<div class="IPBDescription">Why?</div>I was just wondering why Dead Marines don't drop their Jetpacks. I mean I know they are cheap which is good but whats up with them vanishing?
Because then it would be the most broken thing that ever was seen. Also probably some coding issues with handling jetpack fuel if someone already has a jetpack.
Jetpacks are also worth more than any other piece of marine equipment.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
My guess sis it would be too powerful if you can get it back and there is the random thing that when your in combat and all of a sudden the marine dashes of to a fallen comrade's jetpack and flies off. With them trying to pick up a weapon at least they stay in combat. So in short, balancing issues are concerned, the increased mobility is quite something compared to ground forces.
Until the advent of the Neuro-Digital Interface (NDI), jetpacks controlled in a very sluggish manner, unfit for combat. NDI provides the soldier with incredible agility, but the downside is the interface is keyed into each soldier's unique cortical plug, which prevents combat-swapping in the field.
AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
edited December 2012
maybe, just maybe, if they buffed the price to 20 or 15 res, this would be justifiable, but at 10 res? Dude. it might aswell be free. ACtualy, jetpacking skulks, legit idea, implement now.
<!--quoteo(post=2044122:date=Dec 11 2012, 06:02 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 06:02 PM) <a href="index.php?act=findpost&pid=2044122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if my onos dies can i put his bone armour on my fade so he can be useful?<!--QuoteEnd--></div><!--QuoteEEnd-->
This could cause the fade to be stuck to the ground permanently unable to move due to sheer weight of the bone!
<!--quoteo(post=2044126:date=Dec 12 2012, 12:34 PM:name=nezz)--><div class='quotetop'>QUOTE (nezz @ Dec 12 2012, 12:34 PM) <a href="index.php?act=findpost&pid=2044126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This could cause the fade to be stuck to the ground permanently unable to move due to sheer weight of the bone!<!--QuoteEnd--></div><!--QuoteEEnd--> he doesn't have to put the whole lot on, he could use his claws to slice it apart and have the gorge put it on him ;) (just making sure that I'm not being serious)
I see, since the jetpack is cheap it shouldn't drop. So since the welder is 5 pres then.... Gee why does the welder drop if it is so cheap?
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.
Savant, There is real no logic behind a JP dropping in my opinion
1. By the time you can get back to your lost JP it will be gone (Judging by the fade time on guns) 2. I just cant comprehend why anyone would want this to be the case?
<!--quoteo(post=2044134:date=Dec 12 2012, 01:16 PM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Dec 12 2012, 01:16 PM) <a href="index.php?act=findpost&pid=2044134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see, since the jetpack is cheap it shouldn't drop. So since the welder is 5 pres then.... Gee why does the welder drop if it is so cheap?
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd--> Welders and weapon recycling is a throw back to NS1 where all you had where comm based weapons, as such you NEEDED to be able to recycle things like welders, SG's GL's etc. Now that we have a P economy on marine side this seriously causes economy issues as a halfway decent marine team loses very few weapons and as such loses very little res. UWE have siad win rates are secondary to fun....well having a marine team that can keep every upgrade (inc JP's and exo's) through recycling is just stupid. This will mean that aliens taking down a 2nd CC could still have to deal with JP's in the final marine turtle (its not like a jp on the floor will be left for long).
JP's or exo's being recycled after death like a SG would totally break mechanics. Even in NS1 you could not recycle JP's or HA's only weapons (hand held devices) and thats when the loss actually impacted the entire team and not just 1 player. Savant you say dont throw balance out there...well sorry but balance is a factor and given that aliens lose leap the moment they lose that second hive the marines already have a huge bonus. What is being proposed would basically break the marine economy, especially late game where aliens already have enough trouble trying to push into turtled final hives. Having marines recycling a JP after they die would prolong these drawn out pushes that people claim are the reason we need to "f4" or "have a concede vote". This is where win loss loses to fun....as these would not be fun changes as they would extend a period of the game most people agree is already too long.
<!--quoteo(post=2044134:date=Dec 11 2012, 08:16 PM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Dec 11 2012, 08:16 PM) <a href="index.php?act=findpost&pid=2044134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see, since the jetpack is cheap it shouldn't drop. So since the welder is 5 pres then.... Gee why does the welder drop if it is so cheap?
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because, quite simply, weapons drop and tech does not. JPs, like Exosuits, are tech. Welders, like Shotguns, are weapons.
<!--quoteo(post=2044134:date=Dec 11 2012, 06:16 PM:name=Savant)--><div class='quotetop'>QUOTE (Savant @ Dec 11 2012, 06:16 PM) <a href="index.php?act=findpost&pid=2044134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see, since the jetpack is cheap it shouldn't drop. So since the welder is 5 pres then.... Gee why does the welder drop if it is so cheap?
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Think NS has to figure out ways to change the balance without over shooting it or making one side feel not as fun to play. I watched a stream the other day and saw someone go fade and die and feel like crap, he talked about how stupid he was wasting so much res and obviously was flippin unhappy at that moment. Later on marines he went exo, died and.. didn't really seem to care. His team wasn't losing when he was aliens, it just sucks to lose 50 res and be stuck as skulk again for awhile.
Watching a pack of skulks chase around a jetpacker can be the funniest thing to watch, specially in open areas (around the hive in cargo I've seen a lot of good chases that lasted for quite some time). If you kill a jetpacker you feel awesome as a skulk, not sure how fun it would be if the jetpack he dropped another marine could just grab and start the chase again. Although I'd say it could be doable if the jetpack cost more res. Obviously a 'one time' use item seems cheaper than one others can use after you die in it.
