What Is The Counter To Jps?

ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
<div class="IPBDescription">I'm honestly curious</div> With the recent re-introduction of 1.04 JPs in Beta 5, this question needs to be answered. What is the intended alien counter for jetpacks? There is no more frustrating way to lose as an alien than to a JP rush that you couldn't stop even though your whole team was there, because you were in a big hive room and you just couldn't hit them frequently enough. There needs to be an effective counter; something that gives Aliens the upper hand if they were properly prepared for the rush. JPs were turned into a pretty hard counter for Onoses; shouldn't they have one as well? So, what is it supposed to be?

Webs are exempt because hive 3 is an unrealistic dream in most games. Skulk, Lerks and Fades are the only ones capable of hitting a jetpack in midair, and even for the most skilled player, trying to kill a decent JPer with nothing but Flight/Leap/Blink is largely luck. Probably the most effective, reliable way to stop a JP rush is a large number of OCs, enough to cover every area of the room. However, getting that sort of a defense is much too expensive to be a reasonable counter, and JP/GLs will still make short work of your huge investment.

I'm no expert when it comes to balance, but I know what isn't fun, and watching your hive die while the whole team tries in vain to pick JPs out of the sky is <i><u>not</u></i> fun. An alien team that is well prepared for a JP rush should be able to stop it effectively, without investing 80+ res in a big OC farm.
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Comments

  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    A celerity onos in cramped rooms dices JPs fairly well.

    For more open rooms, you'll have to lame them up and get fades to address the threat.

    It's not hard to kill a lone JPer as a fade in a large room, you have the advantage of more manueverability.

    Focus really does work wonders against jetpacks.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    Fades and if you still don't manage to catch them get (you need to be better) get focus.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Rapier7+Sep 18 2004, 06:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Sep 18 2004, 06:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A celerity onos in cramped rooms dices JPs fairly well. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Too bad almost none of the hives are cramped rooms.

    <!--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-->For more open rooms, you'll have to lame them up and get fades to address the threat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Exactly. You need a lot of OCs, which is way more expensive than most alien teams can afford. Only a team that has a huge advantage over marines in res can do that.

    <!--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-->It's not hard to kill a lone JPer as a fade in a large room, you have the advantage of more manueverability.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sure, you can kill him eventually. If his target is the hive, he'll do a good deal of damage to it by then. Throw in a couple more JP/Shotties, and you have to kill them <i>fast</i> to save the hive. JP rushes are like Shotty rushes, without the disadvantage of being ineffective if you lose the surprise element.

    <!--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-->Focus really does work wonders against jetpacks.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin-Diablo_fx+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fades and if you still don't manage to catch them get (you need to be better) get focus.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm talking about Classic here. I'm sure I don't need to explain why Focus is also not usually a realistic suggestion. Also, if the skill requirement for killing a JP with the best counter in the game is so much higher than that of actually flying a JP, something is wrong.
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    edited September 2004
    for focus you need sensories, and those arent viable if you just ahave two hives up and there are jps around, you need moves, because:

    Cele onos, everything else dies.
    Adren fade, or you cant follow these hummingbirds around
    Cele lerk, or the JP is faster, great, so no focus!

    Edit: and now that JP is a hard counter to onos (no longer stompable) i think aliens need a hard counter against JPs, too!
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    One or two OCs is certainly doable.

    You'll have a lerk spam umbra on the hive, of course, and spore around the place like crazy.

    Meanwhile have your onos and fades amble about trying to get lucky hit in.

