Jetpacks, Resupply And Focus

RueRue Join Date: 2002-10-21 Member: 1564Members
<div class="IPBDescription">How are they related?</div> I have just finished a few hours of NS:Combat and there is a theme to games that I am sure most people will have noticed. Games that are won by marines are must more likely to be won with Jet Packs rather than HA or LA. This is the reasons I feel are responsible for this.

As things stand marines upgrade to Jet Packs normally after they get a shotgun, and normally by the time the skulks can get to fade. Now if it was just a normal marine with a JP/SG Vs a Fade with Cara/Regen, I would bet that it would be a 60:40 situation with the fade winning a few more battles. Just for the reason that fade can heal its self and jp'er cant.

Now add resupply into the mix, and what do you get? As long as the Fade can’t get two hits into a Jet Packer in quick succession then the Jp'er wins most of the time. Same goes for lerks , with resupply a marine can kill lerks with a shotgun fairly easy. And if he has a jetpack he can fly away far enough to heal before the lerk gets to kill him.

This brings me on to my point:
Resupply in my opinion overpowered for jet packers. The only place a commander can drop ammo/med in normal NS is on the floor and I feel that the resupply in combat should work in the same manner.
The jetpacker <b> must </b> be on the floor to get a med pack or ammo.
I feel this will counter allot of the Jet Packers who currently can stay in the alien hive (in most maps) for extended periods of time and encourage the use of Heavy Amour.

So what’s the solution to killing marines? Well the easiest way is simply to get focus, 2 hits and he’s dead, doesn’t matter if he’s got resupply or not. Even as lerk two hits will kill them.
Although I understand that a lot of players use focus just so they can get good scores, I feel that by taking away mid-air resupply that it would make players less worried about how to counter the Jet Packs and try new ways of winning the game.

Conclusion:
Don’t allow Jet Packers to resupply in mid-air

Comments

  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I'd be happier if the auto-com actually missed jetpackers like real life commanders; currently, the medpacks seem to spawn inside the jetpacker. Medpacking jetpackers in Classic is a skill few coms can master, and it seems cheap and annoying for jetpackers in Combat to have almost permenant "get out of jail free" cards <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    edited July 2004
    HA is pretty much better than JP but requires use of teamwork hax so you rarely see it in combat games.

    1 or 2 jp's with GL's, everyone else SG/HA > all
  • 999Hydralisk999Hydralisk Join Date: 2004-04-13 Member: 27907Members
    Yay destroy marines last chance to kill hive under 10 minutes. Thumbs down. As you can see i love my JP resupply <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Rue+Jul 7 2004, 07:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 7 2004, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have just finished a few hours of NS:Combat and there is a theme to games that I am sure most people will have noticed. Games that are won by marines are must more likely to be won with Jet Packs rather than HA or LA. This is the reasons I feel are responsible for this.

    As things stand marines upgrade to Jet Packs normally after they get a shotgun, and normally by the time the skulks can get to fade. Now if it was just a normal marine with a JP/SG Vs a Fade with Cara/Regen, I would bet that it would be a 60:40 situation with the fade winning a few more battles. Just for the reason that fade can heal its self and jp'er cant.

    Now add resupply into the mix, and what do you get? As long as the Fade can’t get two hits into a Jet Packer in quick succession then the Jp'er wins most of the time. Same goes for lerks , with resupply a marine can kill lerks with a shotgun fairly easy. And if he has a jetpack he can fly away far enough to heal before the lerk gets to kill him.

    This brings me on to my point:
    Resupply in my opinion overpowered for jet packers. The only place a commander can drop ammo/med in normal NS is on the floor and I feel that the resupply in combat should work in the same manner.
    The jetpacker <b> must </b> be on the floor to get a med pack or ammo.
    I feel this will counter allot of the Jet Packers who currently can stay in the alien hive (in most maps) for extended periods of time and encourage the use of Heavy Amour.

    So what’s the solution to killing marines? Well the easiest way is simply to get focus, 2 hits and he’s dead, doesn’t matter if he’s got resupply or not. Even as lerk two hits will kill them.
    Although I understand that a lot of players use focus just so they can get good scores, I feel that by taking away mid-air resupply that it would make players less worried about how to counter the Jet Packs and try new ways of winning the game.

