A group of rines all in Heavy Armor usually last longer than a group of rines with Jetpacks. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
If your team has skilled and clever players JP gives you faster and more flexible movement... And good JPers are really hard to encounter; especially in big hive rooms...
But... If your team's aim, skill and IQ is not more than bunch of turrets... HA at least keeps them alive longer... much longer if they weld each other...
Which brings me to the problem with n00bs with Jetpacks.
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
when I comm , I usually get JP first if I have 1 good rine that can go wreck havoc and buy me enough time to save for hev tech and a train, if not then I go straight for hevies
<!--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-->Which brings me to the problem with n00bs with Jetpacks.
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea... But HA noobs are also tend to spread... not as much as JPs though... Maybe only because they are much slower; or afraid of being eaten by an onos...
Give HA to newbies... Being in a HA train promotes teamplay, better than anything... And keep JPs for the skilled players...
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
Each works according to the situation.
Pure JPs work if there is lots of room and a navigable path to the waypoint. The more enemy resistance and the less space, the harder it is to jetpack.
Pure HAs work if there is little room and a medium resistance on the path to the waypoint. However, problems arise with 2-hive Onos and just general lifeforms at 3 hives.
Best thing to do is to mix both weapons and JP/HA up if possible. Have the heavies with SGs/HMGs and jetpacks with one GL and others a mix of HMGs and SGs. The reason why GL works better with jetpack is obviously because the jetpack can be more mobile during reload.
Now, you mix the ratios of HA to JP according to the type of operation you are trying to carry out. Siege attacks, for example, call for a higher HA number with a few JPs to ward away/chase down guerilla lifeforms - i.o.w. those that hit and run, while the gorilla (mindless-ape-rushing) lifeforms just get taken down by the HAs. Frontal assaults call for more JPs to move around while a few HAs cover and distract from the ground.
In a few seconds an HA is at most 1 corridor away from his team. In the same amount of time a JPer can be halfway across the map. A rogue HA can be spotted within 2 seconds, and yelled at so that he'll move back. A rogue JP is harder to locate, and may not actually have an idea of how to get back.
So I prefer HA. Where HA fall flat is when the Comm places PGs right beside a hive, fully aware that the aliens KNOW its there and that he'll never get it built because every alien on the map is rushing the HA. Also, HA are helped by welding, and people knowing not to bunch up on corridors.
However, since HA actually gets you into a position to attack the hive, I'd go with it. On the mystical perfect server, I'd go JPs, but only because on the perfect server there'd be perfect players who aren't noobs with wings.
It also varies by map and location. Some places are downright horrible for heavies, but excellent for jetpacks, and it would be a horrible mistake by the comm to send heavies to that location, even if his team was full of noobs.
It depends what i'm trying to do as commander, if i'm taking there second hive down, and i alreayd have res for heavys at this point for example, i'll start a ha train and siege, but for the last hive i always like to go out with a bang, so i'll save for jp/sg/welds and go sg the hive for a little fun <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Recoup+Aug 22 2004, 07:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Aug 22 2004, 07:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which brings me to the problem with n00bs with Jetpacks.
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> *nod* agree totally
i just commed another game today and i got a team full of...rather new players..to say the least.
within 5 minutes they started babbling on about sth in an accent i couldn't comprehend...then finally when someone typed it out, it turned out they were asking for a jp..when my aa just gone up, no proto lab.
i said, "no sry, can't give u jp". and i get "jp is very good larr, can move around quick and can kill more like dat". sigh
I think its best to just use both. Mix it up a bit, hand out a group of ha then give a few good marines JP+HMG to go with the HA. If you encounter any onos the jp marines have a better chance to chase the onos down if he manages to get a heavy armor or is stomping the crap out of your HA.
I gotta disagree Lito, I've never really seen JPs work on a pub server. I've barely seen it work on our server, and most of the regs have a bit of wit.
I'm sure JPs work, I have no doubt of it, but I'd have to say regardless of map its really better going with a HA train - perhaps 1 or 2 JPers for those with a brain ticking away. But I would really never ever attempt or rely on a pure JP rush.
Most marines can't use a jp effectively, but one or two good jps is worth more than an entire team of HAs, at least on a pub <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-5kyh16h91+Aug 23 2004, 04:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (5kyh16h91 @ Aug 23 2004, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Most marines can't use a jp effectively, but one or two good jps is worth more than an entire team of HAs, at least on a pub <!--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--> I don't think so. A team of HA who weld each other and do all the things a good HA team is supposed to do? Heck, I've had 4 HA destroy two hives (8-man teams, I might add) merely because it was a well-supported attack, and they worked together.
For the record, there were two HMGs, a shottie, and a GL in said team.
In my opinion though, it all depends on circumstances. Only an insane comm sends JPs into a lamed hive.
hmmmmm, I always get HA in NS maps when I commanding. I dont like JP's, alien players are getting much better these days and decent fades can take out JP'rs quite easily.
Also on most pub, people seem to take JP's and think they are invincible, go fly off somewhere where you didnt tell them to go and get killed. People seem to take the HA train more seriously.
