New Jetpack

AreteArete Join Date: 2002-11-03 Member: 5921Members
<div class="IPBDescription">Does anyone dislike this?</div> After playing combat extensively in the new Beta 5, I have to say..

I really, really dislike the new jetpack.


For me, I don't feel like I have more maneuvrability, I actually feel hindered in certain instances. When flying around and "bumping" into an alien, aka a skulk leaps at you, connects and bites, you get "stuck" sometimes. You used to just bump off and keep going, now you get stopped and then you're food for a buncha aliens chasing you.

The second time Ive noticed an issue is with taking off and attempting to glide forward. You used to be able to do this pretty easily, now I find myself getting hitched a bit at the start of it all.

-shrug- I dont know, mabye I havn't given it enough time, but I really don't know why they tried to fix something that wasn't broken.

Comments

  • EpSyLOnEpSyLOn Join Date: 2003-07-15 Member: 18168Members
    Nah, the new jetpack's manoeuvrability is great, only the new sounds suck.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    New jetpack is too good. its like 1.04 jps but without the dependance on FPS.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    The new JP is great, I find it pretty balanced too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Not used it that much since the new patch (not played Ns much either <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->)

    Anyways my vacum cleaner makes a more interesting sound that the current JP noise.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    This should have been posted in the Bug forum...
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    This has nothing to do with the new jetpack- it's simply because of the manner they fixed knockback, I believe. I don't fully understand it myself, but biteing people seems to pull them towards the groun, yet still push them away from your location.
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    no issues with the jp, i like it ..juz tt sometimes a bit annoying when playing in loud volume
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Why were jetpackers made immunte to stomp? They could normally avoid it by flying anyway!

    Also: Bring back fall damage to jetpackers, the new more manouverable one should mean that marines can avoid hurting themselves unless they get webbed or something. Falling from a large height in metal armour should HURT!

    (PS bring back paralise! Maybe on lerk/fade?)
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I thought JPers do take fall damage? In the otehr end, I feel that Fades should take fall damage as well, if they're stupid enough to run out of adrenaline at a really high place.
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    fades would die from blinking into the ground...

    Also what do you guys think of the crazy new knockback, sometimes when i've been jumping over a skulk and they bite me from below, i get rocketed up into the ceiling, its pretty funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    The sound for fall damage plays with a Jetpacker but they don't take any damage. Is this a bug?

    I haven't noticed the knockback too badly, I am normally thrust into the ceiling or something so don't notice it properly.

    Fade blink needs to be changed from the current lerk-esque state to be more fun. Either like in 1.04 or like nightcrawler in X-men2 would be good, while you hold blink you disapear and pass through all other entities, and reapear with a puff of smoke when you run out of adrenaline / let go of fire.
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members
    which would be fun and all exept how do you limit which solid entities a fade can blink through and where they can re-appear.

    that would be fun right up untill the point you mis-judge how long to hold it or how much adrenaline you have left and you reappear outside the map in the void and crash.
  • eKoeKo Join Date: 2004-09-07 Member: 31470Members
    The blink being like that would be awesome (like nightcrawler) and to overcome the running into wall problem they could have it looking like the curret blink to the fade using itr and looking like nightcrawlers thing to the marines and other aliens.
  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Members
    its not the jetpacks change that affects that.. its the change to knockback of the skulk...
  • VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
    They move too fast try chaseing one down in a vent
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    I found the old jetpack to be more manoverable, but then again I did get alot of practice with it. Its much more noob friendly now.
  • mogbitmogbit Join Date: 2004-07-01 Member: 29669Members
    i say we bring back the 1.0 jetpack :DDD! a jetpack that could fly forever without respect to gravity never hurt anyone <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Theyre too agile now, at least for the amount of fuel they need. So i propose to increase fuel usage by a rough 30%
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    i liked the old one. im still having troubles getting used to the new one.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    Recently I've been thinking that the JP should be more manueverable and cheaper, with more fuel.

    But as a drawback, LMG only.
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    thats a good way to kill the idea of a commander getting jetpacks altogether.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    Even if it was much cheaper and faster to research?
  • CalebCaleb Join Date: 2004-06-04 Member: 29103Members
    actually, i kinda like that idea... only light-weight weapons while using the JP *LMG, pistol, Shotty*. that gives the JPs a 'weapon class' of sorts, while the heavies come in with the HMGs and GLs. makes sense.

    if you REEEEALLY want to be evil, make it so that HMG gives a penalty to a marine using it without HA, and make it so that GL ALWAYS damages friendlies *c'mon. you KNOW it would IRL*
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    what new jp? i havent noticed any difference <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    I absolutely love the new JP, it is so much easier to use, and the timing of the recharge is almost perfect!
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    It's better than previously, excluding v1.04, but I would take HA over JP any day -excluding those when I just want to take a leisure flight through the bug-free corridords. You know, jets just make your aim worse and are practically useless in tight corridors (of which 75% of NS is made).
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    of course light weapons will make commanders choose not to get them, whats the point of having jps? to kill skulks? jps are meant to be able to take down higher lifeforms and kill hives quickly without dying. what are you suggesting? the commander upgrades jetpacks so they can sit and build seiges and when a onos or fade comes in just fly away and try to kill it?
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    simple fix: dont get jp in combat?, opt for that higher weapon + lvl 3 armour instead, its much more worthy.

    In classic its fine as the maps are more open.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin-Radagast+Oct 24 2004, 11:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Radagast @ Oct 24 2004, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> simple fix: dont get jp in combat?, opt for that higher weapon + lvl 3 armour instead, its much more worthy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    erm, no
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-Charge+Oct 24 2004, 11:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Charge @ Oct 24 2004, 11:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Radagast+Oct 24 2004, 11:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Radagast @ Oct 24 2004, 11:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> simple fix: dont get jp in combat?, opt for that higher weapon + lvl 3 armour instead, its much more worthy. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    erm, no <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    erm, yes. ****.
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