    Conclusion:
    Don’t allow Jet Packers to resupply in mid-air <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, what I concluded from your paragraph (as if I don't play enough combat):


    Marines are severly underpowered in combat, as all you need is a fade to counter their highest level of tech (jp) and just two measily swipes on them.

    If it's a 10 player server then that's a lot of lerks/fades to dodge, and if they all can bite half-decently then you are talking some major killing of JP's.

    Resupply is a great upgrade, it's not overpowered if anything the 'other' upgrades like mines/welders/MT/scanner should be brought up to par with resupply, resupply should not be lowered down to the crappiness of the other two.

    Finally, resupply is much slower at later levels... something like 3 seconds a medpack at lv. 10? Which is just insane, if you hit a marine with 100 hp and 0 armor, he will be at 25 or 20 hp (if it was a fade who hits him), and then he needs two medpacks to go back up to full hp and take just one more bite, and two medpacks is 6 seconds, in addition while he is being medded he does not receive ammo.

    Jetpacks/Resupply = fine,

    what really needs a fix is webs, xeno, and the ability for aliens to keep coming back as large lifeforms and marines not having enough physical ammo to kill it all.
  • AlbinoAlbino Join Date: 2003-08-17 Member: 19841Members, NS1 Playtester
    Marines top level should be 12. Those extra 2 levels would help marines deal with the endless stream of heavy alien units.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-Forlorn+Jul 7 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 7 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, what I concluded from your paragraph (as if I don't play enough combat):

    Marines are severly underpowered in combat, as all you need is a fade to counter their highest level of tech (jp) and just two measily swipes on them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Fades are basically the highest alien life form due to blink. Of course, this only applies to good fades, but when was the last time you saw ANY lifeform besides a fade go 40/5 or better?

    The alien balance is full mountains and valleys.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited July 2004
    -Give every marine a welder for free
    -nerf webs so that they cant be stacked...really i'm always battlegorge, passive webs doesn't take much...but this offensive insta-webbing and moreover multiple webbing (longer paralysed) paralyses every rine-squad!
    -Improve/change catpack-usage to give hmg/sg vs onos a boost..manual activation would be great
  • GeorgebGeorgeb Join Date: 2004-06-14 Member: 29302Members
    What idont understand is wy his isnt posted in ideas?

    JP - are good but annoying when run out of fuel.
    HA - is decent but your more slower.

    The thing is that you should be able to get HA and then work with a group to take out anything that stands in the way. 3-4 people with HA haning around the corner would kill anything that might stand in the way.

    If there were JP then you would fly around the place and all of you wouldnt be in a group and make easy targets for fades.

    Regards
    George
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Georgeb+Jul 7 2004, 12:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Georgeb @ Jul 7 2004, 12:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What idont understand is wy his isnt posted in ideas?

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Didn't you get the memo? This is the new S&I forum for those who feel their ideas are too important to be left in the old S&I forum.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited July 2004
    <!--QuoteBegin-Ahnteis+Jul 7 2004, 10:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jul 7 2004, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 7 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 7 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, what I concluded from your paragraph (as if I don't play enough combat):

    Marines are severly underpowered in combat, as all you need is a fade to counter their highest level of tech (jp) and just two measily swipes on them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fades are basically the highest alien life form due to blink. Of course, this only applies to good fades, but when was the last time you saw ANY lifeform besides a fade go 40/5 or better? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Onos + redemption + carapace + celerity + scent of fear = pure devour kills for the entire game. I usually die about 6 times a round, most of those are skulk deaths. It's near impossible to kill a cara redemp onos unless you're camping the hive.

    Thinking outside the box > you?
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    <!--QuoteBegin-Georgeb+Jul 7 2004, 06:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Georgeb @ Jul 7 2004, 06:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What idont understand is wy his isnt posted in ideas?
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Post is not ment to be much of a sugestion , just want to know what you guys think of this.

