I Must Just Suck But...

BridgerBridger Join Date: 2002-10-30 Member: 1761Members
<div class="IPBDescription">Jetpacks seem way overpowered...</div> In combat it's bad, when a JP gets into your hive and bounces around at 300 mph. Not only is he on the ground for .5 seconds, it's almost imposible to predict when/where he will land.

I've been told i just suck and fades/lerks counter him easy, so maybe i'm missing something. It seems like they move vertically WAY too fast to try to blink/hit them (do you guys use a script with blink+switch+attack or something?). And lerks spores only cover so much area, in a bigish room (like a hive room) the JPers can stay out of spores relitivly easy even if you spam them with adren.

JP with shotgun is especially powerful, just got out of a game with shotty lvl 3 dammage. Aliens had every resource node, plenty of guys going onos/fade all over the place. Lone JPers still kick our **** with shottys.

WTH am i missing?

Comments

  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    Umm more practice?
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    ugh, practice WHAT? That's what i'm asking, what kind of technique works to kill JPers? Try being constructive sometime will you?
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    a few things......... JP marines are generally fully teched. They had to upgrade their armory, then research JP (30+35rez) + the wait, and generally they have lvl2 upgrades. That is pretty beefy, at least comparable to Hive2 aliens, so the fact that they are hard to kill is well warranted.

    What you need to practice is Lerk Flight, Leap+Bite Kills and Blink+Swipe Kills.
    It takes time, it takes practice.
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    This issue was thoroughly discussed in the Frontiersman Strat Forum, but I cannot seem to locate the post. To sum up the basic points, the counters to jetpacks are:

    -Leap/Bite Skulk
    -Blink/Slash Fade
    -Acid Rocket Fade
    -Xenocide Skulk
    -Bite Lerk
    -Spores Lerk
    -Web Gorge

    Of course the most effective is webbing. A permagorge in combat is so extremely useful. Not only for killing JPs, but assisting in spawn camping.

    It has nothing to do with you sucking, good JPs are hard to take down, even if you know how. I would suggest practicing leap/bite, blink/slash on normal marines. The key to leap/bite and blink/slash is using either hud_fastswitch 1 or a key bound to "lastinv". A script can be used, but offers no real advantage. I recommend using hud_fastswitch 1 because it can be more useful. Within no time, you will have it down, and be taking JPs out of the air with ease.
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    hmm, i've never tried using leap/bite together out of old habit i guess, used to have an anti-scripting insta kill in the game back in the day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin-Bridger+Mar 15 2004, 08:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bridger @ Mar 15 2004, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm, i've never tried using leap/bite together out of old habit i guess, used to have an anti-scripting insta kill in the game back in the day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that's your problem there
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    Another thing that could help you is a 5-button mouse. Simply bind slots to the various buttons, set hud_fastswitch to 1, and you can have any attack selected in an instant.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Ways to counter JPs :

    Skulks - Leap/Bite, preferably with Focus (to quickly injure)
    Gorges - Webbing
    Lerks - Spore/Focus Bite
    Chase around JPer
    Fades - AR (if he doesn't get resupply)
    Blink/Slash (focus helps here)
    Onos - Timed stomp (tricky but works)
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    For combat i find the most effective counter to be onos.

    For example some of the hive rooms can be blocked off completely by 2 onos side by side or covering two entrances. Use the bulk to stop them getting in and as you are also near the hive you heal damage quite quickly.

    Stomp makes things easier when heavies join the JP's but i find stomp requires too much concentration to nail a decent JP. I personally find devour to be the best anti JP when JP's are forced to enter a smaller hallway.

    Learn the map from a JP perspective know the safe spots to sit from harm and where ceiling obstructions hinder movement. Then use this information to KNOW EXACTLY where the JP will land or where devour will reach the goon.

    Leap and bite, blink and slash, web, gas and bite and xeno are best for the other lifeforms, but the worst one is people saying lerks are the JP nemesis which just doesnt seem true versus a decent JP. They learn to fly backwards and blast you when they know as a lerk you are following them to get a melee bite in (I find this fun and challenging as a lerk. Plus i hated spikes.)

    Best advice I can give you is know the landscape from a JP perspective and then pre-empt his moves, where he will land, where he will be forced to land and where he is safe to land. Especially hives with comfy JP seats on them.

    Hope i can help.

    - RD
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    <!--QuoteBegin-Bridger+Mar 15 2004, 07:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bridger @ Mar 15 2004, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ugh, practice WHAT? That's what i'm asking, what kind of technique works to kill JPers? Try being constructive sometime will you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lerk and Fade. Leap/Bite also works if you are skilled with it.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Stopping a skilled jetpacker in a big room is close to impossible with leap or blink. At least where I play.

    In 1.04 jetpacks were so powerful, that clanmatches were generally over when the jetpacks hit the hive(HMGs were also very good making a lethal combination)

    Now jetpacks are more expensive and slower to get and the way you use them changed slightly to, but it doesnt remove the fact they are still far superior to anything in a lerge room, as none of the melee attacks can hit them(maybe the lerk) and they themselves have ranged attacks.

    best tip: Intercept them in hallways and tight spaces, where you can be closer to them at all times. other than that;
    OCs are nice, as they somtimes hit, especially if the jetpacker has to stop for a little while to recharge. In combat this dont exist. Gorges with webs can be a good counter, if you dont waste the maximum webs per area. While webbed, the JPer is finished. Fades have acid rocket, but medspam or resupply takes care of that. other than that....use the reload times, draw fire and heal up at DCs or the hive. When the JPer runs out...go for the kill, or at last try to hurt him. Even parasites help. At least hes wasting res on medpacks.

