Fade Vs Shotgun Jetpacker
Geminosity
:3 Join Date: 2003-09-08 Member: 20667Members
<div class="IPBDescription">eep!</div> I just had my first encounter as a fade against a shotgun jetpacker that seemed to know what he was doing... I just couldn't get away @.@
his shotgun easily outdamaged me close-up and his jetpack meant he easily tracked me down no matter how much I blinked.
Is there a way to deal with them as a fade or is there a class better suited to these marine fade-a-likes? (and why the heck do they cost less? =P )
his shotgun easily outdamaged me close-up and his jetpack meant he easily tracked me down no matter how much I blinked.
Is there a way to deal with them as a fade or is there a class better suited to these marine fade-a-likes? (and why the heck do they cost less? =P )
Comments
You are actually *more* manuverable as lerk then JP now. You are small and fast, making you very hard to hit. Your spike weapon is 100% accurate and not affected by range. Your spores will apply constant damage, wearing hom down, if used correctly.
In theory anyway <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
As for fade, you're only solution is acid rocket, or flying blink slash from behind followed by blinking away v quickly.
The basics of "blink hopping"
1. Hold down space bar
2. Tap blink for the shortest amount of time you can
3. Tap blink JUST as you hit the ground again.
After you get the hang of timing your really short taps on the blink attack, you will notice that you can get ANYWHERE with NO energy usage and blistering speeds (if you have celerity).
Later, you can do funny things, such as looking up, tapping jump then tapping blink, to do a really high arc over a room. Don't forget that since you blink faster, you can cover 3x as much ground with the same length of blink...
- RD
Not sure whether it was the lack of celerity or my timing but it killed my adren though =s
Please fill me with your ineffifable wisdom oh mighty user of the blink <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Not sure whether it was the lack of celerity or my timing but it killed my adren though =s <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Technically the energy usage should be the same with or without celerity, ie almost nothing. But even without celerity I have the tendency to over do it and waste some energy.
Just remember that you only gain speed with the initial blink right after a jump, and after that holding down the button just simply makes you go in a straight line rather than go any faster. If you really wanna build up a bit of speed more quickly and you dont have celerity, actually aim slightly DOWNWARDS while holding space bar do some really quick hops.
If you run out of energy while blinking are you are holding the button down for too long. Try to just tap the attack button really lightly just as you hit the ground (and aim up a bit so you actually cover some decent distance inbetween blinks, without celerity aim for a good 30? angle upwards).
Well firstly I'd like to take the time for thanking you since you obviously read my post and already knew that I had already made that exact same point only in a much nicer and more constructive way.
I'd also like to congratulate you on have such great manners and respect towards your fellow forums goers. It really warms my heart to see people such as yourself paying such good heed to the phrase "If you don't have anything nice to say, don't say anything at all". I especially like the way you skillfully manage to avoid sounding totally condescending and arrogant...
lol. If in a somewhat close quarter area where the ceiling is above your head, just whack him. If it's a long distance, I'd just retreat into a better area.
You go to whack the shotgun toting jetpack marine in a low ceiling area.
Due to the fact the jetpack user actually knows what he's doing and you've just voluntarily lost your own vertical agility, he blats you in the face and you die a squishy, pulpy death.
<!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <i>- GAME OVER -</i> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
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normally shotguns don't usually bother me... when they can chase me, jump away from my own attacks and keep up/almost keep up I do actually tend to start bothering ><
<b>extras edit:</b> Thanks Revenge, I'll give it another shot sometime =3
Just use spore+spike <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
Now i wont need adren everytime i fade. And even silence fade can maintain alot of speed, not as fast but ur completely silent.
- RD
Your best shot is ideally to run him out of fuel, then make your move. But realistically, if you stay close to him while you wait, he'll kill you, and if you run away, he'll either stop flying (and regen fuel) or chase you (thus staying close to you; see above).
Really, before hive 3, you're outclassed. Go lerk and hope he doesn't know how to cope with spores and spikes, or even try to leap-bite him as a skulk. Or better yet, just team up with a lerk so you can keep fading. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Rawr.
That was the most excruicatingly painful game of NS I've played in a while... even thinking about it makes me feel ick lol
for anyone wondering it was 2 marines v 1 alien... it wasn't pretty =s
As for that game specifically, you probably should have killed MS node as soon as possible. Your mixing it up between Archiving, Reception, and our Arch. node was brutal early on. I didn't have time to work on tech or expand, because I was constantly responding. Also, an earlier onos would have broken Archiving easily (hell, the midgame one did); we probably wouldn't have had JP's as soon as you could have early onosed, and we certainly wouldn't have had MT or weapons 3.