    <!--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-->  -Give every marine a welder for free<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Isn't a bad idea, dont know how it would work in practise but it would allow the marines to fix the cc and keep attacking for longer.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin-(e)kent+Jul 7 2004, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Jul 7 2004, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Ahnteis+Jul 7 2004, 10:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Jul 7 2004, 10:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 7 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 7 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, what I concluded from your paragraph (as if I don't play enough combat):

    Marines are severly underpowered in combat, as all you need is a fade to counter their highest level of tech (jp) and just two measily swipes on them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Fades are basically the highest alien life form due to blink. Of course, this only applies to good fades, but when was the last time you saw ANY lifeform besides a fade go 40/5 or better? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Onos + redemption + carapace + celerity + scent of fear = pure devour kills for the entire game. I usually die about 6 times a round, most of those are skulk deaths. It's near impossible to kill a cara redemp onos unless you're camping the hive.

    Thinking outside the box > you? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've played cara+redempt+regen+celerity onos. They still die more then good fades.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It takes longer to kill a resupply/jp marine than it does for them to spawn, in the same way it does for an onos really. Being hard to kill isn't really the issue, it's just that they can be fighting constantly shooting at the hive no matter how often they die.

    JPs wouldn't bother me so much if the spawn system were really fixed.
  • NuclearCoreMeltdownNuclearCoreMeltdown Join Date: 2003-03-15 Member: 14524Members, Constellation
    Only a couple combat maps that JPers are really anoying, Pulse, and Ulysses, more so Pulse due to the platforms which can get really in the way. Otherwise, a halfway decent lerk with focus can umbra the hive, and hunt down a JPer with ease. Even leapbite skulks and blink swipe fades can take down JPers easy. The only time I can take down a hive easily is when they cant hit me at all.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    HAY GUYS!!11 WHILE WE'RE AT IT LETS MAKE JETPACK GAS STATIONS AND IF YOU GET MONEY FOR KIKLLS THEN YOU CAN PAY FOR TEH GAS TO PUT IT IN BUT IF NOT THEN YOU AHVE TO SELL YOUR GUNS SO THAT YOU CAN GET HOME BEFORE CURFEW
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    rofl, that really made me laugh
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    excellent sugestion, medpacks and ammo for marines only when touching ground
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-Rue+Jul 7 2004, 01:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 7 2004, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have just finished a few hours of NS:Combat and there is a theme to games that I am sure most people will have noticed. Games that are won by marines are must more likely to be won with Jet Packs rather than HA or LA. This is the reasons I feel are responsible for this.

    As things stand marines upgrade to Jet Packs normally after they get a shotgun, and normally by the time the skulks can get to fade. Now if it was just a normal marine with a JP/SG Vs a Fade with Cara/Regen, I would bet that it would be a 60:40 situation with the fade winning a few more battles. Just for the reason that fade can heal its self and jp'er cant.

    Now add resupply into the mix, and what do you get? As long as the Fade can’t get two hits into a Jet Packer in quick succession then the Jp'er wins most of the time. Same goes for lerks , with resupply a marine can kill lerks with a shotgun fairly easy. And if he has a jetpack he can fly away far enough to heal before the lerk gets to kill him.

    This brings me on to my point:
    Resupply in my opinion overpowered for jet packers. The only place a commander can drop ammo/med in normal NS is on the floor and I feel that the resupply in combat should work in the same manner.
    The jetpacker <b> must </b> be on the floor to get a med pack or ammo.
    I feel this will counter allot of the Jet Packers who currently can stay in the alien hive (in most maps) for extended periods of time and encourage the use of Heavy Amour.

    So what’s the solution to killing marines? Well the easiest way is simply to get focus, 2 hits and he’s dead, doesn’t matter if he’s got resupply or not. Even as lerk two hits will kill them.
    Although I understand that a lot of players use focus just so they can get good scores, I feel that by taking away mid-air resupply that it would make players less worried about how to counter the Jet Packs and try new ways of winning the game.

    Conclusion:
    Don’t allow Jet Packers to resupply in mid-air <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    rue, what are we fellow marines supossed to do then? fighting focus is hard allready.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2004
    Resupply is really lame, i like this 1 co_ server i played in where they had a plugin where medpacks were dropped every 5-6 seconds instead of what it usually is (i think like 1-4)

    Also resupply currently almost "forces" aliens to get focus

    Spore spam doesnt help, it still takes 2 bites to kill em <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> with no armor.



