Jetpack Script...

SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
<div class="IPBDescription">it was only a matter of time...</div> Well I had thought it would be a little while before I saw one of these, but nevertheless I can't say I'm surprized. The script in question allowed the player to stay in the air indefinately, and of course since there was no interaction needed to fly the jetpack, they could target with pinpoint accuracy. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

I asked the player about it, and they said it was a toggle script. So he would hit a key and the jetpack turned on and he would hover in mid air. Then he could tap the jump key to increase height. Once in hover mode he could fly in any direction, and the lack of needing to 'control' the flight made it surprizingly easy to target enemies or hives. (so he said, and so he did) It looks quite cool, albeit highly unbalanced for skulks. He could literally fly around the map, down halls, through doors, and never touch the ground.

I think we're about due for some kind of 'fix' to balance jetpacks. Either make them use more fuel, or make it so that once you start a 'burn' that the fuel continues to burn whether or not you use the 'thrust' or not. Then when the fuel is depleted, they need to wait for it to 'recharge' before it can be used again.

Regards,

Savant

Comments

  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    Agreed, that is not fair.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Your exploiting the fps bug, cap your fps to 15 you exploiting scum!

    lol.

    BlueGhost
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    I personally liked the "make them land to refuel" plan, although I also find the in-air refueling quite alright myself.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    <!--QuoteBegin--BlueGhost+Jan 26 2003, 10:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Jan 26 2003, 10:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Your exploiting the fps bug, cap your fps to 15 you exploiting scum!

    lol.

    BlueGhost <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ahah
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    Give lerk air control and make flying take away as little energy as jetpack then!
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    Hehe I say more powerfull lerks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Then we'll bite the donkey off all the silly JP marines. Ofcourse any FPS recharge rate dependency should be removed. FPS dependencys are evil.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I think they should increase the recharging rate, but make it so that it only recharges when the player is on the ground. That will not decrease their mobility much, but will not let them hover and hover and hover almost forever...
  • EmptyEmpty Join Date: 2003-01-25 Member: 12701Members
    i think they should allow jetpacks with heavy armor and self healing helmets and heavy machine guns <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Let's see how the jetpacks operate after the FPS fix. They certainly shouldn't be allowed to hover indefinitely but it's possible that fixing the FPS issue will also remedy the perpetual floating jetpackers. If that doesn't do it, I agree with the monkey, just make them recharge on the ground. It's no big deal, ten seconds of fuel is enough for me to cover half a map without touching the floor, as long as I don't snag a light fixture or a doorframe. It provides a perfectly adequate degree of maneuverability to a marine for its price. The only downside of scrapping in-air recharging is that it would hurt dogfighting with Lerks. But as much as mid-air battles are great fun, they aren't worth people managing to exploit the jetpacks to hover forever.
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    You should be able to outfit a heavy machine gun itself with a jetpack and a remote control. That way you can sit in the marine start and pilot the gun virtually through the level without taking any damage yourself.

    The flying gun.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Yes, and walking gernade turrents pls.

    I agree, however, that the script is an unfair thing. Hopefully someone will look into it and try to stop it. Early game that can really kill a skulk team, literally.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Sounds like a useful script but it takes advantage of a exploit in the jetpack. :/
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