most of them just chase you down. It is very circumstantial. Any tunnels usually means your dead. I have experienced being run down quite a few times and, also watched as commander, many other marines being run down as well. Also being pulled out of the sky by Onos is something that just doesnt seem to make sense. Weren't these made to counter them? With the current launch time, escaping an Onos who has a run up is almost impossible. Considering how long it takes to get the dam things, it seems like the cost just is not worth it.
Vs Skulks
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 can 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 that's 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, or escape. 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.
Vs Fades
This is probably my biggest concern. Aliens can get fades very quickly as we all know. The problem is jetpack costs a lot to initially get. You can push for early jetpack, and it was interesting the first time we managed to do it, 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 suppose to counter to fades? If not what does it counter? Even if you get away and start nailing the fade, they can simply fade away. Very soon you will be landing, at which point fades usually just 'fade back up to you' after regenerating. Sure, it's not always but a lot of the time. Fades can simply wait till they have the advantage. The chances of losing to a fade are high.
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 25 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 just follow you till you land which in half most maps is on the ground. Jetpack just does not seem designed to beat them. Whats worse is the fact that due to slow directional change jetpack doesnt seem to get out of Onos knock down reach. Anyone else been pulled out of the sky? I have a few times.
Suggestions
1. Increase jetpack run time by about 6 seconds. This way marines can stay in the air, in a battle to actually have a good fight, instead of using it to just sit in the air for a few seconds only to be eaten later. 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 aren't 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. Or Reduce the proto lab to 25, and research to 25 res, so that marines can actually get it mid game 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 big difference from guaranteed death to chance to survive. And also it would bring some 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, and suggest they have a large reduction in cost. Anyone else think the same?
Because it's actual use seems quite ineffective for how much it costs. Yes it helps as you can get away from almost every alien class, but most of them just chase you down. It is very circumstantial. Any tunnels usually means your dead. I have experienced being run down quite a few times and, also watched as commander, many other marines being run down as well. Also being pulled out of the sky by Onos is something that just doesnt seem to make sense. Weren't these made to counter them? With the current launch time, escaping an Onos who has a run up is almost impossible. Considering how long it takes to get the dam things, it seems like the cost just is not worth it.
Vs Skulks
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 can 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 that's 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, or escape. 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.
Vs Fades
This is probably my biggest concern. Aliens can get fades very quickly as we all know. The problem is jetpack costs a lot to initially get. You can push for early jetpack, and it was interesting the first time we managed to do it, 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 suppose to counter to fades? If not what does it counter? Even if you get away and start nailing the fade, they can simply fade away. Very soon you will be landing, at which point fades usually just 'fade back up to you' after regenerating. Sure, it's not always but a lot of the time. Fades can simply wait till they have the advantage. The chances of losing to a fade are high.
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 25 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 just follow you till you land which in half most maps is on the ground. Jetpack just does not seem designed to beat them. Whats worse is the fact that due to slow directional change jetpack doesnt seem to get out of Onos knock down reach. Anyone else been pulled out of the sky? I have a few times.
Suggestions
1. Increase jetpack run time by about 6 seconds. This way marines can stay in the air, in a battle to actually have a good fight, instead of using it to just sit in the air for a few seconds only to be eaten later. 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 aren't 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. Or Reduce the proto lab to 25, and research to 25 res, so that marines can actually get it mid game 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 big difference from guaranteed death to chance to survive. And also it would bring some 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, and suggest they have a large reduction in cost. Anyone else think the same?
Comments
In NS1, Jetpack only cost 15 res (given it was tres), it was also a LOT more mobile. JP in it's current state is underpowered.
Maybe the research cost is to high. Most coms are researching jetpacks last. This is a problem I see. But besides that I'm really not sure.
Especially because your explanations are all from the point of view of a single rambo marine. It is a pain in the ... to kill a jetpack marine as skulk. Even as Fade you got problems, when he brings a flamer, because he can chase you down in no time.
If your arguments were something like: "If I see a marine with jetpack, its easy pray for my skluk/fade/lerk." than I would listen. But your text just sounds like: "If I'm buying the jetpack, I think I'm rambo and fly alone through tight vents with my gren launcher and wonder, why I die. Therefore it must be underpowered." No offense, but everything you describe sounds just like that for me. For example: If you move alone through a tight space and get killed, it's not the fault of the jetpack. It's you using it wrong.
The jetpack is very situational. You can only battle in an open space. You need to be aware of your surroundings because you need time to take of, when an alien approaches. It does not make you invincible. You need teamplay with jetpack too! And btw. the GL is only usefull for hives and gorge gardens. Don't think it's an alien-killer.
and um..
jp is 20 res.. whatever gun you dropped someone else can pick it up and use it again... unless you were off ramboing in which case I see why you feel the res loss