    THis needs to be adressed by the dev team balance issue wise
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    <!--QuoteBegin-Diablo_fx+Jul 9 2004, 04:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jul 9 2004, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rue, what are we fellow marines supossed to do then? fighting focus is hard allready.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I want focus taken out, but that will never happen as there isn’t anything to replace it.

    So as a solution I would say giving the Jet Packers extra fuel or better movement in the air would help then avoided focus attacks to begin with

    As I did say in the last paragraph I don’t see a way to stop players that are just content with getting high scores to stop using focus. I just feel that players who want to improve there skills for classic NS, mainly clan members, will benefit from having this system in place that allows then to take different upgrades and still be effective
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Fix the spawn system, and marines will use HA more. A bunch of HAs manage to fight off a large gorup of aliens. Now, they takes about 7 seconds to reload, and then right when theyre about to start welding each otehr, the next batch of newly-minted ONOs and fades start charging in!

    I suggest both sides a 3 second invincibility time when spawning in, and whenever an alien spawns back in, he needs to re-evolve all of his upgrades/evolutions. He is also invincible while in egg form. This way, killing an ONOS will actually mean something. The ONOS will need more time to get back into the action. Same idea with Fades.

    The marines get no such penalty because they have a timer.

    Anotehr idea is remove resupply, while giving all marines a toned-down version of it, and a welder, for free. Outiside of a certain radius of the CC, this resupply will only give a medpack once every 45 seconds or a minute. The rest of the time, it will only give ammo. When near the CC, the resupply works like it does now.

    In return, aliens can no longer get regeneration as an upgrade. Fades also can't get metabolize. Instead, they can skip straight to acid rocket.

    Now, JPers will definitely not last a minute inside a hiveroom unless the aliens are really incompetent, and the auto-comm rarely hands out medpacks, making focus not that important.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    jp gas stations ftw
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin-Forlorn+Jul 7 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 7 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Rue+Jul 7 2004, 07:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 7 2004, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    [snip]...
    Conclusion:
    Don’t allow Jet Packers to resupply in mid-air <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    [snip]...
    Jetpacks/Resupply = fine, <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ^^


    Although the idea of letting marines max out at level 12 to deal with alien tech is a idea worth further discussion
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2004
    <!--QuoteBegin-Rue+Jul 9 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 9 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Diablo_fx+Jul 9 2004, 04:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jul 9 2004, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rue, what are we fellow marines supossed to do then? fighting focus is hard allready.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I want focus taken out, but that will never happen as there isn’t anything to replace it.

    So as a solution I would say giving the Jet Packers extra fuel or better movement in the air would help then avoided focus attacks to begin with

    As I did say in the last paragraph I don’t see a way to stop players that are just content with getting high scores to stop using focus. I just feel that players who want to improve there skills for classic NS, mainly clan members, will benefit from having this system in place that allows then to take different upgrades and still be effective <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then I want the shotgun removed. Do you know how HARD it is to counter a shotgunner as anything besides fade or Onos? Dont complain about Focus being "amazing" when you have something that kills almost everything in 1 shot. they both cost 2 XP points in co_ (oh i mean, SHotgun costs 2, focus cost's 3). How hard is it for you to bring up the menu, click armor 1, and have a skulk take 2 bites off you, when you have a shotgun which fires 2x as fast and is 100000x more powerful. And comamnders go armor 1 not even 5 minutes into a classic game, and anyhow if aliens get sensory they usually end up losing in the end.

    I really worrying about the community lately, all they want is to nerf aliens beyond existance even MORE and bash them in topics and threads constantly. Stop stacking marines, PLAY aliens. And look for suggestions to BALANCE the game, not Nerf the aliens so much NOBODY bothers to play them anymore then they do now.


    They have focus? you have shotgun

    They have onos? you have hmg (did you know a level 1 hmg only takes 1 full clip to kill an onos at hive 2?) sad isnt it?

    they have spores? you have HA

    they have a good fade or onos? you complain on how aliens are soo "overpowered" because you, ALL by yourself couldnt kill them.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Diablus+Jul 9 2004, 09:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablus @ Jul 9 2004, 09:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Rue+Jul 9 2004, 07:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jul 9 2004, 07:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Diablo_fx+Jul 9 2004, 04:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jul 9 2004, 04:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rue, what are we fellow marines supossed to do then? fighting focus is hard allready.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I want focus taken out, but that will never happen as there isn’t anything to replace it.

