Destroyable Jetpack
MisterYoon
Join Date: 2012-08-18 Member: 155747Members
<div class="IPBDescription">when running away.</div>As there are still arguments about killing jetpacks on large rooms, although jetpack is already nerfed, why not making them <b>destroyable</b>, when a jetpack marine's back got attacked?
This would prevent running-away marines mostly, therefore marines should face enemies and shoot them instead of running away and go to armory too much regularly. And make some other marines hard to choose where to land when med, ammos are needed, cos' aliens would just attack his back while landing and destroy jetpack.
And then, what i think the most importantly, is that the lerk at late game against jetpack will be much more effective, as they can shoot spikes from distance and be more deadly to jetpackers, as they, the jetpackers must turn around and will be distracted to prevent their jetpacks being destroyed by the lerk shooting his back.
This would prevent running-away marines mostly, therefore marines should face enemies and shoot them instead of running away and go to armory too much regularly. And make some other marines hard to choose where to land when med, ammos are needed, cos' aliens would just attack his back while landing and destroy jetpack.
And then, what i think the most importantly, is that the lerk at late game against jetpack will be much more effective, as they can shoot spikes from distance and be more deadly to jetpackers, as they, the jetpackers must turn around and will be distracted to prevent their jetpacks being destroyed by the lerk shooting his back.
Comments
If it's not permanent, however, I could see a possibility:
Personally, I always thought of bilebomb as some sort of jetpack and equipment disabler, It would gunk up the equipment, stopping it from recharging or lowering it's recharge rate significantly until the bilebomb effects wear off <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->(which is actually a short time)<!--sizec--></span><!--/sizec-->
You might say this is a hard counter, but have you ever tried bilebombing a flying marine? plus it would force the gorge to get up close, and in danger of getting shot by the marine, on top of that the gorge is also still defenseless against a grounded marine.
It would be more effective with other teammates to help you take him down, effectively stopping jetpack rushes with a decent gorge, unless they kill you.
Just my thoughts.
If it's not permanent, however, I could see a possibility:
Personally, I always thought of bilebomb as some sort of jetpack and equipment disabler, It would gunk up the equipment, stopping it from recharging or lowering it's recharge rate significantly until the bilebomb effects wear off <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->(which is actually a short time)<!--sizec--></span><!--/sizec-->
You might say this is a hard counter, but have you ever tried bilebombing a flying marine? plus it would force the gorge to get up close, and in danger of getting shot by the marine, on top of that the gorge is also still defenseless against a grounded marine.
It would be more effective with other teammates to help you take him down, effectively stopping jetpack rushes with a decent gorge, unless they kill you.
Just my thoughts.<!--QuoteEnd--></div><!--QuoteEEnd-->
Bilebombing at and disabling jetpacks would be cool. Anyway, i think it would be fairly enough if marines can repair destroyed jetpacks at Protolab when standing there like armory
AH, but there's a difference between a <i>nerf</i>, and a <i>soft counter</i>.
Nerf is like the skulk bite being harder to use.
And Soft Counter is like marines being more maneuverable.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Soft Counters<!--colorc--></span><!--/colorc--> just gives more viable options for another team to counter said mechanic.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Hard Counters<!--colorc--></span><!--/colorc--> on the other hand, offer almost no way to defend yourself against said hard counter, Hard Counters would be like a:
a Lerk Vs. a Grenadier
a Jetpacker Vs. a Gorge
or an Onos Vs. a single Marine...
...or in the current build; a Marine Vs. 3 Skulks.
Nerf is like the skulk bite being harder to use.
And Soft Counter is like marines being more maneuverable.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->Soft Counters<!--colorc--></span><!--/colorc--> just gives more viable options for another team to counter said mechanic.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Hard Counters<!--colorc--></span><!--/colorc--> on the other hand, offer almost no way to defend yourself against said hard counter, Hard Counters would be like a:
a Lerk Vs. a Grenadier
a Jetpacker Vs. a Gorge
or an Onos Vs. a single Marine...
...or in the current build; a Marine Vs. 3 Skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
The problem is that jetpacks as they are now don't stay in the air very long anyway. They really are quite easy to kill with the exception of huge tall rooms like cavern. If something like this was implemented, no one would ever even bother researching jet packs again.