Newbie's Gudie To Jetpacking
Ratfire
Join Date: 2003-03-31 Member: 15091Members
<div class="IPBDescription">Airborne marines</div> This guide goes over both the basics of using a Jetpack, and a few more advanced uses.
<b>Jetpacks</b>
Jetpacks are researched through the prototype lab, and can only be dropped in the vicinity of the lab. It takes a full 167 credits (IP, armory, arms lab, prototype lab, JP research) so don’t be asking for one within the first four or five minutes of the game.
Once the commander has researched and dropped jetpacks (9 credits each) and you pick one up, you are restricted to JP use (I.E. cannot use heavy armor) until you die. Unlike weapons, when you are killed, the jetpack does not drop to the ground for others to pick up, so every jetpacking marine killed is worth at least 9 credits. When moving, the JP makes a distinct “fire” noise, and leaves a short trail of blue flame behind you. While not a major drawback, it is something to keep in consideration.
<b>Basics</b>
You activate your JP using your jump key. While using a JP, you will have a white energy bar in the lower right hand corner of your HUD. This bar indicates the amount of energy you have left in your jetpack, and although it regenerates fairly quickly, if the jump button is held down, the energy will drain away. That means the best way to use the jetpack is in bursts. TAP (1sec or less) the jump button to get a quick jump burst, PRESS (1-3sec) the jump button periodically to fly down a hallway, or HOLD the jump button to accelerate across a ceiling or through a vent. To take off, you have to employ a tap-tap or tap-press tactic. This means you tap the jump button once for elevation, then right after you peak your jump, you tap/press the jump key again while walking forward, to gain forward motion. Once you are in the air, you continue to burst your JP with tap’s or press’s, depending on the environment, in order to move about the level. This is the basic tool for using a jetpack.
<b>Landing</b>
Especially if you are high up, you have to be very careful when landing with a jetpack. This tends to be a soft point for many people, and it would not be surprising if at least 25% of all JP fatalities occurred in landing accidents. If you are moving very quickly forward, and are landing at a slight drop, you have to make sure to try and decelerate yourself, or you may end up taking more than normal falling damage. These cases usually aren’t fatal unless you already have low hitpoints. The fatal cases occur when Frontiersman gain altitude with the jetpacks and then fail to land correctly. When you are high in the air with a JP, be sure to always watch your energy. You should almost always be bursting to get up high, never hold down your jump button for too long. When coming down to land, don’t drop at a “safe” looking distance, always tap yourself down. Fatal falls can occur from seemingly harmless drops with the JP.
If you find yourself falling, meaning you have already gained downward acceleration without any jetpacking, you will need to tap-press your jetpack to slow your decent. Whether it’s a bug or just a feature, if you are falling and you hold down your JP, chances are it won’t stop you, and you’ll still fall for damage. However, if you quickly tap let go, then press your JP, it is an easy and safe way stop your fall.
<b>Ceilings</b>
This is by far, the MOST important thing to look at when jetpacking. Whenever a marine has a jetpack, they should be expected to look and be aware of any obstructions in their path that would interfere with direct flight. By far, the best areas for jetpacking are clear-cut, flat, ceilings, no beams or obstructions to hit. This allows for fast, continuous movement, without anything to hit forcing you to stop or land. In rooms where there are beams, obstructions, or hiding places for skulks, jetpackers have to be extremely careful. Unless you are good, if the room is too cluttered, take to walking. A skulk can cut down a jetpacker who is disoriented, and stuck in a wall going nowhere. To prepare yourself, when coming to an overhand, or doorway, or other obstruction, slow down, and if you have to land, land. Because of the nature of the ceilings and level design of Natural Selection, never assume you will be able to outrun a skulk, you may just get caught up on the wall, slowed down too much to move.
<b>Vents</b>
Vents represent to jetpacking marines, the perfect engagement zone. First of all, the only Kharaa that can easily enter a vent are the skulks and lerks. Second, vents are the example of what a perfect ceiling for jetpacking should be, a clear flat surface, perfect for extended holding. Vents also offer the advantage of no escape distance, which allows for marines to use their superior ranged firepower to its fullest extent. If possible, jetpack users should get to know the vents on the map like the back of their hand, as they are one of the greatest resources they have.
<b>Advanced</b>
-Emergency boost: Not a very advanced tactic, but quite effective in open areas. If you see an enemy coming, or more likely feel the first bite, immediately hold down the jump key. Hopefully, you will boost out of danger into the air, allowing you to spin, acquire, and kill your attacker. The one major issue with this is skulks have the ability to ride marines. This means, if a skulk is facing up at you while attacking you, he will basically walk on you while your boosting up, and still get the kill.
-Hive Assault: This is one tactic that’s used fairly often on public servers. Marines with jetpacks and HMG rush in to assault the hive from the air. Especially when there’s still only one alien hive, this can be a devastating attack, as the aliens have almost no way to take down a flying marine. A few things marines should remember when employing this tactic: 1. Always Tap/Press your jump key, extended bursts of the JP only drain your energy giving you less time in the air. 2. Strafe, keep moving, although you’re not in direct danger of attack, some O towers, Gorges, and especially Lerks will be able to hit you. 3. If you need to land, try landing on top of the hive. This is a harder location for some aliens to get to, allows you to continue firing at the hive, and also can shield you from alien attacks.
Ratfire
<b>Jetpacks</b>
Jetpacks are researched through the prototype lab, and can only be dropped in the vicinity of the lab. It takes a full 167 credits (IP, armory, arms lab, prototype lab, JP research) so don’t be asking for one within the first four or five minutes of the game.