Another thing is say you drop a gun, if it's in a dangerous place you gotta run in and deal with the danger to get it. No matter how great the weapon is, running into even one skulk is difficult while you're picking up a gun. But if you were just running in and grabbing a jetpack, then it's obviously easier to make an escape with a jetpack even if an onos was around. Could make it so you had to go back to an armory to 'refuel' if you pick up a jetpack from a dead body. or have it take 20 seconds to start fueling up again or something of the sort. Guessing jetpacks are lost partly because they are from a second CC, and it sucks for aliens to kill a second CC and still have marines flying around because they have been passing their jetpacks around like herpes.
All that being said, I think it's not the worst thing in the world for the marines to have something to lose that they can't get back without res or the comm handing them one. Seems like aliens are punished pretty hard for dieing with a res investment while marines aren't nearly as much.
Honestly, end game i usually just drop jetpacks for my team, not much else for me to do other than arc... You want them to recycle their own JPs, mind as well integrate a ping pong scan mini-game.
if onos dies, fade should indeed be able to pick up onoses head bonearmor and use it as a shield, and he could only be harmed behind, downside of this would be that he could only use 1 arm to attack, doing only ½ damage.
Onos should be able to pick up jetpacks. Once he's got 2 of them, straps one to head end, one to tail end and the JONOS is born.
But seriously, just no. I would imagine that in all the frenzy of biting/goring/swiping/biling/spitting/etc, the fragile tech of the jetpack gets somewhat damaged. They've gotta be fairly frail pieces of kit, no? Couple of good bites on a jetpack should really stop it working!
Comments
Also probably some coding issues with handling jetpack fuel if someone already has a jetpack.
Jetpacks are also worth more than any other piece of marine equipment.
ACtualy, jetpacking skulks, legit idea, implement now.
This could cause the fade to be stuck to the ground permanently unable to move due to sheer weight of the bone!
he doesn't have to put the whole lot on, he could use his claws to slice it apart and have the gorge put it on him ;) (just making sure that I'm not being serious)
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.
1. By the time you can get back to your lost JP it will be gone (Judging by the fade time on guns)
2. I just cant comprehend why anyone would want this to be the case?
If so, then if the Marine has armour left at time of dead, the JP gets dropped at that armour level?
If a JP doesn't add to armour, then no, it goes with the Marine.
Complications befor complications never work out to well.
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Welders and weapon recycling is a throw back to NS1 where all you had where comm based weapons, as such you NEEDED to be able to recycle things like welders, SG's GL's etc.
Now that we have a P economy on marine side this seriously causes economy issues as a halfway decent marine team loses very few weapons and as such loses very little res.
UWE have siad win rates are secondary to fun....well having a marine team that can keep every upgrade (inc JP's and exo's) through recycling is just stupid. This will mean that aliens taking down a 2nd CC could still have to deal with JP's in the final marine turtle (its not like a jp on the floor will be left for long).
JP's or exo's being recycled after death like a SG would totally break mechanics. Even in NS1 you could not recycle JP's or HA's only weapons (hand held devices) and thats when the loss actually impacted the entire team and not just 1 player.
Savant you say dont throw balance out there...well sorry but balance is a factor and given that aliens lose leap the moment they lose that second hive the marines already have a huge bonus.
What is being proposed would basically break the marine economy, especially late game where aliens already have enough trouble trying to push into turtled final hives.
Having marines recycling a JP after they die would prolong these drawn out pushes that people claim are the reason we need to "f4" or "have a concede vote".
This is where win loss loses to fun....as these would not be fun changes as they would extend a period of the game most people agree is already too long.
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because, quite simply, weapons drop and tech does not. JPs, like Exosuits, are tech. Welders, like Shotguns, are weapons.
The OP raises a good question, and while there are some people quite happy with the current alien 60/40 win imbalance, I would like to think there should be an explanation other than 'buy another one because they are cheap'. Please don't give me any 'balance issue' stuff either - not when Kharaa win 60% of their games.<!--QuoteEnd--></div><!--QuoteEEnd-->
Think NS has to figure out ways to change the balance without over shooting it or making one side feel not as fun to play. I watched a stream the other day and saw someone go fade and die and feel like crap, he talked about how stupid he was wasting so much res and obviously was flippin unhappy at that moment. Later on marines he went exo, died and.. didn't really seem to care. His team wasn't losing when he was aliens, it just sucks to lose 50 res and be stuck as skulk again for awhile.
Watching a pack of skulks chase around a jetpacker can be the funniest thing to watch, specially in open areas (around the hive in cargo I've seen a lot of good chases that lasted for quite some time). If you kill a jetpacker you feel awesome as a skulk, not sure how fun it would be if the jetpack he dropped another marine could just grab and start the chase again. Although I'd say it could be doable if the jetpack cost more res. Obviously a 'one time' use item seems cheaper than one others can use after you die in it.
Another thing is say you drop a gun, if it's in a dangerous place you gotta run in and deal with the danger to get it. No matter how great the weapon is, running into even one skulk is difficult while you're picking up a gun. But if you were just running in and grabbing a jetpack, then it's obviously easier to make an escape with a jetpack even if an onos was around. Could make it so you had to go back to an armory to 'refuel' if you pick up a jetpack from a dead body. or have it take 20 seconds to start fueling up again or something of the sort. Guessing jetpacks are lost partly because they are from a second CC, and it sucks for aliens to kill a second CC and still have marines flying around because they have been passing their jetpacks around like herpes.
All that being said, I think it's not the worst thing in the world for the marines to have something to lose that they can't get back without res or the comm handing them one. Seems like aliens are punished pretty hard for dieing with a res investment while marines aren't nearly as much.
But seriously, just no. I would imagine that in all the frenzy of biting/goring/swiping/biling/spitting/etc, the fragile tech of the jetpack gets somewhat damaged. They've gotta be fairly frail pieces of kit, no? Couple of good bites on a jetpack should really stop it working!
Roo