I guess that's what got me into trouble in the end; I like being skulk, fade or gorge... the other classes I kinda hold at arms length unless I can tell they're 100% the only way to go and get discouraged easily if they don't work =3
My fade play's always been about constant harrassment but I've always relied on the other alien players to maintain our base while I'm doing that (and I'm usually the one who's built a lot of that base to boot ^^; )
once I ran out of rts to beat on and you started JP/HMG phasing all over the place I just couldn't keep up and onosed because it was the only way I could take archiving for good; devour making sure I could concentrate on the pg and tf instead of a long drawn out jumping battle with your jp crew <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Course, the unmanouverable onos was what cost me my 2nd hive because it took too long compared to being fade to respond to your siege -.-
normally in 2 v 1 it's not so bad because the marines stay building a base or/and the comm tends to either stay in the chair or not stay in the chair but not have much of an idea of comming. In your case you spread out, locked down the hive and jumped from being in the cc to action as needed thanks to the extensive pg network you'd set up.
trying to kill the pg with the elec turret factory and you in the cc to blat me with the hmg all the time was a nightmare lol
I was surprised I managed to get the ip down and most miffed when the electricity hurt me enough for one of you respawning to kill me before I could get the quick finish I desperately needed. I think it was that bit where I almost had you because you were both dead was the turning point.
Either way I still hate fighting jetpacks with a fade lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A scarier one was when I realized I'd made our siege base at Vent-3C out of hive range, and you were on the way there as an onos, after you'd already taken Archiving. We were faced with the prospect of holding no hives and two nodes. I had barely enough time to finish being devoured, suit up, grab some mines, and get over there. You walked onto a five mine onos bomb when you showed, which is largely what saved that outpost.
Nice work on that mid-air devour, though; for someone that doesn't onos much, that was an excellent grab.
Yes I've put in bug reports but it hasn't been checked in while, so I went and told other important looking people directly...
Usually with me the real learning is in where to use stuff rather than how. I pick up things like devouring ranges, timing and stuff pretty quick but it takes me a while to get used to the strategy for getting the most out of these kinda moves <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
However, against lerks, your shottie and JP don't do much more but waste more res when you die. Even LMGs are better for taking down lerks in open ranges. The endgame of this particular map ended with me and a lerk dueling over the lava pit bridge in ns_origin. It was really, REALLY fun however, more like a flight sim than anything else. I loved it. It also highlighted a small advantage/weakness of the JP. While I wasn't doing enough damage to the lerk to kill him (regen, I think), I was able to evade him a good bit. The lava pit bridge might be one of those places that doesn't seem replicated in most maps. It has a foot-path, and rafters above which can be stood on, followed by a somewhat high roof. And of course, death below. Using the JP sparingly and trying to evade is the key to making it away from a lerk alive. I might have been able to, if I wasn't the last marine alive. Also, one BIG advantage/weakness of the JP is that once you cut off the thrust, they drop like a rock. This can be good and bad. While a few times I used this to drop to the bridge itself, run a little under the rafters, and boost up for a shottie hit against the damn lerk, it eventually was this ability to drop faster than the lerk that ended the game with me falling into the lava. Spore was annoying during the battle, but since we were in an open space, I could evade the green clouds well enough. When JPing against a lerk, or lerking against a JP, the difference in flying ability can play a lot of roles. The lerk can fly indefinately, making him king of the skies. However, the JP has very little problem boosting on a straight line down narrow hallways, around corners, and so forth. He can also drop away and run under cover if need be. The only thing he can't do easily is boost straight up with any speed at all. JPing is downward oriented, while lerking is upward oriented. In the end, the JPer's weapon is probably the deciding factor, along with the particular room, and the alien's upgrades. I would hate to fight a really good lerk in, say, Viaduct. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyway, yeah. Lerks are just so much more useful and longer lasting than Fades. ;o; Of course, I just suck at Fading, and I don't think I'll ever have the patience to endure my team screaming at me for tossing 50 res on a fade and then getting my little purpleish greenish blackish butt kicked until I get good enough. I play a better lerk anyway.
So have you seen it work, cause I haven't...
Not that I doubt the theory, but I've never seen the lerk used for this before.
<b>edit:</b> wasn't obvious enough so I reworded it... so even anyone who wouldn't use blink as a fade could understand it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Fades to 80 dmg per slah which = 2-4 slashes against the JPer
Inexperienced jetpackers are easy; you just wait for them to land, they usually can't aim very well either. It's the <b>good</b> jetpackers that really show you up. It's just a handy thing they don't show up very often I guess <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->