How Do You Deal With Jet Packs?

zodazoda Join Date: 2002-11-05 Member: 7175Members
<div class="IPBDescription">marines with jetpacks are hard...</div> Any tips?
skulk?
Lurk?
fade?
Onos?

Comments

  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->skulk?
    Lurk?
    fade?
    Onos? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    How about gorge? Properly-placed webbing takes them down to ground-level where even a gorge can get the kill.

    If a marine gets caught up in the top strand of a nicely-layered mesh, they'll also catch up in any other web in the way on their way down to the ground. If they catch 3 (<i>or is it 5?</i>) or more, they're immobilized for quite a while (10+ secs?).

    A jetpacker with a welder is harder to counter since they can tear through webs, but they've only got to catch up in one and they're as good as dead.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    that works, but a gorge shouldnt be fighting unless he is getting attacked... maybe placing it in random spots help's, but what am I spossed to do when I see a jet packed marine and I am a skulk?? just run?

    the only way to easily get them is web?
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    If you're a skulk and have leap, leap like you've never lept before!! The marine has a tough job keeping himself airborne <b>and</b> trying to shoot a skulk who's zipping all over the screen.

    Besides, if you can keep him airborne long enough, the fuel will run out. Once he drops to the ground (maybe even taking some fall damage), try and get a bite or two in while he waits for the fuel to recharge.

    I find it's usually quite easy to take out lone jetbos if you've got another alien nearby who will help. It doesn't even matter what breed - anything to keep his attention diverted long enough for the other to take a smack at him.
  • Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
    Well, skulks can leap, which will hurt them and make you harder to hit. Also, you can stick to ceilings and wait for them to fly too close, then run out and nab them. Lerks and fades have an easy time hitting them because they have missile weapons (spores especially good), and onos can paralyse them. Paralyse is particularly funny in large, high-ceilinged rooms. The cocky jetpacker is peppering the onos with fire from the ceiling. Onos looks up, fwip, jetpacker hits the ground. Splat. Sucka. Marines lose more jetpackers that way...

    Also don't underestimate your ability to throw up webs quickly. With practice you can learn to coat an area in just a couple seconds, and all it takes is one web to pull them down. Once they're down, I like to web all around them, just to be sure, and then start dropping babblers if I have them, healing spray if I don't (or spit. I like the spray because of the lameness).
  • ChompyChompy Join Date: 2002-11-06 Member: 7379Members
    The best way is to place webs slightly ahead of your walls of lame, so that there is a <i>physical</i> barrier to the jetbos advance. If they try to fly over it, they get webbed.

    If they have welders, then I hope you built floor-to-ceiling walls somewhere. As a gorge usually I will build several lines of defense between the marines and the hive, and I try to wall up choke points to the celing.
  • Agent_Orange1Agent_Orange1 Join Date: 2002-11-13 Member: 8375Members
    As an Ohno paralyse the jetpacker. Same effect as web, but you have a bit more muscle when he touches the ground...
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    And nothing says you can't to your webbing beforehand. about the time you suspect them of having jetpacks make sure you also put webs on the ceiling. It can really ruin a jetpackers day if he accidentally hits a web on the roof, and falls right into webs on the floor.
  • TediakTediak Join Date: 2002-11-01 Member: 2910Members
    Skulk: A well-ambushed Jetpacker is a dead jetpacker. Aside from that, leap works if you're good, or jump-bite in a narrow corridor.
    Lerk: You're WAY more maneuverable than most Jetpacks, most of the time the jetpackers want to hunt you down on those high perches of yours, but surprise them and bite them to death in midair instead.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    thanks.. I have actually encoutered jet packs maybe twice, and never tried them... The dude shot me down the first time and then another I just couldnt get him and he escaped me. I hardly ever see jet packs.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Sycophant+Nov 26 2002, 03:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sycophant @ Nov 26 2002, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The marine has a tough job keeping himself airborne <b>and</b> trying to shoot a skulk who's zipping all over the screen.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Have to disagree there...ever tried Jetpacking with a HMG? I was actually annoyed with how easy it was to aim and fly.(scince I prefer Kahraa) Its no harder to kill a skulk using jetpack than it is on the ground. I cant hit jack with spike if Im an airborn lerk, jetpack seems more manuverable than a lerk even though a lerk is built for flying.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Go <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=13905&st=0&#entry163260' target='_blank'>here</a>

    Geez, how hard is it to check to see if what you're saying's been posted before? :/
  • VsEGaZVsEGaZ Join Date: 2002-11-24 Member: 9823Members
    ok best way to take care of Flying marines when u are a Skulk iz: Get cloak and silence and let gravity do the rest besides they cant stay up there forever... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ull need timing and patience
  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    If your'e a skulk going up against a marine with a jetpack and a shotgun, you're best chances of survival is to run. It's a bit harder to aim with a jetpack, but with a shotgun it doesn't matter too much. I've actually gotten quite good at doing fly-by-shottings, going full-speed forward with a jetpack and pasting a moving skulk with the shotty (thanks to ns_bast, the refinery hive is a lerk/jetpack's dream environment).

    Basically if you rush a jp marine when he's on the ground, his first reaction is going to be to shoot. The second will be to use the JP - straight up. You'll end up running circles below him while he splatters you with said shotgun.

    This is of course, assuming the JP marine knows how to aim.

