Jet Packs
Kid-A
Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">Very Rare</div> I've noticed jetpacks are very rare. A comm hardly ever makes them unless marines are dominating the game.
Has anyone got some interesting jet pack strats. They could actually be got quite near the start of the game as their moderately cheap.
I know the 'jetbo' tactic of jp and shotty to a rambo marine who then takes out hives. But when should you implement this strat? As a last resort or as soon as 2nd hive goes up?
Has anyone got some interesting jet pack strats. They could actually be got quite near the start of the game as their moderately cheap.
I know the 'jetbo' tactic of jp and shotty to a rambo marine who then takes out hives. But when should you implement this strat? As a last resort or as soon as 2nd hive goes up?
Comments
mainly because the jet packs are way down the tech tree
spawn portal >> armory >> arms lab >> protolab >> jetpacks.
and by then, when you get on top of the hive to take it out with shotty/welder, a fade is already shooting you down.
JP and lvl 3 armor is really nice, and JP's are cheap enough to be able to equip everyone even if you don't have that much resources. Also, a jetpacker has a better chance of taking out a hive in a solo attack then the slower HA.
A whole team with JP's will also be VERY quick to respond to any changes, since a Jetpacker can pretty much get across any map in about 15-20 seconds. Changing tactic mid-stream with a bunch of HA's is pretty much impossible.
When I play marine I'd much rather have a JP then HA myself.
Me too.
On average, they kill themselves faster than any Onos. -_-
And anyways: by the time you can get jetpacks/armors you are allready winning as rines. And fighting skulks with jetpacks isnt that fullfilling.
(A jetpack rush looks like this: IP, Armory, Arms Lab, Proto Lab, recycle Arms Lab, research Jetpacks, give jetpacks to everyone and gogogo).
Jetpacks are extremely useful for doing creative sieges, especially through vents. Many maps have areas in vents that are large enough for a turret factory, a siege or two, and possibly turrets. Some maps even have vent areas large enough for entire secondary bases (ns_nothing comes to mind, as does ns_bast).
Jetpacks give marines the mobility they in general severly lack. Giving out a heavy weapon to a jetpacker can be a very useful thing, as it nullifies the speed restriction imposed by using a heavy weapon.
Jetpacks are very cheap. They are only 25 RUs to reasearch, and a super cheap cost of only 9 RUs to create. My favorite marine loadout is shotgun/jetpack, as it is powerful, fast, and relatively cheap when compared to other loadouts (70 RUs for HA/GL - yikes!).
I try to get them asap, cheaper then HA and mobility works great when it's endgame for the marines and you arm them with Jet and HMG to deal with those pesky onos, or for a rapid assualt at that second hive you can never take.
In big games when i command, i usually give half of my assault team Ha and HMG with one guy a Nade launcher, I then give the other half jetties, HMG and shotties, everyone as welders, and kill either the last hive, or the second and first hives, you got a fast attack, and a heavy support in case the jetties run into problems, and the nade for buildings, also in case you have to split your force cuz someone is attacking home base, tell your jetties to come back deal witht the problem then finish the game.
in cases when i'm a grunt not a commander, I'd like a jettie more then armor, you can ambush....something the bugs almost never think about, and getting into great defensive spots, or going through high vents to flank a hive or resource, get the full armor upgrade and weapons, and you are a great killing machine!!!!! When facing these guys <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> you almost always win with a jetty and hmg, cu you can just fly overhead, or just get up on a high ledge and blast the mofo to peices!!!! great thing the jettie!!!
unless it's driver knows how paralyze works <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
You really have to have a good sense of your marines to know if they'd use jetpacks to their full potential. It's also partially map-dependent. Maps with a lot of convenient places to jetpack to make the marine's life easy, but it by no means makes fighting easier (fighting fades with a shotgun and a jetpack is hard--one, because you have to avoid acid rockets and splash damage, two, you have to make sure you don't run out of fuel, 3) that you don't plummet to your death, and 4) that you actually have a good window to shoot at the fade properly. However, against static targets (esp big ones like hives) jetpacks are a real advantage, esp. if there are skulks trying to pursue you. Jetpacks make the average, careful marine almost invulnerable to a skulk attack--even while building--because all he/she has to do is jump straight out of the skulk's range and then pick em off while they're still trying to bite your buttocks off.
Good luck, rocketeer!
games like tribes make the NS jetpack feel natural, hehe.
A great llama tactic i pulled off on a friend involves a jetpack rush, and you get your whole team to fly straight at their hive and knife it to death in under five minutes. Do not attempt on pubs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->