Countering jetpacks
Hunter.S.T.
Join Date: 2012-05-26 Member: 152596Members
<div class="IPBDescription">Without making non jetpack marines useless</div>So i was thinking, there are difficulties involved when you try to implement a counter for jetpacks (like a lerk buff) because then, if that coutner is played (i.e. early lerks before jetpacks), then the non jetpack marines dont have a chance.
It occours to me, that a good way to solve this, is to make the hitbox for jetpacks *slightly* larger.
The jetpack is a bit of kit you wear, so it makes sense that it would make you bigger, and this would make the jetpacker slightly easier to hit for all lifeforms, without making it incredibly easy to hit with a specific lifeform.
Normal marines would still be useful, jet packs would still be maneuverable and have an decent supply of gas, you would just have to be a little more careful to leave range between yourself and aliens forcing you to concentrate more on dodging, and less on aiming.
best regards,
Hunter
It occours to me, that a good way to solve this, is to make the hitbox for jetpacks *slightly* larger.
The jetpack is a bit of kit you wear, so it makes sense that it would make you bigger, and this would make the jetpacker slightly easier to hit for all lifeforms, without making it incredibly easy to hit with a specific lifeform.
Normal marines would still be useful, jet packs would still be maneuverable and have an decent supply of gas, you would just have to be a little more careful to leave range between yourself and aliens forcing you to concentrate more on dodging, and less on aiming.
best regards,
Hunter
Comments
Thats gonna take a little while tho..
If you want JP nerfed, then lerks need nerfed as well, more energy cost on all there abilitys and wait, engery cost on flying, lerks can fly for ever so unfair to JP that only limited, whine whine lerks need engery cost on flapping there wings, whine whine.
If you want JP nerfed, then lerks need nerfed as well, more energy cost on all there abilitys and wait, engery cost on flying, lerks can fly for ever so unfair to JP that only limited, whine whine lerks need engery cost on flapping there wings, whine whine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I thought your other posts about lerks was serious but now I see you're just trolling.
Try playing aliens more than marines once.
I don't think that the lerk should be the counter unit to the jetpack. It can't be the way to go that aliens have to spend 30res to kill a 10res unit properly.
I think the the jetpack has to have a trade off, spending 10res isn't enough. Could be a lot of things, like manoeuvrability, decreased ammo capacity, losing the pistol, not being able to shoot while flying (maybe able to while falling), etc.
Too complicated, new players will get stuck on this too much and get frustrated.
<!--quoteo(post=1946948:date=Jun 27 2012, 09:51 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Jun 27 2012, 09:51 AM) <a href="index.php?act=findpost&pid=1946948"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems to me increasing the damage and general accuracy on spikes would also be a good counter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Would make the lerk too strong overall, for instance vs unequipped marines.
<!--quoteo(post=1947262:date=Jun 28 2012, 06:53 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jun 28 2012, 06:53 AM) <a href="index.php?act=findpost&pid=1947262"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think that the lerk should be the counter unit to the jetpack. It can't be the way to go that aliens have to spend 30res to kill a 10res unit properly.
I think the the jetpack has to have a trade off, spending 10res isn't enough. Could be a lot of things, like manoeuvrability, decreased ammo capacity, losing the pistol, not being able to shoot while flying (maybe able to while falling), etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that the lerk should not be the single counter to the jetpack. In fact, I don't think it is. Skulks can leap, fades can blink (and as of 211, again swipe without delay after blink), onos can stomp them when they land etc. - all aliens have something to bring vs the jetpacks.
The biggest concern I have with the JP is that it has no downsides, no weaknesses. You get more mobility for only 10pres and that's it.
Increasing the hitbox isn't really an option, because the hitbox has to correspond with the actual model, else it feels off and an even bigger wall of complaints would be set up at the forum.
The only things I can think of right now: 1. Fix the resource system (is being worked on, hard). 2. reduce JP fuel.
I think a combo of those two would make things right. We'll see though, we'll see. :)
Scale it so that a jetpack has pretty much no vertical thrust once in a hive room. AND/OR Reduce the regeneration rate of fuel while over infestation.
Scale it so that a jetpack has pretty much no vertical thrust once in a hive room. AND/OR Reduce the regeneration rate of fuel while over infestation.<!--QuoteEnd--></div><!--QuoteEEnd-->
This could be a cool change. Since it is way to easy for the marines to fly around in the hive room and kill the hive. The jet pack would allow them to get easier in the room but would require more skill to actually kill the hive.
A good jetpacker should never get hit by a skulks or even multiple skulks on any occasion... due to how fast you can get away.
At least in ns1 it took skill to move around the map with a jetpack... as if you simply held down jump you would hit the ceiling in seconds and have not moved forward much at all.
So it made jetpacks good for evasion, but not outrunning every lifeform.
If they made skulk movement not abysmal, perhaps we would have a chance at killing jetpackers.
When you have jetpacks, you cant run, or cant run as effectivly. This would reduce the take off speed, and thus nerf horizontal movement. It would also require marines to pick their landing more carefully if skulks were about, as they couldn't take a couple of quick steps, and fly at top speed away from skulks again. It would also provide a negative for people buying a jetpack, you are more mobile whilst using the jetpack, but otherwise are slightly slower. It would also be intuitive, as the first time someone tried to run with one they wouldnt be able to, and would think "ah, i just bought a jp, now i cant run, guess i cant run with jp" and it kind of makes sense, its a large piece of equipment, if carapace is enough to slow a skulk, surely a jetpack will weigh down a marine.
Fight <b>or</b> flight, not fight <b>and</b> flight
Instead of umbra, give lerk an ability to counter jp's. Make spor cloud or an ability like spor cloud be able clog up the engine of the jp.
Nerfing the horizontal speed I think is one of the better options, it would help all lifeforms be able to kill jper's. Marines would have to be even more skilled in order to stay alive and phasegates would become even more important to hold. If exo-suits came out this patch I don't know if anyone would want to use them because jp's would be so much more effected and cost less.
P.S. like the changes!