    So how do you deal with it? A skulk is expendable, no loss there. Best chance really is to lure him into a tighter space, where the jetpack won't be very useful. The biggest weakness of the jp marine is his mortality - he can't take much damage, and if he's not careful, he can take damage by falling. Of course, a tighter space also means more vulnerability to you against said shotgun.

    When confronting any challenge look at the pros/cons of each. The JP marine relies on mobility - moving around quickly and making himself harder to hit. The downside is that he can't take many hits.

    Simple solution: get him to where he can't make use of the mobility.

    Refinery hive on Bast is not one of those situations. If there's JP marines guarding it, morph into a lerk, cuz a skulk would just be target practice to the marine.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Not if the skulk has adrenaline and leap. Ever noticed that you can FLY with leap? You don't need to touch ground to use it. With adrenaline, you have about 4-5 leaps before you need to land.

    But yes, a lerk is still better. Sitting in an umbra cloud and spiking a JP marine is a nice pasttime.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    Its ridiculously hard for a Jetpacker to hit things while hes flying around. If you're a Skulk and you see a jetpacker, Leap and run around in circles, he is unlikely to hit you, then kill him when his fuel runs out.

    A Lerk is infinitely more maneuverable than a jetpack, and should win every time in an aerial duel.

    Fades should easily rocket the jetpack out of the sky.

    Onos have Paralyze. It makes them fall to the ground. Sometimes they will die from falling damage, its very funny.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->SoulSkorpion Posted: Nov 26 2002, 09:48 PM  
    Geez, how hard is it to check to see if what you're saying's been posted before? :/
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I actually posted there.., but that is not about fighting them.. its about attacking them.. He refers to people who fly into your hive and destroy the hive, not people who use jet packs to atack. I checked it before I made this, there was few good tips.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Lerk is much more horizontal flying, and a jetpack is nearly always vertical.
    As a lerk, it is easier to fight in lower ceilinged areas, as it is MUCH harder for you to gain altitude. If you get the jetpacker into one of those corridors with those stupid non-flat ceilings, 99% of the time they will get hung up a lot on all the stuff up there. Take advantage of it.
  • xBaD_AcCuRaCyxxBaD_AcCuRaCyx Join Date: 2002-11-18 Member: 9265Members
    yea, that is quite true. in maps such as ns_eclipse...the hallways around marines spawn are extremely hard for JP's to natigate. in that situation, you can get them but it's hard to get them in maps with big open spaces.
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Web vs Jepack is VERY amusing, because the guy falls out of the sky and is immobile for a while.

    Jetpack marines also love hurtling down vents at crazy speeds and popping out of them into your hive room. Stretch some webstrands over the EXIT of the vent, so as he pops out he gets webbed and falls to the floor of the hive room and gets destroyed by offensive towers.

    Also, a ONOS paralyse seems to be a RANGED WEAPON that works like parasite (HITSCAN). Machinegun him out the air with paralyse if you can.
  • Hang_LooseHang_Loose Join Date: 2002-11-08 Member: 7775Members
    I'd have to say a jetpacker is easiest to take out with a fade. They are unarmored flying targets, you just have to do a splash hit with an acid rocket, and you've already landed a few damage. Just finish it off with one or two more. It's a lot like swatting flies. And you get the same amount of satisfaction when one hits the ground. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have to say a jetpacker is easiest to take out with a fade. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Naah, a Gorge definetly has an easier time of it. It only takes a second to string a web directly in the jetbo's path, then he comes crashing at your feet. Granted, it takes a little bit of practice to accurately string a web quickly, but it's a very effective way to get the kill, especially if there's a Skulk at your side waiting for the free meal.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    - Well keep em busy for one, because if they are dodging you, their accuracy drops considerably.

    - Keep hounding them and making them fly. Eventually they will either run out of juice or leave the area to recharge the jet pack.

    - If he hasn't seen you, do your best to sneak behind him. I LOVE killing jetpackers while they are just standing around and they HATE it.

    - If you're a gorge, web em.

    - If you're a skulk, leap em.

    - If you're a fade, acid rocket em.

    - If you're a lerk, needle em.

    - If you're an onos, ignore him. He can't hurt you. But if he's stupid enough to swoop low, paralyze em.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    If you're an Onos, wait till he gets as high as possible, then paralyze him. If the drop doesn't kill him, the Charge will. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • GuardianGuardian Join Date: 2002-11-01 Member: 2335Members
    AHAHAHA! I made the term Jetbo! I win! I win! I win everything (including stupid name award). Has anyone else found that the jetpack marine is slowly dying out? All the tactics you guys posted really makes a difference.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Has anyone else found that the jetpack marine is slowly dying out? All the tactics you guys posted really makes a difference.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I still see a lot of jetbo action, but it's not nearly as effective anymore. Gorges are finally learning to string webs strategically rather than trying to imitate a spider, which makes a huge difference since the offensive chambers can now fire at the immobilized jetbo. Lerks are getting good at flying and aiming simultaneously (<i>it's easier said than done</i>). Fades are still doing their thing, but there's not much to change besides getting a lucky shot in once in a while. And Onos' are finally using Paralyze!! I've never seen Onos used for anything but brute force before, but now they're using that very useful ability.

    And Skulks are <i>still</i> having a hard time getting at a jetbo, but at least they're trying. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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