Once the commander has researched and dropped jetpacks (9 credits each) and you pick one up, you are restricted to JP use (I.E. cannot use heavy armor) until you die. Unlike weapons, when you are killed, the jetpack does not drop to the ground for others to pick up, so every jetpacking marine killed is worth at least 9 credits. When moving, the JP makes a distinct “fire” noise, and leaves a short trail of blue flame behind you. While not a major drawback, it is something to keep in consideration.
<b>Basics</b>
You activate your JP using your jump key. While using a JP, you will have a white energy bar in the lower right hand corner of your HUD. This bar indicates the amount of energy you have left in your jetpack, and although it regenerates fairly quickly, if the jump button is held down, the energy will drain away. That means the best way to use the jetpack is in bursts. TAP (1sec or less) the jump button to get a quick jump burst, PRESS (1-3sec) the jump button periodically to fly down a hallway, or HOLD the jump button to accelerate across a ceiling or through a vent. To take off, you have to employ a tap-tap or tap-press tactic. This means you tap the jump button once for elevation, then right after you peak your jump, you tap/press the jump key again while walking forward, to gain forward motion. Once you are in the air, you continue to burst your JP with tap’s or press’s, depending on the environment, in order to move about the level. This is the basic tool for using a jetpack.
<b>Landing</b>
Especially if you are high up, you have to be very careful when landing with a jetpack. This tends to be a soft point for many people, and it would not be surprising if at least 25% of all JP fatalities occurred in landing accidents. If you are moving very quickly forward, and are landing at a slight drop, you have to make sure to try and decelerate yourself, or you may end up taking more than normal falling damage. These cases usually aren’t fatal unless you already have low hitpoints. The fatal cases occur when Frontiersman gain altitude with the jetpacks and then fail to land correctly. When you are high in the air with a JP, be sure to always watch your energy. You should almost always be bursting to get up high, never hold down your jump button for too long. When coming down to land, don’t drop at a “safe” looking distance, always tap yourself down. Fatal falls can occur from seemingly harmless drops with the JP.
If you find yourself falling, meaning you have already gained downward acceleration without any jetpacking, you will need to tap-press your jetpack to slow your decent. Whether it’s a bug or just a feature, if you are falling and you hold down your JP, chances are it won’t stop you, and you’ll still fall for damage. However, if you quickly tap let go, then press your JP, it is an easy and safe way stop your fall.
<b>Ceilings</b>
This is by far, the MOST important thing to look at when jetpacking. Whenever a marine has a jetpack, they should be expected to look and be aware of any obstructions in their path that would interfere with direct flight. By far, the best areas for jetpacking are clear-cut, flat, ceilings, no beams or obstructions to hit. This allows for fast, continuous movement, without anything to hit forcing you to stop or land. In rooms where there are beams, obstructions, or hiding places for skulks, jetpackers have to be extremely careful. Unless you are good, if the room is too cluttered, take to walking. A skulk can cut down a jetpacker who is disoriented, and stuck in a wall going nowhere. To prepare yourself, when coming to an overhand, or doorway, or other obstruction, slow down, and if you have to land, land. Because of the nature of the ceilings and level design of Natural Selection, never assume you will be able to outrun a skulk, you may just get caught up on the wall, slowed down too much to move.
<b>Vents</b>
Vents represent to jetpacking marines, the perfect engagement zone. First of all, the only Kharaa that can easily enter a vent are the skulks and lerks. Second, vents are the example of what a perfect ceiling for jetpacking should be, a clear flat surface, perfect for extended holding. Vents also offer the advantage of no escape distance, which allows for marines to use their superior ranged firepower to its fullest extent. If possible, jetpack users should get to know the vents on the map like the back of their hand, as they are one of the greatest resources they have.
<b>Advanced</b>
-Emergency boost: Not a very advanced tactic, but quite effective in open areas. If you see an enemy coming, or more likely feel the first bite, immediately hold down the jump key. Hopefully, you will boost out of danger into the air, allowing you to spin, acquire, and kill your attacker. The one major issue with this is skulks have the ability to ride marines. This means, if a skulk is facing up at you while attacking you, he will basically walk on you while your boosting up, and still get the kill.
-Hive Assault: This is one tactic that’s used fairly often on public servers. Marines with jetpacks and HMG rush in to assault the hive from the air. Especially when there’s still only one alien hive, this can be a devastating attack, as the aliens have almost no way to take down a flying marine. A few things marines should remember when employing this tactic: 1. Always Tap/Press your jump key, extended bursts of the JP only drain your energy giving you less time in the air. 2. Strafe, keep moving, although you’re not in direct danger of attack, some O towers, Gorges, and especially Lerks will be able to hit you. 3. If you need to land, try landing on top of the hive. This is a harder location for some aliens to get to, allows you to continue firing at the hive, and also can shield you from alien attacks.
Ratfire
Comments
Step 1: Buy a good computer. Then you can jet jet jet all you want. You will appear "elite" because you never have to touch the ground. If step 1 is not possible, see step 2.
Step 2: You suxor. You cannot use jetpacks until 1.1 fixes them, doh! Until then you'll look like a noob if you try to use one. Since you can't help with killing the hive, why don't you go rambo or something.
To the veterans out there... It is NOT the rate of <b>fuel regeneration</b> that is affected by your FPS, it affects <i>the boost you get each tick</i>. Which is why 20 fps can only do "power jumps". Had it been fuel regeneration, they would have flied up to the roof and flewn as good as 100 fpsers, only to fall down like a stone when the fuel is depleted.
But that doesn't help much with flying <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Oh, and you should turn v-sync off from your graphic card settings. (you will get over 60 fps after that)
I get 100 fps in empty room, but when i try to shoot a hive, fps goes under 15.