Victory Vacumes

JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
Anyone else see the new jp's already changing the way NS is played? They seem to be equaling, if not overtaking the use of HA.

I played a game on the custom map stargate earlier, where the marines were surrounded in base with a lot of res. Someone jumped in the comm chair and spammed jp/ sgs, and what followed was fantasic fun be be a part of. The jp'ers rushed one hive after another till all three were gone. On normal maps, I see alot more hives going down to jp rushes. Its a breath of fresh air, to a game were HA used to signal a predictable boaring end game. Just need to give Fades heat seeking bile bombs now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

Comments

  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    No, now we just need a good counter for marines moving 500 mph, with more manueverability than any alien, who can't even be stomped to give you half a second to kill them.
  • illuminexilluminex Join Date: 2004-03-13 Member: 27317Members, Constellation
    With no real anti-JP weapon (I love the lerk and all, but in classic jp>lerk) I sense, with my amazing psychic abilities, the JP/SG rush FTW every game with a half competent commander. JP's are already extremely difficult to take down as is, particularly in combat. Can you imagine the JP hordes that are going to start appearing? Aliens did not get enough of a buff in B5 to warrant this...
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    We didn't see this coming... Everyone wanting back JP's nearly as good as the 1.0x ones.. oh well :o
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    The only counter to jetpack's now are the confined quarter's in combat. Other than that, the Jetpack's are almost unstoppable unless you're a smart Fade with Focus. Also, making the Jetpack stomp-proof is taking something that's already a counter to Onos and making it have little or no fear in the Onos at all.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Hey, I think it's fun. It does change NS. Of course, these JPs are like 1.04 ones...except they are just as good at hive 1 as at hive 3 (no fades with bilebomb to stop them, no lerk spikes, nothing).


    The aliens definitely need a buff to compensate for this.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    AR.......

    I kid of course <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    JPs just need to have their re-fueling cut down a notch, thats why there so good, they land for maybe .111 seconds then fly around the room again.

    Not sure how to balance that out however.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Decent OC coverage of a hive room is one of the best counters to JPs... They force JPers to touch down for med support, and make it much harder to regain their fuel. Too bad an effective OC defense still isn't even remotely feasible with the current res costs.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    Wait and see... So far we see them every game (provided enough time) but there's no strat around or against it yet.
  • cookmancookman Join Date: 2003-12-22 Member: 24654Members
    <!--QuoteBegin-ZERG!!+Sep 5 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Sep 5 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jps are fine <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They're the finest electric lightweight backpack blender in the whole damn game. So fine that theyre more maneuverable than a couple of wings linked to the brain.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It takes at minimum 4 levels to get a jp. Those jp are quite unable to kill anything large, so they aren't that big a threat <i>yet</i>.

    4 levels can buy:
    - leap xeno and then either an upgrade or gorge for web (stops jp flat), and this upgrade path works against other marine tactics as well. You're fairly safe hanging out in the hive room webbing and healing.
    - leap focus and some other upgrade. Leap is the best way to hit a jp, with blink a close second. Focus decreases the number of contacts you need to make with the jp, and counters the annoying and common resupply jp.

    Obviously as you get more upgraded jp, you will need to get more upgrades too. But you can certainly keep pace unless the other team is completely outclassing you. If you're getting beaten silly, what do you expect?

    At least a few people on your team need to plan ahead.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I believe this is NS_ they are talking about, not CO_
    Also, about combat, I don't think webgorges should be as essential as they are right now, but that's probably a matter of personal preference.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    <!--QuoteBegin-Zek+Sep 5 2004, 03:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Sep 5 2004, 03:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Decent OC coverage of a hive room is one of the best counters to JPs... They force JPers to touch down for med support, and make it much harder to regain their fuel. Too bad an effective OC defense still isn't even remotely feasible with the current res costs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah....!!!IDEA!!!

    Lower OC cost when within healing range of a hive down to 7.5. This way, jetpackers can be defended against more easily.
  • BloodBallBloodBall Join Date: 2003-07-11 Member: 18098Members
    <!--QuoteBegin-BobTheJanitor+Sep 5 2004, 01:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BobTheJanitor @ Sep 5 2004, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, now we just need a good counter for marines moving 500 mph, with more manueverability than any alien, who can't even be stomped to give you half a second to kill them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If web were put into 3rd slot for gorge, problem would be solved. But that would mean bilebomb would be 4th slot and less useful.
  • Konstantine77Konstantine77 Join Date: 2004-09-03 Member: 31279Members
    <!--QuoteBegin-taboofires+Sep 5 2004, 05:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Sep 5 2004, 05:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It takes at minimum 4 levels to get a jp. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nobody is talking about CO, NS is the primary game mode; CO is just for new players to develop combat skills.

    Also, focus doesn't affect leap(im quite sure focus only affects the innate abilities)
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    get the JP's in small rooms/long small hallways and theyre meat.
  • JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
    I don't get why web is at third hive, its virtually useless in end game, when defence is no longer an issue.
  • Kane827Kane827 Join Date: 2003-09-04 Member: 20567Members
    the new JPs coupled with aliens always spawn as skulk in co_ has made me completly give up on this game untill the devs fix it in a new patch.

    It's great to watch helplessly as your hive gets raped, when the only chance to kill the JPer is to evolve into a fade or lurk, but since you have to re-evolve every goddamn time you spawn, you'll just get killed while gestating, if not spawncamped outright.

    This has happened in every single beta5 game I have played so far.
    And this was played with people who are extremely skilled at aliens.
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-JimBowen+Sep 5 2004, 06:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JimBowen @ Sep 5 2004, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't get why web is at third hive, its virtually useless in end game, when defence is no longer an issue. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Get rid of spit, and up the damage that Healing Spray does. I can count on one hand the number of times I've used spit to kill something while actualy performing my gorgly duties. If you want to play battle gorge sure its somewhat usefull, but not really. My OC's/Teammates end up doing the killing more often than not.

    Lose spit, and drop each ablity one slot. Healing > Bile Bomb > Web > Some new support/defense ablity (Oil slick? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    *cough* babblers *cough*
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    I can't believe I forgot about Babblers! My babies!

    *slaps self*
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Unstoppable jetpacks with no counter?

    Sounds like 1.04 all over again if you ask me.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    After years of developement jeptacks are finally GOOD for pubs!
    And to underline that they sound like an F18 Jetfighter!
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Muh? I havent noticed jetpacks changes all that drastically...

    They were /hardly ever/ used before this version, both in pubs and pcw's from my experience, this just makes them more viable.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    *shrug* I've never had any real problems with jp in classic unless we've already lost. Or at least since 1.0x.

    If you've got at least two hives, then you have leap (you had better get two hives anyway!). And there's a good chance you have a fade or two around. And at least a couple OCs around the map. When the marines can't heal up midair, they are <i>far</i> easier to kill.

    If you don't have those things, then the marines don't even need jps to kill you. They can walk, play leapfrog, or take the short bus and still get the better of your sad economy.
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