    It'll shake itself out. JPs aren't the end-all be-all you make them out to be.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    OCs and a decent number of good fades and lerks. A good lerk at hive2 will decimate jps, same for a fade. I consider lerks a jp counter with celerity, it's the only way you can chase them. Lerks really need either another speed boost or the ability to not lose speed while turning to counter jps effectively, a non celerity lerk simply can't catch jpers, and with celerity if they turn a lot (which all jps will do), you waste a lot of adren trying to catch them and not get shot to pieces.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    edited September 2004
    The answer, nothing. With games running as short as they are, the only attacks available to tackle JP's in general are... parasite, bite, bite, spore, spit, heal, swipe and blink. OC's are possible, but against JP's that usually have shotties or HMG's too, who *usually*are on a rush so are supported by meds, will there really be enough to stop the JP's and viably have the alien team getting enough res and the second hive?

    If the comm isn't helping the JP's with med packs, and they are **** enough that they can't kill a hive quickly with shotties or HMG's, maybe lerk spores could be considered a counter *rolls eyes*
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    i say drop the health of ocs a 1/3 or a 1/4 and make the cost 5 res.

    this would bring ocs more into early games use. not as effective for blocking areas or wall of lame becuase of lower health but a good early warning system, jp counter, and res defense.

    10 res plus 10 res for a gorge is hardly worth it

    right now in competive matches ocs are a luxury that usaully come late in the game as insurance against ninja phases and the jps of desperration
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    ...you listed parasite as a counter to jps. I seriously hope you're joking with that post.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    I'm a good commander, and I can assure you trying to med an uncooperative JPer is the hardest thing to do.

    And even if they do stay on the ground a bit, just one second on the ground can mean certain death for a jetpacker.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    so you don't do what most good comms do which is drop meds in a few general area's to let them land on them themselves? Assuming they're not completely incompetant, they shouldn't have a problem clearing the area to get them.

    And I didn't list anything as counter to JP, I listed what was available to attack JP's, never said they work.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    That is the most retarded suggestion I have ever heard (excluding Nolsinkler).

    If I'm an alien trying to take down a jetpacker and I see a couple of meds being dropped in a specific area, I'm going to camp that place because odds are that moron of a jetpacker will go there.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    Sorry but these jetpacks are still nothing like the 1.04 jets.

    I still remember knifing down a hive after finishing emptying a HMG clip into it, never touching the ground. <3 fps bug
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    <!--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-->What is the Counter to Jps?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Teamwork.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    In relation to making this post i am relying on the players to be competent.

    I like the new the jps. Sure they’re the death calling for an onos, but onoses are very strong now and they needed an answer: JPS. The two level each other out, 1 competent team gets jp first they win. 1 competent team gets onos first they win. Like always its been a race scenario.

    As to the answer of using oc’s against a jp. Oc’s are a method of distracting a jp with their main goal; to kill the hive. When a jp has to dodge spikes from oc’s and blinking fades and maybe leaping skulks; its very hard.


    As to fades and skulks being incapable of hitting a competent jp, get some skill. If you have a competent team you’ll have a 2nd hive with leap. If not you would of lost anyway if the marines were that far in their tech tree.

    There was always the easy answer of countering air against air. Being a lerk, its very easy to kill a jper, use spore to gas him; getting rid of their armour. Then if they try and attack your hive just chase em till they run out of juice then your teammates can attack him.

    Leave the jp the way it is, its not total balance but at least its close.
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    <!--QuoteBegin-Rapier7+Sep 19 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Sep 19 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That is the most retarded suggestion I have ever heard (excluding Nolsinkler).

    If I'm an alien trying to take down a jetpacker and I see a couple of meds being dropped in a specific area, I'm going to camp that place because odds are that moron of a jetpacker will go there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    try thinking in game terms mate, if a skulk camping a med pile is doing just that, then when a JPer needs meds, it's not going to be hard for him to kill that skulk, then take the meds.