For a majority of maps its safer to get HA on pubs because most players don't know how to control jetpacks well enough (ie they'll just hold spacebar and stay on the celing until the fuel runs out...finding themselves in the jaws of a skulk afterwards).
Heavy trains are highly effective in groups as long as there's consistent welding, big guns, and at least lvl 2 armor + lvl 3 wps. Trains are very difficult to stop beacuse their thick armor makes it extremely hard for them to get killed by alien melee attacks like swiping or biting. Even a 2 hive onos usually won't survive after stomping + devouring a marine (assuming the marines are smart enough to chase it down).
In some cases, such as when you get a bunch of exp players on your team, it's a good idea to get jps since it offers them higher mobility so they can sneak around and own teh aliens. Also, when a number of them get into a hive with no defense (by that i mean no ocs), that basically spells game for the aliens.
Comments
But... If your team's aim, skill and IQ is not more than bunch of turrets... HA at least keeps them alive longer... much longer if they weld each other...
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
and yeah, thats my take on it when I'm comming
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea... But HA noobs are also tend to spread... not as much as JPs though... Maybe only because they are much slower; or afraid of being eaten by an onos...
Give HA to newbies... Being in a HA train promotes teamplay, better than anything... And keep JPs for the skilled players...
mixed is always the best...
But I never purchase the proto lab, anyways. It doesn't really matter. (Unless we're in a small game)
Pure JPs work if there is lots of room and a navigable path to the waypoint. The more enemy resistance and the less space, the harder it is to jetpack.
Pure HAs work if there is little room and a medium resistance on the path to the waypoint. However, problems arise with 2-hive Onos and just general lifeforms at 3 hives.
Best thing to do is to mix both weapons and JP/HA up if possible. Have the heavies with SGs/HMGs and jetpacks with one GL and others a mix of HMGs and SGs. The reason why GL works better with jetpack is obviously because the jetpack can be more mobile during reload.
Now, you mix the ratios of HA to JP according to the type of operation you are trying to carry out. Siege attacks, for example, call for a higher HA number with a few JPs to ward away/chase down guerilla lifeforms - i.o.w. those that hit and run, while the gorilla (mindless-ape-rushing) lifeforms just get taken down by the HAs. Frontal assaults call for more JPs to move around while a few HAs cover and distract from the ground.
In a few seconds an HA is at most 1 corridor away from his team. In the same amount of time a JPer can be halfway across the map. A rogue HA can be spotted within 2 seconds, and yelled at so that he'll move back. A rogue JP is harder to locate, and may not actually have an idea of how to get back.
So I prefer HA. Where HA fall flat is when the Comm places PGs right beside a hive, fully aware that the aliens KNOW its there and that he'll never get it built because every alien on the map is rushing the HA. Also, HA are helped by welding, and people knowing not to bunch up on corridors.
However, since HA actually gets you into a position to attack the hive, I'd go with it. On the mystical perfect server, I'd go JPs, but only because on the perfect server there'd be perfect players who aren't noobs with wings.
Despite what you tell them to do, they will most likely NOT stay in groups, and will rambo off to the hive only to be killed when they run out of fuel, and then they SIT THERE at base saying "Comm can I have a jetpack? Can I have a jetpack? N00b comm, gimme a jetpack. OMG! EJECT!"
I HATE IT! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
*nod* agree totally
i just commed another game today and i got a team full of...rather new players..to say the least.
within 5 minutes they started babbling on about sth in an accent i couldn't comprehend...then finally when someone typed it out, it turned out they were asking for a jp..when my aa just gone up, no proto lab.
i said, "no sry, can't give u jp". and i get "jp is very good larr, can move around quick and can kill more like dat". sigh
I'm sure JPs work, I have no doubt of it, but I'd have to say regardless of map its really better going with a HA train - perhaps 1 or 2 JPers for those with a brain ticking away. But I would really never ever attempt or rely on a pure JP rush.
I don't think so. A team of HA who weld each other and do all the things a good HA team is supposed to do? Heck, I've had 4 HA destroy two hives (8-man teams, I might add) merely because it was a well-supported attack, and they worked together.
For the record, there were two HMGs, a shottie, and a GL in said team.
In my opinion though, it all depends on circumstances. Only an insane comm sends JPs into a lamed hive.
Also on most pub, people seem to take JP's and think they are invincible, go fly off somewhere where you didnt tell them to go and get killed. People seem to take the HA train more seriously.
Heavy trains are highly effective in groups as long as there's consistent welding, big guns, and at least lvl 2 armor + lvl 3 wps. Trains are very difficult to stop beacuse their thick armor makes it extremely hard for them to get killed by alien melee attacks like swiping or biting. Even a 2 hive onos usually won't survive after stomping + devouring a marine (assuming the marines are smart enough to chase it down).
In some cases, such as when you get a bunch of exp players on your team, it's a good idea to get jps since it offers them higher mobility so they can sneak around and own teh aliens. Also, when a number of them get into a hive with no defense (by that i mean no ocs), that basically spells game for the aliens.