    So as a solution I would say giving the Jet Packers extra fuel or better movement in the air would help then avoided focus attacks to begin with

    As I did say in the last paragraph I don’t see a way to stop players that are just content with getting high scores to stop using focus. I just feel that players who want to improve there skills for classic NS, mainly clan members, will benefit from having this system in place that allows then to take different upgrades and still be effective <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Then I want the shotgun removed. Do you know how HARD it is to counter a shotgunner as anything besides fade or Onos? Dont complain about Focus being "amazing" when you have something that kills almost everything in 1 shot. they both cost 2 XP points in co_ (oh i mean, SHotgun costs 2, focus cost's 3). How hard is it for you to bring up the menu, click armor 1, and have a skulk take 2 bites off you, when you have a shotgun which fires 2x as fast and is 100000x more powerful. And comamnders go armor 1 not even 5 minutes into a classic game, and anyhow if aliens get sensory they usually end up losing in the end.

    I really worrying about the community lately, all they want is to nerf aliens beyond existance even MORE and bash them in topics and threads constantly. Stop stacking marines, PLAY aliens. And look for suggestions to BALANCE the game, not Nerf the aliens so much NOBODY bothers to play them anymore then they do now.


    They have focus? you have shotgun

    They have onos? you have hmg (did you know a level 1 hmg only takes 1 full clip to kill an onos at hive 2?) sad isnt it?

    they have spores? you have HA

    they have a good fade or onos? you complain on how aliens are soo "overpowered" because you, ALL by yourself couldnt kill them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You do realize that hive heals something like 15% of your hp a tick, right?

    Onos take such a beating at the hive it's easier to kill the hive.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    I gotta say... jp in the hands of a pro is unstoppable. I never have the problem of running out of fuel... look in marine strat for my thread on how I do it - basically, just think of it as an extention of crackbouncing rather than something that lets you fly.

    I like the idea of resupply only working on the ground. Would it go into effect as soon as you hit the ground? Or would you have to wait around a second? I know that as comm the way for me to get jpers is to leave the ammo and meds on a ledge where they can land and get it.

    About lerk... the reason the bite is so weak (I think) is because of focus. Imagine lerks with 1 hit kills swooping in on you. It'd be awful. Which is why it has a crappy bite. Jpers routinely blast lerks out of the sky, the shotgun does more damage and has a longer range.

    But any stronger bite would make them lame against normal marines!

    So... how about lerks do more damage to jpers? They'd gain that edge they need to truly become a jp counter.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    Talented JPers are just like fades: it takes a concerted effort by many players to take them down, or it takes a really talented player to even the odds. Most people can't even use the JP correctly. Don't nerf resupply just because a player knows what he's doing. Don't increase lerk damage. If the lerk is smart, or on the same experience level with decent upgrades, the lerk has a definite chance to take out the JPer.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    edited July 2004
    I said I wanted rid of focus only as a reply to FX's post and I know that people think that its god-gift to aliens, your comments regarding the shotgun are probably just because you are unhappy about what I said about focus.

    Anyway as for you worrying about the community, you just keep doing so and the rest of us will try and develop ways of makes aliens better and more balanced.

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    I like the idea of resupply only working on the ground. Would it go into effect as soon as you hit the ground? Or would you have to wait around a second?
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    I would say about 1/2 a second, enough time for him to be attacked

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    About lerk... the reason the bite is so weak (I think) is because of focus. Imagine lerks with 1 hit kills swooping in on you. It'd be awful. Which is why it has a crappy bite. Jpers routinely blast lerks out of the sky, the shotgun does more damage and has a longer range.
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    As a few topics have said, even in Beta Discussion forum, lerk bite does 60(or 65 i forget) damage a time and is fast too. So it’s not a bad weapon. The thing that makes it hard is actually tracking the JP'er in the air or being too weak (Health/Amour) to attack ground targets with SG's

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    So... how about lerks do more damage to jpers? They'd gain that edge they need to truly become a jp counter.
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    Just like turrets to 1/2 to onos, I like this idea; it would make the lerk considerably better as a jet packer counter without the need for focus
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