    Lerks are the nearest to counters, but given how early JP's are turning up with massive weaponry, there is not really a chance.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Lerk. He is a soft counter. Jetpacks are designed for quick attacks not sustained assaults. Thus, if you umbra the hive while sporing the general area, the jetapcks are forced to fight a long battle, which should (provided equal skill) always result in a loss for the jetapacks
  • icedSiLenTicedSiLenT Join Date: 2003-05-15 Member: 16338Members
    OCs are nearly worthless to defend against JPers. They are too fast, the OCs dont hit. theyre not like the marine sentry which hit everything. OCs are only good to block entrances since a decent marine is able to take out OCs mith his lmg without beeing hit by hiding behind a corner pop out and shoot a volley and get back behind that corner. The OC isnt able to hit a walking marine without any upgrades. Only the stupids walk directly into them.

    my suggestion to give the aliens a better chance to catch JPers is to beef up the OC and give them back a few selected raged attacks. Give the lerk back his spikes and let him use his bite at hive 1. His other abilitys are quite okay. His spike should be a little weaker than before, as they were before they were removed. The bite should remain for abush attacks and for inflicting damage to buildings fast abush kills. The spikes should only be a useable solution to get JPers easier and probably to keep those shotgun rambos at range.
    The fade acid rocket with its splash damage would also be good for this task but actually its a wothless "upgrade" give the good ole AR with its high damage (and of course the slower fireingrate and the higher adrenaline cost) back to the fade. Its okay for me to see it at hive 3 as improoved ranged attack for the aliens.

    this would give much balance to the game since the marines still have their <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo-->
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    edited September 2004
    Or you could get some teamwork and skill on aliens.

    As everyone knows.
    Oc's block doorways.
    When they attack it, look at your hivesight. Go teamwork kill the jp. WOw how hard!
    I see alot of these threads nowadays, about countering and its too hard.
    When NS in the early days had THINKERS we didnt talk about "WE NEED COUNTER OMG" we used teamwork.

    Oc's. Hivesight. Ambush. How hard.


    And onos is an easy counter for jetpacks.
    Go take out the protolab.

    OMG whats the counter to onos.
    Turrets.
    OMG whats the counter for turrents!

    omg bilebomb
    omg whats counter for gorge!

    omg everything!\

    It all goes down to teamwork.
    Or take out thier res.
    <!--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-->my suggestion to give the aliens a better chance to catch JPers is to beef up the OC and give them back a few selected raged attacks. Give the lerk back his spikes and let him use his bite at hive 1<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    So we can have another thread entitled?
    "What is the Counter to Lerk?"
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    The first rule of fighting a determined jetpack assault is to accept the fact that there is no "counter". You have to accept the fact that you may lose some things and attempt to turn it into a war of attrition with ocs and lerks in the hives. Assume that the jetpacks will kill the hive, but take steps to make sure they die in the process so they can't just run down all your hives with 1 attack. The next requirement is to win the resource war, have skulks parasite jpers so they can't rambo as easily and eat nodes constantly, so when they die in a hive assault marines can't afford to re-fit instantly and attack again. The key to this concept is that jetpacks suck at holding positions, a single lerk sporing can do serious damage to jetpacks who try to camp. So marines must attack or die if they choose to go jetpacks, if you can create that situation, aliens have the advantage.
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    You said it alot more civilized than I did.
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->The first rule of fighting a determined jetpack assault is to accept the fact that there is no "counter". You have to accept the fact that you may lose some things and attempt to turn it into a war of attrition with ocs and lerks in the hives. Assume that the jetpacks will kill the hive, but take steps to make sure they die in the process so they can't just run down all your hives with 1 attack. The next requirement is to win the resource war, have skulks parasite jpers so they can't rambo as easily and eat nodes constantly, so when they die in a hive assault marines can't afford to re-fit instantly and attack again. The key to this concept is that jetpacks suck at holding positions, a single lerk sporing can do serious damage to jetpacks who try to camp. So marines must attack or die if they choose to go jetpacks, if you can create that situation, aliens have the advantage.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    *jaw drops open in shock*

    Let's go through this step by step.