    But in theory, a good jetpacker can alwyas survive for a very long time in a large room, and with a heavy weapons, even onos' and fades are in troubble.
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    Try to watch him fly around if you have focus and try to get to where he lands and make him land by you and chomp him becuz he has to run out of juice sometime
  • BridgerBridger Join Date: 2002-10-30 Member: 1761Members
    eh, i still like the idea that was proposed in a seperate thread, where the JPer cannot take off unless he has X% of his bar filled (numbers being debated were between 10 and 25%). This would give a slightly longer "vulnerability" time to the JPer, increasing the time he has to stay on the ground by like 2 seconds. I'd like to see this because it would turn the JP into a hit and run weapon, insted of a constant stay and spam the hive for 2 minutes until your killed.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In 1.04 jetpacks were so powerful, that clanmatches were generally over when the jetpacks hit the hive(HMGs were also very good making a lethal combination)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Oh the good old days when HMGs did over 3k damage a clip and JPs could fly forever oh how i miss them.

    Anyway as the others have said various diffrent ways i have to go with the gorge webbing, the sad problem is the poor gorge gets next to 0 points for all his hard work unless he manages to spit something to death..
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    You have to get focus and learn to time where he's gonna land and bite him when he hits. This isn't as easy though because most of the time I end up looking just about straight up most of the time, while running around and jumping. This assumes you are a skulk, as fade I just blink and slash in the air.
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    i think the key point in all of these posts, is prediction, ie. learn where the jp is gonna land or maybe hover on the roof for a while. The second you know where he is gonna be or he stops moving, hes dead.

    Focus, focus, focus... much easier to kill a jp when u only have to hit him a few times, this includes fades and lerks.

    Web... self explanitory.

    Also get jp's b4 they get to your hive. A jp is easy to kill in a doorway, corner or sbend. Find them here and they wont make it to your hive.

    One thing that wasnt mentioned was overkill. If 1 jp is in ur hive and ur whole team is bouncing around trying to get him, YOU WILL LOSE, esp in combat.
    Why? Because you stop putting pressure on marine spawn and soon you will have 4 jp in ur hive pounding it. A skulk and a gorge can easily take a jp.
  • MakaveliMakaveli Join Date: 2004-03-03 Member: 27099Members, Constellation
    blah how could anyone say this... jp is lerk bait
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    The other large counter to JP's is communication.... Having 6 skulks all running around chasing a JP'er tends to allow the JP'er to survive longer as the skulks are all blocking each other from getting to him.. .

    So my suggestion when the first person calls out JP'ers designate 2 skulks (and perhaps a lerk for spores) to stay at the hive and deal with the jp'er those people should generally be decent at dealing with Jp'ers..

    The rest should head out and attack the CC, thereby drawing the JP'er away from the hive..

    I know it makes you nervous to leave the hive when a JP'er is in it but when 6 people are all trying to kill 1 jp'er you are giving the marines the rest of the map and basically getting in each others ways.

    -Z
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->eh, i still like the idea that was proposed in a seperate thread, where the JPer cannot take off unless he has X% of his bar filled (numbers being debated were between 10 and 25%). This would give a slightly longer "vulnerability" time to the JPer, increasing the time he has to stay on the ground by like 2 seconds. I'd like to see this because it would turn the JP into a hit and run weapon, insted of a constant stay and spam the hive for 2 minutes until your killed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No that would only serve to add another skill to using a jet pack, good jet packers would never go under the limit(e.g. that somewhere between 10 to 25 %) without landing unless they had too.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Soylent green+Mar 22 2004, 12:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Mar 22 2004, 12:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->eh, i still like the idea that was proposed in a seperate thread, where the JPer cannot take off unless he has X% of his bar filled (numbers being debated were between 10 and 25%). This would give a slightly longer "vulnerability" time to the JPer, increasing the time he has to stay on the ground by like 2 seconds. I'd like to see this because it would turn the JP into a hit and run weapon, insted of a constant stay and spam the hive for 2 minutes until your killed.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No that would only serve to add another skill to using a jet pack, good jet packers would never go under the limit(e.g. that somewhere between 10 to 25 %) without landing unless they had too. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ...and to do that they would have to land, and more often...


    Dead thread. :s
    Enough counters to Jps have been mentioned. Let's see some nice big...

    <b><span style='color:blue'><span style='font-size:9pt;line-height:100%'>***LOCKED***</span> </span> </b>
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->blah how could anyone say this... jp is lerk bait <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A skilled HMG or SGer will kill the lerk before he hits, since the lerk is melee, and the JP isnt.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Dead thread. :s
    Enough counters to Jps have been mentioned. Let's see some nice big...

    ***LOCKED***
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Well, there are counters, but they are very weak. And this thread weas about how to stop them
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