    You say "Assume the jetpackers will kill the hive". That was the mission of the jetpackers. The alien side is now down to one hive. Suddenly the "dangerous" onos is now a 10 ton punching bag that is worse than useless because he blocks stuff. Your skulks can't leap any more, thus almost dooming any base assult by them. No more umbra and heavy weapons just dominate the aliens even more. Bile bombs absence denies gorges the ability to destroy elec res nodes without a fade (yes you can use regen but it takes forever).

    Furthermore you lose a tremendous amount of map manuverability AND a second spawning location, both of which are invaluable. 1 hive aliens vs marines at the level where they can get jetpacks = marine victory. And that's not even taking into account the fact that you've lost one or two nodes once the hive dies plus chambers in the hive. Because without alien re-enforcements in the region, everything in the hive vicinity is dead within a few minutes of the hive dying. And you can't get there fast enough without MC teleportation, especially when the marines have phase gates set up, which any jetpacker can build.

    "Win the resource war". This actually had me laughing. To think that the alien side can win a war of resources against the marines. For starters, alien res nodes cost 15, same as marine nodes, but there is a) a hidden cost of 10 additional res for going gorge and b) that's from a personal res collection, not a shared pool. The marines can build more nodes far more easily and cheaply than the alien side can, and they do. Furthermore, marine nodes are quite tough (5000 hp) and can be upgraded to render them virtually immune to skulks and lerks. The alien node is very weak (1500 hp) and cannot be upgraded the same way: an investment of 30+ res at a node is simply not an option for an alien team that is constantly strapped for res because the marines can kill alien nodes so easily.

    Simply put, going jetpacks for the marines isn't a risky option, because there is no counter until webs, and seriously given the size of hive rooms 5 webs is pathetically unable to defend the hive. Yes, some might die, but you can afford to replace them because most of the alien side is trapped in their hive desperatly trying to kill lone jetpackers. Meanwhile the rest of the marine side is off quietly knifing res nodes and expanding their territory. As an alien you could go off and try and stop them (it's probably going to be a better useage of your time) but reduce the number of people in the hive leaping, blinking and spitting and your already slim chances of bringing those flying vacuums down drop to near nothing.

    OCs are not a viable counter because as we have already discussed, OCs are far too expensive to place all around a hive. At most you can have 3 - 4 without crippling your team, and that will not stop a skilled jetpacker with a compitant commander. Plus if you put them in your hive, guess where they're not: around your res nodes. Jetpack-shotgunners do a fantastic job of assassinating res nodes, and even if they die, it's still a net gain for the marines, because losing that node hurts the alien side so much.

    Lerks are not a counter because jetpacks are so fast and erratic. You never know which way they're going to turn and swoop and dodge; actually landing a bite is difficult. You can't get focus because of DMS, and that's not going to change any time soon. Spores can help, but good commanders can medspam their jetpackers in flight, thus negating spores. Umbra keeps getting slapped with the nerf stick, but I guess it helps somewhat against shotguns (against GLs is a differant matter).

    Blinking Fades can work, but much like Lerks they suffer from inability to predict where the jetpacker is going to be and blink accordingly. I've rarely seen Fades bring jetpackers down, and I do play with some very skilled Fades.

    It's not enough to simply say "Use more teamwork". I play on alien teams that use constant voice communication and work as a team throughout the whole game. These are not bad players; some are clanners some are pubbers but all are compitant. We cannot stop jetpacks with the tactics described in this thread.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    BigBull you are assuming that all the aliens AREN'T spread out throughout the map which they would be if it was a REAL game played with REAL players...

    Anyway, the best counter I could fine is attrition. Ryo pretty much explains the problems with the "supposed" counter to jps. If your skill isn't top notch, you better wait for the jp to fall and get the bite, it's the only way.

    What I'd like to do is if it's a small passage and a small doorway, I like to stand at the doorway, so the jper is trapped in front of me and when he lands, get the swipes in.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    Ryo-Ohki you seem to have completely missed the point of my post, I was not saying that you should allow the marines to kill the hive, I said that if they decide to rush the hive there is a good chance they will kill it regardless of any defense strategy you choose. The deciding factor is usually the skill of the marines not how hard you try to defend it.

    You said if the hive dies you lose leap and umbra. Please forgive me if I made an error, I was assuming we were talking about jetpacks attacking before the second hive was ready. If you lose to jetpacks with umbra and leap then you deserve to die is all I can say.

    I have participated in defeating jetpacks with 1 hive several times since beta5 came out using the principles I pointed out in my previous post. Feel free to mock me or not beleive me its your loss.

    I thought this was a thread about maximizing the potential to beat a certain attack, not one about whining to nerf evil jp, the game is how it is until the patch comes. If I was wrong please forgive me again.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--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-->What is the Counter to Jps?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <span style='font-size:21pt;line-height:100%'><span style='color:red'>BABBLERS</span></span>
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    I don't think anything should be done to jetpacks. I think if they made OC's more accurate and cheaper the problem would be lessened. Tracking and killing a JP in classic is a bit more difficult, but if it has gotten to the point where the marine team has JP/SG in classic, you might as well F4. This is NS3b5, where aliens are screwed without Houdini, the blinking fade of death to all Marines, where DMS is a philosophy more fanatical than extremist forms of Islam, and where trying to hold RT's and still get the second hive up is an enigma to many Kharaa teams.

    Teamwork is great for taking down JP's though. I'm in complete agreement there. Of course, as someone already mentioned, one JP will occupy at least 1 precious minute of time that could be spent defending that RT that's being knifed.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->You said if the hive dies you lose leap and umbra. Please forgive me if I made an error, I was assuming we were talking about jetpacks attacking before the second hive was ready. If you lose to jetpacks with umbra and leap then you deserve to die is all I can say.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No, I can't. It's like beating my head against a brick wall. I sit here and patiently explain to you *WHY* leap and umbra don't help. Argue amongst yourselves ladies, I'm not going to try and debate this any more.
  • Az0rAz0r Join Date: 2004-09-10 Member: 31570Members
    The fastest possible JP can be researched is 4:30 (3:00 for AA +1:30 for research time). This does not include building times for armory/proto as they are generally neglible so at 4:30 you have spent 30res on an AA then 40res on a proto then 35res to research jps. At the same time around 3:30-4:00 aliens have a 2nd hive going up and atleast 1-2 fades starting out (unless marines have totaly decimated you in which case aliens have already lost) Now assuming that marines do go for fast jps. They will then have to shell out 15 res for a jp and 10-15res for a weapon. And to be effective i feel that jpers need to have atleast 2-3 members in a squad/group. Now thats 75-90 res. You simply do not have a total of 180-195 res lying around at 4:30-5:00 in the game even if you have capped every node on the map you cannot afford upgrades such as phase gates(15res) armour/weapons(20res). Most clans would prefer some upgrades with a later AA than no upgrade hmg+jp rushes.

    That is why i feel jps are fine as they arnt econimcaly viable untill aliens have 2 hives up and are able to combat the reasonably well. (celer fades are fine to tacle jps)
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Can a single fade reliably take out a single JP at the hive if we assume equal skill?
    Remember that the skill curve for a good JP is much shallower than that for a good fade.

    Given that that hive grants extra healing to the aliens near it, I tend to feel that if it takes 2 or more aliens (between 30 - 60 res each) to take out one JP (15 res + weapon), at the hive, then there's something of an imbalance here. Simply being at the hive should give something of an advantage, yes?

    If not however, if a single fade can reliably take down a single JP at similar skill levels, it probably isn't a balance problem.

    Now fun is something else entirely. I know I have trouble even keeping track of a JP in the hive area. Then again, I don't play with insane gamma levels either.. dark is actually dark, and black is _black_. Then again maybe this is just one of those things where the frame-rate is important.
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